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.
Like a certain military church themed vampire executor in a certain doujin game that has a lot of 2As and air throws, Natalia's weapon is a GIGANTIC PILEBUNKER which is widely known by all otakus to be the coolest anime weapon ever.
A good overall description would be that she is a hard-hitter and her hips are big she doesnt seem to smile though, it would be terrifying and it might screw up the Natural Order.
Move List
Movement
66: Short hop dash. Can actually be used to crossup after knockdown.
44: Short back-dash.
Throws
4C/6C: Same as Rozarion Buster but with one slam
Normal Moves
5A: Seig Heil! High salute attack. Misses crouching opponents. Can't be blocked while airborn.
5B: Long range punch, Moves Natalia slightly forward. Can't be blocked while airborn. Generally her best poke.
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.
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.
2B: Anti Air palm strike. Very fast and has very poor horizontal range but keeps Natalia low. Can't be blocked while airborn.
2C: Ground pound. Hits low and knocks the enemy down. Has decent stun and the hitbox travels the distance of the shockwave. Does more damage up close.
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.
j.C: Midair ass attack. Not too fast and has a small hitbox but can be a decent air to air. Can combo with 236A after, but must be done impractically low for it to work.
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.
236+ A B or C: パイルチャージ (Pilecharge)
- Natalia Dashes forward and fires her pilebunker directly forwards, doing 12% damage. 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 special. Like all the others, it deals a lot of chip damage. Cannot be blocked while jumping. Can cancel hit with 22. When canceled, the pilebunker does not fire, and Natalia goes immediately to neutral. This move also auto-parries projectiles and assist attacks during the initial dash.
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. It does 10% damage. 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.
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 dealing 10% damage. 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.
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. It does 12% damage. This move is also anti air. Does heavy calcium damage and chip but is very unsafe on block. Can be blocked while airborn. Can also cancel from the second hit with 22.
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 40% 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 excellent counter.
Strategy
In terms of playstyle, Natalia is a powerful but awkward character who has some poor normals but makes up for it with a very agressive mix-up and the best chip damage in the game. 2B and BC make great anti air moves and you should take advantage of these when the enemy tries to hop-in. She has a powerful command throw too, making her well equipped at dealing with opponent's guards. She also has the most hilarious C attack in the game: her butt. If all else fails, use a butt attack.
Unfortunately, Natalia's assist guage fills very slowly, so caution must be taken when using costly assists such as Kanae. Shiera makes a great assist for Natalia, 6D can allow you to crossup or pilecharge doing good damage, or just add pressure for a low cost. 2D/3D are great support, 2D would be more defensive for stopping combos and 3D would be more offensive for juggles or keeping the opponent in blockstun long enough to get off some serious chip.
---Chip damage---
Natalia's pilebunker attacks deal almost 50% of their normal power in chip damage and a lot of calcium damage too. Since her pilebunkers are generally safe on block, she can actually deal a lot of passive damage by picking out the right moments to attack with Pilecharge. It's generally a good idea to stick with Shiera or Juliet because both these assists provide meaty cover on wakeup that will force the opponent to guard or proxy guard if they don't want to get hit. With Shiera 6D or 3D, Natalia can get off two pilecharge moves in a single blockstring, dealing 10% damage.
It's generally better to lead with 214A/B/C since it has the fastest recovery time of any of the pilecharge attacks, and 'poke' with 236/B/C since it has the fastest startup. Since 236A/B/C is a fast way to knock down the opponent, that leads us to...
---Wakeup and mindgames---
Natalia has some of the nicest okezeme in the game. The startup to all her pilecharge moves looks identical, with only a few frames of difference before a high/low mixup. After a knockdown, it's usually best to set up an assist for cover and then move in with a well-timed 421A/B/C or 214A/B/C. Since there is a short delay in the difference between these two moves, a smart opponent is going to start trying to block low on wakeup and watch for the overhead. Once the opponent starts getting good with predicting this mixup, it's time to start using Natalia's 236A/B/C cancel instead. Blocking as the dash ends will allow Natalia to start baiting parries or some character's invincible DPs. Buffering a 360 grab afterwards is not the smartest thing since the grasp timer gives the opponent more than enough time to respond to counter a tick throw attempt.
