Natsu Questions And Answers / General Discussion

It's the same it's just that you have to enter FC state first in most situations.

You can also sacrifice a bit of combo damage to get better oki situations:

Instead of 3B~ A:6 you can do 3B~ AA6 (here 4A+B should be a force block in most situations)
Instead of 11_77K~ 66B you can do 11_77K~ k2 (same oki as above, although you sacrifice quite a bit of damage)
 
When trying to pressure an opponent look at the frames for Natsu's faster attacks in terms of Impact speed, advantage on hit & advantage on block. Knowing how much advantage or disadvantage you are at after an attack is used will help you in both deciding what move to use next or when to take defense action. Your goal is to try and frametrap the opponent or simply maintain offense.

Other things to note are which moves lead into stances such as Possession or a Wind Roll, moves with TC's such as 22A, 66B, 66K 3A, 3B (I think), or Distorted Breezes for example. And even moves that TJ such as A+B, 8A or 8KA for instance.

However "pushing buttons" is fine against significantly slower characters such as Astaroth or opponents that don't punish you for it. I wouldn't exactly recommend mindlessly mashing buttons though. Remember your frames!
 
Other things to note are which moves lead into stances such as Possession or a Wind Roll, moves with TC's such as 22A, 66B, 66K 3A, 3B (I think), or Distorted Breezes for example. And even moves that TJ such as A+B, 8A or 8KA for instance.

I love jumping A, it's like A+B, but safe and with pushback and faster tech jump, range is shorter though.
Good vs people with good 2A like Mitsu or Raph.
 
Any suggestions on what to do against Yoshi's stances? (Indian and (S)DGF esp) I get mixed up alot after he enters those >.>
B+KB+G for swag points against SDGF. Any string like BBK should beat out all of Med stance's stuff except the aGI, which is terrible even when it does activate.
 
Does 8A+B work on MED aGI? never tried it, not sure if it falls under the category of "vertical, body stab"

You can also just trigger the MED aGI, (With 66B for example, or any other grounded Vertical) then air grab him out of the UB. You even have enough time to do 214~ 8B+G for 80 DMG.

8A+B can be MED aGIed, resulting in 36 DMG to you from Anti Air GI knockdown and a really bad wake-up situation:
No Ukemi possible
Stay down, get up with G, ground roll to either side will all result in eating the UB. (JG can work if you get up)
Only roll to the front or back (or JG) will save you from the UB.
The bad wake up part seems to apply for all aerial verticals, for example k2, HO B, and jumping B.
Really bad vs MED aGI.
 
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Is CH 3(K), K, K -> 44K a combo? I've tried it a bunch in training mode and the AI can never get out of it, but sometimes in player matches it just fucking drops and I can't quite figure out why.
 
Is CH 3(K), K, K -> 44K a combo? I've tried it a bunch in training mode and the AI can never get out of it, but sometimes in player matches it just fucking drops and I can't quite figure out why.

Nope, you can ukemi out of it. Most uses of 44KK are not guaranteed. 1A & 4A+B are guaranteed though but doesn't net you as much damage. 44KKK is a great mix-up when your CH 3KKK has knocked the opponent into a corner because if they tech, you can bomb their ass with 2A+B. The fear of 2A+B tends to make people think twice before teching. As a result, I connect 44KKK very often. Note, when I say corner, I mean wall. Not corner, as in ring edge. Doing 44KK to your opponent when their back is to the ring edge I think is way #92 that Natsu can ring herself out.
 
3(K)KK~ 44KK
If you normally hit your opponent with 3(K)KK, 44K can be teched to the side. (The opponent has to press 2_8+G after the knockdown)
If you hit your opponent from behind (like in the CH WS K~ 6A+B.4~ PO A:6~ 3KKK combo) 44K can be teched to the front. (6+G)
It also depends on the opponent, some tech better or different than others so not every combo works on every character.
 
Hm, alright. I'll be sure to start throwing out 2A+B if I notice my opponent teching 44KK. It frustrates me that most of Natsu's best damage is all out of tech and ukemi traps, because if my opponent is actually good and doesn't take the bait, then I just feel like I'm smacking against a brick wall. Still getting a 90% combo because my opponent teched right into a 2A+B is soooo satisfying.
 
Speaking of bombs, is it possible to bomb (4A+B) your opponent after you've GI'd them? (assuming they don't re-GI). If you know they're gonna re-GI, would the UB bomb (2A+B) work? Not too sure how many frames a successful GI gives you...
 
You can't GI Unblockables, so if you did 2A+B and they tried to re-GI then they would be launched up into the air. However if they just block they may be able to jump it on reaction.
 
I know that you can't GI unblockables, but the UB bomb is pretty slow, so I was wondering if they could tech jump/ hit you out of the UB bomb after their GI.

Also, anyone know if the regular bomb (4A+B) is guaranteed after you GI someone?
 
4A+B is not guaranteed after you GI someone, it can be blocked, but you can use it to punish a whiffed re-GI.
I think 2A+B can punish a whiffed re-GI too but 4A+B does more DMG.
(unless you can do double CE~Air Throw combo)
 
Hm, alright. I'll be sure to start throwing out 2A+B if I notice my opponent teching 44KK. It frustrates me that most of Natsu's best damage is all out of tech and ukemi traps, because if my opponent is actually good and doesn't take the bait, then I just feel like I'm smacking against a brick wall. Still getting a 90% combo because my opponent teched right into a 2A+B is soooo satisfying.

Welcome to the realm of Non-Scrubby Natsu play where Natsu's high damage is actually justified. Don't worry about hitting 44KK that much, I don't care for how the move sends Natsu away from the opponent and leaves her backturned to boot. I just attempt 44KKK in a corner instead because the damage moreso justifies the risk of it getting teched, thanks to the ability to continue pressure afterwards.

TBH, that's exactly how you're supposed to fight Natsu. She is a CH-fishing character as opposed to pure rushdown. Your job is to bait CH's with WR K being the key move to achieve the desired outcome. If your opponent gets sloppy or impatient, you destroy them. If they're playing a really patient game, you'll have your work cut out for you because you'll be forced to play a risky mix-up based rushdown game if they achieve a life lead.

For me, I play Natsu because of how damn satisfying it is when you hit a CH WR K, an A:6 punish, or a Bomb launch CE combo against someone that doesn't play stupid against her.
 
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