Necalli Combo/Tech Thread

anyone know any decent frame traps?

The following I have tested and will counterhit 3 frame jabs

Cr. HP xx MK Stomp
St. LK into St. MK
St. MK into Cr. MP
St. MP into Cr. MP
Cr. MK xx LK Stomp
St. MK into St. MK
Cr. MP into Cr. MP

df HP > LP slash 177 damage 255 stun

wut…

down forward + HP (overhead) … how the hell do you combo into LP slash from that lol
you’re +1 on hit from opening dagger.

All of those listed are off CC. You can’t combo off it at all if it doesn’t CC.

Oh fuck my bad, lol.

durrrp. Thanks

Anyone have any safe jump set ups? I saw chun li has some so I was wondering if anyone found some for Necalli.

CC Sweep, dash up, low short, neutral jump hp will safe jump >3 frame reversals. You can bait 3 frame reversals by empty jumping though.

Here are some good ol’ counterhit stomp combos:

CH LK stomp > c/s LP xx EX stomp
CH LK stomp > c/s LP xx HP DP (VT only)
CH LK stomp > s LP xx VT > c MP…
CH MK stomp > TC
CH MK stomp > c HK
CH MK stomp > c HP… (VT only)
CH MK stomp > CA

As always, these don’t work from every range and at max range you can’t get any sort of followup aside from linking CA after CH MK stomp.

Hello everyone! Nice to see more tech and combos for Necalli, I’d like to share knowledge aswell.

This is all the current stuff I’m using when playing Necalli(when Capcom allows me to play…) some stuff you probably seen before and some of the counterhit strings are frametraps I guess, I just throw them out there. Where it says “walk” you have to try the distance yourselves. This is from all over the web and some are from the lab, I know there are techs from this very page but it’s easier for me to include it than not. Credits to all of you!

Frame Traps
st/crMK > LK Stomp
st.MP > MK Stomp [ In VT ]

Tick Throws
st.LP/st.LK > Throw
st.LP/cr.LP/st.LK/cr.LK > Command Grab
st.MK/st.MP > micro walk > Command Grab

Target Combo corner reset
st.MK xx st.HK xx VS > st.LK > reset
reset > Command Grab / Meaty attack / Crossup j.MK / Empty jump j.HP [ you meaty the Command Grab so it can’t be interupted ]

EX Command Grab corner setups and frametraps
EX Command Grab > st.MP > reset [ st.LK/st.LP also works for the reset ]
-> Meaty cr.MK xx MK Stomp > cr.MP xx LP Slash [ adjust the combo according to VT or not, I use the cr.MK because it’s easier to meaty with ]
-> Meaty cr.HP xx MK Stomp
-> Command Grab [ Anyone works and affects the time they stay down, HP the longest ]
EX Command Grab > cr.HP > reset > Meaty HK Stomp
EX Command Grab > st.LP > walk/dash [ Sideswitch mixup ]
EX Command Grab > st.LP/st.LK/st.MP > reset > Crossup j.MK / Empty j.HP [ st.LP most advantage, st.MP least advantage ]

EX Command Grab midscreen setups and frametraps
EX Command Grab > st.MP/st.MK > reset [ st.LK/st.LP also works for the reset ]
-> Meaty cr.MK xx MK Stomp [ I think the LK Stomp whiffs ]
-> Meaty st.HK [ CC Fisher ]
-> Meaty cr.HK [ Knockdown Fisher ]
-> walk > cr.HP xx MK Stomp
-> xx Meaty HK Stomp
EX Command Grab > st.LP(st.LK) > forward jump > j.MK(Crossup) / Divekick [ you can use st.MK for less advantage on the reset ]
EX Command Grab > forward jump > instant j.P(j.K) [ you land on the otherside of them, a nice sneaky sideswitch mixup ]

Light confirms
st/cr.LK > st.LP xx HP DP / EX Stomp

Counterhit strings
cr.LK/cr.LP > cr.MP xx LP Slash / LK Stomp (xCA)
st/cr.LK > (cr.MP) > st.MK xx st.HKxxVS (xCA or VT > HP DP/CA)

