Necalli Combo/Tech Thread

Something to keep in mind with the EX stomps is the position it leaves you in for continued pressure. It leaves the opponent standing with + frames on hit leaving us with a lot of frame trap and blockstring options.

Hm, Iā€™m having trouble replicating the Target Combo -> Double Dash -> very meaty st.lk on some characters. Either my execution is screwing up on real world conditions or characters may have different wakeup timings. Will need further testing

How easy is it to react to a meaty lk into st mk into target combo? I havenā€™t had a while lot of time to practice yet, and Iā€™ve just been comboing into lp slash. Would like to incorporate the meter gain into some of my match ups.

By the time the st.mk comes out youā€™ll know if it hit or not, thatā€™s easy to react to for doing the TC, frametrapping with cr.mp, or doing a slight walk forward throw. Reacting to the st.lk hit or not is too tough for me so I generally just consider it a canned mixup

Youā€™re right. Itā€™s not a waste. If you can kill with it then itā€™s definitely worth it to go for a max damage combo into super. Hell, even if it doesnā€™t kill and leaves them with low health then itā€™s still worth considering because even though Necalliā€™s overhead and command grab arenā€™t that great, theyā€™re both especially dangerous when the opponent is close to death. Like Muttonman said though, using super in a post stun combo is a strong option and if you need to make a big comeback, I think thatā€™s the way to go.

I actually think his overhead is pretty good. Itā€™s slightly slower than other overheads, but hits 33% harder that most, leads to a combo on counterhit, is safe on meaty, is +1 on hit, and has the third best range after Chun and Rashid. Itā€™s even airborne in the middle of startup, something many overheads arenā€™t! The hitbox is also fantastic, being well in front of the hurtbox. The big issue is that it doesnā€™t let him dodge lows at all, but thatā€™s forgivable. Bust it out once youā€™ve convinced them to not hit buttons; itā€™ll actually connect where your st.hk would whiff! Spaced right itā€™s completely unpunishable.

Depending on range, here are the CCH followups. Remember, you can always V-Trigger Cancel to extend combos

NOT IN V-TRIGGER

CLOSE RANGE
You will need to walk forward for these
Target Combo
st.mk -> cr.mp xx LP/EX Slash
cr.mk xx LK/EX Stomp
cr.mp xx LK/EX Stomp
Sweep

You donā€™t need to walk forward for these
st.hk
LP/EX Slash

MID RANGE
You will need to walk forward for these
cr.mk xx LK/EX Stomp
cr.mp xx LK/EX Stomp
Sweep

You donā€™t need to walk forward for these
st.hk
LP/EX Slash

LONG RANGE
You will need to walk forward for these
Sweep

You donā€™t need to walk forward for these
LP/EX Slash

If you are in V-Trigger, you can also do a walk up cr.hp if you get the CCH up close. You can also substitute in an MP/EX Slash for any Stomp, and MP Stomp instead of LP Stomp
This gives the following new combo

df.hp CCH -> walk forward cr.hp xx HP Stomp -> CA for 551 damage!

That sums up Necalliā€™s normals in general.

As for the overhead itself I have admittedly underused it and plan on utilizing it more. Iā€™m iffy on its utility with its hefty startup and its punishable nature. Time will tell.

You can cancel the stomp into super actually!

Yup, found that out earlier. Quite nice when you get the CCH and have a full stock!

Not really. His lights, standing mediums, heavy kicks, and cr.hp are the only non-command normals to have a hitbox in front of the hurtbox. His cr.mp, cr.mk, and st.hp (all of which are more useful for poking other than his st.hk) donā€™t.

His overhead isnā€™t punishable if you space it at all. The pushback is pretty immense.

I guess it does have a lot going for it. I do like the range, the meter build and the damage you can get off of CC but after playing Dudley for so long, every other overhead feels like gutter trash.

Oh wow thank you. Can you CA instead of ex dp?

Edit: you can nvm.

if you do a non cc sweep on sim (maybe others)

if you do any non cc meaty (normal timing), he can backroll and throw you.

we need to find a way to at least stay safe

You can react to the type of get up and do your meaty depending on it.

Okay, going to slowly work my way through character wake up options against a Slash ender, as I donā€™t feel like I did my due diligence in my earlier post. Today was Chun. Now, weā€™ve established that you should always backroll a Slash ender as it kills any grounded pressure. However, I have a solution! Assuming a backroll, you canā€™t exactly safejump her except by distance. Which gives you options.

Dash forward jump peak of jump divekick. This will beat the EX SBK clean as it comes down right in the center. It also beats a reversal b.hk but will lose to a delayed version of both.
No dash jump forward: j.hk beats any button she presses but loses to EX SBK. Empty jump beats EX SBK for a crush counter combo. j.hk combos to cr.mk
Slight walk forward jump: j.mk beats EX SBK clean. Is beat clean by b.hk, which empty jump can punish.

Need to test the rest of her buttons in the morning. Hard going this.

So TC > vskill into lp.dp in the corner works. Havent seen it anywhere so I thought maybe someone could figure out a good set up after. If not more damage and vmeter in the corner is always good.

Is there a way to hitconfirm into target combo that isnā€™t off a jump in or CH?

Meaty st.lk

Does non-vt super after hk stomp not work anymore? I couldnā€™t get this to connect.

It works, just has 2 active frames so hitting it is tough

In testing it appears you have enough time to get a forward dash after CC s.HK xx VT and still get both c.HP and s.HP, so you should be able to get the larger combos at any range.

How does stand lk link into crouch medium? Itā€™s only plus 4 on hit and medium is 5 frame start up.