shitsumon
[10] Knight
Hey guys.
The purpose of this thread is twofold. Refresh the slightly olden previous matchup threads and provide a sort of summary/guide of natsu matchups, ideally with input provided by veteran tournament taki/natsu users.
The matchup discussion is welcome, but I will be updating this post with the best consensus from the particiapants. The elements I include at the moment are:
1. ratios of [win : lose] against opponent character,
2. optimal playstyle against opponent character
3. opponent signature moves to be aware of / avoid
4. tools - which tools natsu should abuse or avoid using
5. other notes.
The "matchup flashcards" if You will.
Everyone can post to his/her heart content, although I count on the input from
@kAb , @Hawkeye , @FleshMasher , @Force_of_Nature , @Never_Relent , @OmegaXCN
I will be updating the thread as opinions are posted.
Furthermore, If You think this thread should be presented in a different way or include other elements, let me know. If You want to see additional elements beside the five mentioned above PM me
First number in [MU] always goes to natsu.
I provide an example with Siegfried.
----------------------
PATROKLOS | by @DrakeAldan
----------------------
[MU]
5 : 5, maybe 4 : 6
[PLAYSTYLE]
rushdown/corner push
[SIG MOVES TO AVOID]
66B, 1K, 44A, wrA+B
[TOOLS]
AA is fast enough to disrupt most pressure after Pat's 1K on hit
AAB cannot be punished unless Pat has CE stocked
22A and 66B cannot be punished on block, and are hard for Pat to deal with when not whiffed
66AB is very hard for Pat to punish on block
A+B puts Pat into a mixup on block (AA beats doing nothing, but loses to teleport; 66B beats teleport, but loses to doing nothing)
[MISC NOTES]
Natsu has higher speed, better movement, and can control space fairly well, but Pat beats her on raw normal damage output. They both want to be in the same space, so it's a struggle. Ideally Natsu's objective is to push Pat to the ring edge or wall, where wrK and a:6 become very deadly. Depending on the player, Pat either wants to space Natsu out, or goad her into over-committing with AA and nail her with a few wrA+Bs (or random tech crouches) to cause her to hesitate attempting to interrupt him, which lets him establish his 1K pressure.
----------------------
ZWEI
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
LEIXIA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
EZIO
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
RAPHAEL
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
VIOLA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
PYRRHA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
SIEGFRIED
----------------------
[MU]
7 : 3; possibly 8 : 2
[PLAYSTYLE]
rushdown + punishment
[SIG MOVES TO AVOID]
basically none. maybe B6
[TOOLS]
66K to punish Sieg's 66B, CE etc
22A mixed up with AA and A:6 shuts down Sieg's 3B and followups
[MISC NOTES]
For some weird reason, Natsu's AA will lose to stance cancel into another 3B (ie 3B, G, 3B). Don't ask why, it just does.
If you are in range, A:6 beats EVERYTHING. At mid to tip range, Sieg can backstep in SCH to make it whiff, and this backstep will also realign him meaning he can interrupt your 22A with realign SCH B (hope that made sense). At this range, I'd be tempted to go for a very slightly delayed 66B. If you time it right, you'll TS his SCH K as well as kill his backstep/realign.
----------------------
XIBA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
IVY
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
CERVANTES
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
AEON
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
TIRA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
NIGHTMARE
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
MITSURUGI | by @FenrisZero
----------------------
[MU]
6:4
[PLAYSTYLE]
Out space him.
[SIG MOVES TO AVOID]
3B Gets punished and BE is interrupted by A:6.
2K BE After blocking first hit WR K for CH.
66BB Same as 3B
33K Is only -2 and you're faster. Don't freeze.
[TOOLS]
A+B safe long range TJ step kill.
22A safe TCing step kill. Rugi lacks good midrange mids and you can outrange him with this.
1A STC? Okay!
66B steps to his weak side and is safe at tip or with 4.
22B Rugi can't punish and push back is retarded.
[MISC NOTES]
Rugi has no i12 punishment so you can be pretty free with your step kill. JG is ESSENTIAL in this MU because a lot of his junk becomes -13. This MU is momentum based.
----------------------
MAXI
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
YOSHIMITSU
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
DAMPIERRE
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
VOLDO
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
ASTAROTH
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
ALPHA-PATROKLOS
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
ALGOL
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
PYRRHA OMEGA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
The purpose of this thread is twofold. Refresh the slightly olden previous matchup threads and provide a sort of summary/guide of natsu matchups, ideally with input provided by veteran tournament taki/natsu users.
