Natsu Questions And Answers / General Discussion

Sorry for all these questions but what are Natsu's best options out of her 3B launcher and 22_88b launcher? For the 3B i usually juggle with the A:6 into 4A+B into a PO mixup. For the 22_88B pretty much the same thing. Are there more damaging combos i can go into from these situations? The only other combo I know out of the 22_88b is the 66bA+B+G into 1A or once again into 2A+B.

@prof.oblibion:
You can hold 6 after 4A+B to PO dash immediately after the launcher then you follow up with a 8B+G.
 
Sorry for all these questions but what are Natsu's best options out of her 3B launcher and 22_88b launcher? For the 3B i usually juggle with the A:6 into 4A+B into a PO mixup. For the 22_88B pretty much the same thing. Are there more damaging combos i can go into from these situations? The only other combo I know out of the 22_88b is the 66bA+B+G into 1A or once again into 2A+B.

@prof.oblibion:
You can hold 6 after 4A+B to PO dash immediately after the launcher then you follow up with a 8B+G.
cool. thanks for the help doods!
 
right. i finally got that one to work consistently with the forward PO dash after the launcher. but man, the critical edge follow up, combo 5, is damn tricky.

You should try learning Natsu's CH combos. They're probably the more reliable, since you'll get them more often than a 4A+B/2A+B. The JF part of the combo is pretty annoying though, for me at least.
 
You should try learning Natsu's CH combos. They're probably the more reliable, since you'll get them more often than a 4A+B/2A+B. The JF part of the combo is pretty annoying though, for me at least.
yea JFs just remind me even more of how much finesse i'm lacking. this is the first fighting game i've tried to learn competitively, so the learning curve is still owning me like a newb. but again, thanks for all the advice...it's already helping me up my game.
 
Re 4A+B -> Airdrop -- if you look at the demo for the airdrop on the movelist, it actually does it using 4A+B. The key is that 4AB6 does a teleport forward into PO -- so you can do 4A+B6 .. 8B+G (back turned) for a nice easy good damage combo with only one tricky timing bit (hitting the 8BG just as you arrive from the teleport). From 2A+B, I usually use B+K B+G because while it does quite a bit less damage than the HOV air grab (which does 81 damage and 90 when back turned, if I've read things right), it's much easier and has a crazy large ringout distance to boot. Obviously, if you have the meter, going through the CE -> BT PO8 drop is stronger (unless you have the ringout distance after a 2A+B, in which case...) but there are several more ways to mess it up.

I should learn some of the CH combos -- the problem is that confirming a CH is tricky (although if you're doing one as a whiff punisher one assumes you already know you're in CH).

I can do A:6 pretty often in testing (having a PSP to test A:6 there helps!), but not enough to be confident of using it in a combo.
 
Sorry for all these questions but what are Natsu's best options out of her 3B launcher and 22_88b launcher? For the 3B i usually juggle with the A:6 into 4A+B into a PO mixup. For the 22_88B pretty much the same thing. Are there more damaging combos i can go into from these situations? The only other combo I know out of the 22_88b is the 66bA+B+G into 1A or once again into 2A+B.

I'm not sure if it is the best but I like to do a 3B KKK combo, it works really well.

I think it might be possible to do an 88B A+B1A combo, I need to practice this some :P
 
What's the timing on a 2A+B6? There's nothing listed in the framerate data, but it seems like there's data to check--impact time on the fakeout 2A+B animation plus how many frames you teleport for (and whether you are at 0 coming out of the teleport; I think you are, anyway).
 
it's difficult to test given that a lot of 2A+B~6's efficacy is dependent on how much you've trained the opponent to tech/stay grounded, but it's good occasionally to switch up natsu's wakeup game. i do think that if it's spammed too often the opponent will learn to notice the dash forward, and hit you back with a WS move off the ground (e.g. natsu's own WS K).
 
Hello everyone,

I have a question regarding Natsu's possession stance inputs. I noticed when doing something like 6A+B PO A:6, instead of 214 after 6A+B for PO, I press 4 and PO comes out. Is that some kind of easy input doing its magic or am I hallucinating? D:

Thanks for the help,
Diffor
 
Okay hello everyone I have some questions regarding Natsu which I'd love to know. Please forgive me if the answers are obvious but this is my first post and I'm used to Tekken.

1: Everyone says her best damage is from counter-hit combos. Apart from 4B what other good counter-hot combo starters are there? I can't find a comprehensive list of juggle starters here.

2: Is there also a list of here punishers somewhere? I just keep hitting AA when I think I can punish something....

Cheers thanks for any help :)
 
6A+B4 is another big combo starter on counter-hit. For punishers, use A:6, it's just as fast as AA.
Anyone else use her BE grab a lot? I've gotten a lot of ROs with this move whenever I use it. All her BEs seem to be useful in general. I feel that her teleport BE while in PO is going to become a big part of Natsu's game.
 
2: Is there also a list of here punishers somewhere? I just keep hitting AA when I think I can punish something...

UnbredSoul is right, A:6 is an excellent punisher. As a rule of thumb, if you can punish with AA, you should be able to punish with A:6. Sometimes, though, A6 will suffice. It's quite a bit slower (i16) but it knocks down when 6B doesn't (also i16).

6B benefits greatly from increased range over A:6/A6 and is often underestimated when people spam their -16 on block moves on Natsu. It gives you a sizeable advantage on hit, so you can feel free to continue on the offense after it connects.

A+B and 66B BE are both excellent whiff punishers. They have deceptively long range and combos into bnb 4A+B6 PO oki setups if you choose. 66B is i17 and can be used to punish such gems as Patroklos's 1K on block and Sieg's 66B if spaced wronlgy. It can also be done from crouching to punish that whiffed high.

4B, as you mentioned, is a combo starter that can also be used as a punisher. It's i14 and punishes Natsu's own WS AAA and can also be done from crouch to punish ducked highs. On normal hit, you can set up oki or combo for 40-ish damage I believe.

Unsafe blocked lows that leave the opponent TC'ed can be punished with 6B or 66B BE. WS A or WS K can also be used if you prefer having positive frames to work with (at the cost of damage and knockdown). FC A+B may also be used to gain you positive frames in this scenario (it's huge, +10 or something on hit), but the knockback is problematic so take that into account when continuing your offense. 6A+B4 (PO) (i16, +11 on hit).

EDIT: Modified recommendations to include 6A+B4. Thank you to Taxi for pointing this out.


Anyone else use her BE grab a lot? I've gotten a lot of ROs with this move whenever I use it. All her BEs seem to be useful in general. I feel that her teleport BE while in PO is going to become a big part of Natsu's game.
I use her BE grab a lot, but usually not when trying to get that ring out. 66B+G is almost definitely guaranteed (barring ducking action) against the crew I regularly play when my back's against the ring. Also, it's a nice change because it's an A throw threat when most of the people I play automatically break B because of Natsu's easily accessible command throw. That yellow flash gives it away big time though, and I feel like people are getting smart to that... Break B by default then break A when the flash comes out.

Finally, I agree with your PO BE statement. As has been stated somewhere else in this SA, it's our panic button when in PO.
 
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