Someone can feel free to correct me on this if they’re more sure, but looking at the frame data makes me think you’re +6. C.Mk has 3 active frames and 15 recovery frames, and is -4 on block. V Trigger animation is 7 frames, so if you VTC c.Mk on the first frame you cut your recovery by 10 frames, taking you from -4 to +6. C.HP has a 7 frame startup in V Trigger (9 frames normally).
So, uh, looks pretty airtight on paper. Tell your friend to stop pressing buttons: most characters are going to be pretty plus after a VTC on any medium or heavy strength normal (the more recovery frames the move has, the more frame advantage the VTC gives). If you mash jab in those situations, you’re going to have a bad time.
Still lost about the Oki game consisting of landing meaty lk/lp but I’ve also seen people landing meaty hk after landing a knockdown…
First of all after Target Combo: How do I land meaty lk (wouldnt lp be better always since it also beats 3 frame moves?) and if it hits how do i combo off it. Assuming no back roll… How do I land it on a non quick rise and how do i land it on quick rise? Any timing tricks like whiffing moves on purpose to be able to land this?
What are tricks to get the timing of hk meaty down? I ve seen peopel whiff moves on purpose to get the timing right on it
I tested it. Just set the dummy to crouch (very important as I found out), block First Attack Only, and see what makes a true blockstring. You have moves that cover 3f through 9f.
Thats it, his st.mk, cr.hk combo is useless. There is one setup i wanted this to work but it doesnt. Jump attack, st.mk, st.mk where the second one hits counterhit. You are too far for the cr.hk so the first active frame misses allowing the cr.hk to be blocked. Cr.mk xx ex slash works i think, lp slash doest combo after this. Havent tried this in a while though so i might remember wrong.
Anyway his cr.mp, cr.mp link is the most important one outside of CC’s.
Cr.mk/mp xx mk axekick works on counterhit.
during VT st.mk, cr.hp works on counterhit.
Combos into sweep give you much better pressure options than combos into Slash. It’s more useful when you jump in and catch a tech attempt with the st.mk close up. But yes, the inability to combo into a sweep on counterhit after a blocked then hit medium sucks. You can link CA but that’s it, and it’s something I need to practice more.
Can someone explain to me how to capitalize on knockdowns as necalli? Everytime I score a knockdown I feel like my only options are jump to hit with an overheard, grab or hit low… which is something every other character in the game can do
I wish the OP could properly update the post and properly add a lot of the stuff posted already.
Also I don’t think questions are bad here, but there’s a q/a and beginners thread for that. “How to pressure” is such a general question, that’s like if you asked someone how does one score in basketball. Timing meaty close lk can be from a setup, or manually timing it. Takes practice, just keep knocking the dummy down and do St.lk, St.mk such that it combos on non CH. Pressure tools are tight strings, tick throw, command throw, overhead, stomps in VT, baiting throw tech, dodging/blocking shoryukens, etc. Meaty command grabs are very hard to escape from. You can do a lot with Necalli, just need understanding of tools and having confidence in your reads.
CH combos, Necalli has a lot of them. Personally I use a lot of st. LP into St.MK (usually when I am at 0 on block and can’t Meaty with anything else), CR.mk/CR.MP mk stomp, St.HK CC LP rush from Max range, St.fierce CC HP rush (useful against dhasims long normals)
In VT: St.mk into CR.HP, St.HK/overhead CC walk-up St.fierce HP rush
I’ve tried to actively confirm the CH on st.mk into cr.hk and change my combo accordingly, but i cannot do it consistently at all, or i need a lot more practice. So i just go for cr.mp xx lp/ex slash when i see a hit as i know for certain it works and i’m not missing on any damage. The CH sequence i mentioned i don’t have to even bother going for cr.mp anymore as it won’t reach anyway. And it’s easier to JUST look for the counterhit in that instance instead of actively switching between a non counterhit combo and a normal hit combo. I can confirm ch combos but i cannot switch between two different attacks based on if it is a CH or normal hit, atleast from necalli his st.mk.
st.mk(blocked), st.mk(ch), cr.mk comboes but you have to have meter to convert(ex/super or vtrigger). cr.mk doesn’t combo into lp slash for whatever wierd reason.
As for the sweep ch st.mk cr.hk combo i thought the damage difference was a lot larger but it’s just 30 damage, unless you use the ex slash ender. So i guess it’s a great counterhit combo afterall when you don’t have meter and are close enough.
Great vid, must’ve taken a while do make. Though i have to say some stuff decent players will never do, i see some moves getting done pointblack which would never happen by anyone competent though xD, regardless, it’s good to know.
Is the CH sweep combo that much worth it? The way I see it, you’re doing a harder combo, getting less damage for oki that isn’t that much better. You still have to guess which recovery they do. However, if you do sweep dash St.fierce it will hit both recovery timings; still good players will just block and then be out.
I would always do the LP slash combo because it’s easier, gets you damage and you just formulate a read on which recovery and then just go accordingly. Usually people only recover 1 way.
You can also technically combo into sweep from super meaty St.lk and CH MK stomp. The second one is really practical since you will be getting CHs quite often with that move.
I am not sure if it has been mentioned or not. St. mk xx V-trigger is very good. If hit then confirm into cr.HP xx ex disc, if block u ex command throw into side switch mix-up or just DP. The command throw will beat 3 frame jabs, is easy to do, and pretty safe since noone really jumps. You have to watch out for invincible moves though.
Another thing I learned which u might already know since it is old tech. But anyway, crosscut DP is incredibly useful and easy to do. Necalli doesn’t have good normals for cross ups, sometimes st.lp and st.mp works but this is much better since DP is invincible. To get a crosscut DP from left side u input down forward, down, down back. You have to do the df before they cross up and the d, db (which will be the new df) after they cross up. Basically make a mental note if they are within cross up range and do this motion instead of regular one.
This also works against Dhalsim’s TP pretty well. If he doesn’t cross up, u will get a fierce which is not invincible and he will probably counter hit you though.
It isn’t really that guaranteed, if they backroll and block, then there’s no mixup afterwords. Like if you want to set up a mixup where a grab is threatened, you still have to guess which type of recovery they do. You can force them to block w/ sweep dash st.fierce, but if that’s the only real threat then it can’t be a real mixup. W/ LP slash you can still set up pressure with both backrolls, just have to guess which one. I personally feel its better to just go for w/ the slash combo because its easier, you get more damage, and you aren’t gaining that significant of a mixup. It’s not like you suddenly have the ability to do fake crossups or anything like that.