Natsu Questions And Answers / General Discussion

How easy would guys say Natsu is to use? Not an "I wanna use her" question, just curious.

This varies considerably based on the level of play. Natsu is "easy" to win with at low levels due to certain moves doing a lot of damage easily such as 4A+B, 2A+B, 66B or A+B for example. However at higher levels, execution starts to come into play a bit. She only has 2 JF moves but they are essentially integral to her gameplay when the opponents learn to "just stay down" and not always get launched by the bombs. You need A:6 to punish anything you can as low as -10 even. You essentially need PO A:6 to get quality damage off of CH WR K's to make your opponent fear your CH's.

Overall I'd call her complexity and ease of use a "Medium" or "intermediate". In order to win with her at higher levels, you need to be quite familiar with her mix-ups and strings, need to nail her JF's for punishment and comboes, while knowing how to keep up pressure.

In short, easy to pick up and play, challenging to master and be competitive with.
 
She is clearly between Medium and Medium-to-hard if you talk about using her properly, i've seen better natsus than me and i'm like "oh i didn't know that combo", she is not a bomb-only based character as everyone believes, her bombs are easy to avoid and in many cases they are unsafe. You have to make the most of her speed by doing the most basic moves like A:6 and my favourite, 6KA.
 
I just recently started working on learning her, and I have had so much fun. Her overall difficulty isn't too too high, but she has some stuff that is still tough for me to do.
 
I just recently started working on learning her, and I have had so much fun. Her overall difficulty isn't too too high, but she has some stuff that is still tough for me to do.

Practise her JF's A:6 & PO A:6 as much as you can in the lab. The rest of her gameplay will come off as a bit easier after that, especially when you can integrate them into comboes, interrupt moments, and punishment situations. I never get tired of A:6-ing someone in the face.
 
I just recently started working on learning her, and I have had so much fun. Her overall difficulty isn't too too high, but she has some stuff that is still tough for me to do.

Maybe this thread can help you:
http://calibur.8wayrun.com/threads/natsus-hardest-moves-discussion.11926/

You can also describe which specific things are tough for you to do, so we may better assist you.

A very important thing IMO to practise for Natsu is Hit-Confirmation and Counter-Hit Confirmation.
It is very bad to do stuff like WS :K:, then input the CH combo like on auto pilot.
You can easily set the training dummy to
Counter Hit= Random and
Guard= Random
to practice to react accordingly.
(For WS :K: example: On Guard= :G:, On Hit= use advantage, on CH= do around 100 damage Combo with :6::A+B:~ PO :A:::6:~ :3::K:.:K:.:K:~ and so on)

Note to myself: Need to practice hitchecking :4::B:. That move is tricky, easy to Hit-Check actually but it sux if you don't. LOL @ :k-small::2: whiffing after :4::B: on CH, makes me feel stupid, although it can confuse the opponent too.
 
So I'm pretty new to SCV (30 online battles) and I'm maining Natsu. I know most of her important moves and that she's a very offensive character that needs to apply lots of pressure. Problem is, though, that I find myself defending more than attacking, and the rhythm of the battle is usually my opponent's.

So I guess my question is, how do you "control the rhythm" of your fights/ force your opponent to defend?

If you want video of my gameplay, I've saved some videos of my matches and will probably upload to here/YT soon.
 
So I'm pretty new to SCV (30 online battles) and I'm maining Natsu. I know most of her important moves and that she's a very offensive character that needs to apply lots of pressure. Problem is, though, that I find myself defending more than attacking, and the rhythm of the battle is usually my opponent's.

So I guess my question is, how do you "control the rhythm" of your fights/ force your opponent to defend?

If you want video of my gameplay, I've saved some videos of my matches and will probably upload to here/YT soon.

I've merged this into the general Q&A thread where it belongs.

About your questions:

It's a bit hard to force your rhythm on others with Natsu because she has few moves that give advantage on block.
most notably:
PO :B: which is quite fast but steppable and very unsafe on whiff
:B:.:Kh: which is easily ducked
:6::6h::B:.:A+B+K: which can also be ducked

I think one of the best ways to make the opponent guard much is using strings and their different versions like :B:.:B:.:K: and WS :A:.:A:.:A: for example and so on.
So if you do WS :A:.:A: the opponent waits for the last :A: and you can do something else.

What also helps is that Natsu has some of the fastest attacks:
:2::b-small::A: = i8
:A:.:A: = i10
:A:::6: = i10
:3::K: = i14 also fast for a mid

But be careful: Abuse of those can be overcome with backstep and/or tech crouch attacks like siegfried :3::B:

Same goes for :6::A+B: on block into PO: PO A is fast but some tech crouch and tech step attacks can completely shut down everything she can do from PO.

