I’m just going to share a lot of notes I’ve written down.
NOTE: As far as I know, all of the moves in his VT mode have the same knockdown recovery. However, his jump timing changes, possibly his dash as well.
**
Meaty command grab setups:**
On normal recovery:
In corner after HP command grab: LP/EX command grab after waiting 2f
after EX rush/LP DP/sweep: dash command grab
corner HP DP, st.lp command grab
On back recovery:
HPDP, dash command grab
Meaty Regular Grab setups:
VT only:
back throw, dash cr.lp throw
**
Safejumps:**
HP command grab, if no wakeup:
non-VT mode: st.lk forward jump (4f)
VT: dash forward, neutral jump (4f)
corner only MP command grab safejump:
non-VT: cr.lp neutral jump (5f)
VT: cr.lp neutral jump (4f)
sweep CC:
non-VT: dash cr.lk neutral jump (4f)
VT: dash st.lk neutral jump(4f)
super, no recovery
st.mp forward jump
**
Wakeup Timings:**
LP Rush:
Normal recovery: dash, walk into any mixup (grab, command grab, meaty st.lk etc.)
backwards recovery: dash dash st.lp (0 on block after dash). If they didn’t wakeup here, you get a 4f safejump after the st.lp.
MP Rush: (for VT mode)
Normal recovery: dash, into any mixup (grab, command grab, meaty st.lk etc.)
backwards recovery: dash dash st.lp (-1 on block after dash). If they didn’t wakeup here, you get a 4f safejump after the st.lp.
HP DP:
Normal recovery: dash st.LP (+1 after dash)
Backwards recovery: dash cr.mk, or meaty command grab if close enough
no wakeup, non-VT: dash cr.mp, neutral jump
VT: dash st.mp, neutral jump
**
Frame advantage from ST.hp/Cr.HP:**
st.hp CC MK stomp is +1 on normal recovery after dash
cr.hp CC MK stomp is +2 on normal recovery after dash
st.HP CC HK stomp is +4 on normal recovery after dash
Cr.HP CC HK stomp is +6 on normal recovery after dash
st.hp CC, dash dash is +1 on normal recovery
cr.hp CC, dash dash is +3 on normal recovery
**
Random Facts:**
EX stomps has some projectile invincibility in it
After cr.hp HK stomp, EX stomp, on normal recovery a super meaty st.HK is allowed, letting you combo into st.mk, cr.mp LP rush
st.lp x2, or cr.lk st.lp has tiny gap in it.
After EX command grab, if you do HP DP at the earliest you are +2 after forward dash (if they normal recovery)
You can always combo divekick into LP DP/st.lp/EX DP if you’re close enough
Max damage punish: st.hk CC, walk up st.hk VT slight walk up cr.hp MK stomp, cr.mp HP DP
Max stun, corner only: st.hk CC, walk up cr.hp MK stomp, cr.mp VT st.hp HK stomp, EX stomp (680 stun; 1 EX command grab into EX DP will stun cammy)
Try to be aware of how your opponent gets up. If he only does backrolls, do backroll setups, etc.
blockstun on moves:
st.HP>cr.hp >=cr.mp >st.mp>cr.mk>=st.mk>>lights
There’s definitely more I have or am in the process of learning, but this is a lot.
The thing to note here is that Necalli doesn’t have as bad of oki as most people think. It’s definitely not the best but its still possible to get in people’s faces if you read what type of recovery they do. Fortunately, right now people only do 1 type of recovery and don’t mix it up, which can make you really go in on people.
EDIT: fixes