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| ==Combos== | | ==Combos== |
| *st.LP,LP > st.HP xx Sliding Receive, j.LK,LK > j.HP > j.HK xx Serve Spike | | *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 LP Rolling Receive, j.LK,LK, [j.LP,LP > j.HP]x2, j.LP,LP > j.HP > j.HK xx Serve Spike | | * 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 |
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| 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 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. |
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
Standing Light Punch
n lp
9
24
-3
0
4
All
Standing Strong Punch
n hp
12
35
+2
-11
11
All
Crouching Light Punch
d lp
10
33
-7
-11
5
Crouching
Crouching Strong Punch
d hp
14
22
+2
0
13
Crouching
Standing Light Kick
n lk
12
31
+2
-7
4
All
Standing Strong Kick
n hk
13
46
-3
-22
10
All
Crouching Light Kick
d lk
9
27
-2
-5
4
Crouching
Crouching Strong Kick
d hk
16
36
-5
-14
11
Crouching
Jumping Light Punch
u lp
9
1
-
-
4
Standing
Recovery on landing
Jumping Strong Punch
u hp
12
13
-
-
11
Standing
Recovery on landing
Jumping Light Kick
u lk
13
1
-
-
3
Standing
Recovery on landing
Jumping Strong Kick
u hk
14
1
-
-
10
Standing
Recovery on landing
Command Normals
Round Trip Slap
lp lp lp
14
28
+2
-4
10
All
Step In Slap
f hp
14
38
-
-14
13
All
Blowback
Serve
b hp
20
45
-1
-20
11
Standing
Overhead
Aerial Receive
df hp
18
35
-
-11
13
All
Rival Launcher
Jumping Return Slap
(air) f hp
21
1
-
-
14
Standing
Blowback, recovery on landing
Aerial Round Kick
(air) f hk
16
1
-
-
13
Standing
Blowback, recovery on landing
Throws
Slap of Love
n lp + hp
7
47
-
-
32
-
Standing throw
Jumping Piledriver
d lp + hp
7
38
-
-
34
-
Crouch throw
Face Crusher
n lp + hp
8
51
-
-
42
-
Back throw
Jigoku Guruma
(air) n lp + hp
1
-
-
-
40
-
Air throw
Special Moves
Serve Spike (weak)
qcf lp
18
44
-
-15
14
All
Blowback
Serve Spike (strong)
qcf hp
18
44
-
-16
14
All
Blowback, different angle to weak version
Aerial Spike Serve
(air) qcf p
13
1
-
+7
13
All
Blowback, button changes angle, recovery on landing
Sliding Receive
dp p
21
38
-
-16
14
Crouching
Mini launcher
Rolling Receive (weak)
qcb lp
27
38
-
-14
17
All
Rival Launcher
Rolling Receive (strong)
qcb hp
32
38
-
-14
17
All
Rival Launcher
Top Block
(air) dp p
3
12
-
-
33
All
Catch counter, recovery on landing
Tokkun Spike
(air) qcb p
7
1
-
-
29
All
Recovery on landing
Burning Vigor Attacks
Blazing Serve
qcf qcf p
13
30
-
-23
29
All
Blowback on final hit, button changes angle
Aerial Blazing Serve
(air) qcf qcf p
17
1
-
-17
31
All
Blowback on final hit, button changes angle
Orbit Serve
qcb qcb p
17
87
-
-
61
All
Team Up Techniques
Fight On!
lp + lk or hp + hk
25
49
-
-23
30
All
Team Up Attack, meter restoration type
Nekketsu Daisharin
p + p + k
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
Colors
Game Navigation