Natsu's fast moves also allow her to interrupt MANY strings and stance bullshit.
BUT when interrupting or applying pressure, be aware of the distance to your opponent because your don't want to whiff from too far away.

A last tip for applying pressure: U can use moves with built in evasion for example :6::6h::B:, which has tech crouch and tech step to her left. From frame 6 to impact.
Some other moves with evasion are
:3::B: = Tech Crouch
:4::4h::B: = Tech Crouch
:6::A+B: = Tech Crouch
:A+B: = Tech Jump and maybe tech step, not sure on this
:1::A: = Tech Crouch
:2::2h:_:8::8h::A: = Tech Crouch, Tech step
:6::6h::K: = Tech Crouch, Tech Jump

And many more, Natsu is very agile.
Be careful with this too because tracking mids will hit you and you suffer additional counter hit damage. And many of her evasion attacks are unsafe, some very unsafe on block.

Sometimes it's better to simply Guard and wait for the opponent to do something stupid, Natsu is very good at punishing.
 
Thanks! I know Natsu has a combo like
6A+B~PO A:6 (usually usually can't land the JF -_-) ~ 3KKK ~4KK etc.
but I have a hard time using it because whatever I use to start it (like FC K or PO~8~B) gets blocked (sometimes countered)
Any tips on starting this combo? CH's? SS for a whiff?
Sorry for such nooby questions -_-
 
Thanks! I know Natsu has a combo like
6A+B~PO A:6 (usually usually can't land the JF -_-) ~ 3KKK ~4KK etc.
but I have a hard time using it because whatever I use to start it (like FC K or PO~8~B) gets blocked (sometimes countered)
Any tips on starting this combo? CH's? SS for a whiff?
Sorry for such nooby questions -_-

For all ways to combo with 6A+B etc. looke here:

Advanced Combos

And here:

Advanced Counter Hit Combos
these require you to hit the opponent with a counter hit, meaning you have to hit them while they're doing something like attack or backstep.

It can be hard to apply those combos if the opponet knows how to avoid them.
The opponent can step or backstep a Hover B.
Or just play very defensive when at disadvantage to not get counter hit by WS :K:.
There are some moves that leave you in full crouch and at advantage to do WS :K: with a chance to counter hit:
:2::A: / FC :2::A:
:1::A:
:1::B: / FC :2::B:
:K:.:K:.:2::K: (+/- 0)
:4::K:.:K:
but if the opponent knows those situations he will just block or even JG/Backstep your WS :K: and punish.

My advice would be to vary your approaches, and harrass your opponent with good lows and throws, forcing him to get overly aggressive and make mistakes.

You can also just go into crouch, then do WS :K: out of the blue when you think your opponent might attack, or to crouch strings that start high.
Or you take a risky approach and do WS :K: on disadvantage, like after :1::K: or :A:.:A::6:.
Can be very dangerous on some opponents.

Overall during a match, i wouldn't put too much effort into trying to get this type of combo to connect, it is great and does tons of damage but if you become predictable with it you will get hurt. And Natsu has many other good tools in her arsenal, so mix it up instead.

Another thing about combos

Hope this helps.
 
I had some questions about some of Natsu's moves, such as:
3A, 6B, 44K.K.K, 8A+B
The real questions about these moves are:
What is the point of 3A? (Reason it could be considered useful.
Other than punishing why use 6B?
Are there any combos that guarantee 44K and when do you throw it in if there isn't?
When is 8A+B guaranteed, when to use it otherwise.

Any response would be appreciated. Just trying to understand and apply all of her tools.
 
8A+B first of all is very evasive. People have a hard time hitting you out of it. Secondly, it has a huge hitbox. Finally and most importantly, it does a ton of guard damage and it think its push out is such that it's unpunishable on block.

6B is a good move because along with 4A, (the 2 moves have similar startup animations), it's an unreactable mid low mixup which is good for getting the last sliver of health from your opponent.

I think at the end of her bnb combo 44K is guaranteed. Someone correct me if it's not.

As for 3A, I'm not sure. Taki used to be able to enter BT PO, but Natsu can't.

Also, I'm going to merge this with the general question and answer thread.
 
Adding on to what UW said:

8A+B can only be punished by some characters and does super heavy guard damage. It's really good for setting up a guard break game and, since Natsu is so fast and evasive, she's pretty much at neutral in matchups where your opponent can't punish them, which makes it something you can abuse in certain matches.

