Necalli General Thread: Necalli enters the Tournament!

he is. he has safe pressure and big damage thats easy to make use of. he exploits the current known meta very well.

He has zero whiff punish potential, however. I spent a good hour trying to find options against charlieā€™s normals to no avail. Cr.mk wont reach, st.hk is too slow (can score lucky crush counters but that is it).

He is a little less effective this time overall. His footsies was aways limited but his former frame traps and vtrigger made up for that. Now i believe heā€™ll struggle against some characters.

he has a kara throw with sweep

Necalli is not very effective in some matchups , especially with birdie. Birdie gave me a lot of trouble. A patient shoto could also blow up necalli.

actually his karw throw with mk is great

Lol, was just about to come post about his kara but you beat me to it. Good shit, I thought they were all taken out.

i guess they put them back

make sure you arenā€™t holding down when you come out of throw and thinking you found a kara throw. for some reason when necalli whiffs a throw and then crouches, he inches forward.

this isnā€™t really true, it depends on the matchup. I think his whiff punish potential becomes a lot better in v-trigger, because he can whiff punish with s.HP and cancel into HP dash punch for a combo (even from far away, like whiff punishing gief s.HP)

you can cancel into MP dash punch after s.HP even without vtrigger, but needing charge makes playing footsies a little harder

so does anyone know the specific differences in v trigger vs no vtrig?

Charge time is nothing almost and I think better frame data

I dont really understand the proper use of stomps.

LK and MK are interruptible from any mid rangey poke and neither give frame advantage enough on block to continue pressure.

How exactly do I pressure people?? spamming cr.mp or st.mp is ok but the damage is literally terrible.

Wish I could tell u but I switched to stick 4 days ago and canā€™t get to the point of pressuring people yet. I was fucking people up in beta 2 on controller but Iā€™m not used to it yet. Just been gettin stomped

Check out pr rogs stream VODs, he was going ham on people with necalli and reached top 3 rank

i will, thanks
lately ive been spamming cr.mp meaty, if i get ch i do cr.mp charge

ppl are pressing buttons right on wakeup so this has been working

the only matchup i feel is hard is laura.

gief and sim are pretty easy so far

obviously we know nothing about the game but im saying this to further the convo on matchups and knowledge

I played him for a good amount yesterday, I didnā€™t play him as much before but doesnā€™t he seem much better now? I noticed his normals and footspeed are much faster and better now. My only issue with him so far is how St.fierce/cr.fierce crush counter qcf MK actually shortens his combos, which is really annoying. Itā€™s almost like you donā€™t want to get a counter hit, because if you do your combo stops short; everyone online is pressing buttons. I mean sure you can do st.hk crush counter, walk a bit st.fierce qcf mk, cr.mp x LP charge move, but I would much rather prefer doing st.fierce qcf MK, and be able to extend the combo if it hits whether it be regular or counter hit. But you can super cancel the QCF MK, which is great. Also, wasnā€™t his target combo possible off juggles? Right now I canā€™t think of any use of it.

BNBs:
max damage (non CH) st.fierce QCF MK, cr.mp LP rush/HP uppercut
max damage (CH, use after blocking a DP) St.HK, slight walk forward QCF MK, cr.mp LP rush/HP uppercut
low confirm: cr.lk cr.lp QCF KK
CH overhead, st.roundhouse
CH cr.mp, cr.mp LP rush
CH cr.mk QCF MK, cr.mp LP rush
EX command grab, HP DP
HK stomp, EX DP, but never found a use of that.

To use meter, you can cancel any QCF K move into super, which makes cr.mk qcf LK really scary. You can also do cr.mp EX rush, although I personally would save the meter and try to land a super.
W/ V trigger I havenā€™t found any new combos that werenā€™t mostly the same, although I know you can do cr.mp into MP rush instead of LP.

Neutral game: cr.hk is great and fast, st.hk reaches really far and can CH for extension, cr.mk QCF LK. But you really donā€™t have to press many buttons with him, a patient game can work until you land a hit, like Q in 3S. Divekick to feint jump ins, go over fireballs or beat early antiairs.
Cr.lp to stop pressure or grabs, but loses to tight strings.
Antiair: from what I can tell MP shoryuken, EX shoryuken
Air to air: j.HK and j.MK have great hitboxes. Air to ground: j.HP hits really low, j.hk .

Thatā€™s all I got for now, but like to know more about the properties of his moves and what changes in V-Trigger.

.

patient necalli blows up shotos

^ this

i feel like his super is way too good to use ex moves.

what is his overhead?