Natsu Videos Thread

The combos are sexy, but the only one I see that is practical is the hover B, WR K, 6 A+B into WR B, 4A+B (if it's guaranteed), due to its ring out potential because of how you can push your opponent to the edge. But since Tha_Shogun is having trouble replicating it, I don't know.. The video is still a good find though, I'll practice a few of those for the one in the blue moon chance I could put it to action.
 
The combos are sexy, but the only one I see that is practical is the hover B, WR K, 6 A+B into WR B, 4A+B (if it's guaranteed), due to its ring out potential because of how you can push your opponent to the edge. But since Tha_Shogun is having trouble replicating it, I don't know.. The video is still a good find though, I'll practice a few of those for the one in the blue moon chance I could put it to action.
What burst my bubble is that he can sell these in-game too O_O
Dat der be's skill, yaw.
 
As i posted before, after the 6A+B, WS B4A+B does not work, it's at least Back Ukemi techable i think AND it's a training bug that it works like an NCC, because if you set counter to attack it also applies for tech traps.
When in real life you don't get CH on a teching opponent.
Meaning: The bomb is blockable.
 
yeah that "combo" was confirmed a tech trap with the game set to counter hit, making the bomb guaranteed. so in real matches, it wont be useful.

some of the combos from shoguns video, while awesome combo vid material, are way to impractical to use in match imo. the angle you need to get a re-splat after 66B BE or even connect the 6A+B after it is just to wonky, to pass up an already strong combo that will work 100%.

same thing with some of the WS K into 66B or 3B combos, the distance you need to hit the CH WS K at is WAYYY to specific to use in match. am i saying you will never hit these? of course not, but im not gonna pass up guaranteed 50% + combos for a maybe on 10% to 20% more if the match means anything.
 
Well there's two combos in the vid that I know fa sho aren't too practicle, one because it's just too early in the game and that's the 11K (put it as 33K in the video O.o) A+B combo. The hover B, WR K, 3B combo isn't practicle as there are way too many factors in to get it to work.

The WR K on CH into 66 BBE i practicle however, I've been able to nail it acouple of times online with the lag, even got the wall combo version of it (they died before I finished the combo though). I was gonna see about uploading it but my whole PS system got deleted and I have to start from scratch on everything! That really made me sad face.

The key notes I think to pay attention in the combo vid portion is the 11K into A:6, 4 A+B and how it becomes a garunteed Tech trap on last frame. seeing as alot of the pros want to tech backwards when they get hit by this combo. I caught woahhzz acouple of times with this a couple of times so it's legit, and should be noted. The other is the combo after bombs instead of Izuna drop.

A+B also works instead of A:6, but A:6 can give you a wall splat for the crazy wall combo. They both do the same amount of damage. A little side note is that A:6 gives you the same positioning of keeping the opponent in front of you and A+B, depending on timing, puts you a different positioning of the opponent. So depending on what you looking for, it's crucial to add the A:6 into that combo.
 
I usually feel weird posting my own videos, but I'd like to throw these in before they become not worth watching anymore because of the patch coming in a week, lol. Hopefully stuff can still be learned from these.

These were from this past weekend. I tried to play around with some PO stuff as well as approve my movement and spacing game. Wins and losses below for learning / improving.


vs. Woahhzz (A. Pat)

vs. ZeroEffect( Leixia )


vs. KDZ (Asta, Maxi)

vs Malice (O. Pyrrha)


vs. FearTheDonkey ( Leixia )



Thanks ^^;;
 
Also wanted to throw in this match from Winter Brawl 2012. It was only week 3, but it was a very close match and RTD is such a legend to me since early SC2.

vs. RTD (Leixia, Xiba)
 
PO gives good oki and mixups imo. And Natsu's overall damage is not bad at all even with the damage reduction. What bothers me is that they went and took away almost all her tools.
 
So, it's been almost a week since the patch. Anyone got vids to show how post-patch Natsu looks like, when played by a skilled Natsu? Tbh, online hasn't changed much for me, since I couldn't land PO A:6 reliably anyway. If anything, it made me play safer and focus less on getting the CH to land and going for smarter play instead, but I'd like to see how you guys adapted, since I haven't had the chance to play offline yet.
 