  • > corner cr.HP > HK Stomp trap / st.LK - reset

Medium confirms
st.MP > cr.MP(VT) xx LP DP / LK Stomp (xCA)
VT > cr.HP xx HP Slash / HK Stomp (xCA)
VT > cr.MP xx MK Stomp > CA
cr.MK/cr.MP xx LK Stomp [ I use this for poking ]

Counterhit strings
cr.MP > cr.MP(VT) xx LP Slash / EX Stomp
VT > cr.HP xx HP Slash / HK Stomp (xCA)
VT > cr.MP xx MK Stomp > CA
st.MP > st.MK xx HK xx VS (xCA or VT > HP DP/CA)

  • > corner cr.HP - reset > HK Stomp trap / st.LK - reset
    st.MK/st.MP/cr.MP xx MK Stomp > cr.MP(VT) xx LP Slash / EX STomp / LK Stom (xCA) [ unsafe string but sometimes yolo? ]
    VT > cr.HP xx HP Slash / HK Stomp (xCA)

Hard confirms "Punish combos"
cr.HP(VT) xx MK Stomp > cr.MP xx MP Slash / CA In the corner cr.HP > HK Stomp xx EX DP / CA
VT > cr.MP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA
st.HK xx VT
VT > cr.HP xx HK Stomp > EX Stomp / CA / EX DP In corner
VT > cr.HP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA
VT > cr.MP xx MK Stomp > cr.MP xx MK Stomp xx CA

Crush Counters
cr.HP xx HP DP / MK Stomp xx CA / VT > EX Slash / CA
[ Max range non VT ]
st.HK > cr.MK > LK Stomp or cr.MP xx LP Slash / LK Stomp (xCA)
[ Mid range non VT ]
st.HK > st/cr.HP xx MP Slash / EX Stomp / CA / HP DP In corner
st.HK > st.MP > cr.MP xx LP Slash / EX Stomp
[ Close range non VT ]
st.HK > cr.HP xx MK Stomp > cr.MP xx LP Slash / EX Stomp
st.HK > cr.HP xx HK Stomp > EX DP / CA
[ Max range VT ]
st.HK > st.HK xx VT
VT > st.HP xx HP Disc / EX Stomp / HK Stomp > CA / EX DP In corner
VT > st.MK xx st.HKxxVS [ In corner for a reset]

[ Mid range VT ]
st.HK > st.HK xx VT > cr.MP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA
[ Close range VT ] This is why we play Necalli
st.HK > st.HK xx VT
VT > cr.HP xx MK Stomp > cr.MP xx MP Slash / EX stomp / CA
VT > cr.HP xx HK Stomp > EX Stomp / CA / EX DP In corner [ Works in midrange too I think ]

Dagger follow ups( the overhead )
LP Slash / Target Combo / cr.MK xx LK Stomp (xCA)
st.HK xx VT
VT > cr.HP xx HP Slash / EX Stomp / HK Stomp > CA
VT > cr.MK xx MP Slash / EX Stomp / CA

Jump in / Crossup(j.MK)
j.MK
st.MK xx st.HK xx VS > CA / CT > EX Slash / CA
stt.MK > cr.MP(VT) xx LP Slash
VT > cr.HP xx MK Stomp xx cr.MP xx MP Slash / EX Stomp / CA
VT > cr.HP xx HK Stomp > CA / HP DP In corner
st.MP > cr.MP xx LP SLash / EX Stomp / LK Stomp > CA [ think this one only worked from a crossup ]

j.HP ( counterhit or crouching opponent, j.MK )
cr.HP xx MK Stomp > cr.MP(VT) xx LP Slash / EX Stomp / CA
VT > st.HP xx HP Slash / EX Stomp / HK Stomp > CA / HP DP In corner
cr.HP xx HK Stomp > CA / HP DP In corner

Divekick they are the same in VT but without the cancel
st.LP(VT) xx HP DP / EX Stomp
VT > cr.MP xx MP Slash / EX Stomp / MK Stomp > CA
Counterhit or a deep hit
cr.MP(VT) xx LP Slash / EX Stomp / LK Stomp > CA
VT > cr.HP xx HP Slash / EX Stomp / HK Stomp > CA
st.MK xx st.HK xx VS(VT) > CA / EX DP In corner
VT > HP Slash / CA

