Match-Up Flashcards

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]
 
Last edited:
I'd be careful about 22Aing out of 3B into SCH against a smart player since they will start threatening you with base hold's aGI. I believe her AA straight up punishes it though.
 
I'd be careful about 22Aing out of 3B into SCH against a smart player since they will start threatening you with base hold's aGI. I believe her AA straight up punishes it though.
Is transition from blocked 3B into SCH into SBH fast enough that it can aGI 22A?
The problem with AA and A:6 is that its range-dependent. From my experience can't do it consistently, while 22A has been solid for me. I will test that out and see what kAb and others say

EDIT
yes You are right, SBH counters 22A.
I guess You have to mix it up with AA and A:6. But it still limits Siegfried greatly
 
Last edited:
This looks really promising, the Patroklos section has good info. Keep it up!
 
Is transition from blocked 3B into SCH into SBH fast enough that it can aGI 22A?
The problem with AA and A:6 is that its range-dependent. From my experience can't do it consistently, while 22A has been solid for me. I will test that out and see what kAb and others say

EDIT
yes You are right, SBH counters 22A.
I guess You have to mix it up with AA and A:6. But it still limits Siegfried greatly
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.
 
Rugi

[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.
 
ZWEI
(MU)
7:3 to Natsu imo
(Playstyle)
Remain up close and outspeed with her fast and evasive tools, puinsh everything lol
(Zwei moves to watch out for)
66A+B is i31 vertical but if you happen to block first hit GI the second, if held 66A+B is used step ein.
44A is a reactable low, punish with 66B BE
Punish A+B with 3B/6A+B4
TC under 1B) with 66B/66K
Step B)
Duck A)
Step 4A)

(Tools)
ZWEI can't punish 66B, 66AB and AAB on block due to push back.
22A is amazing is this MU, zwei has to commit to avoid it. Also good to move around ZWEIs zoning.
Blocked PO B has enough advantage so zwei can't 66B+K over you to avoid A:6 follow up making zwei commit to avoiding it.
A+B good range tech jumping safe mid anti step.

(Extra tip)
ZWEI has to try keep natsu still with his pokes you make you stay still for heavier GB attacks, with this in mind, GI, JG n punish with A:6 or use moves to evade them such as 66B/22A/A+B.
 
  • Like
Reactions: TxA
Back