Necalli General Thread: Necalli enters the Tournament!

Do you recall if v-skill hit low like seismo?

Mad hype about his overhead being a crush counter, specially if it’s airborne as it seems to be.

Vskill does not hit low.

Overhead is indeed airbone. Crush counter effect is similar to that of karin’s roundhouse iirc.

Vtrigger activation recovers near instantly too. Idk if that’s a necalli only feature or global thing.

Thanks for the info, House. He is definitely gonna be my main during this beta phase.

All the brazilians picking him up in this beta huehuehue

Maybe because we are big fans of DBZ and Necalli is like Broly SS3 powered up with Satsui no Hado. You can’t beat that.

Definitely going to be the FIRST character I try out when Beta comes out … It’s still a week away … trying to contain myself here.

Thank you for this!

I’d like to ask:

Divekick doesn’t combo into even light attacks?

V-Reversal - Could it possibly be a revision (read ‘nerf’)? I remember seeing Necalli V-Reversal out of R. Mika’s Critical Art in a video uploaded by Cross Counter TV.

Observation - V-Trigger LP Slash is safe on block. That’s some Balrog (Boxer) like stuff.

Observation - He needs the motion DP. For reversals and to reliably combo after HK Stomp / EX Grab.

How did you find his dashes in and out of V-Trigger? He has those Urien/Gill style monkey hops from what I’ve seen. He’s also rated 4/5 in mobility, which is better than Birdie and Zangief (1), Ryu (3), tied with the majority of the cast and lower only than Cammy and Vega (5).


Right now, my biggest concern is the overlap in his moves. If you want a Command Grab or DP out of block, it may end up giving Slash instead (if mashed).
Ideally his moves should be
DP = SRK + P
Command Grab = HCB + P
Slash = Charge Back, Forward + Kick (instead of Punch)
Stomp = QCB + K (instead of QCF)

I would prefer the following:

Slash: (b), f + p
Stomp: (b), f + k
DP: QCB or B.DP + p
Grab: HBC + p or k

It makes sense to make his horizontal specials charge and it will give him a alternative option to use the charge for.

You want Stomp to be a charge move? So his Normal -> Stomp -> Normal -> Stomp combos get stuffed? Mind you, not all of us can pull off charge-whatevering. I’m will to bet not even 5% of the total amount of players who play Street Fighter can do it. Even if you can do partitioning, buffering and etc etc (all that is there), it severely limits your options from a neutral poke.

If we’re talking ideal situations for self, I’d prefer the Slash to be QCF motion as well.

Another advantage of the inputs I suggested, the Command Throw and Stomp end with the joystick in the back position, immediate charge for the Slash.

Making slash a motion seems way too good. It would be a honda headbutt that negates fireballs and can be done on reaction.

Obviously in the current state it would be OP. I even said in V-Trigger it’s like Balrog’s dash punch. Personally I would prefer if it didn’t have projectile armour on the normal versions and be a motion move. EX version should be slower with a hit of actual armour (red hit spark armour). Anyways, if wishes were fishes we’d all swim in riches.

Making the stomp a charge move completely changes the character. As it is, Necalli doesn’t have the normals to be a charge character. What I said is merely re-arranging the inputs in a way they don’t overlap. Just one Punch input to Kick and one QCF to QCB.

I forgot to mention the Back, Forward + Punch motion overlaps even with the overhead. As @HouseCNB noted, it is a crush counter. Say you blocked a DP and wanted to do a snazzy crush counter combo off the overhead, but the action of blocking counts as charge, press punch and you get a measly counter-attack slash instead of that 50 percenter you had planned. Slash should be a Kick input, with stomp moved to QCB.


Edit - @HouseCNB - Did you get to check the differences in the range/damage of his command throws depending on the Punch button pressed?

I feel like keeping his slash a charge move is just fine as long as they keep it really good but I agree with everything else you are saying. He seems to be all about those stomp combos and making it to a charge would dramatically change the character, more so than changing his slash and dp imo.

It seems Capcom has no idea what to do with this new character. They should just wait until everyones had a chance to play Necalli in the beta before they continue making huge changes to him.

Vtrigger light slash should be safe if spaced correctly only, idk about it being absolutely safe.

I could never combo his dive into anything… but there is aways the chance that i just missed. Didnt tried too much either. I couldnt experiment as much as i wanted because i had to play to win or else go back to waiting in line.

Command grab sports different animations and damage per version (ex: necalli jumps higher in fierce ver.) Cant say anything about range but neither are too good (good as in sf4 command grabs).

Getting fierce slash out of an overhead attempt did happened like trice. Its annoying.

His dashes are great but so is anyone’s really. Not sure if it receives vtrigger buffs.

Doesn’t he kinda his a revamped Honda all in all ?

I dunno his sort of stubby normals and gameplay kind of remind me of Q…but he was an awkward character too.

The only thing he has in common with Honda is a torpedo move, but that’s also in common with Bison, Balrog and Blanka. It’s basically a combination of Psycho Crusher and EX Rush Punch, having the speed of the former and the armor (albeit against projectiles only) of the latter.

I had just picked up Alex in SF3 like a week ago, I tried to keep using his HP command grab. It has the highest damage but lowest range and slowest startup, apparently. Then I remembered how E Honda’s grabs in SF4 work. Sure enough, Alex’s LP grab is the best. Jumping HK (blocked), Standing LP (block/hit), tick LP Command Grab works 100% on the CPU. That’s why I asked if Necalli’s grabs work the same way. Let’s see when the game drops. :smiley:

Thrice huh! I caught on to that again because of Alex’s movelist. His forward moving slash is Charge Back, Forward + K. I keep getting LK slash instead of forward throw when I press Forward + LP + LK. Then I remembered, Necalli will have the same problem. Do you agree his Slash should be a kick input, while Stomp is moved to QCB?


Necalli has a lot more common with Honda, actually. Both have somewhat awkward normals, slash/headbutt and HCB command grab. They even tried to make Necalli’s anti-air similar to Honda’s buttstomp in input. Their offensive pressure is also centered around the Stomp/Slaps, as they can cancel into and link out of these moves. There’s also some Fei Long in Necalli, with the Rekka pressure and frame traps being comparable to stomp. Maybe even a bit of Alex in terms of moves and the input of those moves, except Alex has no move for solid pressure.

Necalli is the complete opposite of honda. He is an offensive character with offensive oriented moves and normals.

Necalli has a special move built to frame trap whereas Honda doesn’t really. He’s just kinda meant to be a wall with normal attacks and specials. He has options to open you up, but they’re not really what he focuses on.

I’d say Necalli is more like a one hit rekka version of Fei Long. Which the frame data on that special buffs when you activate V Trigger.

hey guys, I know that only a few ppl had a chance to try Necalli, but do you have any Bnb combos to start with ?
I am getting prepared for phase II beta :slight_smile: