Necalli Combo/Tech Thread

I dont think going for hk stomp into CA is worth the hassle. Im going for mk stomp xx CA.

It’s way easier and has basically 100% success rate

It’s actually dependent on your distance from the opponent when you hit the HK Stomp that determines the window for the super, if you do it close the window is small (since he can just pounce right under them) if you hit the Stomp from the edges of its range is easier.

Wait until a fraction of a second AFTER your opponent’s reeling animation in the air goes through a horizontal transition before turning your super loose.

This is consistent across the entire cast.

j. hk/hp > cr. hp > mk stomp > cr. mp > VTC > hp > hk stomp > CA
543 damage 590 stun
highest damaging jump in combo? though i guess it’s only good when they’re dizzy and you have full vt and ex bar

j.hp -> st.hk VTC > cr.hp xx MK Stomp -> cr.mp xx MK Stomp xx CA is 549 damage. Also works off a CC st.hk.

Delete this

Is this a Kara Throw or not?
i’m doing this by pressing light kick slightly before light punch
sorry if someone already found this
https://www.youtube.com/watch?v=2xBa--2FE50

No, you’re just moving forward because you’re doing grabs one right after another. Same thing happens with his st. mk for example.

Here’s link & combos specific on Alex only. Better damage also, without V-T.
https://www.youtube.com/watch?v=2CNSz5Tv_7A

Just found out about how to punish FANG’s CA:

  1. HP Disc’s Guidance early, go through the first poison ball and wait for FANG’s CA to finish. If you’re getting hit by the second or third poison balls, you’re doing the Disc’s Guidance way too late.
  2. When FANG lands, punish with a neutral jump attack into the Evil Ryu combo, or if you have meter to burn, optimize your combo accordingly.

I do the same with Cammy, only u use ex spiral arrowimmediately(regular jump combo into n ex does less than when she does the neutral jump).

Anyway, we all know this game has walkforward combos right? Necalli has a counterhit specific one during V-Trigger.

  1. (ch)st.mp, walk forward st.mk, st.mp xx DG

Just hold forward regardless if it’s counterhit or not. You can hitconfirm the CH and keep holding forward for an extra frame and press st.mk. If you don’t see the counterhit you press st.mk earlier.

Not really that usefull as you have to be pointblank and it only does 30dmg more than st.mp, st.mp for a lot higher difficulty requirement. Thow it in a CMV or use it to style on a whiffed dp lol.

*btw, this counterhit specific combo worked during the first Beta, however you didn’t have to walkforward back then…

This is likely the wrong thread, but early on in the match do you prefer to prioritize damage or V-Meter? For example, when you land target s.MK do you go into target combo for the V-Meter or go into c.MP for a damage route?

PR Rog recently tweeted about this, he said going to the TC to build VT is better than going for the dmg. In my opinion it depends on positioning on the screen. ttps://twitter.com/PR_Balrog/status/727572244491206656

The Tc is better for meaty setup, and the vskill buildup is an added bonus.

That makes me feel better, I usually go for the VT instead of damage myself.

Can you elaborate on the meaty setup? Is it literally just meaty with s.MK and then confirm into TC on hit?

Its somewhere in the earlier pages in one of the threads, you double dash meaty st lk or something like that after TC. If you do it the first TC by midscreen youre normally close enough in the corner to do the TC>Cr jab>ex cmd grab

Double dash is +1 on quick rise and chases down back roll while being +6 after a TC. Unless you are ending in EX Slash go for a TC ender

He’s also saying st.MK is a better whiff punish than cr.MP. I agree. Was playing around with it last night.

Better cash out with the TC, but also risky due to how it moves you forward. Also not sure if it’ll catch low profile moves

Hey guys was wondering why I sometimes see PRrog do hk.stomp into lk stomp rather than HK.stomp into HP.DP, I’m guessing its for a setup can anyone explain pls