he seems to be like hakan all over again ( even his normals animations are taken from hakan if am not mistaken , still waiting for PC beta ā¦ ), very limited outside his VT, and really good when heās in it
It seems as though everything that has been found so far, combo-wise is mostly it. Comboing is so damn easy in this game. Even though necalli is a very straightforward character and his combos are short, I think heās actually got plenty of options which all capitalize from different situations. Ex stomps as finisher for damage, bersker barrage for corner carry, resets after command grab or crossover/under mixup yadda yadda. I get a feeling that most of the difficult execution for this character and most others will be more similar to 3S where itās almost all about the setup.
Good, if you want to have long, shwy combos, go play anime games or Tekken. youāll still be doing the exact same combo as anyone else in the game, but I guess you can pretend youāre more special.
Imo its not like this game is short on combos, its more like its way easier to aways go for optimal, max damage stuff since you have no execution barrier to overcome.
On one hand I hate how simplistic the combo system is in this game (paired with the scaling that makes no sense), on the other hand Iām pissed that necalli combos are really finnicky on distance/hurtboxes (mk stomp followup).
So the ādepthā comes from recognizing ranges and doing lk stomp instead of mk stomp when you canāt combo?
Necalliās combos are actually tricky since his frame data seems to change on stuff when heās in V trigger. Since his V trigger is permanent you can expect to be obviously sitting in V trigger pretty often.
There should be V Trigger specific combos with Necalli from what Iāve seen. Even his dive kick seems better in V trigger.
I wouldnāt count on us knowing everything. Iām not saying thereāll be mind blowing discoveries but itās too early to say āYup, weāve have everything all under control, the game is solvedā. Give the game a chance.
Looks like you can do point blank cr.LK,s.LP xx DP, if they stand LP DP, if they crouch HP DP. LOL
You can use s.HK as a V-trigger confirm, just s.HK~HK+HP, if it hits you can confirm and followup, if not nothing happens (Like KOF stuff).
s.HP is only combo filler right ?
So whatās the gameplan ?
From up close
Do s.MK (because + on guard)
-> cr.MP (because +, combo from s.MK, frametrap)
ā> Confirm xx LK VR
ā> xx LK VR on guard (-4?) Safish because of range ?
-> Command Grab ? Are you in range ?
-> Walkback s.HK ?
-> Walk throw
-> Walk cr.LK,s.LP
Hard to guess from videos
Further which moves are good zoning/footsies tools ?
For me, I like cr.MK and st.HK as footsie tools. Gotta check how st.MP and cr.MP is good at whiff punishing or pre-empting pokes. Most of the time I get a read or react to a slow heavy whiff and just st.HK Crush Counter people and get the b_f+LP knockdown and slight corner push.
In regards to zoning, I donāt use V-Skill in neutral unless I get a super hard read. Rather, what I do is just meaty peopleās wake up with it and force them to either block it or eat it while waking up and just do it again. Some people got antsy and kept jumping so I just cr.HP and DPād them. I wanna test out reaction j.MP more to get the juggle and try to do get a corner push afterwards. I just play basic whiff coax and whiff punish, keep anti-airs solid, meaty their oki with V-Skill if theyāre not that close, run basic Third Strike grappling oki game on characters if up close.
Can Necalli use cr.mp or cr.mk during neutral and for whiffpunishment into specials effectively? I think from max range the qcf+lk/mk will whiff(need beta to test shiiiiit), canceling into dp is obviousely a no, his bf+p you need to have charge.
Whiffpunishment options require meter into ex qcf+k it seems or charge into bf+lp. cr.hk is the go to whiff punishment button, has range, solid damage, decently fast and a knockdown. Also, what the fuck is st.lk for? He seems to either want to be straight up in your grill or clear outside footsie range where he kan do his v-skill sometimes and the occasional anti-air.
V-skill def best time to do it is during meaties, want that v-trigger.
st.hk is definately a poke to use against low attacks, and needs to be done pre-emptively.
I think his bf+p would be better of if it were a hcf+p.
When i fight against another necalli iām going to uppercut after every blocked medium attack lol, they better not dare cancel into his qcf+k unless done from a heavy
Oh yeah, there is something really hard to judge on videos, is his backwalk speed enough to whiffpunish effectively ?
I saw s.MK being used as a whiff punish kinda like Dudley s.HK, but I donāt know if it was some lucky hit or something reliable.
Hold charge during hitconfirms; LP version combos regardless of range and does the most damage. You can also go into EX Stomps for the damage/pressure option.
Cr.lk tick command throw is pretty good.
If HK Stomp is plus you can try and mixup his overhead after it by doing cr.hp xx HK Stomp as a frametrap (donāt if they have a DP) and then making them guess high/low/throw
V-Trigger opens up his counter hit confirms a lot. s.mk xx C.Hp into confirm feels so damn good
Found it strange his stun doesnāt go up in V-Trigger but if it did that would be insane I guessā¦