Project Justice/Natsu: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 67: Line 67:


==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


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.

Revision as of 12:20, 15 September 2020

Project Justice Natsu.gif

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

Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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

Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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

Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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

Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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

Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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

Name
Command
Startup
Recovery
Hit Adv
Block Adv
Damage
Guard
Notes
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

Skip to 0:34

Colors

Lp.png Hp.png Lp.png+Hp.png
PJ Natsu 1.png
PJ Natsu 2.png
PJ Natsu 3.png
Lk.png Hk.png Lk.png+Hk.png
PJ Natsu 4.png
PJ Natsu 5.png
PJ Natsu 6.png

Game Navigation

General
Controls
HUD
System
FAQ
Glossary
Characters
Batsu
Hinata
Kyosuke
Akira
Edge
Gan
Roy
Boman
Tiffany
Natsu
Shoma
Roberto
Hideo
Kyoko
Hyo
Daigo
Hayato
Ran
Nagare
Burning Batsu
Chairperson
Demon Hyo
Kurow
Momo
Powered Akira
Vatsu
Wild Daigo
Yurika
Zaki