Necalli Beginners Thread

Dash/walk under and st.lp.

Jump back lk

How do I stay inside?

I play against a friend who plays a very footsies heavy Chun Li. I try to condition her from interrupting MK and HK stomp but what ends up happening is she’ll mash out c mk anyway which seems to stuff anything I throw out. What usually ends up happening is she’ll push me out of close range with c mk’s which puts me into her s HP range. From there I end up having to backdash or jump, but Chun’s s LK will put me into a reset if I jump and if I backdash she gets room to breathe and do the fireball + walk up thing. The Chun matchup is infuriating.

I haven’t really found Necallis pressure game to be so much about staying in, unless you have them cornered, a lot of what he does has a great deal of pushback.

The more successful Necallis I’ve been seeing have been playing around st.hk range if they can, but I really believe you need to spend time conditioning your opponent and then land your biggest combo into super.

Backroll is difficult to deal with for most people right now so many people cant react to it yet and it’s a total pressure killer.

I can’t correctly reading Necalli’s BnB combo and match it up with the frame data. Can someone explain to me how the timing works?
combo: Cr.hp xx MK Stomp -> cr.mp xx LP
frame data:
https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true#
or
http://wiki.shoryuken.com/Street_Fighter_V/Necalli

Cr.hp start 9 active 3 recover 21 hit-adv 1
MK Stomp start 19

At what frame does the MK Stomp actually start? Is the hit stun the opponent experiences 22 or 25? Does this mean that depending on where in the motion of the Cr.hp the opponent gets hit I will have more frames of advantage (since it’s active for a max of 3)? I don’t quite follow, and I’m hoping I can read the frame data properly to come up with combos and tech to try out (as well as better understand Necalli’s strengths). Thanks in advance

Cancels are weird in this game. Every move has specific cancel frames which can be either in active or recovery. You can see them on dantarian’s boxdox. Which leads to odd shit like st.hp not comboing into HP Stomp but being a tighter blockstring into it than cr.hp which does combo!

Basically mediums go into LK stomp and MK stomp on CH. Heavies go into MK stomp, cr.hp goes into HK Stomp. Lights go into EX Stomp. Meaty non-cancels work the same as always, hit advantage + 1f for every frame after the first active you hit them with.

I am in love with this post, this is super insightful!

But from what I can gather based off of my…little knowledge and terrible execution:

HP/Cr.HP: xx MK Stomp - if HP blocked you are open to get jabbed out or punished with an invulnerable move. Best used as a hit confirm or a tool after you have conditioned your opponent to block stomp strings. How positive is MK stomp on block is the question?
HP/Cr.HP xx LK Stomp - Seems to be the go to method for making your HP hit confirm fishing safe on block.

MP/Cr.MP/Cr.MK xx LK Stomp - Has been my go to frame trap/pressure tool as it seems neutral/safe on block. I will add MK stomp as a tool on counter hit, but I need to get better at reacting to HC’s and counter hits in this game as it has been said before, cancel windows are weird, and it feels different compared to like…say KI and most certainly MKX (the latter ruining me and making me bad at Fighting games) cr.MK seems a better poke tool when in near point blank range. I have noticed certain characters can space it just right to get a sweep on you though so I’ve been leery on using it excessively.

HK is such a good tool, wish the startup were just a tiny bit faster. What’s a good punish from a Crush Counter off of that though?

Something I have been wondering though. whats going to be his best jump-in? From things I’ve been studying, j.HP seems to be his best jump-in for combo setups, but how positive/negative is it on block and how does it trade with anti-airs that aren’t DP’s? I’ve been using j.mk for crossups and divekick (the latter trades neutral)

I’m at work right now, but when I get home, i’ll try some of this stuff. People say s.MK/s.LK is a good button, but you have to get in barrel stuff range and it seems I get out spaced quite a bit before I get a chance to.

Good thread, I think a good resource would be a Mobility Guide/strat guide to him, since I’ve seen aggressive, Hyper aggressive, punish oriented, and keep away styles of play with Necalli. Kinda like that one nash guide out there that is an amazing resource.

Any tips on beating survival hard with him? I really want those colors. Any cheese tactics like the shoryuken spam with Ryu and Ken?

Not quite true

St.hp xx MK Stomp: True blockstring
Cr.hp xx MK Stomp: 1-2f frametrap, beats all jabs
St/Cr.mp xx MK Stomp: 3f frametrap, trades with 3f jabs

LK Stomp is -4 on block, but many characters can’t really punish it due to pushback.

Cr.mk is good when you’re close to the tip of it’s range. Especially if you think they might try and jab you out of a followup you can do HK Stomp and punish the jab. Or just take the LK Stomp counterhit which doesn’t convert to anything

Gotcha. So basically, MK stomp should be the way to go unless you are getting a good read on a jab then HK stomp

Generally. HK Stomp is good in a few areas: dodging jabs if you’re at the edge of a cr.mk range, comboing into CA at ranges where you can’t do an MK Stomp -> cr.mp combo, being 0 on block if you don’t think they’re going to mash anything fast (and +2 in VT!) which also works off an anti-air or air reset HP as a meaty, and corner combos where you wouldn’t be in range for a cr.mp followup but you can EX Stomp now. Definitely the least useful stomp however.

Some players like to throw out a limb after blocking a stomp to avoid the dash-in. If you can force them to block the occasional HK stomp then you can try to stuff their counterpoke with a c. mp with a buffered slash. Worked against a Chun’s c MK for me.

Hk stomp is even on block. Afterward whoever has the faster button will win, so your cr mp would lose to a jab/short.

Depends on what you press. The spacing is far enough away that you can get away with a st.mp as it doesn’t really extend your hurtbox. The range on this as a counterpoke is pretty small, but it’ll beat a lot of mashed jabs due to spacing. The other option is a st.mk. If you think they’ll put out something you can do a st.mk TC; the hk will only come out if you manage to whiff punish/stuff something but it gets you a full combo. Can lose to mashing lights though as the st.mk moves you forward and if they don’t press anything you’ll whiff. Beats the hell out of a lot of cr.mk if they don’t low profile. So don’t do it against Nash, Ryu, Rashid, Vega, or Laura. Works really well if their go to poke is a cr.mp, especially if it’s a 6f button.

Yeah actually cr mp was probably a bad example of a button you’d press after that. Works against people who try for a medium but not light. Depending on spacing s. lp or s. mp should work though.

Have a few questions in general. Since im pretty new to SF im struggling how to play his close up game. I dont really know what pokes are great to use and what’s the best mix ups for him. Any insights would be greatly appreciated.

st.mk is his best up close poke

st and cr mp too

hes not that strong in the mixup department but his main mixups come from meaties when your opponent is getting up. these are easier in the corner because because backroll is less of an issue

some people are a fan of ex.command grabs, especially in the corner

Hypothetically speaking, let’s say it’s no meter, you land a jump in or a bnb midscreen. You 100% know they are going to backroll. I’ve been trying dash up fierce for wakeup but it’s risky and best case scenario all I get when it crush counters all i get is a stomp off it. Seems bad. Was wondering if standing roundhouse was better in the situation. Some much better players then me have told me to just let them back up, but was wondering if anybody had differing thoughts on the matter?

I believe Cr MP hits the backrollers but im not 100% sure, I am not a fan of letting up of pressure. I find it quite hard to get in, so once im there I try not to let them go especially if theyre in the corner.

as of right now there doesn’t seem to be a very good option for backroll.

I think if they back roll they may actually have some frame advantage but i could be wrong.