Necalli General Thread: Necalli enters the Tournament!

does the divekick change properties in v trigger

Visually itā€™s similar to Juriā€™s jf. HP, so I could see why it would work that way on reversal DPs. Juriā€™s jf. HP is really ace at stuffing wake-up DPs.

Yes, faster with more hitstun.

The more and more I think about it, Necalli players really need to hunt for V-Trigger possibilities. Itā€™s almost like when Bane gets Level 3 Venom in Injustice. The benefits of Necalli being in V-Trigger mode are endless it seems.

Really irks me that st. MP > st. MK is gone. I loved the ability to combo into target combo.

You can still combo into st.mk if you time the st.lk as a meaty, and use the st.mk frame advantage on block. Not an ideal situation ofcourse, but itā€™s something.
It atleast ends with you doing the best possible normal to perform on block.

I think Necalli players are going to realize that when to use their v-trigger is not going to be an obvious answer every round. V-reversals look like theyā€™ll be very useful and Necalli has a fat 3 bar v-gauge to sit on three v-reversals in the clutch, which may prove more useful than popping v-trigger.

His v-trigger is too strong. With the best DP avaiable to him, Iā€™d almost never waste meter on v-reversal. His v-reversal also isnā€™t impressive in terms of utility (side switch) or rewards (knocks them far away and necalli is an offensive character).

Just my personal opinion

Anyone else think that Nicalli is Blanka?

I think v-reversal is underrated at the moment. It will be valued more once people get comfortable in how they apply pressure. Itā€™s a reversal thatā€™s difficult to bait out but easy to place safely. Valuable in clutch situations where you canā€™t afford to risk anything.

The footage is incomplete (missing losers and grand final for example), but here is a part of the stream for SFV PGW tournament :

You are awesome man! Needed that Necalli fix. Love the guerilla tactics!

V-Reversal is just a super safe reversal. I think there is value in that in a game where reversals are so severely punishable. Just depends on the circumstances as well as your play style. SFV appears to be much more flexible than SF4.

A character like Necalli can maintain a strong offense. If someone starts attacking you hitting them with a VR gives you a free offensive opportunity, a table flipper. If you pressure someone for 70% of their life in the corner, burning a bar of v-meter might be worth it to put them back on their ass as soon as they touch you so you can finish them off, rather than waiting for a VT you might not get in that round.

V-reversal isnā€™t much of a reversal with Necalliā€¦and isnā€™t it grabbable?

Anyway, look out for this:

Thatā€™s not true. Theyā€™re both baitable (ie.: donā€™t work vs lights or mediums) and punishable on block barring few exceptions (Necalli not being one of them).

This is true. People were scared to throw DPs during that SGB invitational. In SFV only landed DPs are good. The first blocked or whiffed DP you do may be one of the last ones you do for that round. People are only gonna DP now when they feel a hard read. Otherwise they give the opponent free V Gauge and a beefy punish combo.

Iā€™m curious as to what crush counter combos you dudes may be using.

Right now I think his most efficient options are:

1.) s.hk (cc) > c.hp xx hk stomp > ex stomp (386 dmg, 615 stun || 411 dmg, 615 stun Triggered)
2.) s.hk (cc) > c.hp xx hk stomp > super (521 dmg, 475 stun || 571 dmg, 475 stun Triggered)
3.) s.hk (cc) > c.hp xx hk stomp > ? ( 288 dmg, 475 stun || 305 dmg, 475 stun Triggered)
4.) s.hk (cc) > c.hp xx mk stomp> ? ( 264 dmg, 396 stun || 281 dmg, 395 stun Triggered)
4b.) s.hk (cc) > s.hp xx mk stomp> ? (290 dmg, 395 stun Triggered only)
5.) df.hp (cc) > ex slash (requires snappy charging) (250 dmg, 346 stun || 283 dmg, 406 stun Triggered)
6.) s.hk (cc) > s.hp xx mp slash (297 dmg, 435 stun || 330 dmg, 435 stun Triggered)
6b.) s.hk (cc) > s.hp xx ex slash (354 dmg, 515 stun Triggered only)

His slash options obviously sacrifice damage for positioning and the subtle differences (i.e. s.hp xx mk stomp) for his Triggered modes yield a little extra damage.

He seems to be a little lacking for finishing options on 3 and 4. Maybe substitute mk stomp for lk to lead into a frame trap attempt or sneaky ex grab? Either option really leaves you right in their face.

I canā€™t say Iā€™ve properly looked at his Triggered options, though Iā€™m keen to learn what others are doing.

Either way, option 1 truly is glorious for one bar of meter. Iā€™m not really feeling option 2 for how expensive it is, but itā€™s still great if a KO is guaranteed.

You can DP after the HK stomp for option 3.

Iā€™m fairly certain you donā€™t have to be in VT to use combo 4b.

Basically going into st.hp xx mk stomp -> cr.mp xx LP DG is optimal meterless damage. If st.hp pushes back too far you can just do cr.hp and lose ~9 damage

Are you certain? I could only ever get EX dps to connect, never regular ones (including in the corner). Iā€™m gunning for efficiency here, hence the minimal meter use.

Muttonman: After s.hk cc the pushback is too far to have mk stomp follow-ups work. Noted re: the s.hp on itā€™s own however, Iā€™ll give that a shot.

Walk forward first, you have plenty of time