prof.oblivion
[08] Mercenary
i do have a little more trouble getting the air grab for the 4AB to work. kinda tricky. i can always get the 2AB to work.
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cool. thanks for the help doods!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.
i do have a little more trouble getting the air grab for the 4AB to work. kinda tricky. i can always get the 2AB to work.
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.Also, the reason why it's difficult from 4A+B is because 4A+B leaves you in a crouch state.
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.
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.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.
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?
That's actually the new input for PO transition, it's in the movelist.snip
2: Is there also a list of here punishers somewhere? I just keep hitting AA when I think I can punish something...
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.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.