Official Natsu 1.02 Patch Changes Discussion

I keep dropping spikes and then following up with 1A.
People are getting hit by 1A anyway but its annoying.

On a more positive note, the 6A series has been doing me really well.
 
Haha... well just got done playing a little bit online. I was kicked from every room I played in after I won with people yelling at me that I am a spammer.

Expect for the next patch to take away her 66b haha.

indeed. did you know that ivy cannot punish 66B at all? *trollface*
 
Yep, natsu is still pretty tough. Her ground game got beat up pretty bad, but she can still do a lot of damage.

HOV B, WS K, 6A+B4, PO A:6, 3KKK, 1A does 95 dmg, 78 if you start it with tip range HOV A.

HOV B, WS K, 6A+B4, PO A:6, 3KKK, 4A+B6 does 91 dmg.

And of course bombs, if you can land them, still do insane damage.

So I don't know if it was an oversight by PS, but her combo game is still there, just less broken with the easy combo starters removed. It will require more gimmicks to open people up to getting hit by the starters, but I think she's still top tier. Maybe A now instead of S.
 
My theory of why Natsu’s 22_88K, 6A+B, and A+B were nerfed was due to patched back step also being nerfed. It would have made Natsu too strong imo. So it was one of those sacrifice one to make the overall game better situation. At least they kept 66B intact which is surprising after I played a couple games and was able to punish back step so severely.

I want to do some testing with some friends offline, but I still think that dart can play a roll. I am wondering that despite the lack of a stun when FC A+B hits a grounded opponent… how much advantage do you get. Like can they interrupt a 4A+B or do they have to block it? Stuff like that.
 
You don't get much advantage if darts hits grounded. It looks like either -/+0 or a few +. Then again maybe I'm an idiot.
 
I could have a buddy of mine test it with his programmable setup. He'll give us a frame by frame breakdown. I'll just have to get a hold of him and see if he's willing to do it.

ON ANOTHER NOTE.
If they can interrupt by attacking maybe dart will be hilarious because we can bait them into get up attacks and CH dart them for a safe way to CH fish. WE can also CH fish with darts now instead of WRK. Too bad the range is ass.
 
I could have a buddy of mine test it with his programmable setup. He'll give us a frame by frame breakdown. I'll just have to get a hold of him and see if he's willing to do it.

ON ANOTHER NOTE.
If they can interrupt by attacking maybe dart will be hilarious because we can bait them into get up attacks and CH dart them for a safe way to CH fish. WE can also CH fish with darts now instead of WRK. Too bad the range is ass.
Yep my thoughts exactly... so we have another potential tool for her. CH Dart can combo into 6A+B4 PO A:6, 3kkk, 1A the axis is a bit strange though. Didn't really get a chance to test it. So Dart into Dart haha...
 
HAHAH! Yeah. How sweet would it be if hitting during ukime gave a CH. Natsu would definitely be S tier.

Hell, maybe darts will be one of her zoning moves like SS1 is one of Nina's zoning moves. JUST STAY AWAY OR DARTS WILL CH YOU!

God I see this getting nerfed too. Lets just hope they are still completely safe on block.
 
I remember someone said something about the timing being changed, but I think that was just rumors before the official notes were out.

It seems the same to me. I drop it just as often as I used to. :( The only good thing is now I'm (usually) only missing out on 10 extra damage, instead of 60 or whatever it was.
 
You don't get much advantage if darts hits grounded. It looks like either -/+0 or a few +. Then again maybe I'm an idiot.
Darts give about +9-10 frames on hit imo. Not fast enough for 2K being guaranteed, but fast enough to 2K beat Lei's early frames of cry baby (i6).


About CH fc A+B 6A+B it's a nice find.

I checked half of the cast and it doesn't connect on:
mitsu, zwei, asta, voldo, cervy, nighty, yoshi, alpha.

and connects on:
pata, lei, natsu, pyrra, opra, ivy, maxi (mostly), algol.


The differences are in falling animations. Mitsu, zwei, yoshi etc. are falling on their right side and then it wont connect (of course from different angle it can connect).
But still we can make 3B with usually connects, or 6B with always connects on them and put them on the BT state where your another 6B will be escapable only on one side, your A+B cant be interrupted (on Alpha your A+B will even put him again on BT state lol).
3KKK also works but not always ant not on all.


The second group (pata, lei...) fall on their left side and 6A+B always connects, so no problem here.
 
Natsu can break guard. Frost was schooling me earlier today and we found that my pressure setup just eats away guard gauge like madness. I didn't even think about it until he mentioned. I was just using setups where I can bait the opponent into ch.
 
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