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{{PJMoveListRow | Crouching Light Kick | {{d}} {{lk}} | 9 | 27 | -2 | -5 | 4 | Crouching | }} | {{PJMoveListRow | Crouching Light Kick | {{d}} {{lk}} | 9 | 27 | -2 | -5 | 4 | Crouching | }} | ||
{{PJMoveListRow | Crouching Strong Kick | {{d}} {{hk}} | 16 | 36 | -5 | -14 | 11 | Crouching | }} | {{PJMoveListRow | Crouching Strong Kick | {{d}} {{hk}} | 16 | 36 | -5 | -14 | 11 | Crouching | }} | ||
{{PJMoveListRow | Jumping Light Punch | {{u}} {{lp}} | 9 | 1 | - | - | 4 | Standing | | {{PJMoveListRow | Jumping Light Punch | {{u}} {{lp}} | 9 | 1 | - | - | 4 | Standing | | }} | ||
{{PJMoveListRow | Jumping Strong Punch | {{u}} {{hp}} | 12 | 13 | - | - | 11 | Standing | | {{PJMoveListRow | Jumping Strong Punch | {{u}} {{hp}} | 12 | 13 | - | - | 11 | Standing | | }} | ||
{{PJMoveListRow | Jumping Light Kick | {{u}} {{lk}} | 13 | 1 | - | - | 3 | Standing | | {{PJMoveListRow | Jumping Light Kick | {{u}} {{lk}} | 13 | 1 | - | - | 3 | Standing | | }} | ||
{{PJMoveListRow | Jumping Strong Kick | {{u}} {{hk}} | 14 | 1 | - | - | 10 | Standing | | {{PJMoveListRow | Jumping Strong Kick | {{u}} {{hk}} | 14 | 1 | - | - | 10 | Standing | | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{PJMoveListRow | Serve | {{b}} {{hp}} | 20 | 45 | -1 | -20 | 11 | Standing | Overhead | }} | {{PJMoveListRow | Serve | {{b}} {{hp}} | 20 | 45 | -1 | -20 | 11 | Standing | Overhead | }} | ||
{{PJMoveListRow | Aerial Receive | {{df}} {{hp}} | 18 | 35 | - | -11 | 13 | All | Rival Launcher | }} | {{PJMoveListRow | Aerial Receive | {{df}} {{hp}} | 18 | 35 | - | -11 | 13 | All | Rival Launcher | }} | ||
{{PJMoveListRow | Jumping Return Slap | (air) {{f}} {{hp}} | 21 | 1 | - | - | 14 | Standing | Blowback | {{PJMoveListRow | Jumping Return Slap | (air) {{f}} {{hp}} | 21 | 1 | - | - | 14 | Standing | Blowback | }} | ||
{{PJMoveListRow | Aerial Round Kick | (air) {{f}} {{hk}} | 16 | 1 | - | - | 13 | Standing | Blowback | {{PJMoveListRow | Aerial Round Kick | (air) {{f}} {{hk}} | 16 | 1 | - | - | 13 | Standing | Blowback | }} | ||
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{{PJMoveListRow | Serve Spike (weak) | {{qcf}} {{lp}} | 18 | 44 | - | -15 | 14 | All | Blowback | }} | {{PJMoveListRow | Serve Spike (weak) | {{qcf}} {{lp}} | 18 | 44 | - | -15 | 14 | All | Blowback | }} | ||
{{PJMoveListRow | Serve Spike (strong) | {{qcf}} {{hp}} | 18 | 44 | - | -16 | 14 | All | Blowback, different angle to weak version | }} | {{PJMoveListRow | Serve Spike (strong) | {{qcf}} {{hp}} | 18 | 44 | - | -16 | 14 | All | Blowback, different angle to weak version | }} | ||
{{PJMoveListRow | Aerial Spike Serve | (air) {{qcf}} {{p}} | 13 | 1 | - | +7 | 13 | All | Blowback, button changes angle | {{PJMoveListRow | Aerial Spike Serve | (air) {{qcf}} {{p}} | 13 | 1 | - | +7 | 13 | All | Blowback, button changes angle | }} | ||
{{PJMoveListRow | Sliding Receive | {{dp}} {{p}} | 21 | 38 | - | -16 | 14 | Crouching | Mini launcher | }} | {{PJMoveListRow | Sliding Receive | {{dp}} {{p}} | 21 | 38 | - | -16 | 14 | Crouching | Mini launcher | }} | ||
{{PJMoveListRow | Rolling Receive (weak) | {{qcb}} {{lp}} | 27 | 38 | - | -14 | 17 | All | Rival Launcher | }} | {{PJMoveListRow | Rolling Receive (weak) | {{qcb}} {{lp}} | 27 | 38 | - | -14 | 17 | All | Rival Launcher | }} | ||
{{PJMoveListRow | Rolling Receive (strong) | {{qcb}} {{hp}} | 32 | 38 | - | -14 | 17 | All | Rival Launcher | }} | {{PJMoveListRow | Rolling Receive (strong) | {{qcb}} {{hp}} | 32 | 38 | - | -14 | 17 | All | Rival Launcher | }} | ||
{{PJMoveListRow | Top Block | (air) {{dp}} {{p}} | 3 | 12 | - | - | 33 | All | Catch counter | {{PJMoveListRow | Top Block | (air) {{dp}} {{p}} | 3 | 12 | - | - | 33 | All | Catch counter | }} | ||
{{PJMoveListRow | Tokkun Spike | (air) {{qcb}} {{p}} | 7 | 1 | - | - | 29 | All | | {{PJMoveListRow | Tokkun Spike | (air) {{qcb}} {{p}} | 7 | 1 | - | - | 29 | All | | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 23:51, 14 April 2021
Introduction
Natsu is the volleyball star of Gorin High, meaning she has spent years perfecting her ability to slap stuff really hard.
Natsu is one of the more technical characters in Project Justice, sporting a decent ranged presence with a variety of projectiles, a strong aerial presence and pokes with great reach, but slow startup. Neutral can be a little awkward to navigate with this character, but that's okay, because once you find your opening, her true strength shines through: she is a combo monster, with some of the game's highest meterless damage thanks to the only Rival Launcher that can naturally be worked into textbook combos, making her punish game exceptionally scary.
Normal Moves
Normal Moves
























Command Normals













Throws
















Special Moves
















Burning Vigor Attacks









Team Up Techniques










Combos
- st.LP,LP > st.HP xx dp+K, j.LK,LK > j.HP > j.HK xx j.qcb+P
- df+HP/st.LP,LP > st.HP xx qcb+LP, j.LK,LK, [j.LP,LP > j.HP]x2, j.LP,LP > j.HP > j.HK xx j.qcb+P
For Natsu's Rival Launcher combo, drift backwards on the first j.HP, drift forwards on the second j.LP,LP, keep a neutral input on the second j.HP. Refer to the video below at 0:45 for a visual reference.
For all combos, forgo the final j.HK if you want to combo into super.
Videos
Skip to 0:34
Colors
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