I fish a lot less for CH and mix up a hell of a lot more. Lots of 2k traps after mini combo of death. Some 6B spacing and more 4A+B.A feints. On the less safe side of things, mixing in some 50/50 EXC stupidity off of things like 3KK 2B+K EXC. If used in moderation, those deer in the headlight moments are still there, key word being in moderation. I already played a mix up Natsu, but the patch pretty much cleansed any type of flow chart play. To do anything great with her now, you need a solid foundation in addition to mind games. I say this because she was widely used and fought against, so she was pretty much exposed early. Then the nerf, so on top of being a bit worse most high level players have a ton of match up experience against her. I'm used to this style of Taki play from the competitive SCII days though, so I'm still enjoying her a whole lot.
 

Nothing fancy. Just me playing some casuals online with a good player playing his sub-characters (and beating me miserably most of the time). Connection was pretty good so lag was not an issue.

Against Maxi:
- 1BAK, 1BA[K] and 1BA delay KK seem to give me a lot of trouble. Hard to JG or GI because of different timings. Delayed low kick is still fast enough to mess me up and the charged K variation leaves me at disadvantage(?) with much less guard gauge left. I figured out that the A part on all of those strings is high so after blocked 1B I can do 66K or Wind Roll BBB for healthy amount of punish damage. I suppose 66B would work as well. However I don't know if Maxi can counter those TC moves with BBs or some other stuff that looks more or less alike with these strings.
- I think I had better chance to win when I spaced out a bit. Might be just the lack of my knowledge about Maxi's strings but generally he seems very strong in that mid range where all his stuff can reach you and Natsu's options are more limited (throws whiff, 2A whiffs, A:6 doesn't completely connect...).

Against Ivy:
- 1B+K BBBBB (jf at some point) seems nasty. Inputs might be wrong here because of my memory failing but I mean the move where Ivy hits you once and then whips you 3+ times (up to 5 times and last has some blue sparks in it so I suppose it is positive on block) with her sword in whip state. In a very quick practice session I wasn't able to perform the JF version but the non-JF version seems pretty vulnerable to JG. JF might be screwed because of JG slowdown so it might work well.
- 1B BE leads to guaranteed small damage on block. JG was easy in practice so it shouldn't be an issue to me anymore.
- Ivy has very deadly throwgame and I tried to duck a lot which resulted in some close range mids taking healthy chunks of my life away. Although Ivy has some long range tools she seems to be mainly a close range character. So... should I again just keep myself out of her throw range to keep myself safe.
- Not sure if my opponent used B+K in these matches but if Ivy does that the last hit can be JG'ed into 66B. If the first hit whiffs you can JG the second hit and do guaranteed Wind Roll BBB. (Tested these few days ago. Haven't managed to pull them off in matches yet. :p)

Notes on my own gameplay:
- I whiff a lot. There is rounds where I whiff multiple throws. It would seem that my opponent is much better at spacing than I am and I get baited into these whiffs often enough for him to get *a lot* of free damage on me. I suppose I should try to focus on this area in the future. Perhaps even sacrifice some run counters just to make sure that I don't whiff those fishing attempts.
- Way too many A:6s (or failed JFs) after guard crush moves. He didn't really punish me for those so I suppose on ring edges the risk/reward is at my side (although being very predictable). Talking about predictability... GIs and JGs might work very well against me if I get too much used to using those A:6s. At least adjusting my gameplay at this point should be easy because with such big advantage there is plenty of stuff I can do. :P
- PO B -> PO B -> PO B is not something I would try against opponents I haven't played before... but I have played against him quite a few matches and I know that I can do that few times every now and then and take profits out of it.
- I must keep better track of my meter. Bomb -> no combo was a result of trying CE without enough meter for it. I think I've done that even in the first round of match which is pretty embarrassing.
- When doing combos I should take a look at my opponents health bar. How stupid is it to interrupt the old bnb combo with 2A for throw/mid mixup when I could have followed with 3KKK 4A+B that would have killed him. (10:15-> on the video) I even did a weak low instead of throw to beat him standing. That's like giving away first the 100% chance to win for a 50% one and then even giving that away.
- Pretty many 1As. Kind of living on the edge with those but I suppose I have to do some of these to open up my opponent a bit. Doing safer 2Ks is not really what I want to do too often either because of interrupts. I'm pretty fond of 11A too but it has some issues as well.


A lot of text already. Thanks for reading and extra thanks if you share your thoughts on how I could improve my game.
 
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