Matchups
Serious Advantage Match-ups:
Luna: Natalia's pilebunker charges go through most of her projectile assault and pick at her when she is in stance and cannot guard, making her fairly easy to close in on and pressure. With the pilebunker providing a deflector shield to deflect all those tiny bullets, it's almost as if Natalia was designed to counter Luna.
Advantage Match-ups:
Ayane: Her bow pressure is negated by pilecharge, and her jump-ins are slow and easily countered by 2B.
Haruka: She has thunder bolts and a fullscreen Melt Shot, but you'll be in her face so often that she'll have little chance to pull it off. This is one of those matches where you'll be countering her to the point she'll be frustrated.
Fair Match-ups:
Saki: This match is completely fair, my suggestion is the following tactic; WILD CARD BITCHES, YEEEEEEEEEEEHAAAAAAAW
Kurumi: This is basically a strong melee character up against a fast weak melee character. Kurumi has quick attacks and a fast assist meter on her side, but there's nothing that is a direct threat to your own attacks. You will find this one slightly easier than facing Eri, but not without taking some hits yourself. Just watch out for her special, especially when her assist meter is at level 5.
Eri: Another fair match between two characters. Natalia has the damage, Eri has the speed and combos. It's going to be who outsmarts the other in terms of assists, blocks and counters. Be aware though, that if you don't keep Eri occupied, the battle can quickly go the other way. Master your okizeme and she'll have little chance every time she gets up from a fall.
Disadvantage Match-ups:
Yui: Her variety of sword attacks will give you a hard time to use the pile bunker. Even though her sword is big and heavy, she has better range and can still wield it faster than you; that's the deal breaker. Between the two giant weapons, she has the advantage. You'll find that she'll whack you first before you even get a chance to pull off your attack. Block her or use your assist first.
Kaede: This will not go well for you. Simply put, the assassin is faster. She has so many attacks that counterhit you before you can even execute anything, that it'll drive you nuts. And just when you think you've got her, she'll stun you with her Shinkuzan move and immediately counter with a devestating combo. Block often and make use of your assist. Your saving grace is your Rising Peach attack. Also try to trip her, get her cornered and then piledrive her in the face when she gets up until you can unleash Assault Pileheaven.
Serious Disadvantage Match-ups:
Lilith: You'll find yourself the victim of one throw after another every time you miss or are blocked. The only time you'll connect is if you beat her to the punch, or if she makes a mistake. Your best bet would be 5B and maybe a Rising Peach attack, and that's at maximum range. A lot of the time will be spent saving up energy for Assault Pileheaven to even the score.
Combos
- Without Assist:
-- Anywhere
j.5C > 236A (25%)
214A/B/C > 5B (15%)
j.%C > 360C (35%)
- rather hard to make it register as a 'combo' since the opponent can often just jump to avoid the throw.
- With Eko Assist:
-- Midscreen
5B/C > 6D > 214A > 5B (25%)
214A/B/C > 6D > 236A (20%) / 236BC (35%*) / late j.B > 236A (30%)
421A/B/C > 6D > 236A (30%) / 236BC (40%*) / late j.B > 236A (35%)
214A/B/C > 6D > 214A > 2D > 214A > 5B (just under 40%)
214A/B/C > 6D > 214A > 2D > late j.B > 236A (just over 40%)
421A/B/C > 6D > 214A > 2D > 214A > 5B (just under 45%)
421A/B/C > 6D > 214A > 2D > late j.B > 236A (just over 45%)
5B+6D > 236A+B > 2D (45%)
- I have yet to connect all 3 hits of the super on this combo, not sure if it's actually possible. Only the last 2 hits have connected. Add a 2D in during it for some more damage if you want.
-- Corner
236A/B/C > (wall slam) > 2D> late j.5B > 236A (45%)
5C+D > 236C+D > B+C (40%)
All of her midscreen combos also work in the corner. The 6D becomes a lot more difficult to time however.
-With Shiera assist
-- Midscreen
5B > 5D > 236A (20%)
5B > 5D > 236B+C (45%)
214B > 5D > 236A (25%)
214B/421B> 6D > 421A (20%)
-- Corner
-With Juliet assist
--Midscreen--
3D+2C > 214A > 3D
214A > 6D > 236A

