AudricVsFood- All good points and helpful, thanks!
I’m still not convinced, though- maybe if someone could show some footage I would understand the idea better? But I watch a good amount of necalli footage (mostly on CFN, which isn’t as good as tournament footage, but it’s much more available) and don’t recall ever seeing anyone do target combo into double dash. I mean, its at least true that you can be one of the top necalli players in the world (see Alucard) and not use this strategy. Yet by no means have I watched all the footage! I tried to find Muttonman on CFN but I couldn’t. I’d really like to see this technique in action.
I’m very willing to put in the time to get the execution right, but I’m just not convinced it’s worth it at this point, and that’s what I want to discuss. Not only because of all the difficulties I mentioned, but because putting those aside, it seems reasonable to choose Disc anyways for greater corner carry and damage. Of course, we’re talking about a specific scenario and there are a ton of other variables to consider like health, stun, player tendencies, positioning, etc. But I need to see this tech in action before I’m convinced that its the best tool in mid stage situations- theoretically it should be the best answer to backroll, but I don’t think it’s the best answer to quick rise or slow rise.
Alucard has dashed up st.MK and hit the target combo on reaction in footsies.
Also, Brian_F is a really good player and has a good piece on TC optimization after knockdown here: https://www.youtube.com/watch?v=IiWtWhUdh6Q
Muttonman was the first person I’ve seen talk about prioritizing TC over DC combo finishers.
PR Balrog feels similarly: https://twitter.com/PR_Balrog/status/727572244491206656
Let’s not forget another good reason to prioritize TC over DC is to build up the V Meter by 2/5ths of a bar. Necalli in V Trigger is the strongest character in the game, according to Momochi.
Also, another component to take into consideration: If you use TC, you have more advantage regardless of what the opponent does. This means you’ll be able to continue with pressure. Even if we don’t think about the psychological aspect of the wakeup game alone, what we get to do is press more buttons and keep the opponent guessing. Blocked normals inflict gray damage, which subsequently adds to the variable of health and opponent’s psychology, more pushback to the corner, etc.
st.MK, cr.MP, LP DG - 186/310
Target combo - 146/230
Furthermore, double dash after TC covers both normal recovery and back roll. +1 and +6 respectively.
Couple of notes
If you know they’re going to backroll the Slash ender you can double dash and be +2. The problem is that if they quickrise you’re -3 and thus punishable. Hence why it’s not as good, as you’re putting yourself in a mixup. So if they know this they’ll mix up their wakeup.
st.mk -> cr.mp xx CA actually does more damage than TC xx CA, but you don’t get the V Gauge
While St.mk is his best whiff punish, be warned that if you’re tapping the end of limbs the only thing that will connect after a single normal is your CA. The st.hk part of TC will whiff and Slash will hit too late. If you can, whiff punish with sweep to prevent this.
As for following up the TC, you do need a frame perfect double dash -> meaty. It does take practice, I still don’t have it down 100%. Granted, that can be blamed on the Revelator demo (and full game on Tuesday) + Overwatch both being way more fun than SFV
Awesome, thanks for the help. The video is exactly what I needed, since I wasn’t sure that I was doing it right and its no good to practice something the wrong way. I’m convinced that the TC double dash tech is in fact the best tool for Necalli at mid stage.
I also looked for some footage of Haitani (Battle Arena Melbourne 8 for example) and sure enough this is exactly the way Haitani plays- he goes for the TC at mid stage and then double dashes, but he uses the DG into the corner. What’s more, he seemingly does everything he can to get Necalli into V-Trigger, using v skill a ton in neutral, overheads and St. Hk to get crush counters. He even will activate the V-trigger raw instead of waiting to cancel a button.
I also looked back at some of the final round 19 footage and its amazing that he was already playing that way so early in the game.
Obviously no tech is unbeatable and a player has to make adjustments/ use variations, but thanks for sharing the tech!
Another topic:
Necalli’s stand jab is an amazing anti-air, and it allows for a lot of good set ups. This isn’t new tech but I think it’s worth sharing. So after a St. Lp anti-air:
-If the opponent jumps near to Necalli he can dash and switch sides
-command throw beats 3f jabs.
-I also tick throw a lot if they land a bit further away
Anyone else have setups?
TC in the corner is actually better than non EX Slash; end on an LP DP for damage or a St.lk for a reset.
jasonC
270
I like this ch combo. I can see it being quite useful as the necalli playerbase matures. Does it work with meaty st.mp or only ch? It might be super useful on air resets, etc.
jasonC
271
I dunno if it’s been mentioned already, but I’m seeing Japanese cfn players do c.mk, vt, c.hp, hk stomp into whatever. Is this good?
I prefer cr mk,vt,st hp, hp slash. Gives me some breathing room and I can dash to lk stomp to keep the pressure going.
jasonC
273
I’ve seen that too. I’ll try to add that into my game as well.
Yeah hk stomp at that range (if you do it at max cr mk range) will be too far for hp DP. Ex dp can maybe work but super is your best bet. It leave sends them to the corner and you can keep your oki going.
jasonC
275
I think I tried ex dp at max range, and it’s only 1 hit and crap damage. I guess it’s spacing dependent. Maybe it’s better to let them drop, dash and oki?
You could, but if thats the case I’ll stick to hp slash to dash,lk stomp. It trades favorably with 3 frame jabs, counter hits 4 frame leaving at like +4.
IIRC, it works on both, but it may only hit crouching.
I prefer going for the HK Stomp only in the corner so that all hits of the follow up DP will land. If you end up going for the HK Stomp midscreen and you realize you fudged up or something, I believe you can follow up with EX Stomp regardless of spacing as long as you do it early enough.
A deep heavy jump in like that? You can go j.hp -> st.hk xx VTC -> slight walk forward cr.hp xx MK stomp -> cr.mp xx MK stomp xx CA
What about no V Trigger but full meter max? Here’s your combo. Very damaging!
https://www.youtube.com/watch?v=_UrJF18-Exo&feature=youtu.be
That’s been the same since season 1.
I generally like to use medium buttons for most situations so I’m just wondering what is best/optimal after s MK, c MP, V Trigger activation?
https://www.youtube.com/watch?v=imYmbwX6keU&feature=youtu.be
BixHD
283
st.HP xx HP Disc/HK Stomp or if you’re worried about being out of range cr.MK xx MP Disc