The matchup discussion is welcome, but I will be updating this post with the best consensus from the particiapants. The elements I include at the moment are:
1. ratios of [win : lose] against opponent character,
2. optimal playstyle against opponent character
3. opponent signature moves to be aware of / avoid
4. tools - which tools natsu should abuse or avoid using
5. other notes.
The "matchup flashcards" if You will.
Everyone can post to his/her heart content, although I count on the input from
@kAb , @Hawkeye , @FleshMasher , @Force_of_Nature , @Never_Relent , @OmegaXCN
I will be updating the thread as opinions are posted.
Furthermore, If You think this thread should be presented in a different way or include other elements, let me know. If You want to see additional elements beside the five mentioned above PM me
First number in [MU] always goes to natsu.
I provide an example with Siegfried.
----------------------
PATROKLOS | by @DrakeAldan
----------------------
[MU]
5 : 5, maybe 4 : 6
[PLAYSTYLE]
rushdown/corner push
[SIG MOVES TO AVOID]
66B, 1K, 44A, wrA+B
[TOOLS]
AA is fast enough to disrupt most pressure after Pat's 1K on hit
AAB cannot be punished unless Pat has CE stocked
22A and 66B cannot be punished on block, and are hard for Pat to deal with when not whiffed
66AB is very hard for Pat to punish on block
A+B puts Pat into a mixup on block (AA beats doing nothing, but loses to teleport; 66B beats teleport, but loses to doing nothing)
[MISC NOTES]
Natsu has higher speed, better movement, and can control space fairly well, but Pat beats her on raw normal damage output. They both want to be in the same space, so it's a struggle. Ideally Natsu's objective is to push Pat to the ring edge or wall, where wrK and a:6 become very deadly. Depending on the player, Pat either wants to space Natsu out, or goad her into over-committing with AA and nail her with a few wrA+Bs (or random tech crouches) to cause her to hesitate attempting to interrupt him, which lets him establish his 1K pressure.
----------------------
ZWEI
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
LEIXIA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
EZIO
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
RAPHAEL
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
VIOLA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
PYRRHA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
SIEGFRIED
----------------------
[MU]
7 : 3; possibly 8 : 2
[PLAYSTYLE]
rushdown + punishment
[SIG MOVES TO AVOID]
basically none. maybe B6
[TOOLS]
66K to punish Sieg's 66B, CE etc
22A mixed up with AA and A:6 shuts down Sieg's 3B and followups
[MISC NOTES]
For some weird reason, Natsu's AA will lose to stance cancel into another 3B (ie 3B, G, 3B). Don't ask why, it just does.
If you are in range, A:6 beats EVERYTHING. At mid to tip range, Sieg can backstep in SCH to make it whiff, and this backstep will also realign him meaning he can interrupt your 22A with realign SCH B (hope that made sense). At this range, I'd be tempted to go for a very slightly delayed 66B. If you time it right, you'll TS his SCH K as well as kill his backstep/realign.
----------------------
XIBA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
IVY
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
CERVANTES
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
AEON
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
TIRA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
NIGHTMARE
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
MITSURUGI | by @FenrisZero
----------------------
[MU]
6:4
[PLAYSTYLE]
Out space him.
[SIG MOVES TO AVOID]
3B Gets punished and BE is interrupted by A:6.
2K BE After blocking first hit WR K for CH.
66BB Same as 3B
33K Is only -2 and you're faster. Don't freeze.
[TOOLS]
A+B safe long range TJ step kill.
22A safe TCing step kill. Rugi lacks good midrange mids and you can outrange him with this.
1A STC? Okay!
66B steps to his weak side and is safe at tip or with 4.
22B Rugi can't punish and push back is retarded.
[MISC NOTES]
Rugi has no i12 punishment so you can be pretty free with your step kill. JG is ESSENTIAL in this MU because a lot of his junk becomes -13. This MU is momentum based.
----------------------
MAXI
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
YOSHIMITSU
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
DAMPIERRE
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
VOLDO
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
ASTAROTH
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
ALPHA-PATROKLOS
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
ALGOL
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
----------------------
PYRRHA OMEGA
----------------------
[MU]
[PLAYSTYLE]
[SIG MOVES TO AVOID]
[TOOLS]
[MISC NOTES]
Last edited: