Natsu Questions And Answers / General Discussion

kAb

[12] Conqueror
There are many options. You have to toss stuff out and gauge how your opponent reacts. You really have a tool for every situation.

4a+ba is a go to interrupt that will beat everything aside from natsu aa(trades with i10) random 2a, and back step.

If they 2a, then 8a or 8b are your best bets

If they backstep, 66k and 66b both beat backstep here as does 6a+b. 6b might as well for a safe option, not sure.

If they step 4a+ba has this covered! but if you want more damage, ws aaa will ch as will 66ab

Once you have them frozen more 1ks, FC3ks, 4a, throws, 214b. If they want to test your input speed with an aa (Pyrrha and leixia aa have to be beaten with frame perfect 4a+ba) then you can ch with ws k.

Just have to make some good reads.
 

Slade

[14] Master
4a+ba is a go to interrupt that will beat everything aside from natsu aa(trades with i10) random 2a, and back step.
Not everything; tech crouches have to be taken into account (WS K fucks those up if they're not fast), but your point's clear.

44B might be worth throwing in that bag of options, especially for its wallsplat/RO potential.
 

DopeDojo

[09] Warrior
Gotcha. Also at work right now otherwise I'd look in TM. Algol "demon flip" slide you block High or Low? I swear I've tried both
 

orangeislands31

[13] Hero
Not everything; tech crouches have to be taken into account (WS K fucks those up if they're not fast), but your point's clear.

44B might be worth throwing in that bag of options, especially for its wallsplat/RO potential.
I don't see enough Natsus 44B, I was always confused on how to use this move but it makes sense now.
 

TxA

[09] Warrior
Natsu's 44B isn't the best but it does the job. Best option after 1K on hit for me is always 8A to beat out the 2A response (probably the best response). Another 1K after 8A knockdown is a good choice.
 

kAb

[12] Conqueror
I just saw gold rock do something on stream that I thought was interesting/hadn't thought of before. Will need to test to see if it works in the open or requires a wall.

So if you break someone with 8a+b, 66b BE is the general followup. Well I saw rock do the get up bt glitch into bt a+b. Much better option as you get the same damage as 66b be but no meter. If you have a full bar you can up your damage to half life with a bt a+b CE combo.

Cool stuff.
 

GOLD Rock

[08] Mercenary
Yes if 8A + B breaks the guard you can put BT A + B behind. It's a discovery of Sgt Jason, good Natsu player.

Another solution of guard burst after 6A, 6B or K2 you can put 6B + K, BBB, the latest hit can be oriented with the forward or backward direction (6B + K, BB, [4_6] B), which allows you to place 1A without to be near to the wall => 100 damages without clean hit ! (character specific, but that works on most characters) and sometimes Critical Edge, or if close to the wall.
6B + K BBB also allows pass over the barriers.

Sorry for my english !
 

TxA

[09] Warrior
Whenever I get a wall-splat with A:6 and my opponent's health is quite low, I try to go for an easier alternative to the combo requiring the Just Frame just in case of missing it and giving them a chance to come back.

I looked at a few options and the best one looks like A:6 W! A6 W! 3KKK 1A for about 106 damage. Is the 1A guaranteed? I know on A:6 W! A6 W! A6 1A it isn't guaranteed there. 1K as a replacement to 1A is guaranteed but is of course less damage.

A:6 W! A6 W! 6A+B4 PO B+K does a little bit more than a dropped PO A6 but not much. I looked at 3B but, even with the A:6 connected the damage is lower than the 3KKK 1A alternative.

Nice info about BT A+B on guard burst kAb and Rock (and Sgt Jason), going to try that out when I get home from college. I've missed the 66B window more than once to my annoyance.
 

DopeDojo

[09] Warrior
has anyone else ever had a problem using stab as a punish after the just guard? it must be me because sometimes I will do a just guard and go for stab and just get 6b
 

TxA

[09] Warrior
Inputting an 8-way-run move from standstill requires a quick double tap in the chosen direction, so for 66B it's two quick forward taps. It's not too hard to do but it's possible to have some trouble with it.

An example is the 22B 66B combo where you get 6B instead of 66B. Just get familiar with hitting forward twice. Natsu has a lot of strong 8WR moves in combos like 44KK where you might get 4KK instead by accident. 66B+G is another example of this sort of thing.
 

DopeDojo

[09] Warrior
I'm sure someone's stumbled on this already. I was in quick battle because online matches kept disconnecting. I found that near a wall I could land CH wrK ~ A:6 JF ~ A:6 into the standard 6+B follow up. Damage ranged from 140-160. I'm probably late to the party on that, but it seems useful if you can measure the distance accordingly in match. Same goes with 11k. If you time it right you can A:6 them into the wall twice for about 140 damage
 
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TxA

[09] Warrior
Yep, and with 3B, 22B, CH 11A, NH and CH FC 2A+B and 8KA. Don't think you are limited to A6 when it comes to setting up a wall-combo.

8KA W! WS K A:6 W! 6A+B4 PO A:6 3KKK 1A is an interesting one because sometimes WS K wall-splats and sometimes it doesn't. If it does, you have to leave out an A6. Capping on a 44KKK and CE puts the combo to around 190 damage I believe.

As a side note, the highest damage wall-combo Natsu can do is this:

CH 22K A:6 W! A6 W! 6A+B4 PO A:6 3KKK 44KKK CE

I think it's 202 damage, but the A:6 after CH 22K is dependant on angle and is a tight-window input like the A:6 you get in the 3B combo.
 

DopeDojo

[09] Warrior
Did someone say you could combo off of CH Tacks with A:6? I've been trying it for a little while now and it always whiffs.
 

TxA

[09] Warrior
CH FC 2A+B~ A:6 will usually only work with your opponent against a wall or ring edge. This is actually the same for Normal-Hits (no counter-hit); you are at +12 after it hits but the pushback usually denies any combo opportunity unless against a wall. Try FC 2A+B against a wall, on NH you can get full wall-combos with a fast A:6. Shame it isn't a low else this move would be fantastic.

This same principle is why you can A:6 punish a blocked Natsu 66B if your back is against the wall, when usually her 66B is safe in mirror matches (PS not sure if KK2K punishes it, need to test that).

After you land CH caltrops you either get a 3B A:6 1A combo or a 6A+B4 PO A:6 combo, depending on how they fall. If they fall to their right, Yoshimitsu, Mitsurugi, you get 3B. If they fall to their left, Natsu, Leixia, you get 6A+B.

There are some MU-specific exceptions though. Vs. Maxi you can do FC 2A+B while ducking under his LO BK and the angle allows A:6 to connect on Normal Hit.

EDIT: 6A+B4 PO A:6 (PO K whiffs) punishes Natsu's 66B on block, but when you're against a wall you can get A:6 and possibly 3B on it.
 
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DopeDojo

[09] Warrior
I don't know why I've never thought of this.

CH 4B ~ 3b ~ A:6 ~ 1a

I've always just done 3kk 1A. Never thought to launch..
 

DopeDojo

[09] Warrior
Tonight proved to be one of those nights. I got stomped by a Xiba player because I kept getting hit by B+K GI'es. It stopped my lows, mids, highs, I never saw it coming in time to do a Vertical or stab. I'd just be going for an AA or A:6 punish and boom, right into Remembrance GI.

I also started to dislike Natsu's 66k for no good reason. I'd see him step, so I'd 66k and catch him. Couldn't go into a new mixup because he immediately mashed on 2k/a which snuffed everything I tried to do. I know 66k is a great move because its fast and covers steps, tech crouches & jumps, but lord, a move that's unsafe on hit and lets you do nothing but effectively guard on confirm seems a bit irritating at times.

I need some tea...
 

Harry

[10] Knight
66K is -4 on hit, so its far from unsafe on hit. 8A and 8KA are easy options for countering predictable 2A/2K attempts post 66K hit. Just know that generic 2A's are safe on whiff against 8K after 66K hit, so there's no point in doing the A follow up other than hoping they drop their guard.
Either way, remember that you're playing Natsu. For her, -4 might as well be neutral. They have to respect you, not the other way around.