Natsu Questions And Answers / General Discussion

Natsu room was a lot of fun -- we should -definitely- do that again [maybe with moar advice? Online Natsu master-class would be badass].

Good Violas tend to annoy me. She can out-poke Natsu, but really that's a distraction for her fishing for a 3b combo (admittedly, you could argue that that half of Natsu's game is fishing for a WR K). OTOH, if you can out-combo her it can be a good matchup, and some Violas throw out a lot of highs or lows you can evade and punish hard.
 
Natsu Meet Up What?!

Ya'll Need to be Taught a Lesson. Dont Get It Twisted. PS3 dead but I'm STILL THE BEST NATSU.

FT3 ANYONE
 
I will take you on DINO. I heard your good :)

Natsu class sounds fun. We could critique/give tips to each other. If intruders come in we must destroy them :P
 
Finally got an answer haha gonna read it now and yeah we should definitely do more Natsu rooms good practice.

Insightful reading that was ^___^ thanks a lot Force_of_Nature!

I don't have trouble with Violas surprisingly...

No problem. Out of all the MU's mentioned, I'd probably say the Nightmare and Seigfried MU's are most manageable. Mitsurugi and Tira aren't that bad either because Mitsu's range isn't quite enough to play a keepout game against Natsu. Tira seems to be about dealing with her pokes, keeping her in Jolly Stance, not getting hit by 3B and watching her JS 1K, 236K & 236K BE lows. Also with Pyrrha Omega, she doesn't have that many offensive mix-up options so you can deduce what she's gunna do more easily. As long as she doesn't go to town with 66B's or DNS B's, you can even hang back a bit and wait for a good opportunity to pressure. Plus her 1K isn't as good as Pyrrha's despite doing a bit more damage.

Methinks you haven't indulged in the pleasure of sitting back and eating one of Viola's 50%+ near TOD combos. Usually off of 3B spam (though, yeah, 3B also happens to be one of Viola's few block punishable moves. Another one being 1A+B). Trust me, it ain't fun dude. Natsu has to play Viola's game too much because of all of Viola's shenanigans. With Nightmare I can sit back and harass Viola with tip-range pokes. Natsu can't do that and instead needs to find opportunities to TC high orb attacks with 66B or 66K with a little range. Viola's lack of punishment makes Nightmare even more dangerous to her because he can use some unsafe moves against her. If you get in Viola's face it's: 2A, WR B, BBB, etc. rinse and repeat. I.e. those are her "Get Out of My Face Bitch" pokes. You gotta back off when you smell those pokes coming on. Viola is quite possibly my worst MU with Natsu. If you want to troll me, take up Viola -_-
 
Natsu room was a lot of fun -- we should -definitely- do that again [maybe with moar advice? Online Natsu master-class would be badass].

Good Violas tend to annoy me. She can out-poke Natsu, but really that's a distraction for her fishing for a 3b combo (admittedly, you could argue that that half of Natsu's game is fishing for a WR K). OTOH, if you can out-combo her it can be a good matchup, and some Violas throw out a lot of highs or lows you can evade and punish hard.
Except that ch ws k combo whiffs on viola in many instances
 
Natsu Meet Up What?!

Ya'll Need to be Taught a Lesson. Dont Get It Twisted. PS3 dead but I'm STILL THE BEST NATSU.

FT3 ANYONE
You can claim best online natsu, I'm not even trying to fuck with that Florida to Canada connection where bombs connect and a:6/ poa:6 drops.
 

Have fun, kids.

*Puts up a sign*


wpid-viola-soul-calibur-v-picture.jpg

WANTED DEAD OR ALIVE !

She may have the look of an innocent "underpowered" weakling, but don't be fooled. If you encounter her, do not approach. She's armed with TOD's and is extremely dangerous.
 
Except that ch ws k combo whiffs on viola in many instances

It's true (mostly Viola falling out of 6A+B before PO A:6 can connect, I think) -- but it still hits often enough to be a useful tool in that matchup--enough that most of my experience against online violas involves trading off big combos with poking matches in between, with the winner being the person who lands enough combos and doesn't get poked to death (and viola's amazing 2k is key here; gotta be careful in that range; at least it's -2 on hit, so you can treat it as a self frame-trap if its overused)

Whereas vs, say, Mitsirugi, it's more of a matter of "can I combo him to death (and outguess/out-time 4b's), or will he get me on the ground and keep me there. I'm getting better at getting up against a character with a strong oki game, but it's tricky, not to mention frustrating when you eat mixup after mixup.

How do people generaly pick low pokes? I find myself alternating between 2k, 4a, and iWC2a. 2k hits grounded and advances, which is nice, but doesn't crouch; 4a crouches, is fast, and has a nice range, but is unsafe (IIRC) and goes into PO, which isn't always what you want, and iWC2a is crouched and mixes a bit with 2a.
 
What is iWC2a? Isn't that special mid just like 2a? So it's not a true low per say.

Also with viola, anytime she is doing any orb attack and you ch her with ws k, the 6a+b will whiff. You can 44k or 8a+b for some ok damage.
 
You know what I mean, can be blocked standing or ducking so not a low in the sense of opening someone up who is guarding.
 
Yeah 2A is a special low that also has shit range. For lows I use 1K, 2KK, 11A, 4A, PO B+K and if I'm not in point blank range I may sneak in a 4A+B~A. In general Natsu's Low-Mid mix-up isn't as good as some other characters such as Mitsu, Xibu, Voldo or Yoshi for example.

Though don't forget good old Run-up-and-Grab if you need a mixup.
 
No! =P

Well maybe Lag + Run-up-and-Grab

Natsu's Grab Break is easy since her A grab is so damn shitty. Though the BE A Grab can come in handy at times.
 
I found it hard to use / set up PO B, any tips?
Idk I just found it hard to get in range and have the time to use it.
Should it be a move I should be trying to sometimes throw out?
 
I found it hard to use / set up PO B, any tips?
Idk I just found it hard to get in range and have the time to use it.
Should it be a move I should be trying to sometimes throw out?

Only use PO B when you have advantage after blocking an opponent's attack or have them locked down after going into a PO transition. It's Natsu's best Guard Damage move along with 8A+B (I'll ignore any variation of HOV A+B). PO B is extremely unsafe on whiff, don't worry if you can't land it.
 
Fighting Pyrrha in close isn't fun. I also got a tip from my SC mentor that it's in your best interest to stay out of Pyrrha's 1K and throw range as much as you can to nullify most of her mix-up game. Naturally the most dangerous aspect of this MU is how well Pyrrha can punish you. I think she's the only character that can punish A+B with a bloody BB!

THIS ARGUMENT DOESN'T MAKE SENSE. CLOSE RANGE WITH NATSU PUTS YOU AT ADVANTAGE. YOU HAVE THE FASTER A.

ALSO, WHO IS YOUR MENTOR? I SEE NO REASON TO AGREE WITH ANYTHING YOU SAID. I ALREADY TOLD YOU KAB CONSISTENTLY BEATS ME, AND I'M ALMOST CERTAIN IT'S BECAUSE NATSU'S A AND A+B GIVES THE EDGE FOR NATSU IF BOTH CHARACTERS PLAY AGGRESSIVELY WITH MIXUPS, WHICH KAB AND I DO. ALSO, BB DOESN'T PUNISH NATSU'S A+B, UNLESS SHE TELEPORTS. THAT'S NOT EVEN WORTH MENTIONING AS PUNISHMENT IF YOU CAN SWITCH IT UP UNEXPECTEDLY. ONLY MY AA CAN PUNISH A+B, IF YOU DON'T TELEPORT. THAT'S A MIXUP, NOT PUNISHMENT.

PEOPLE LIKE ME WILL MAKE YOU WONDER WHY YOU DON'T WIN THE MATCHUP. IT'S NOT NECESSARILY PYRRHA BEING TOO STRONG AND IT'S NOT NECESSARILY NATSU BEING TOO WEAK. EACH CHARACTER HAS SITUATIONAL STRENGTHS IN THIS MATCHUP, AND IT TOTALLY DEPENDS ON THE PLAYER'S STYLE TO DETERMINE THE EDGE. THAT'S THE ONLY REASON KAB'S NATSU CAN BEAT ME EASILY AND MY PYRRHA CAN BEAT YOU EASILY.
 
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