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==Special Moves== | ==Special Moves== | ||
{{PJMoveListHeader}} | {{PJMoveListHeader}} | ||
{{PJMoveListRow | Serve Spike (weak) | {{qcf}} {{lp}} | 18 | 44 | - | -15 | 14 | All | Blowback | {{PJMoveListRow | Jikkon Serve / Serve Spike (weak) | {{qcf}} {{lp}} | 18 | 44 | - | -15 | 14 | All | Blowback }} | ||
{{PJMoveListRow | Serve Spike (strong) | {{qcf}} {{hp}} | 18 | 44 | - | -16 | 14 | All | Blowback, | {{PJMoveListRow | / Serve Spike (strong) | {{qcf}} {{hp}} | 18 | 44 | - | -16 | 14 | All | Blowback, Attack used determines angle }} | ||
{{PJMoveListRow | Aerial Spike Serve | (Air) {{qcf}} {{p}} | 13 | 1 | - | +7 | 13 | All | Blowback, | {{PJMoveListRow | Aerial / Spike Serve | (Air) {{qcf}} {{p}} | 13 | 1 | - | +7 | 13 | All | Blowback, Attack used determines 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 | Kaiten Receive / 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 | Kaiten Receive / Rolling Receive (strong) | {{qcb}} {{hp}} | 32 | 38 | - | -14 | 17 | All | Rival Launcher }} | ||
{{PJMoveListRow | Top Block | (Air) {{dp}} {{p}} | 3 | 12 | - | - | 33 | All | | {{PJMoveListRow | Kanzen Block / Top Block | (Air) {{dp}} {{p}} | 3 | 12 | - | - | 33 | All | Physical attack counter }} | ||
{{PJMoveListRow | Tokkun Spike | (Air) {{qcb}} {{p}} | 7 | 1 | - | - | 29 | All | Blowback }} | {{PJMoveListRow | Tokkun Spike / Intense Spike | (Air) {{qcb}} {{p}} | 7 | 1 | - | - | 29 | All | Blowback }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==Burning Vigor Attacks== | ==Burning Vigor Attacks== | ||
{{PJMoveListHeader}} | {{PJMoveListHeader}} | ||
{{PJMoveListRow | Blazing Serve | {{qcf}} {{qcf}} {{p}} | 13 | 30 | - | -23 | 29 | All | Blowback on | {{PJMoveListRow | Blazing Serve | {{qcf}} {{qcf}} {{p}} | 13 | 30 | - | -23 | 29 | All | 5 hits, Blowback on 5th hit, Attack used determines angle }} | ||
{{PJMoveListRow | Aerial Blazing Serve | (Air) {{qcf}} {{qcf}} {{p}} | 17 | 1 | - | -17 | 31 | All | Blowback on | {{PJMoveListRow | Aerial Blazing Serve | (Air) {{qcf}} {{qcf}} {{p}} | 17 | 1 | - | -17 | 31 | All | 5 hits, Blowback on 5th hit, Attack used determines angle }} | ||
{{PJMoveListRow | Orbit Serve | {{qcb}} {{qcb}} {{p}} | 17 | 87 | - | - | 61 | All | }} | {{PJMoveListRow | Makyuu Tenjou Serve / Orbit Serve | {{qcb}} {{qcb}} {{p}} | 17 | 87 | - | - | 61 | All | Delayed ranged attack }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==Team Up Techniques== | ==Team Up Techniques== | ||
{{PJMoveListHeader}} | {{PJMoveListHeader}} | ||
{{PJMoveListRow | Fight On! | {{lp}} + {{lk}} (or {{hp}} + {{hk}}) | 25 | 49 | - | -23 | 30 | All | Team Up | {{PJMoveListRow | "Fight On!" x100 | {{lp}} + {{lk}} (or {{hp}} + {{hk}}) | 25 | 49 | - | -23 | 30 | All | Team Up Technique, Guts Up type }} | ||
{{PJMoveListRow | | {{PJMoveListRow | Hot-Blooded Giant Wheel | {{p}} + {{p}} + {{k}} (or {{k}} + {{k}} + {{p}}) | 20 | 30 | - | -6 | 100 | All | Party Up Technique }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 21:48, 7 May 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
























Command Normals













Universals/Generics





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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