I think the experimentation was the motion inputs and the charge inputs are the conclusion.
Both moves actually behave in ways I would expect a charge move to behave (both moves are even similar to some of Boxer and Urien’s charge specials). He will probably gain some frame advantage or some other buffs to both specials to compensate and this is great.
Also like Otori said, there is probably an unofficial charge character quota that Capcom intends to meet. 2 and now 3 out of 16 possible characters is a low number. I’m hoping we will end up with 4 predominantly charge characters at launch.
I’m not sure this was directed to me, but me, personally, I like mobility over all else so I never quite enjoyed playing charge characters.
Needing a down back charge to antiair reliably or to punish a fireball are major turnoffs. Necalli’s antiair button (cr.hp?) is designed with more horizontal hitbox than vertical (examples would be guile’s and bison’s cr.hp) which is great for far jumpins, but bad vs close ones.
I can’t buffer cr.mk while playing footsies anymore either.
It’s not quite like Mika’s because it doesn’t have the red hitspark (that’s present on other armored moves as well) and you don’t get white health from the absorb (and thus v-trigger). That’s why I thought it only nullified projectiles
It was a really bad anti-fireball move though; sure it nullified a hit but it was super slow and unsafe on block. If they make his cr.hp a decent anti-air then losing out on his DP without charge isn’t a huge issue, because neither move was super important in his pressure game. The one big loss is that you can’t EX DP after a blocked stomp to try and catch their pressure.
Wasn’t directed at you I just saw numerous posts all over complaining.
To me it really just indicates people who have largely ignored charge characters and so aren’t used to how to maintain a charge and haven’t built up their internal clock yet.
Because imo this is really more of a buff. Moves that cover large areas and can be used on reaction to punish things (jump ins, fireballs, whatever) are much stronger as charge moves because a charge is much faster to release than a motion is.
The only thing I do not like is that his stomp (i assume) is qcf+k. It would be nice if it were qcb+k as that lends itself to a nice motion where you’re charging again immediately.
Hmm… I wonder, if Necalli now has 2 charge moves, does his V-Trigger change their properties similar to Bison? I.e. cancelling one into another or shortening of the charge time? Would also be a nice trade for loss of motion input
Charge moves are good if you have a way to force your opponent to do something you counter with a charge move. Your standard keepaway charge character is a good example because they can force the opponent to take risks which they can quickly react to in order to get in. The issue with anti-fireball and anti-jump in charge moves is that your opponent knows when you have charge. Throw fireballs when he’s not walking backwards or crouching, only jump when he starts moving. Unless your charge move is really incredible this makes it a lot easier for the opponent to throw out moves you can’t deal with.
But yes, if they made his stomp qcb and lowered the charge time on his rush move so that you could do stomp (start charging) -> cr.mp xx Berserker Barrage I don’t think there would be too much of an issue with his combo theory. Or they might make it so that cr.mp xx lp stomp leaves you in command throw range for a mixup, but I doubt they’d do so without also making lp stomp unsafe on block.
Can’t make heads or tails about him. It feels like his gonna be a hybrid grappler of sorts, so I guess that’s neat since I’m not too big on pure grapplers except for some few examples. Now that they changed some of his moves to charges, dunno how I feel about that either. I’m ok with it since I can’t do much about it. I guess it adds diversity and it does cater to the people that like those inputs.
Maybe I’ll fiddle around with him but dunno how far I’ll go with him. Still curious and pumped to give him a try. It might be more approachable than I realize since that’s what they’re going for this time around. Been trying out charge characters and grapplers more as of late just for fun and practice as well, even if things could be vastly different.
I can’t use charge effectively. A royal pain in my ass. Ask me to store Juri’s fireballs in complex orders and setups and I will be fine. But charge? No thanks.