6B is a i16 mid with decent range so it can be good for punishing some attacks. It also catches to the opposite side of 66B if you're in need of some safe, mid, far-reaching stepkill.

I would rather Hawkeye comment on 44k because I'm not sure if he'd like me putting all of his info out there.

3A...there was actually something I found out about it last week. Will have to ask Hawkeye if he remembers when his phone is back on.
 
After 3KKK BnB, 44K is escapable by front ukemi.

I figured people would've experimented with this immediately after the FC A+B stun was removed.
 
Thanks for the replies! Also sorry for posting in the wrong spot.
I never knew there was a lot of guard damage on 8A+B. What match ups are best for abusing this? Never noticed the range on 6B. Can't wait for Hawkeye to comment some uses for 44K, but in the meantime I'm going to watch some more of his gameplay and watch when he uses it. Also 3A info will be useful.
Thanks for all the replies again.
 
Thanks for the replies! Also sorry for posting in the wrong spot.
I never knew there was a lot of guard damage on 8A+B. What match ups are best for abusing this? Never noticed the range on 6B. Can't wait for Hawkeye to comment some uses for 44K, but in the meantime I'm going to watch some more of his gameplay and watch when he uses it. Also 3A info will be useful.
Thanks for all the replies again.

Randomly decided to stop in here b4 i leave for work and saw this....

8A+B can only be punished by Mitsurugi, Ivy,Cervy,Siegfried,Hilde,Yoshi, APat, Viola, Omega/Pyrrha.. Sounds bad though right? But get this.
Mitsurugi (66A+B), Ivy(6B+K),Hilde(C2B and her CE),Viola (w/o ORB forgot the command but its only like 10 damage) and Omega(236236B) are the only Characters that can consistently punish Natsu's 8A+B
Yoshi (move similar to Mitsu's 66A+B) Cant punish it, IF done at tip range..
Cervy can only punish it with his BE (the move that looks like IDGR) and IF done at tip range he cant.
Sieg can ONLY punish with his CE
APat can only punish with "Twister". Cant punish IF done at tip range
Pyrrha can ONLY punish it with CE


As far as 44K, "ITS NEVER GAURUNTEED AT THE END OF ANY NATSU COMBO" But ppl tend to stay on the ground because every STUN combo gives a hard knockdown in which the BOMBS will reluanch if they decide to tech off the ground. So they decide to just take the 44K.. Its a mix-up. Ive discovered a reset with it RIGHT after the patch came out for the game... Pretty much where ever you would finish a combo with 44K, delay the ender... If done right it takes off the regualr 40 something damage.. If done to early the pro rate system plays its roll. If done to late prepare to get punished.
 
O yea... I forgot to mention 3A...

well from playing a lot with LP i notice some things...

but let me get to the move 3A first....
It tech crouch. Turns the opponent on hit/and slightly on guard.
Its !19, mid-Horizontal, -3 on hit, -13 on guard.. Sounds bad but its not.

Back to my example, when u need an answer to a player that likes to step on negative frames and use Tech Crouch moves while they stepping.
THEN 3A Is the prefect tool for you. 8P

3A is the standing move for my example..
and 3Kk is the crouching move for my example.
 
O yea... I forgot to mention 3A...

well from playing a lot with LP i notice some things...

but let me get to the move 3A first....
It tech crouch. Turns the opponent on hit/and slightly on guard.
Its !19, mid-Horizontal, -3 on hit, -13 on guard.. Sounds bad but its not.

Thanks Hawkeye, big fan btw.
So considering it turns the opponent, is it possible to use this to get a back grab?
 
I had some questions about some of Natsu's moves, such as:
6B
I actually find 6B to be a very useful 'frame trap' on block followed up by 4B, which of course leads to CH 3KKK 1A (or) mix up potential.

As far as 44K, "ITS NEVER GAURUNTEED AT THE END OF ANY NATSU COMBO" But ppl tend to stay on the ground because every STUN combo gives a hard knockdown in which the BOMBS will reluanch if they decide to tech off the ground. So they decide to just take the 44K.. Its a mix-up. Ive discovered a reset with it RIGHT after the patch came out for the game... Pretty much where ever you would finish a combo with 44K, delay the ender... If done right it takes off the regualr 40 something damage.. If done to early the pro rate system plays its roll. If done to late prepare to get punished.
I too figured this out, albeit a bit later. After a while the timing becomes second nature. It's amazing how many resets and mind fudging mix ups I ended up coming up with due to the patch being implemented. While many dropped her due to ease of use vanishing, she became even more appealing to like minded individuals who enjoy creativity, obviously like yourself.
 
Back
Top Bottom