Natalia Glinka
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Natalia Glinka is an intelligence officer and soldier from an unknown country. She is very religious, obeys orders to the letter, and is always calm and level-headed.
Natalia enters the fight to gather information on numerous disappearances caused by a new weapon.
Move List
Movement
66: Short hop dash. Can actually be used to crossup after knockdown.
44: Short back-dash.
Throws
4C/6C: Regular throw, knocks down and allows post knockdown crossup in the corner.
Normal Moves
5A: Seig Heil! Really high hitting and a lot of range so it can work as an anti air. Not air blockable. Wiffs crouchers entirely. Ticks straight into 360B on HIT.
5B: Mid range punch, Moves Natalia slightly forward and has moderate startup. Can't be blocked while airborn. Generally her best poke. Trips on counterhit and lets you confirm into a combo easily. For example, parry > 5B (trips) > 236A.
5C: Ass attack, Moves Natalia forward and has lower body invincibility. The range isn't that great but it's useful for avoiding grabs and countering lows. Can be blocked while airborn. Airspins on counterhit
2A: Weak little flick of the back of her pilebunker. Doesn't hit low, has poor range and doesn't chain into anything. Not a very good move overall. Ticks straight into 360A on hit.
2B[low]: Mid range sweep with some forward momentum. Not as much range or forward momentum as 5B, but significantly faster. You can tick into throw with it on block only. Trips on counterhit.
3B: Anti Air palm strike. Fast and has upper body invulnerability. Not air blockable.
2C[low]: Groundslam that sends out a shockwave. Knocks down. Does less damage at the tip of the shockwave. Not a very good move unless you're using it for forced knockdown, it allows crossup in the corner.
6A: Two part forward flip move. The first hit is the pile bunker hitting the ground, the second is the forward flip. Frame advantage on hit and block. Ticks straight into 360C on hit.
j.A: Air chop that aims down. Has very poor hitstun but has a lingering hitbox.
j.B: Stronger air chop that aims down, slower but deals more damage and doesn't have a lingering hitbox. Generally used for jumpins.
j.C: Midair ass attack. Not too fast and has a small hitbox but can be a decent air to air. Can be used as a jumpin but it needs to hit very deep to do so. Crosses up if the opponent is just barely pulled out of the corner. Airspins on air to air counterhit.
Command Normals
Special Moves
360+ A B or C: ロザリオンバスター (Rozarion Buster)
- Natalia does a throw with a wide grabbing range, doing 25% damage. Does not have instant startup but is still extremily fast. Best used to punish at close range. Will not hit an airborn opponent. From light to strong, speed decreases as range increases. Press 2+any button when Natalia slams them on the ground the first time for a second slam, and about 5% more damage. Do not hold 2, press it at the same time as the button.
236+ A B or C: パイルチャージ (Pilecharge)
- Natalia Dashes forward and fires her pilebunker directly forwards. The A version travels the shortest distance while the C version travels the longest. When done up close, this move's startup time is drastically reduced. Her fastest pile bunker attack. Like all the others, it deals a lot of chip damage. Cannot be air blocked. Can cancel before the attack with 22. When canceled, Natalia goes immediately to neutral. This move also auto-parries projectiles and assist attacks during the initial dash. Untechable midscreen, can be airteched in the corner where it wallbounces. On counterhit in the corner the wallslam causes airspin.
- The 22 input is actually a 2 * 5 * 2 input. This means you need to return to neutral at some point, but other than that you can do whatever you want so long as you input fast enough the buffer does not clear. To cancel a close range pile bunker you can do 236~5~2. To cancel a longer range pile bunker near the opponent, you'll need to press down twice. However if you want to do a long range pilecharge into 360 you can do 236~5~4268 and the down input from the 360 will cancel the attack.
