Necalli has cr.hp and st.hp, which one should you use?
st.hp xx qcf+mk is a true blockstring
st.hp is negative frames(edited)
st.hp pushes back further
cr.hp comboes into qcf+hk(which is + on block)
cr.hp leaves you closer to the opponent
cr.hp is slightly negative on block
If you want to do a heavy into v-trigger cancel, start with cr.hp.
cr.hp xx VTC, st.hk, st.lp, cr.mp xx bf+mp
cr.mp xx bf+mp comboes in VT, while outside he can only combo into bf+lp
cr.mp xx VTC, cr.hp xx …
st.mk/mp, cr.mp xx VTC, cr.mp xx whatever
cr.lk/lp, cr.lp xx super, nice hitconfirm
cr.lk/lp, cr.lp xx hp dp, it tends to whiff on crouchers and if you aren’t point blankm best way to end it is in ex qcf+kk
*ex qcf+kk is actually negative, around -1 or -2, same deal as qcf+mk.
*ex qcf+kk does allow for some juggles though and it can combo from lights so it isn’t all bad.
I tried to set the command grab up from different normals and even in vtrigger, but after every normal you can simply MASH cr.lp and it beats the command grabs.
I tried first with lights, i got mashed out, mediums causes me to be too far away.
st.hk is great poke if a bit slow, it crushcounters and it is Necalli is furthest standing poke, it should mainly be used pre-emptively from around a shot cr.mk distance.
It’s great to do in opponent wakeup fro a bit further away.
cr.mk is Necalli his furthest low poke, i try to have charge when doing this move so i cna cancel into bf+lp.
cr.mk actually follows its animation, unlike his ffucking light attacks which are pretty bad.
Lights are shit.
cr.hk is decent range and nice startup, nice damage
cr.hk, dash allows for a meaty normal attack.
In general his pokes are lacking in either range or speed. His offensive capabilities don’t really warant his slow walkspeed and lacking normals tbh, but whatever.
Divekick is bad. You have to hit people straight in their head to combo with a light and be close enough to combo into a hp DP(or go into ex qcf+kk ofcourse), or really late so you can do a cr.mp …as lights will whiff.
Downside is you have to angle it in a way you are pretty negative on block, otherwise you can’t really combo from it on hit…
I tried stuffing some uppercuts with it, nope, doesnt work, atleast against Ken. Haven’t really tried it against anti air normals.
Random thoughts:
-v-skill is good, from outside of jump distance and as a meaty, and even as anti projectile.
-bf+p is easy to use against projectiles and reliable
-hp dp is super solid against jump attacks
-cr.hp is decent against jumps, it works best against jumping normals with a horizontal hitbox, and not against a jumping normal with downward angled jump attack
-Try to time a meaty qcf+hk sometimes in corner, on hit free combo into ex qcf+kk or hp dp. On block you can sill press a normal, startup is slow though so you cna reactionary uppercut it, so mainly use against chars without dp’s i guess.
-After st.mk>hk TC, do a bf+lp, it crosses upand get a gimmicky mixup
-Wish bf+p became hcf move, so this way you can cancel from normals reliably during neutral. Moves are punishable on block either way and slowish startup, don’t feel it would be “op” at all.
-j.mk is a nice crossup, pretty reliable, j.hp is GREAT, very similar to Ken and Ryu j.hp.
-If people don’t quickrise after a command grab or when you do mk>hk TC(without v-skill ender) you can do divekick to stay in front or mk to crossup.
-Ending in different qcf+k either makes you stay slightly closer or further away, good opportunity to look out for whiffed normal.
-Post super i can’t find anything with necalli that allows him to set something up, his only hard knockdown and he doesnt get anythign from it, sigh.
Regardless of what i wrote, im still trash with Necalli(only day -180 or something). I’m usually pretty slow with picking up newer games.