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NeroRevolver
Did Namco even play test Natsu?

Shes ******** retarded good....
she does around 130+ off a veeeeery safe starting move, and gets a good setup started after the combo. Her super combos off her annoyingly fast unblockable which can only be dodged by jumping on QUUUIIIIIICK reactions. She has high low high low high low mixups for days. and her special throw (teleport kicks) does a good amount of damage.....why give an already amazing character that's almost impossible to block half the time, an amazing throw? So now is it not already hard enough to block her crazy s**t and watch for her annoying unblockable, but I have to watch out for a damaging throw now too?
Fair character.
Kid Kuma
NeroRevolver
Did Namco even play test Natsu?

Shes ******** retarded good....
she does around 130+ off a veeeeery safe starting move, and gets a good setup started after the combo. Her super combos off her annoyingly fast unblockable which can only be dodged by jumping on QUUUIIIIIICK reactions. She has high low high low high low mixups for days. and her special throw (teleport kicks) does a good amount of damage.....why give an already amazing character that's almost impossible to block half the time, an amazing throw? So now is it not already hard enough to block her crazy s**t and watch for her annoying unblockable, but I have to watch out for a damaging throw now too?
Fair character.


Totally, I find myself having the hardest time against her and mostly Nightmare.


But Natsu is the bane of my existance.

Also, whats the use of Cervy's 4aB? I mean it leaves the opponent in a lot of crumble stun but how does one even go about landing a move with such slow start up?

I cant find any mixup's into it what so ever.

That being said I've picked up Raph and hes pretty damn fun, think I might try out Voldo as well.
NeroRevolver
Kid Kuma
NeroRevolver
Did Namco even play test Natsu?

Shes ******** retarded good....
she does around 130+ off a veeeeery safe starting move, and gets a good setup started after the combo. Her super combos off her annoyingly fast unblockable which can only be dodged by jumping on QUUUIIIIIICK reactions. She has high low high low high low mixups for days. and her special throw (teleport kicks) does a good amount of damage.....why give an already amazing character that's almost impossible to block half the time, an amazing throw? So now is it not already hard enough to block her crazy s**t and watch for her annoying unblockable, but I have to watch out for a damaging throw now too?
Fair character.


Totally, I find myself having the hardest time against her and mostly Nightmare.


But Natsu is the bane of my existance.

Also, whats the use of Cervy's 4aB? I mean it leaves the opponent in a lot of crumble stun but how does one even go about landing a move with such slow start up?

I cant find any mixup's into it what so ever.

That being said I've picked up Raph and hes pretty damn fun, think I might try out Voldo as well.
For me it's Natsu of course, but I have trouble against Voldo as well.
He's really hard to hit with Cervantes, and Voldo dodge dance thing really gets me haha.
As for 4aB I usually throw it out after a knockdown, it has a toooooon of stun crumple in it so it's easy to punish. What I do is after a basic Launch juggle when they land I throw it out because it's relatively safe on block, and if you time it correctly it'll usually beat most wake up moves. So in my opinion it's meant for pressuring your opponents wake up situation.
My favorite options off 4aB are ( 4aB, 3A+B, B-B-B) around 75 damage and supeeeeer reliable and easy as hell to hit confirm.
The better punish that I'm trying to get myself to do more often is (4aB, 3B, just GDR, B-2)
also most people think that off of Cervantes air grab you can get a free 2B+K but the land after air grab can actually be ukemi'd so the safer option is to throw out 3B, if it whiffs due to their ukemi then you it's usually safe. 2B+K however can be punish tho.
also after a hit from 3B on a grounded opponent the space between you and them is usually enough distance to safely charge 2B+K for the unbalance stun.
Best feeling in the world: getting to play this game and only having paid a dollar. Thank you, Redbox! I'd have killed myself if I bought this half-finished game for full price!

For what I've paid for, it wasn't bad. The story, though bare and anemic, had a pretty good resolution, and the create-a-soul mode was much improved... too bad there's literally nothing else to do offline. Sure, there's arcade mode, but screw that noise. No ending, just justification as to why over half of the roster isn't even in the main story (no, really... where's the lot of them? Having a jolly picnic? Why the hell was I not invited- better than fighting in the same three levels over and over again).

Seriously, when Namco decides to get serious and release the OTHER half of the game, I'll be waiting. Until then, I enjoyed this game for the 6 hours it was worth and the dollar that was spent.

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