Midscreen? Just move up and take screen position. You can stick out a cr.mk but jabs will often beat it, but if you don’t you can whiff punish. If they’re just blocking they’re in overhead range.
Corner? Wait 1f, st.lk -> cr.mp xx LP/EX Slash or EX Stomp (and a VTC to cr.mk xx MK/EX Slash is also in the cards). It’s surprising hard to time here, as if you hit it on the first possible frame you whiff. There may also something be going on with hitboxes as well making some of the active frames whiff.
It’s important to remember this game isn’t SF4. Knockdowns don’t need to lead into endless loops. Positioning and damage are good rewards for landing a hit.
However most of my strategy is around meaty pressure and i like to keep it up, especially against characters who don’t have reversals as a way to maintain pressure
with this being said, i am wondering how you guys approach neutral.
necalli is very different for me as I’m usually a chun player and i find his mid range to be… interesting to say the least. i like his buttons, but the lack of ability to get things from them aside from super is a little upsetting, unless u burn meter that is.
its a shame that stomps dont always connect depending on spacing
so with that being said, what do you guys go for?
I’m usually trying to make people crack and make a mistake and hit them with st.hk or st.hp.
His dash is good but i tend to avoid that when playing good players
Yeah mid range is definitely where you dont want to be. Honestly I just go in and dont let up or just sit back build up that V-Trigger and in most cases people will start charging at you cause they dont want to let you go super saiyan for free. To get in, I just dash in and out hoping they press a button and i can poke back with whatever I can and slowly walk them into the corner and whatever you do, DONT LET THEM OUT OF IT. The standard TC and DG ender corner carry+dashing into 50/50 situations then throw in some empty jumps. Necalli’s jump ins are pretty decent, mainly his MK and HP. I havent really found use for his dive kick, the delay and trajectory change is probably the only time Ill use it. Dashing in is honestly probably your best way getting pass the mid range. I am no expert at the game and probably average at best but this what works for my playstyle.
In Neutral: main buttons are cr.mk, st.mp, and st.hk. Cr.mk is your standard low poke, cancel it into LK Stomp close to but not quite at max range for a safe combo. I think it has the best range of any cancelable cr.mk, but slow and it really moves your hurtbox forward so you have to be careful with it and not use it like you would another character’s st.mk. St.hk is in the same boat, great range but slow and super easy to whiff punish. St.mp is the opposite; it’s reasonably fast, hard to whiff punish due to its great hitbox to hurtbox ration, but its range isn’t incredible because it doesn’t move you forward and it doesn’t convert at max range without CA, VTC, being in VT, or charge.
Cr.mp’s main use is as a whiff punish as it moves you forward. It’s fast, but the hurtbox kind of sucks so I don’t like throwing it out willy nilly. St.mk is also an incredible whiff punisher against moves whose hurtbox hang out for a bit as you get a full target combo. Same deal with cr.hk, whiff punish with it but don’t just stick it out there.
Your dash is there for once they start to downback around the edge of your cr.mk range. The other great tool here is your overhead, which reaches the furthest of all your normals
one thing i do in v trigger mode is cr.mp (down back) and buffer disc during whiff punishment.
from what it seems, if you connect with a normal at all while holding back you always have charge, so in v t mode you actually have a decent counter poke
I vastly prefer st.mp in that situation. Far less likely to trade, same no charge in combos rule applies. Only against low profile pokes do I use cr.mp
Cr.hp air resets on normal hit. You might have caught them pressing a button after they recovered
HK Stomp tech, crossposting from the Video Thread
HK Stomp is good in two main situations: automatic frametrap off a HP and an automatic meaty off a HP air reset. You get a 4f trap which trades with 4f normals off a st.hp (and the trade is very much in your favor as you can combo out of it) and a 5f frametrap off a cr.hp (which also combos on hit). All this leaves you 0 on block as well. In V-Trigger it’s +3 on block which actually makes it really good in frame traps and in this meaty setup but I would still really advise using st.lk over it when possible.
Off a connected HK Stomp you have a few choices.
Midscreen
Close: HP DP, EX DP, EX Stomp, CA. I prefer EX Stomps here as while it trades a little damage for stun over EX DP the positioning is a million times better as it drops them at your feet but EX DP does have better corner carry. CA is of course there for loads of damage
Mid range: EX DP, EX Stomp, CA. Basically you lose out on your meterless followup here.
Tip: CA only.
Corner: Same options as before, but swap MP DP for HP DP as it does more damage (the first hit of the HP DP doesn’t connect). You can freely EX DP as well thanks to them being stuck in the corner so there isn’t much reason to EX Stomp here.
You sure it wasn’t something like dash MP xx Slash in VTrigger?
Also, to confirm, your V Skill gives you .4 bars on hit, regardless of it being raw or in the TC. You get half that, .2 or a fifth of a bar, on block, except for the TC which gets you .25 or a quarter of a bar.
If she quickrises you’re neutral after an LP Command Grab so that’s pretty fake pressure. In the corner you want to go for combing into the TC after a meaty, as you can either air reset them with st.lk or go for damage with EX DP.