Necalli General Thread: Necalli enters the Tournament!

I stun people with Chun Li all the time. Best walk speed so its easy to throw people with her and her V Trigger allows her big damage/stun bnbs and air to airs for little or no meter spent. Her overhead can link into full combos in V Trigger as well.

I pretty much only main complicated characters in fighting games (including Viper in both IV and Marvel), and honestly Necalli doesn’t seem that complicated. His execution isn’t that difficult (so far), his gameplan is arguably pretty straightforward and he does good damage on the basic combos people are doing with him. The only thing that makes him seem complicated is that no one understands everything his V Trigger does yet. Once they do and understand his frame data it should be pretty clear how he works by then.

Gootecks said Necalli is kind of similar to Fei Long. Can someone explain this deeper, cus fei is my favorite char to play. Does Necalli have something that works similarly to a rekka? (Powerful advancing poke special that is safe if spaced correctly)

He doesn’t really have a rekka. His qcf+P is good to end combos and provides a lot of pushback to corner opponents similar to how Fei wants people cornered. You can’t really fish with it off of a button though because it’s punishable on block. You can use stomp as a pressure tool because so far it doesn’t seem to be punishable (though probably slightly disadvantaged on block).

His overall game plan seems to be pretty similar to Fei’s. Use footsies and pressure to try and push people into the corner. Your mix up game will stem from using cr.MK x LK stomp for pressure off of a low and then going for overheads (which is also his crush counter) as well as pressuring opponents to block and then opening them up with command grab.

Who would you consider a complicated character?

If you’re asking about SFV, almost no one. When I think of a complicated character I think of a character like Viper, Juri, Dhalsim or Gen where the character requires either a lot of execution and has a ridiculously large toolset or has very awkward movement options that take a lot of trial and error to put together consistently for a tournament. Essentially a character you can’t just pocket at tournaments after playing with them for 4 or 5 days. Most of the characters in SFV are like your standard Guiles, Sagats, Balrogs which where it may take a while to learn all their neutral options, the way those neutral options are performed are rather simple.

You don’t see people just whip out Viper, Sim or Gen at tournaments. If you do suddenly switch to them in the middle of a tourney match, its because they are your secondary or a former main of yours. As opposed to “practice one kick 1,000 times” type characters like Ryu, Fei Long or Guile.

Between the different Capcom games I’ve regularly went to tournaments for, I mained Ibuki in 3rd Strike, Viper/Ibuki in SFIV, X23/Viper/Dante/Morrigan/Strider/Doom in Marvel 3. Those are all characters known for having a lot of neutral and/or execution requirements that you can’t just pick up in 4 or 5 days and start having ready for a tournament. Doom and Dante are strong pocket assist characters, but getting together all of their neutral and execution requirements takes time as well.

So far in SFV after 4 or 5 days of kinda just labbing and practicing with opponents you can pretty much get the entire roster ready as a pocket for a tournament. Especially in a game where the basic bnbs all do solid damage. That was probably the only other thing keeping people from pocketing characters in SFIV was learning to commit to the character specifics and just frame links of each character’s combos. Now that basic Alpha 2/3S combo theory can give you solid combos for every character, that lessens the amount of truly complicated characters.

I would say in SFV that Chun Li, Nash and Vega probably are the closest to complicated characters, but intermediate at best. Vega is the only one that gets really close as he is essentially like Gen now where he has 2 different styles depending on whether his claw is on or off. His normal hit boxes now change up like Gen depending on the claw and they gain cancel properties if they are off to offset the lack of priority. He also gains new special moves when the claw is off that dictates how you will play. Regardless, his execution and basic combo gameplan doesn’t seem very heavy so that keeps him out of complicated territory for me.

I meant as a whole. Interesting you say dhalsim and Juri. Viper and Gen I can see mostly because of special cancels and stance changes.

necalli input moves changes

Charge… character? Interesting.

The fuck? That’s going to be awkward as hell when trying to work in your divekick/crossup mixups.

That makes a big difference, won’t the standard bnb not be possible now due to having to do a qcf, and lose your charge?

You just have to swap the ender for a stomp I suppose. They might have also increased his links; be cool if you could link into his target combo off a stomp for instance.

From what i’ve seen of his moveset and normals, charge inputs probably won’t mesh well with him, could be wrong though.
I was interested in him, but now that interest just flew away in the wind.

They’ll have to make his forward moving special way faster if they want it to be charge. Otherwise it’s pretty useless unless it’s plus on block or something similar. Turning his DP into a Flashkick is also weird.

Same here

Necalli’s new moveset reminds me of Honda tbh.
2 charge specials, a command throw and command axe kick for pressure (like HHS?).

I wonder if his anti air special will be improved now that it’s a charge.

Charge inputs you say? Suddenly I am really interested in picking up Necalli.

Thank you Capcom!

Conversely…mine kinda died out lol. At least there’s still Rashid and maybe Chun.

But I do like how he’s not your typical down back charge character, should be interesting (it worked quite well with Decapre imo). I do think he needed amazing buttons or forward moving normals and special to allow him to keep mobility with charge…Maybe charge times are lower across the entire cast so he doesn’t truly need it, who know.

or maybe they are just experimenting with him as a charger for the time being

Now you and others may know what it feels like when someone you wanted to play gets taken away from you (I’m referring to Claw in my case).

Thankfully Capcom has the wisdom to not completely phase out Charge Characters, and I’m glad Necalli joined the fray. Charge inputs are great in SF5 and much more lenient from what I understand, so this shouldn’t be so bad.

To me it says they’re keeping Vega as a motion and found someone else for that charge character quota.