FleshMasher
[13] Hero
Post here to discuss aspect of Natsu's movelist, including her Critical Edge, Brave Edges and normal moves (and their properties and strengths and weaknesses).
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3B A:6 seems like a good idea.
Oh and with A:6 you now have an i10 Knock Down/RO/Wall Splat punisher.
That's the non-JF version. The JF version comes out with the initial A. So the mid section can hit as early as i16 but the A part when it JF's can hit on i10.A6 is i16 unfortunately.
https://docs.google.com/spreadsheet/ccc?key=0Amr4w1t1zGmwdFhTem9Rc1NGaDJjQVkzaUJQV0pybWc
Via Taxi from the frame data thread.
That's the non-JF version. The JF version comes out with the initial A. So the mid section can hit as early as i16 but the A part when it JF's can hit on i10.
Right now I am really liking 6B+K4 (or is it 6A+B4? SC2 Taki's 11_77B~k). I like the spacing on hit/block for PO options.
Forces crouch so definitely no. However, does SC have the same system as tekken or MKwhere you can't link moves even if you have the frame advantage to do so?
- FC A+B (does +11 on normal hit mean you get a free AA?)
The A+G~A+B+K is amazing for ringoutsUnless I'm doing something wrong,TakiNatsu has two i17 unblockables! That's right!
Unfortunately they're both high attacks and only do about 6 damage... haha. I'm taking about 66B+G and A+G~A+B+K. You can't escape the chip damage from either throw if you escape them, no matter how quick your input is. I feel like I need to win rounds with these moves just because I can.
Taxi, FC A+B does indeed give you a free AA or A:6 at the wall/edge.
Yeah it seems that way. And if they escape the throw, hey, you get 6 damage anyway :PThe A+G~A+B+K is amazing for ringouts
I usually go with WS B~4a+bA > 6K... It's some damage and it leaves them grounded... Trying to test out the viability of 4B since I think you can do it from crouching and does lead to FC A+B 4A+B6 (PO) 66 wakeups.