LordXav1er
[10] Knight
Alright thanks I wasn't sure he even hurts himself sometimes. Such an odd character to face.
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Hmmm alright. Thanks for the tips guys. The problem with the MU part I think is I don't have him as a DLC and like no one really plays him xD.
That's not a bad idea. Just curious. What are Natsu's worst/hardest MUs.
Aeon can be surprisingly effective against Natsu too thanks to good zoning and whiff punishment ability. Tira also seems to poke better in close.
Pat MU i think is in Natsu favor.
OPyrrha is the wors for me.
Other characters are ok.
JG 66A and you've beat 90% of online Aeons. And probably a good chunk of offline ones too.
You can punish just about anything he does, too so long as the pushback isn't too bad.
But yeah, Aeons that try to get close fall extremely fast to Natsu.
Who are the current top 5 Natsu's? If can name them. Videos to such would be appreciated as well :)
He cant punish AAB (only with CE), cant do anything with 66B, have no advantage after 1K - this turns his life in to hell, and Natsu have other good tricks against him. It is very hard to play Pat against Natsu. Dont think it's even.Out of the Greeks, Patroklos has the most even matchup with Natsu, but if played well he can be a troublesome opponent.
He cant punish AAB (only with CE), cant do anything with 66B, have no advantage after 1K - this turns his life in to hell, and Natsu have other good tricks against him. It is very hard to play Pat against Natsu. Dont think it's even.
He cant punish AAB (only with CE), cant do anything with 66B, have no advantage after 1K - this turns his life in to hell, and Natsu have other good tricks against him. It is very hard to play Pat against Natsu. Dont think it's even.
BTW Mitsu is very annoing too.
What are good circumstances to use 41236B?
I don't mind if they are noob-killer situations seeing as my offline buddies never see me use it outside of cancels.
(I am talking situations like Raphael doing 66A+B A/B 44A+B. Not true combos, just traps.)
After aerial A+B hit the opponent can also Ukemi~ step to evade the 4126B unblockable, or interrupt it with i15 attacks or faster.After a juggled A+B you can either do 4A+B to tech trap all or use 21436B to hit grounded.
After aerial A+B hit the opponent can also Ukemi~ step to evade the 4126B unblockable, or interrupt it with i15 attacks or faster.
Still okay i think because most smart people will stay down, in fear of bombs.
Although a roll-whiffed 41236B could result in eating a back throw (or other unhealthy stuff)