Natsu Questions And Answers / General Discussion

When I first tried Natsu it was weird because the controls were different and the took out ALOT of Taki's good moves Which was a disappointment but SHE DOES KICK ASS!!!
 
so i just want to drop some general knowledge about 1K, especially in certain matchups like asta.

1k is -2 on hit, so a FC A afterwards is very hard to interrupt for many characters. you need an i14 mid to trade and an i13 mid to flat beat it out this will make many characters use BB or 2A in this situation. 2A can be beaten by 8A and BB can be beaten by a step into whatever.

in asta's case he has to commit to a crouch throw or a jump move to beat out 1K into 2A. if any character goes the jump route and you read it correctly go for, 6B or WS A. they cannot air control after the initial hit so you can get A:6 into oki for great damage.

for asta again he cannot beat 1K into WS K unless he uses crouch throw or 2K. if he tries 4B, or 6K, they will likely trade with WS K giving you the CH, you can connect 8A+B from here for good damage.

this is quite annoying and will open your opponent up to make mistakes.
 
I need help with combos ;p im starting to learn natsu, is there any "beginner" combos for her? When i attempt an advanced combo, i cant seem to get the stun EVER. help?
 
The Combo list is in the stickies on the top of the Natsu Forum, you could try some of the simpler advanced Combos listed there.
Especially the ones that start with launchers like :2::2h:_:8::8h::B: are quite easy.

Some attacks like While Rising K only give stun on counter hit, short CH, meaning you must hit your opponent while he is trying to attack you, during the start-up animation of his attack.
You can turn on this effect in practice mode via System Settings~ Counter Hit Settings~ On

And other things like PO :A:::6: as combo link require precise timing.
Here's a thread about how to execute :A:::6: or A:6 and other hard to execute attacks, hope it helps.
http://8wayrun.com/threads/natsus-hardest-moves-discussion.11926/
 
Yea the just fram
The Combo list is in the stickies on the top of the Natsu Forum, you could try some of the simpler advanced Combos listed there.
Especially the ones that start with launchers like :2::2h:_:8::8h::B: are quite easy.

Some attacks like While Rising K only give stun on counter hit, short CH, meaning you must hit your opponent while he is trying to attack you, during the start-up animation of his attack.
You can turn on this effect in practice mode via System Settings~ Counter Hit Settings~ On

And other things like PO :A:::6: as combo link require precise timing.
Here's a thread about how to execute :A:::6: or A:6 and other hard to execute attacks, hope it helps.
http://8wayrun.com/threads/natsus-hardest-moves-discussion.11926/
Yea the just frames gets me! and thanks for the counter tips setting ;p I also wanted to know how to counter? 4B? ty
 
The Combo list is in the stickies on the top of the Natsu Forum, you could try some of the simpler advanced Combos listed there.
Especially the ones that start with launchers like :2::2h:_:8::8h::B: are quite easy.

Some attacks like While Rising K only give stun on counter hit, short CH, meaning you must hit your opponent while he is trying to attack you, during the start-up animation of his attack.
You can turn on this effect in practice mode via System Settings~ Counter Hit Settings~ On

And other things like PO :A:::6: as combo link require precise timing.
Here's a thread about how to execute :A:::6: or A:6 and other hard to execute attacks, hope it helps.
http://8wayrun.com/threads/natsus-hardest-moves-discussion.11926/
Sorry
"stickies"?
 

For saving space please don't double post, edit your first post instead.
And if you quote longer posts, don't quote the whole wall of text, just replace the text with something short like i did above, snip for example.

To your questions:

Stickies are threads that are fixed to the top of a forum, because of importance.
Go Soul Arenas~ Natsu~ look at the threads on top, they are marked with a pin and separated from the others.
Those are stickies. One of them is a Combo listing. All are useful especially for Newcomers.

Counter Hit:
Every move can counter hit, you just have to hit your opponent while he's trying to attack or to sidestep or backstep.
Counter Hit gives a damage bonus.
Some attacks have different properties on CH, :1::A: for example knocks down on counter hit.
WS :K: stuns on CH.

