Natsu Questions And Answers / General Discussion

I haven't seen any other Natsu player do this, so I just wanted to share it. After I land a 22_88B, my go-to combo, instead of the usual 66B BE 1A, is actually, with fastest inputs, 6KA 6A+B4 PO A+B. It's a hefty chunk of damage, most of it coming from the surprise exorcism on wake-up of course. Air control wrecks this to the point where it ends at 6A+B, but I have a surprisingly high success rate with this, regardless of how easy it is to escape.

Okay, so this doesn't have much practicality outside of beating on the training dummies or those who choose to put down their controller and read the news when they get launched into a juggle, but it's possible to juggle someone for a very long time, pretty much Viola style. It's like this:

22_88B 6KA 6A+B4 PO A B[K]4 PO A 6KA 6A+B4 PO A B[K]4 PO A and so on. Getting all of what I wrote there on someone, you're looking at around 120 damage, where each hit does like almost nothing due to the damage reduction as the combo hit-count rises. I've also had some success with this online, usually resulting in "this is why Natsu is OP" or "wtf was that" messages in my inbox a few moments after the match. Either way, it might be worth the laugh in training mode or against a friend who wants to see some crazy shenanigans.

It's important to remember when trying this is that you have to input it all as fast as possible. Slight delays allows the opponent to edge closer and closer to the ground before the fun ends and you're looking for another 22_88B.
 
I have no words.....

This kind of stuff shouldn't be in here. What's more is that you yourself recognize that this is not viable past the first couple hits yet decide to post anyways. Non guaranteed combos are ok if they require a strict air control where only 1 direction gets you out (such as maxi ws b+k, BL kk) but this doesn't fly.
 
Seeing as I've had success against people online with it, as stated, I'd say it counts. The opening post says, verbatim: "This is the place to discuss/ask about anything related to Natsu gameplay".
 
Yeah, that's true, but we also operate under the rule of sharing information that is practical. The purpose of the soul arenas is to learn our respective characters through sharing information with each other that can be applied beyond training dummies and people who don't know how to air control. For example, PO A:6 follow-up after 6A+B will whiff on Ivy.
 
Sorry orangeislands but you quoted me wrong; "my go-to combo" was actually in reference to the string with the unblockable at the end of it (it's in the same sentence, not paragraphs down). This one is not as far-fetched and is much more likely to work.

I get that the long juggle is ridiculous, I was just curious as to whether anyone knew about it being possible.

Changing the topic before I get shunned, can we talk about 44A? Looks like good damage, though I can't help but be put off by the disadvantage. Whiffing with that is just painful. Is it merely an alternative to 66B in terms of acting as a whiff punisher?

Also, this is more general, my throw-breaking ability has got to be one of the weakest elements of my play. I just cannot react fast enough to it. I'm going to really focus on improving this, but I was curious: Is it possible to spam A and B in an attempt to break off both or have you got to commit to one or the other? Also, would I be right in saying throw-breaking is easier than it seems? I only manage to do it when I just happen to go for an attack as my opponent tries a grapple.

Any explanation, brief or highly detailed, on how the mechanism behind throw-breaking works would be greatly appreciated.
 
44A is okay if you're using Elysium and mimicking Natsu with a full bar. Other than that, I usually do it as an input error, so interpret that however you wish. On a side note, Natsu should have Elysium's CE.
 
44A is okay if you're using Elysium and mimicking Natsu with a full bar.
Sorry I didn't get the reference.

Yes I also only see it come up in my play as an input error too!

Well I think Natsu's CE is good enough how it is. I'm a bit confused as to how the CE works on a downed opponent. Sometimes when a Natsu I am fighting does CE, I can get up blocking it, other times I get hit by all three bursts.
 
I've been using 44a against maxi a lot more lately. It's good against chars that don't have good ranged -14 punishment. Also if only the 2nd hit is blocked its -13. You could fool an opponent into popping off an i14 ce only to get it blocked.
 
Yes, I'm aware a combo is defined as a string of moves that cannot be blocked or evaded, apologies for making the error there.

Thanks for the link to the throw breaking thread and also some good advice from kAb on 44A.
 
I'd say throw breaking would come from Match Up knowledge and knowing where you are in the match. It also comes down to imo what are you more willing to risk?

For instance if I'm facing a Mitsurugi player and my back is near the edge of the ring, I will also try to break A-Grabs because Mitsu A Grab rings out. Even if I suspect he may know that I know this and go for a free B Grab I'll still break A. I'd rather eat a knockdown and be forced into a mixup that I could potentially guess right on, then just lose because of the grab.

The same goes for Ivy A-Grab where her back is to the ring edge, or Nightmare B grab when his back is to the ring edge.

Alpha Pat and Zwei combo off of A-Grab, so that's what I generally look for. But that's just my opinion on the topic.
 
Okay so I was experimenting with FC A+B in training mode, seeing if I could get any combos off of it on counter-hit when I noticed something strange. This may have already been covered somewhere so I apologise if I'm repeating what's already known.

You can essentially combo these off of FC A+B:

FC A+B (CH) 6A+B4 PO A:6 etc.
FC A+B (CH) 3KKK 1A.

The strange thing is when I noticed how it didn't work depending on the character and the angle. I tested it on Natsu and Yoshimitsu, two characters who stumble (grab their toe) in different directions.

Yoshimitsu moves to his right on stun and Natsu moves to her left on stun.

I put the data I obtained into spreadsheet to make it easier to read.




What we can deduce from this is that everything works from the back of an opponent AND on the side they turn toward on stun. If the character stands with their right foot forward, they will turn to their right, if they stand with left foot forward, they turn to their left.

Any backup research would be appreciated to help prove me right/wrong.
 
Fca+b - a:6 is a NC as well. I remember once getting depressed because kAb punished one of my ducked grabs for a wall combo when my back was to the wall.
 
You are correct in your assumptions of characters falling to the left or right depending on their lead hand.

6a+b combo is fine for the one side, for the other replace your 3kkk with 3b into either 1a or CE.

Because of the toe stun they will always be hit in the back with 3b making the 1a followup guaranteed. Ce is more damage if you have meter.

What blueboyb was talking about. Normal hit tacks are +11 making aa and a:6 guaranteed with an opponent back to the edge/wall. Try it in training mode, its not something that will come up often but for ducked throws or punishing nm FC a+g or Xiba 1a+b its a free ring out. I have tried to stop doing it unless I show off on ducked throws, because if you have that good of a read its better to just stand and do normal a:6, omitting the FC a+b.
 
A bit off topic but I want to see how good my Natsu is so I need top notch Natsu competition or top competition in general against some of yall one of these nights
 
DopeDojo, are you on PSN or Xbox Live? Name? Timezone?

I've only been playing Soulcalibur since January this year, still learning, but maybe I can put up a fight. :P

I play on Xbox Live and my gamertag is "Total x Avenger" if you want to play me. I live in England so I'm GMT/UTC.
 
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