Visually itās similar to Juriās jf. HP, so I could see why it would work that way on reversal DPs. Juriās jf. HP is really ace at stuffing wake-up DPs.
The more and more I think about it, Necalli players really need to hunt for V-Trigger possibilities. Itās 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 itās 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 theyāll 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, Iād almost never waste meter on v-reversal. His v-reversal also isnāt impressive in terms of utility (side switch) or rewards (knocks them far away and necalli is an offensive character).
I think v-reversal is underrated at the moment. It will be valued more once people get comfortable in how they apply pressure. Itās a reversal thatās difficult to bait out but easy to place safely. Valuable in clutch situations where you canāt afford to risk anything.
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.
Thatās not true. Theyāre both baitable (ie.: donāt 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.
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 canāt say Iāve properly looked at his Triggered options, though Iām keen to learn what others are doing.
Either way, option 1 truly is glorious for one bar of meter. Iām not really feeling option 2 for how expensive it is, but itās still great if a KO is guaranteed.
Iām fairly certain you donāt 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). Iām 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 itās own however, Iāll give that a shot.