If CH is required for a combo it is noted in the Combo Listing.

Another Link:
http://8wayrun.com/forums/soulcalibur-tactics.4/
This is for general SCV stuff, check out the stickies here, especially SCV: basic terminology and notation.
 
For saving space please don't double post, edit your first post instead.
And if you quote longer posts, don't quote the whole wall of text, just replace the text with something short like i did above, snip for example.

To your questions:

Stickies are threads that are fixed to the top of a forum, because of importance.
Go Soul Arenas~ Natsu~ look at the threads on top, they are marked with a pin and separated from the others.
Those are stickies. One of them is a Combo listing. All are useful especially for Newcomers.

Counter Hit:
Every move can counter hit, you just have to hit your opponent while he's trying to attack or to sidestep or backstep.
Counter Hit gives a damage bonus.
Some attacks have different properties on CH, :1::A: for example knocks down on counter hit.
WS :K: stuns on CH.

If CH is required for a combo it is noted in the Combo Listing.

Another Link:
http://8wayrun.com/forums/soulcalibur-tactics.4/
This is for general SCV stuff, check out the stickies here, especially SCV: basic terminology and notation.
How do you stun the opponent for the combo PO A-> ?
 
How do you stun the opponent for the combo PO A-> ?

HO :B:~ WS :K:~ :6::A+B:.:4:~ PO :A:::6:~ :3::K:.:K:.:K:~ :k-small::2:
or
CH WS :K:~ :6::A+B:.:4:~ PO :A:::6:~ :3::K:.:K:.:K:~ :k-small::2:
Those are just examples.
Look at the combo list, there are many things that lead to PO :A:::6:

Just :6::A+B:.:4:~ PO :A:::6: is also a combo on many characters, like Natsu herself.
Here PO :A:::6: will whiff on others though, like Ivy because of pushback or character size.

And please don't quote a complete post when you reply, if you just need a small part of it or want to ask a question. OK?
 
I don't know if it tracks, maybe to one side?
Anyway the fact that it's a high vertical with medium range, makes it hard for me to hit the opponent with it.
More often than not i get crouched and whiff punished for it.
Maybe because people are scared of Natsu's throws.
It could be useful to interrupt slow or predictable attacks, but i wouldn't just throw it out for counter hit fishing.
I have tried and it didn't work out well, especially against people with good tech crouches or From Crouch punishment.
The Pyrrhas, WS Bs and so on.

I also dislike the character specific counter hit combos off of CH 4B, but maybe i should just memorize which combo to do against which character.

Where 4B shines is as a very quick punisher though, it has better range than A:6, leads to a guaranteed 1A, nice wake-up or even CE if you have meter.
It can also be done from crouch, which is good for punishing whiffed highs, or blocked lows if the opponent recovers standing.
 
Well it is nothing special after all. But I would love to use that move as punisher at i14. It combos on NH and is pretty good than A:6 at i10.
 
A:6 is more guaranteed damage, but 4B into mixup between 44KK and 2A+B is a great damage mixup. also 4B has more range, so there may be moves where A:6 is not possible and 4B or KK are better options.
 
A:6 is more guaranteed damage, but 4B into mixup between 44KK and 2A+B is a great damage mixup. also 4B has more range, so there may be moves where A:6 is not possible and 4B or KK are better options.


This actually happened a lot in Rob's last few videos. He'd a:6 and only the first hit would connect and the other 2 would whiff. It was odd cause it happened a couple times really close.
 
I know A:6 is a really good move, but it seems really hard to use since the A part has such short range. Is it only supposed to be used as a whiff punish move?
 
It's more of an unsafe move punish. It can punish most moves that are -10 or greater on block. I also throw it out as a interrupt when I'm at minor disadvantage, especially against slower characters. I know that isn't recommended, but it works a lot.
 
It can be used as a whiff punish, to spike in combos, as a block punish. And a:6 is a situational -10 punish. In many situations it works just fine, but sometimes you have to adjust by not doing a:6
 
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