421+ A B or C: りープパイルチャージ (Leap Pilecharge)
- A dash followed by a short hop and a downwards blast of the pilebunker. this move is slower than Grand Pilecharge, but it looks like she is using Grand Pilecharge and is overhead instead, good for mix up. A travels the shortest distance while C travels the furthest. Can be blocked while airborn. This move also auto-parries projectiles and assist attacks during the initial dash. Ground slams on hit, only air techable in the corner. Combos into super or assist midscreen, but linking into super can be difficult.
214+ A B or C: ゲランドパイルチャージ (Grand Pilecharge)
- Natalia dashes forward just like Pilecharge, but hits low instead. The A version travels the shortest distance while the C version travels the longest. During the dash she is invulnerable to high attacks. She can combo after a hit with 5B during the airspin.
B+C: ライジングピーチ (Rising Peach)
- Natalia uses her butt and launches up in the air at her opponent, its like a more powerful version of 5C. This move is also anti air. Does heavy calcium damage and chip but is very unsafe on block. 2 hits, the one near the ground is air unblockable and the second is air blockable.
Liberty Arts
236+BC: アサルトパイルヘヴン (Assault Pileheaven)
- Natalia thrusts forward with her pilebunker 3 times, the first hit is a low hit while the other two are regular. It does a lot of damage and assists can be used at any time during it's activation. Also worthy of note is that Natalia is completely invulnerable during the initial dash, making it an alright reversal, though it can trade with very long duration attacks. Several ways to combo into this super as well, best damage is off a counterhit where an assist isn't needed. You can cancel the last hit from coming out with 22 just like you would her 236 Series.
Strategy
Natalia strong points lie in her very powerful mixup, as well as good chip and calcium damage. every time you score a knockdown you can subject your opponent to a 2-3 way mixup that is almost completely in your favor. She can also completely ignore most projectiles and assists with her pile bunker attacks which will not only go though but dissipate projectiles and assist moves. Even in non okizeme situations her mixup capability is quite strong, she is deftinately a character adept at breaking open defenses.
Natalia's best assist is without a doubt Shierra, who in addition to having the basic uses most assists have, has a very important tool for Natalia: 6D. Natalia is often moving forward very fast, and outside of the corner you will find any other assist move to be pretty much useless. 6D is vital in not only compensating for Natalia's weakness in neutral game, but also plays a key roll in her okizeme and combos.
However, Natalia does have a fairly large weakness. At first her normals seem good and she has a good variety of them, but several other characters in Vanguard Princess have much better normals and will make her feel a lot of pain at neutral. Pilecharges are not normally an effective approach on their own, and assist cover isn't free so it's obvious that Natalia has to do SOMETHING to get in so she can start her mixups. Generally she has to play it carefully and make use of both assists and her very good anti airs until a good chance shows up.
Okizeme and Mixups
Pilecharge Mixups:
- Knockdown > ...
- Time 6D to hit meaty >
- 214S (Low, Neutral / + on block)
- 421S (High, Neutral / - on block)
- 236S 22 > ...
- 360S Tick throw off 6D, or 360 during Proxy Guard
- 6A or some other poke and continue with a blockstring or some other mixup
- Activate 6D right after the activation of a pilecharge > ...
- 236S 22 360S before 6D hit
- 236S 22 2B etc...
- 214S > 5B > 6D (hit) > 236S (Low, stronger combo options on success)
- 421S > 6D (hit) > 236S (High, strong combo options on success)
- To bait DPs either use a meaty 6D setup where you delay the pilecharge slightly, or use 236S 22 and simply block the DP.
Crossup j.C: In the corner 2C and regular throw create a situation where j.C can crossup. This is a very situational, but strong mixup.
2C / Throw > walk forward slightly (do not push into corner) > 6D > j.9 > deep j.C (crossup) > 236A
- Corner crossup into a midscreen pilecharge setup.
2C / Throw > walk forward slightly more (pushes into corner) > 6D > j.9 > deep j.C (does not cross up) > 2C
- Resets back into corner crossup situation.
A more advanced version of the previous combo is also possible, and should work on most characters. ...j.C > 6D hit > walk forward 6A > 5A+5D > 2C
On either of these setups you can do the j.C slightly early, causing it to wiff. Then you can go straight into a 360A tick throw or 2B/2C for a low option. All these taken into account this is effectively a 4 way mixup with the option of tick throwing.
