No matches yet but I found something fairly unimportant, thought I’d share it.
You can instant overhead by jumping back + HP. However you can’t do it in v-trigger…that’s it lol. I really wish I could find a match to actually test necalli out.
Is your problem with Necalli how he animates and sounds, or is it gameplay related? If it’s the latter, i think after a while once people get a flow with him going, knowing options available in a lot of the situations, he will look vicious enough, especially if a strong player touches him. This character has too much going for him to not being able to overwhelm the opponent.
St.hk CCH No VT
st.hp xx MP DG 297/435
st.hp xx EX Stomp 313/475
walk forward st.hp xx MK Stomp -> cr.mp xx LP BB 375/555 (Close) EX for 417/615 CA for 528/465
walk forward st.hp xx MK Stomp -> cr.mp xx EX Stomp 399/585
cr.hp xx HK Stomp -> EX DP 386/601
cr.hp xx HK Stomp -> CA 521/471
walk forward TC 272/385
Sweep 201/315
Cmd Throw: 255/360
df.hp CCH No VT
Walk Forward cr.mk xx LK Stomp 205/290 EX 253/370
st.hk/ walk forward sweep 186/255
LP Dg 186/255 EX 250/346
walk forward cr.mk VTC st.hp xx HP DG 301/405 EX 319/465
walk forward cr.mk VTC cr.hp xx HK Stomp -> EX DP 337/505 (Corner Only)
walk forward cr.mk VTC st.hp xx EX Stomp 301/435
st.hk CCH VT
walk forward st.hp xx MK Stomp -> cr.mp xx MP DG 413/555 EX 447/615
walk forward st.hp xx MK Stomp -> cr.mp xx EX Stomp 429/585
st.hp xx HP BB 330/435 EX 354/515
st.hp xx EX Stomp 330/475
cr.hp xx HK Stomp -> EX DP 410/601
walk forward TC 286/406
cr.hp xx HK Stomp -> CA 571/471
df.hp CCH VT
walk forward cr.hp xx HK Stomp -> CA 571/475
Walk Forward cr.mk xx LK Stomp 237/350 EX 285/430
MP DG 237/315 EX 283/406
V Skill 201/315
st.hk/ walk forward sweep 186/315
I haven’t messed around too much with throwing his CA into there, but you generally get about 100 damage over using an EX move but less stun.
I don’t know if it’s been mentioned. you have enough time to dash forward with no charge and low MK into jab disc guidance for knockdown off a low. Nice to dash out of range and input the charge move inside the low MK on whiff. If they step into it, it combos every time. It works well if you dash close enough to dash throw mix up too. But just outside of that range to punish whiff throw I guess. But it’s probably works best farther out to not get the input on block.
You haven’t played against a Vega then.
Yeah fullscreen zoning is basically dead, but I don’t care. The halfscreen space and closer is incredibly engaging to make up for that in my opinion.