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==Introduction== | ==Introduction== | ||
Natsu is the volleyball star of Gorin High, meaning she has spent years perfecting her ability to slap stuff really hard. <br> | |||
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== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Standing Light Punch | n lp | 9 | 24 | -3 | 0 | 4 | All | }} | |||
{{PJMoveListRow | Standing Strong Punch | n hp | 12 | 35 | +2 | -11 | 11 | All | }} | |||
{{PJMoveListRow | Crouching Light Punch | d lp | 10 | 33 | -7 | -11 | 5 | Crouching | }} | |||
{{PJMoveListRow | Crouching Strong Punch | d hp | 14 | 22 | +2 | 0 | 13 | Crouching | }} | |||
{{PJMoveListRow | Standing Light Kick | n lk | 12 | 31 | +2 | -7 | 4 | All | }} | |||
{{PJMoveListRow | Standing Strong Kick | n hk | 13 | 46 | -3 | -22 | 10 | All | }} | |||
{{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 | Jumping Light Punch | u lp | 9 | 1 | - | - | 4 | Standing | Recovery on landing | }} | |||
{{PJMoveListRow | Jumping Strong Punch | u hp | 12 | 13 | - | - | 11 | Standing | Recovery on landing | }} | |||
{{PJMoveListRow | Jumping Light Kick | u lk | 13 | 1 | - | - | 3 | Standing | Recovery on landing | }} | |||
{{PJMoveListRow | Jumping Strong Kick | u hk | 14 | 1 | - | - | 10 | Standing | Recovery on landing | }} | |||
{{MoveListFooter}} | |||
== | ==Command Normals== | ||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Round Trip Slap | lp lp lp | 14 | 28 | +2 | -4 | 10 | All | }} | |||
{{PJMoveListRow | Step In Slap | f hp | 14 | 38 | - | -14 | 13 | All | Blowback | }} | |||
{{PJMoveListRow | Serve | b hp | 20 | 45 | -1 | -20 | 11 | Standing | Overhead | }} | |||
{{PJMoveListRow | Aerial Receive | df hp | 18 | 35 | - | -11 | 13 | All | Rival Launcher | }} | |||
{{PJMoveListRow | Jumping Return Slap | (air) f hp | 21 | 1 | - | - | 14 | Standing | Blowback, recovery on landing | }} | |||
Aerial | {{PJMoveListRow | Aerial Round Kick | (air) f hk | 16 | 1 | - | - | 13 | Standing | Blowback, recovery on landing | }} | ||
{{MoveListFooter}} | |||
==Throws== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Slap of Love | n lp + hp | 7 | 47 | - | - | 32 | - | Standing throw | }} | |||
{{PJMoveListRow | Jumping Piledriver | d lp + hp | 7 | 38 | - | - | 34 | - | Crouch throw | }} | |||
{{PJMoveListRow | Face Crusher | n lp + hp | 8 | 51 | - | - | 42 | - | Back throw | }} | |||
{{PJMoveListRow | Jigoku Guruma | (air) n lp + hp | 1 | - | - | - | 40 | - | Air throw | }} | |||
{{MoveListFooter}} | |||
==Special Moves== | ==Special Moves== | ||
{{PJMoveListHeader}} | |||
{{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 | Aerial Spike Serve | (air) qcf p | 13 | 1 | - | +7 | 13 | All | Blowback, button changes angle, recovery on landing | }} | |||
{{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 (strong) | qcb hp | 32 | 38 | - | -14 | 17 | All | Rival Launcher | }} | |||
{{PJMoveListRow | Top Block | (air) dp p | 3 | 12 | - | - | 33 | All | Catch counter, recovery on landing | }} | |||
{{PJMoveListRow | Tokkun Spike | (air) qcb p | 7 | 1 | - | - | 29 | All | Recovery on landing | }} | |||
{{MoveListFooter}} | |||
== | ==Burning Vigor Attacks== | ||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Blazing Serve | qcf qcf p | 13 | 30 | - | -23 | 29 | All | Blowback on final hit, button changes angle | }} | |||
{{PJMoveListRow | Aerial Blazing Serve | (air) qcf qcf p | 17 | 1 | - | -17 | 31 | All | Blowback on final hit, button changes angle | }} | |||
{{PJMoveListRow | Orbit Serve | qcb qcb p | 17 | 87 | - | - | 61 | All | }} | |||
{{MoveListFooter}} | |||
==Team Up Techniques== | |||
{{PJMoveListHeader}} | |||
{{PJMoveListRow | Fight On! | lp + lk or hp + hk | 25 | 49 | - | -23 | 30 | All | Team Up Attack, meter restoration type | }} | |||
{{PJMoveListRow | Nekketsu Daisharin | p + p + k | 20 | 30 | - | -6 | 100 | All | Party Up Attack | }} | |||
{{MoveListFooter}} | |||
==Combos== | ==Combos== | ||
* | *st.LP,LP > st.HP xx Sliding Receive, j.LK,LK > j.HP > j.HK xx Serve Spike | ||
* df+HP/st.LP,LP > st.HP xx LP Rolling Receive, j.LK,LK, [j.LP,LP > j.HP]x2, j.LP,LP > j.HP > j.HK xx Serve Spike | |||
* | |||
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== | ==Videos== |
Revision as of 12:12, 15 September 2020
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 Sliding Receive, j.LK,LK > j.HP > j.HK xx Serve Spike
- df+HP/st.LP,LP > st.HP xx LP Rolling Receive, j.LK,LK, [j.LP,LP > j.HP]x2, j.LP,LP > j.HP > j.HK xx Serve Spike
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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