Body Hop
Natalia can dash after any knockdown where she is close enough. Set up anywhere off 2C or a regular throw, or situational distances near the corner. You dash over and meaty 5D them with Shiera assist or something similar and go into a combo with a 236S or 214S. 6A can also be used to hop over corpses..
Matchups
Generally speaking Natalia has good matchups against characters who need to rely on projectiles, and bad matchups against characters with high speed / range on their normals. Anyone else is generally pretty fair game for anyone.
Yui Her normals are 1000x better than Natalia's, and her shoulder charge is faster and more safe than pile charge. Her overhead is quick and completely safe unless you can shield it, and all her attacks have huge range. Definitely not in Natalia's favor. Block patiently as best as you can and shield your way out of her slower attacks if you're able to. When you win in this matchup it's going to be because of Natalia's okizeme. Save your super for guaranteed situations if you can because you need the damage.
Haruka
Lilith She can grab Natalia out of any of her pilecharges, so you have to limit your mixup options in order to stay safe. Completely unable to use pilecharge as an approach because of her throw, so Natalia has to rely a lot on her normals which are mediocre/average. Not falling for DDT/dashing throw/loli elbow drop/headbutt is key to not getting lamed out. Block or parry the elbow and headbutt to punish. Duck DDT and punish. Just 2B counterhit the dashing throw. Once you get Lilith in block stun you might be able to go for some safe mixups. Don't bother trying to tick throw the risk-reward is not in Natalia's favor. Disadvantageous in the sense that Natalia is incredibly limited on options compared to usual, but isn't terrible because Lilith is still Lilith. At least minor disadvantage overall because even if Natalia is able to react very consistently, a well timed grab beats everything she has except for 5C, which is punishable by grab on block.
Luna Major advantage, Luna has a hard time getting you to even block her fullscreen shots and when you do you can always just use proxy guard. She ends up needing to rely completely on her jumping shots attack as well as her other moves which are capable of avoiding attacks up close. Risk-reward is almost never in her favor.
Kurumi
Saki
Kaede
Natalia
Eri
Ayane Average advantage, Ayane's 236S arrows are pretty useless against Natalia. However her 214S arrows can still trade even if she is punished for them, and she has a lot of very high speed pokes which can catch Natalia off guard if you get overzealous. Pilecharge approach and assist cover are game winners in this matchup, don't try to press her with your poking game too hard.
Combos
Without Assist
j.C > 236A / 236B+C
214S > 5B (15%)
6A > 2B / 5A / 2A
CH 5C / j.C > 236S
Eko
5B/C +6D > 214S > 5B
5B/C +6D > 236B+C > late 2D(2 hits, in corner) > 236A
Corner: 236A > 6D/2D > 236S
214A/B/C > 6D > 236A / late j.B > 236S
421A/B/C > 6D > 236A / late j.B > 236S
Shiera
5B~5D / 5A+D > 236A / 236B+C
5A+D / 2B~5D > 214S > 5B
214A > 5D > 236S
6D > 214S > 421S
6D > 214S > 236S
214S > 6D > 5B > 236S
6D > j.C > j.C > 236B+C / 236S / assist combo
CH 5C > 6D > 5B > 236S
CH j.C > 236S / 421S
high CH j.C~6D > 421S > 236S
Corner: 6A > 2B~5D / 5A+5D > 236S / 236B+C
Corner: 5C / 5B > 3D > deep j.C > B+C
Corner: CH 236S > 6D > 5A > 236S
Corner: xx > 236B+C > 6D (activated on first hit) > 236A
Corner: xx > 236B+C > 3D (activated 2nd hit) > j.C (after 2 hits of 3D)
Juliet
5A+B > 236S / 236B+C
214S > 6D > 236S
Corner: 5C~3D > j.C > 236S / 236B+C
Corner: 236B+C > 2D