**Air-to-Air( j.MP **) the juggle
j.MP > HP DP
Resets
j.MP > land
-> st.LK > reset > Command Throw
-> st.LK > reset > Meaty st.HK [ CC Fisher ]
-> st.MK > reset > Meaty cr.MK xx LK Stomp [ In VT you can use a st.MP instead of the st.MK ]
-> st.HP > reset > Meaty cr.HK [ Knockdown Fisher ]
-> st.LP/st.LK > reset > cr.HP > MK Stomp [ st.MP works aswell instead of the LP/LK, I just have a bigger success with them ]

IN BEAST MODE( V-Trigger )
Light confirms
st/cr.LK > st.LP xx HP DP / EX Stomp [ Same as non VT ]

Counterhit Strings
st/cr.LK/st.LP > cr.MP xx MP Stomp > cr.MP xx MP Slash / EX STOMP

Medium confirms
cr.MP > cr.MP xx MP Slash / EX Stomp / MK Stomp > CA
st.MP > st.MK xx st.HK xx VS > reset or CA
st.MK > cr.MP xx MP Slash / MK Stomp [ ending with the Stomp is a good pressure string ]
cr.MK > MK Stomp [ Poke ]
st/cr.MP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA

Counter hit strings
st.MK/st.MP/cr.MP > cr.HP xx HP Slash / MK Stomp > CA / HK Stomp > CA
xx HK Stomp > EX Stomp / EX DP In corner
st.MK/st.MP > cr.MK xx MP Slash / LK Stomp > CA
cr.MK xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA [ Poke ]

Hard confirms
st/cr.HP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / MK Stomp > CA
st/crHP xx HK Stomp > EX Stomp / CA / EX DP In corner

Crush Counters
st/cr.HP xx HP DP / MK Stomp CA / CA
[ Max range ]
st.HK > cr.MK xx LK Stomp
[ Mid range ]
st.HK > cr.MP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA
st.HK > st.MP > cr.MP xx MP Slash / EX Stomp / CA
st.HK > st/cr.HP xx HP Slash / EX Stomp / HK Stomp > CA
xx MK Stomp > cr.MP > MP Slash / EX Stomp / CA
[ Close range ]
st.HK > cr.HP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA
xx HK Stomp > CA / EX DP In corner

Dagger follow ups
LP Slash / Target combo / st.HP xx PH Slash / EX Stomp / HK Stomp CA

Jump in / Crossup(j.MK)
j.MK / j.HP
st.MK > cr.MP xx MK Stomp > CA
cr.MP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / MK Stomp > CA

j.HP ( counterhit or crouching opponent, j.MK )
cr.HP xx MK Stomp > cr.MP xx MP Slash / EX Stomp / CA
cr.HP xx EX Stomp / EX Stomp / HK Stomp > CA

May the Unga be with you!

This character is extremely range dependent on everything. Makes hit confirming a bit of a mission.

guys how do you deal with ppl who mash jabs on wake up ? what’s the best solution/combo ?

On their wake up? Meaty anything.
On your wake up? Block.

Meaty St lk makes them block or invincible reversal. If they mash jab, you’ll be able to combo into st mk, which leads into anything.

If you do a real meaty st.lk you can combo into st.mk even if they just try and jump or backdash. Such a great button.

Yeah, I just wanted to use their specific example. St lk is fantastic!

How do you " meaty " moves? Do you have to have a setup for every knockdown? Or it is possible to " eyeball " it ?
I’ve seen people writing some setup, but I wondered if you can have one for every knockdown.
I often miss my moves on their wake up, it’s a shame since on some match up I really need that knockdown pressure.

I’ve been eye balling it with some success, I only know it’s working because st lk combos into st mk. It’s better to use a set up though if possible.

I have setups for quickrise, react to backroll, and eyeball slow rise generally. I still whiff more often than I’d like but it comes with practice.

@Muttonman can you be so kinda and tell us setup for each solution ? thanks :wink:

His target combo and command throw corner resets are fun as hell.

Not sure if its a good use of meter but ex command grab, lp (reset), ex command grab, uppercut is satisfying as fuck!