Necalli General Thread: Necalli enters the Tournament!

Don’t know why i said st.hp was + on block, must have gotten some things mixed up then.

Anyway, after a st.hk CC, you can activate vtrigger, dash and do cr.mp, i think i saw it Alioune do it in his vid.

tried to compile everything here and chime in a little. I had some trouble with the inconsistency of landing sHK crushcountr, walk forward sHP combos, so I left those out.

setups (vs quickrise)

Heavy Stomp ender
-> delay normal jump = safejump
-> meaty divekick -> sMP links
-> empty jump (can land left or right), meaty sMK

EX stomp after Heavy stomp
-> meaty sHK

EX DP after Heavy Stomp
-> dash, meaty sHK

Discus enders
-> dash, meaty sHK

corner: h.stomp, mp dp
-> dash, meaty sHK

I still need to learn when to do meaty vskills. startup of vskill is also faster in vtrigger

combos I mainly use

sMP, TC – 212 / 305 – hitconfirmable, sMK is +2 on block, builds great vmeter
sMP, sMK xx h.dp – 226 / 310 – hitconfirmable, sMK is +2 on block, pressure
sHP xx m.stomp, cMP xx l.discus – 289 / 425 – hitconfirmable, stomp is -2 on block, point blank
sHP xx m.stomp, cMP xx ex discus – 339 / 496 – most damage and stun for 1 bar

chp xx h.stomp – 188 / 330 – interruptable, but also +3 on block after stomp
-> l.stomp – 252 / 410 – only works point blank
-> h.dp – 276 / 426 – only works close or in Vtrigger
-> ex dp – 300 / 474 – consistent
-> ex stomp – 300 / 490 – more stun
-> super – 465 / 330

Vtrigger cMP xx m.stomp, cMP xx m.discus – 307 / 375

shoryuken punish combos

sHP ch xx m.stomp, cMP xx l.discus – 307 / 455 – basic, nothing fancy
sHP ch xx m.stomp, cMP xx ex discus – 357 / 526

sHK cc, TC – 272 / 385 – easy, low dmg
sHK cc, sHP xx m.discus – 297 / 435 – best corner carry and allows for cc setup
sHK cc, cHP xx h.stomp – 288 / 475 – damage when u have meter or vtrigger, also good for setups
-> h.dp – 372 / 580 – only vtrigger or corner
-> ex dp – 386 / 601 – consistent
-> ex stomp – 386 / 615 – more stun
-> super – 521 / 475

sHK cc, sHK xx Vtrigger, cHP xx h.stomp – 351 / 540
-> H.DP – 411 / 595
-> EX DP – 426 / 630
-> EX Stomp – 427 / 640
-> Super – 541 / 540

sHK cc, sHK xx Vtrigger, cHP xx m.stomp, cMP xx m.discus – 420 / 590

Has anyone else noticed that satsui no hado sounds like the hum of a lightsaber?

cr.HP, qcf.MK, cr.MP xx bf.PP (345/526) is the most damaging/stunning option I found for 1 Ex missing from @Angerus post

Where all the Necalli boys at!? Having a fucking blast stealing peoples souls.

@Sharnt thanks, I added it to the list. Doing sHP instead of cHP does 10 more damage though, unless that combo doesn’t work on all characters. (also I believe u left counterhit on)

i wasn’t aware of this… you can do cr.hp, hk stomp, super, even if the opponent is in the air. it’s a bit tricky though.

Yeah, the timing is kinda hard to master on that. It’s like you have to catch them as they’re about to touch the ground.

Just found a nasty Crush Counter setup/trap in V Trigger -

cr.mp - lk stomp - CC st hk, cr.hp, hk stomp, Super for 80% damage on Rashid.

Note on doing meaty St.mp; on block you will whiff a follow up St.mk, so be wary.

Your go to punish should be St.hp xx MK stomp -> cr.mp xx LK DG. I tend to not blow meter on EX DG here as my minimum for added damage is 50pts so unless they’re on the edge of stun I avoid it.

EX Stomps is where most of my meter goes, as it combos out of lights and is there least finicky followup to HK Stomp. After that it’s his Super which you can get off of everything. Then it’s the occasional EX command grab.

His overhead is slow as hell so be very wary about using it.

EX DP is a great anti air and reversal, and HP is pretty good albeit slow

Is LK Stomp after the HK Stomp juggle a hard knockdown? I’ve yet to have anyone quick rise after it. Maybe it just fucks up their timing.

After a qcf+hk you get these options on quickrise(done from pointblank):
[list]
[] crossup mk(wait very slightly before jumping)
[
] iimmediate jump, crossup empty jump cr.lk
[] immediate jump, divekick to stay in front(on hit you can get a cr.hp, on block its even +)
[
] dash up command throw
[] dash up meaty
[
] dash up meaty qcf+hk(which is plus on block)
[/list]

Ofcourse you can also expect a dp in your face during all of this ^^
If you hit it the qcf+hk from a bit further away you can still do a normal jump attack or go low.

