Necalli General Thread: Necalli enters the Tournament!

You can also medium stomp and cancel straight into CA after j.MP.
I tend to stick to heavy DP and light DC, because they’re more consistent, though.

How is everyone else finding matches against Rashid? I’m crushing low level ones but at high level I feel that I’m on the back foot too much.

When he has meter I don’t want to pressure him as he can use an EX and blow right through me and as he’s always doing something so I don’t really get the chance to use the command grab. The V-skill not disappearing after he get’s hit is also really frustrating as twice in my matches it’s acted as a combo breaker hitting me the first time and forcing me to stop to block the second time.

I get how to punish his V-skill but once the good players have fought a few decent Necallis they seem to learn to leave that out of their arsenal in this particular fight.

I have to say I don’t think it’s ‘the matchup’ (lol this IS the beta), I just think I’m weak against him so any advice from you good folks would help.

Here’s a match I had (i know I missed the V-trigger punish at the end of the first round and I’m so afraid to hit buttons that I’m getting thrown around like a rag doll… :s )

That whirlwind thing is slightly negative on block and rashid only has 4 frame lights. Either do cr.lp, s.lp xx ex stomp or s.mk to frametrap him.

Throws are 5 frames so those times he grabbed you he shouldn’t have.

Ok, that’s good to know. I thought that it was actually plus on block so I’ve been assuming anything that I would press would lose. I’ll try and challenge with cr.lp again, I thought it was losing before but maybe I wasn’t pressing at the right time. I’ve been trying to tech the throws too but that hasn’t seemed to be working either.

Thanks for the advice anyway Otori

HK is a really good far anti-air. cr. HP is an alright anti-air. Are any of his DPs invincible? I feel like I get stuffed a lot with them.

HP and EX are. HP is kinda slow with 7 frames startup

I had some success beating out Vega wall jump stuff with j mp as well.

Ohhh, I see. Been using MP cuz that’s usually the invincible one.

Thought s.lk was 3 frames, could be wrong frame data of course lol

source: https://docs.google.com/spreadsheets/d/1vAojjiCPwt9NYFBGA1zwcsWQYAsV6A7jMqzZsY2bp40/htmlview?sle=true#gid=0

Not mine, obviously

in v trigger mode, what light to medium link can he do? i heard he has 1 when triggered

s.lp to cr.mp

when an enemy is down, i generally use hp > mk stomp
should i use mk > cr. mp instead?

Strong Necalli play!

I messed a bit with Chun also but mainly spent most of my time with Necalli. Unfortunately i could only play a few evenings.
Right when i wanted to test if a setup was posible…beta closed. Was thinking about ex hcb+pp, cr.hp xx v-trigger, dash under/crossup/divekick, or something along those lines. Probably wouldn’t work, knowing SFV, but maybe others have tried it.

Anyway, eventhough Necalli on the surface seems pretty bland, i had a lot of fun playing him. Don’t want to write down a page about what my dislikes and likes are with the character, what changes and improvements i want, but there is one thing i want to mention.:

  • Make BF+p a Motion input!

I think I’m going to need a lot more practice with Necalli. The character seems fun, but I just couldn’t deal with the slow anti-air and stubby pokes :frowning: I wasn’t able to prevent opponents from walking in to cross-up range. (I may need to practice my dash-unders more.)

I really wouldn’t make his charge a motion input. Throwing fireballs against Necalli is already risky enough, having a motion move that goes through fireballs and travels nearly full-screen would be ridiculous!

Yeah, people jumping at close range was one of the holes in my Necalli. Anti-aired aren’t great that close, and my damn DP refused to auto correct.

Eventually I just resorted to air-to-airs in that situation.

You mean something like Karin her overhead special?
Honestly not having it being a motion input is a real detriment to Necalli his neutral game, as he cannot convert reliable from pokes, unless he has charge or meter. And charge would be fine if his walkspeed was better and he had better pokes, but he doesn’t. They could make the armour against projectiles kick in later to balance it more, or make ex faster and the only version that has armour gainst projectiles.
Anyway, it is completely counterintuitive to his archetype having that move being a charge input instead of a motion.

I was slowly getting more aware of the spacing my opponent had, especially during crossup ranges i would just go air to air if they went for it, doing an autocorrect dp didn’t work that great against characters with jumping attacks which have big hitboxes, they hit me too early. But in general his dp got the job done atleast 85% of the time.

I agree, even though I get why it was changed but other moves go over through fireball in this game it’s really not that crazy. And if it is too good, so what? Buff others, I hate this nerf everything crap capcom is doing at least after launch they promised they’d only buff weaker characters.

Generic Ethnicity Sabertooth is pretty good. A cannibal! So edgy!

That cheeseball ground stomp combo loop kept showing up during beta fights, V-Reversal calmed it right down.

At the very end of the beta, I ended up going on a bit of a roll with Necalli. His dive kick in V Trigger is really good. It took me a while to start incorporating it into my game play, which kind of sucks because I think I would’ve won even more matches had I started using it earlier. I’ll remember it for next time though.