Necalli General Thread: Necalli enters the Tournament!

Just my 2 cent, but I’d rather have an invincible charge reversal than a non invuln motion one.
They can make a faster charge/no invuln/higher damage version combos if it is that needed.

I hope whatever they’ve decided on for Necalli as of like today is what is in the beta version. It’d be no fun practicing charge Necalli then they’ve changed him back to motion.

I don’t have any opinions on whether he should be charge or not, but that’d suck. Let’s do one or the other and balance the frame data accordingly.

Why that instead of st.hp xx MK stomp -> cr.mk xx LP stomp though? Basically I’m wondering the purpose here; does HK Stomp -> DP give you better positioning instead of damage? Is HK stomp plus on block so you can just toss it out as a frametrap?

LK Stomp is the combo ender; you can get it off medium attacks and it leaves you close to the opponent on plus frames
MK Stomp is the combo extender; you can get it off heavy attacks and it lets you link into medium attacks
HK Stomp is what?

I hope necalli has motions and has minor frame advantage on his stomps. We can go from there. His normals are iffy from what I’ve seen in videos but I need to experiment with them in beta 2. Maybe he might be cool.

The Launcher.

But what does that get you? Can you do an air reset to left/right? More corner carry? Better oki? More damage?

Dunno, I think I’ve rarely/never seen that move be used by good players (and I haven’t test the game for the moment :frowning: ).

I haven’t even played the game anywhere, so someone who has some hands on experience would be able to answer your questions better.

I’m guessing this combo has the benefit of simplicity and just as much damage as the HP -> MK Stomp -> Cr. MP -> LK Stomp (side question - isn’t the slash better in this case instead of the stomp? More corner push). Positioning, no idea. Same with resets. I wonder what’s the difference when you do a critical art cancel after LK Stomp / HP Uppercut.

The combo that really benefits from motion DP is EX grab -> HP Uppercut. Gootecks in his guide said the timing is fairly strict. You almost have to mash the DP.

It’s a charge issue for cr.mp to Berserker Barrage, as you end MK Stomp on a forward, plus LK Stomp leaves you in their face so you might have better pressure than if you have to dash in.

And I forgot slash is a charge move. The Gootecks guide was for 100% motion Necalli. My bad.

In earlier updates, Necalli’s uppercut and barrage attack both became charge moves. In this latest build, his uppercut has been revised to a traditional Shoryuken motion. This move is highly invincible, meaning you can perform it at just about any part of your opponent’s jump in with the same effectiveness.

So going by this video, Necalli actually has quite a few useful confirm links.

  • c.lp links into c.mp (allowing xx mk stomp > etc)
  • cs.mk links into c.mp (allowing xx mk stomp > etc)

c.hp xx HK stomp > EX stomp not only doles out a good chunk of damage, but it also piles on the stun too.

HK stomp launching seems useful (did it always do this?) plus its interesting to note that c.hp invokes enough hitstun for HK stomp to be comboed into. That’s actually pretty cool.

I’m really liking this character so far. I also like how they reworked his DP to be a traditional DP input. I feel this will help him maintain his offensive game better by being able to keep a lock on jumpers as he’s advancing, something that was perhaps more difficult when his uppercut was relegated to a charge input.

Question: Does he have an overhead?

Yup, Down-Forward + Punch (Opening Dagger). Does decent damage too.

Can you provide a timestamp for this? I think it would only work on a counter hit.

The reveal trailer has him doing s.lp, cr.mp during v-trigger. It’s odd they’d showcase that if he could do cr.lp, cr.mp without it.

So I had the chance to play necalli for a couple hours during brazil game show this weekend.
Pretty amazing character really, and the build had his reversal having a proper dp motion instead of down up which made me happy. But at this point I believe his strenghts are vastly reported so I’ll talk about his weakness:

*Walk speed isn’t good. It gets better during his vtrigger though.

*Necalli lacks common sf normals imo. Range really feels like an issue (like, i’m used to press standing forward for a ranged normal, and his has like negative range. Obviously I understand how it’s supposed to be used but still feels weird. Sweep is terrible too) and mid-close range seismo is as risky as it gets for little reward. His roundhouse is good as it has decent range (I was expecting more) and a ridiculous amount of active frames and is also a crush counter so he is not hopeless during footsies but he feels weaker than most characters at mid range.

*In a way, Necalli kinda feels like a tekken side character from sfxtk. He has to be in to win and doing so isn’t very… sf-like.

Necalli feels like he should do well, I just felt like talking these things for a change. Here is hoping to play more next beta.

I guess they intentionally made Necalli a bit weak at mid range to balance him. This guy looks really scary up close with stomp pressure and command throw.

I wonder how good his divekick is. I am not expecting something at Yun’s level, but does it have a decent priority, hitbox or frame advantage?

Shitty divekick is better than no divekick, but it has horrible startup from gameplay videos, way worse than anything in SFIV. The divekick combo in the reveal trailer is edited lol so I’m guessing the hitstun is nothing to write home about.

Maybe with v-trigger it gets better.

Ok so I’ll talk about random moves properties.

Light attacks are hard to confirm. In fact couldn’t find any followup in his non vtrigger state. Maybe ex dp.

Standing strong and forward should have little use in footsies but are opressive upclose. They combo into medium stomp in counter hits for a lot of damage.

Standing fierce is cancellable and leads to most of his high damage options. Launches during crush counter.

Crounch fierce is cancellable as well and works great as anti air. If his dp goes back into charge motion he will still do good.

Overhead is forward fierce, unlike his command list says. Lots of range and the most interesting part is it is also a crush counter move. Maybe it’s his optimal punish against dps.

Dive kick is indeed slow and he cannot combo fom it as far as i tried. Good agaist chun and nash. Cant say how it changes during vtrigger.

Vskill: decent move, good enough to fill his neutral game needs. Can zone to a degree and its also useful versus projectiles as it causes knockdown. It however has slow recovery and small hitbox. Its not a low hitting move.
Vtrigger bonus: wider hitbox and more damage.

Vreversal sucks. I got thrown out of it during its startup lol. It is bad.

Vtrigger adds some good bonuses for a lot of his specials. His walk speed becomes a little faster.

Back foward punch is amazing anti projectile move and the best finisher after stomp combos. It’s unsafe outside vtrigger.
Vtrigger bonus: necalli performs an extra hit for better damage and frame advantage. Light version seems to become a reliable poke if spaced.

Dp is one of those moves that makes me wonder if it’s ok for him to have a move so good. Fierce version stops anything under the sun, has decent horizontal range and does good damage. Fierce ver. kinda feels like a meterless ex move.
Vtrigger bonus: even better range and damage from extra hits. His only option after light confirms?

Command grab is hard to avoid but isn’t very fast and he seems to lose momentum after connecting. Good but not abusable. No idea about what changes during vtrigger.

Stomp: short ver. aways combos from strong normals, strong ver. aways combos from heavy and counter hit strong normals, heavy ver. only combo from heavy normals. Strong version allows cr.strong afterward and it’s easy too. Great for pressure as everybody knows.
Vtrigger bonus: better damage, ?.

His super is awesome. Beats projectiles free and has a lot of range.
Vtrigger bonus: better damage.

Thats it from me. Posted on my phone so excuse me for any typo. Cheers.

Welp, if his V-Reversal sucks, that means his V-Trigger has absolutely no downsides. Guess you’ve gotta pop that bad boy as soon as you get it.