Fun combos:
[list]
[] st.mk, cr.mp xx VT, cr.hp xx QCF+hk, super(wait slightly before doing super)
[
] st.hk CC st.hk VT st.hk st.lp cr.mp xx bf+mp(dp punish)
[/list]

On hit st.hk xx VT:
[list]
[] normal hit you go into standard combo
[
] CC hit, you can do something like dash, st.hp xx qcf+mk, cr.mp xx bf+mp
[/list]
*Fact that you immediately vtrigger allows for big damage in both situations anyway, no reason not to do it

After a crossup you aren’t going to always do st.hp xx qcf+mk, heck you won’t do it more often than not, you are basically giving up pressure if it happens to get blocked.
So doing a j.mk, st.mp, st.mk xx hp.dp is perfect.
*You won’t get all hits from hp.dp when doing st.mp/mk, cr.mp xx hp.dp

After lp.dp do an immediate df.hp(overhead), gives crushcounter if the mash any normal on quickrise.
After hp.dp do immediate dash forward to get a “meaty” cr.lp(beats 3f jabs) on quikrise, backdash after whiffing jab to perform meaty v-skill and out of range of dp’s.
*In SFV apparantly you can dash further when someone is knocked down, if you mistime the dash(honestly just mash it), you aren point blank with a cr.lp.

doing a light attack before doing a medium attack is a pretty good frametrap, example:
-st.lk, st.mk, cr.mp xx bf+lp
On counterhit st.lk/cr.lp etc comboes into st.mk. After that you can still look if st.mk hits and hitconfirm from just that into cr.mp.

Anyway, i have been having fun figuring out setups, pressure sequences, v-trigger comboes, CC comboes and all that jazz.
It also make me aware how much stuff DOESN’T work, you might have a cool idea, only to find out t doesn’t work. Personally i would like to see Necalli his v-skill to be cancellable from normals.
Also would like to see more things being able to juggle, for instance after qcf+hk doing a st.hk or a raw bf+lp. Even allowing necalli his v-trigger to be cancelled into from (certain) specials attack.

Another example is this, cr.hp xx qcf+mk, st.mk in the corner, it doesnt reach, so no chance to squeze out a bit more from a corner combo.

They can quickrise it, just tested it out. It also doesn’t connect if you weren’t close to point blank so be careful.

My God, he does so much damage. st.HK CC is amazing. Pulled off a sick comeback against an 800 ranked Necalli with st.HK-st.HK-VTC-cr.HP-M Stomp-super.

Well, it’s not getting any better than that, so I’m out of the beta for tonight.

I’m not sure if he really is that much of an outlier for damage; most second round characters are hitting the 500s with super off of a CCH. He’s doing low 200s on a hit confirm from a medium and can jump that up by a bit through spending a bar. He starts to get scary if you lane a heavy jump in to do stomp combos that start with a heavy or activate VT, but in his basic mode I’m not really that impressed.

I’m having a ton of fun with him, but I do wish that they’d either give him better frame advantage in regular mode or extend his limbs a bit; he’s not as scary as Mika once she’s in yet has worse mobility options. At least make it so he can reliably connect his standing jab after a divekick!

Fun char. Might main him. His normals in the neutral game are godawful though. R.mika is op as fk in this beta as well lol

Necalli seems to have a cross-up reset off of jump MK too. If it hits early, Necalli will land in front, and if it hits late he’ll land behind them. I don’t have footage of this, but it worked on R. Mika and Claw in my limited testing. Timing is strict though, and going to try it on more characters.

Looking at using st.MK as a meaty/counterhit tool on wakeup. I know throws aren’t a hard knockdown in this game but this is more just a proof of concept.

Also wanted to say thanks to the people posting up advice in this thread. Overall I’ve had fun with Necalli during this beta phase. I’m not sure if R Mika is too good, or just a bad matchup for him, or we just haven’t figured it out yet, but I’m crying out for my Chun Li from the location tests whenever I see her on the versus screen. Other than that I’m still not sure on the game as a whole but within it I don’t think Necalli’s bad, at the beginner level we’re mostly playing at right now he seems very good but once people know how to play I think it will get harder for him. To be honest I think at the moment the game feels simplified from SF4 and as a result it will be the case much sooner than in SF4 that anyone wanting to compete needs to be playing more than one character to a good standard. Not necessarily a bad thing…

But it IS one of the ways and that’s not in this game.

Just found out by accident (in my very last round before the beta kicked me out just now) that j.MP juggles as air-to-air - you can follow up with LP disc guidance, maybe other stuff? Not sure if that’s already been mentioned. (edit: yes, you can juggle into super but you really have to eyeball the timing. Can also juggle with normals, stomps and of course with uppercut. Seems like uppercut or sweep would be the best options).