Natsu Combo Discussion

Status
Not open for further replies.
CH 22_88K 6A+B4 POA:6, 3KKK, FC A+B, 44KK -- 143 dmg
CH 22_88K 6A+B4 POA:6, 3KKK, FC A+B (111) ! 2A+B, CE4 664 A+B, FC A+B, 44KK (122)
233 dmg
Though you can tech back/left/right to escape.

Edit:
CH 22_88K 6A+B4 POA:6, 3KKK, FC A+B delay CE4 66 8B+G ~ 237 dmg
I took a picture of the 237 pop up on my phone. :P
 
I thought this was the combo thread (guaranteed)? All of that isn't guaranteed if the opponent doesn't tech.

You can post all the 150+ tech trap combos you want, but it all boils down to: FC A+B, 2A+B is a tech trap, and that's already in the tech trap thread. We get it.

-ASZ
 
I thought this was the combo thread (guaranteed)? All of that isn't guaranteed if the opponent doesn't tech.

You can post all the 150+ tech trap combos you want, but it all boils down to: FC A+B, 2A+B is a tech trap, and that's already in the tech trap thread. We get it.

-ASZ
Why so hostile?
 
No, he's right. Though, it's just that the tech trap thread IdleMind posted was dead and no one responded to my question about it a page or two ago in this thread.
 
I'm happy to see all the followups there.
@ASZ , OkamiBW was posting it because I asked for a sort of "followup map" thinger. He's actually helping me here. :)
 
I'm all about the oki.

After any FC A+B stun, I go into 2A+B and watch the opponent. If they are lying still, I cancel 2A+B~6 into FC A+B for another stun and repeat/combo finisher. If they tech, I catch them with 2A+B into A+B, FC A+B stun and repeat the process.

If I see they are up by the time I've cancelled out of 2A+B, I go into a throw/WS K. This is very hard to catch though, so most of the time, I end up going into my FC A+B routine regardless, but if they try to attack as they/after getting up, FC A+B will hit them for a CH anyway and is safe on block.
 
I take back what I said, FC A+B into 2A+B isn't a tech trap as long as there's space to tech backwards. It'll work in the corner though.

This might be tougher once people start realizing it. FC A+B, 2A+B won't work by teching back. FC A+B 4A+B6 will hit them grounded into PO mixup instead.

Anyway, here's a little something VS natsu's 2A+B6 cancels into FC A+B: You can watch natsu initiate the bomb, once you see her cancel it, hold G. You will stand to block the FC A+B and Natsu is -6. So these gimmicks don't really work once people know how not to be afraid. Using WS K or throws are good after 2A+B6 though. However, I think the 2A+B6 mindgame will only work where 2A+B is a guaranteed tech trap though, so there's greater risk for teching (eating 2A+B, CE, airthrow hurts). If the only threat is a fake bomb into WS K or throw, it's not as scary. You might as well stick with the guaranteed PO mixup with 4A+B6 PO instead for oki as it applies more pressure (PO B).

-ASZ
 
hey y'all I'm the new kid on the block and I was wondering what is Natsu's Staple/BnB combos?

so far all I got is 4a+b, CE~PO dash cancel to her air throw lol
 
hey y'all I'm the new kid on the block and I was wondering what is Natsu's Staple/BnB combos?

so far all I got is 4a+b, CE~PO dash cancel to her air throw lol
There is a whole list of them in the sticky!
... I wish I could manage more than one or two of those advanced combos, but hey, I'm learning!!
... and gimme back my new kid title! :D

the nerve of some people they come two days later and already they are the new kid, grumble grumble
 
Something I've noticed is 100% of players I've played against always try to tech or get up after any combo concluding with 3KKK, A+B, A:6 etc that gives a small ground stun, likely because they know FC A+B is coming but it has to be timed quickly to stun them on the ground and if done too slowly, they will get up in time.

Using 2A+B here instead of FC A+B will catch them, and then at least condition them so that the next time they get grounded in a combo before FC A+B, they will always stay down and take the FC A+B.

Regardless, It's a good surprise to pull out every once in a blue moon IMO (or even just once; from what I've seen everyone always attempts to escape the FC A+B unless conditioned otherwise).

Now obviously, if you're always quick with it, they will never escape FC A+B regardless, but from my experience, they are always trying to, and 2A+B would capitalize on that.
 
@SoS - I'm not liking the video posted about 5 posts ago much since after FC A+B, 44KK tends to do the most amount of damage usually, rather than whatever that guy was doing.

@RollTide - 4A+B is too slow and can be easily jumped by players who are used to it; and after CE, I believe following it with 4~PO66 4, A+B, FC A+B, 44KK does an extra 4 dmg

@Jaywalker - 2A+B only tech traps if they tech in place or are just holding G. Teching back, left, or right will beat out that option...so instead, you should just do FC A+B, 44KK. Though I think you may be able to FC A+B, CE
 
There is a whole list of them in the sticky!
... I wish I could manage more than one or two of those advanced combos, but hey, I'm learning!!
... and gimme back my new kid title! :D

the nerve of some people they come two days later and already they are the new kid, grumble grumble

umm.....thanks.....I think....lol.....but you lost your new kid title when I joined 8WR LOL

@RollTide - 4A+B is too slow and can be easily jumped by players who are used to it; and after CE, I believe following it with 4~PO66 4, A+B, FC A+B, 44KK does an extra 4 dmg

Thanks, I'll have to try that one out.
___________________________________________________________________
** Also I know I'm not in the right thread for this but hey while I'm here I might as well save a post. I'm on XBL: RollTide8569 hit me up for games. **
 
Hey everyone, Im having trouble landing that 6A+B4 3KKK FC A+B combo. Should I be fishing for WR K or the PO Hover B? Help please.
 
Status
Not open for further replies.
Back
Top Bottom