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| ==Throws== | | ==Throws== |
| {{PJMoveListHeader}} | | {{PJMoveListHeader}} |
| {{PJMoveListRow | Slap of Love | {{lp}} + {{hp}}, Near Opponent | 7 | 47 | - | - | 32 | - | Standing Throw }} | | {{PJMoveListRow | Slap of Love | {{lp}} + {{hp}}, near opponent | 7 | 47 | - | - | 32 | - | Standing Throw }} |
| {{PJMoveListRow | Jumping Piledriver | {{d}} + {{lp}} + {{hp}}, Near Opponent | 7 | 38 | - | - | 34 | - | Crouching Throw }} | | {{PJMoveListRow | Jumping Piledriver | {{d}} + {{lp}} + {{hp}}, near opponent | 7 | 38 | - | - | 34 | - | Crouching Throw }} |
| {{PJMoveListRow | Face Crusher | {{lp}} + {{hp}}, When Behind Opponent | 8 | 51 | - | - | 42 | - | Back Throw }} | | {{PJMoveListRow | Face Crusher | {{lp}} + {{hp}}, when behind opponent | 8 | 51 | - | - | 42 | - | Back Throw }} |
| {{PJMoveListRow | Jigoku Guruma | (Air) {{lp}} + {{hp}}, Near Opponent | 1 | - | - | - | 40 | - | Air Throw }} | | {{PJMoveListRow | Jigoku Guruma | (Air) {{lp}} + {{hp}}, near opponent | 1 | - | - | - | 40 | - | Air Throw }} |
| {{MoveListFooter}} | | {{MoveListFooter}} |
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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
Standing Light Punch
9
24
-3
0
4
All
Standing Strong Punch
12
35
+2
-11
11
All
Crouching Light Punch
10
33
-7
-11
5
Crouching
Crouching Strong Punch
14
22
+2
0
13
Crouching
Standing Light Kick
12
31
+2
-7
4
All
Standing Strong Kick
13
46
-3
-22
10
All
Crouching Light Kick
9
27
-2
-5
4
Crouching
Crouching Strong Kick
16
36
-5
-14
11
Crouching
Jumping Light Punch
9
1
-
-
4
Standing
Jumping Strong Punch
12
13
-
-
11
Standing
Jumping Light Kick
13
1
-
-
3
Standing
Jumping Strong Kick
14
1
-
-
10
Standing
Command Normals
Round Trip Slap
14
28
+2
-4
10
All
Step In Slap
14
38
-
-14
13
All
Blowback
Serve
20
45
-1
-20
11
Standing
Overhead
Aerial Receive
18
35
-
-11
13
All
Rival Launcher
Jumping Return Slap
(Air)
21
1
-
-
14
Standing
Blowback
Aerial Round Kick
(Air)
16
1
-
-
13
Standing
Blowback
Universals/Generics
Turn Around Punch

while facing away from opponent
10
16
+2
+8
8
All
Turn Around Kick

while facing away from opponent
9
37
-
-13
5
All
Blowback
Running Shoulder Tackle

while running
12
31
-
-7
11
Standing
Overhead, Blowback
Low Slide Kick

while running
12
28
-
-6
8
Crouching
Blowback
Flying Jump Kick

while running
12
32
-
-8
8
Standing
Overhead, Blowback
Throws
Slap of Love

+

, near opponent
7
47
-
-
32
-
Standing Throw
Jumping Piledriver
7
38
-
-
34
-
Crouching Throw
Face Crusher

+

, when behind opponent
8
51
-
-
42
-
Back Throw
Jigoku Guruma
(Air)

+

, near opponent
1
-
-
-
40
-
Air Throw
Special Moves
Serve Spike (weak)
18
44
-
-15
14
All
Blowback
Serve Spike (strong)
18
44
-
-16
14
All
Blowback, different angle to weak version
Aerial Spike Serve
(Air)
13
1
-
+7
13
All
Blowback, button changes angle
Sliding Receive
21
38
-
-16
14
Crouching
Mini Launcher
Rolling Receive (weak)
27
38
-
-14
17
All
Rival Launcher
Rolling Receive (strong)
32
38
-
-14
17
All
Rival Launcher
Top Block
(Air)
3
12
-
-
33
All
Catch counter
Tokkun Spike
(Air)
7
1
-
-
29
All
Blowback
Burning Vigor Attacks
Blazing Serve
13
30
-
-23
29
All
Blowback on final hit, button changes angle
Aerial Blazing Serve
17
1
-
-17
31
All
Blowback on final hit, button changes angle
Orbit Serve
17
87
-
-
61
All
Team Up Techniques
Fight On!
25
49
-
-23
30
All
Team Up Attack, Guts Up type
Nekketsu Daisharin
20
30
-
-6
100
All
Party Up Attack
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
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Game Navigation