I’m looking at his frame data and they’re now identical between v-trigger and no v-trigger? What does his activation do then?
Btw after forward throw you can get a meaty v-skill vs either tech. After back throw best I got is dash, lk stomp and it counter hits jabs and tech (can combo after) and hits backdash and jump (no followup).
That’s it? Does he at least still have better hitboxes?
I used to think he got better walkspeed, but according to Eternal’s testing that’s not the case. I think he just looks faster with the crawl animation.
His dashes are longer and faster. His disc guidance ( The charge move ) doesn’t need to be charged anymore in combos. His command throw get more range. I think his dive kick also get more hit and block stun but i am not 100% sure on this.
lol, I managed to forget that
his walkspeed actually gets a really slight increase I think, you can test it by having a V-Triggered Necalli walk forward while a regular Necalli does the same
Err, don’t know if there are differences over the ‘unofficial beta’, but in the version I’m looking at V-Trigger allows you to do s.MP xx MK stomp, and c.MP xx MP charge slash, where normally you can only land light versions of those specials. The DP also has more horizontal range so jab jab Fierce DP fully connects all hits.
Yeah now that the gentlemen above directed me towards his specials I messed with those. You can also buffer cr.mk into dp and it works. I guess it speeds up the startup (v-skill feels noticeably faster) and improves hitboxes.
Overlaps a bit more with Cammy’s now, though her v-trigger is extremely bursty and more focused on straight up damage (though the changes to specials do bring extra utility - divekick keeps them standing and much better frame data and passes through, spiral is fireball invincible travels farther and passes through).
any idea of what to do after you land an opening dagger CC while in regular form?
looks like to me easiest option is walkup cr.HK or super if you have it but with a bar you can get walk up > st.HP xx EX stomp but that seems a bit unreliable
also in beta 2 V-trigger mode you can do opening dagger > walk up > cr.HP xx HK stomp > super for 560 damage. hella tough timing for it though
Easiest way to convert is to have an activation available. Also for god sake say “overhead”, who the hell knows what an opening dagger is? Overhead > step > s.HK > Activate > step > c.HP xx HK stomp > super. That’ll work even from a good distance away.
His overhead sadly doesn’t go over lows or adjusts its hurtboxes in any way. It just stays the same as if he was standing.
He’s also not considered airborne. With all that said, you’ll always get stuffed by Ryu’s c.MK or any other low attack.
Technically sure there’s an airborne frame or 2, but it spends very little time airborne. I don’t have the frame data but I can see from using it that the only airborne period is close to the start of the animation but not fast enough to get you airborne in time for a normal tick throw or even tick into 8f command grab. If somebody does a very lazy jab into walk up throw then that’s about the timing where you can overhead right after blockstun and avoid the grab, but it’s a tiny window so if their walk is slightly slower or faster you get grabbed anyway, and lows hit you all the way through the move.
When I first saw this thing I thought a hopping fierce overhead CC would be a strong tool, but since you can’t take practical advantage of the hop and it has an awful hurtbox - extending far forward long before the attack comes out, it’s just not a good normal.
Check out Necalli’s v-trigger overhead – he’s airborne longer and, as far as I can tell, his hitbox extends slightly further. Not that it completely redeems the normal, but there’s that.
Since it has a long startup and is -6 on block, I don’t think you would want to use it in tick throw situations anyway. I see the normal as one that extends his effective footsies range, as it outranges s.hk and is pretty safe on block when spaced correctly. It seems good viewed from that lense imo.
I had a look but unless my version is missing some changes I get no extra range from V-Trigger. It has a red claw effect but hits at the same range, and I couldn’t confirm more airborne frames although I’m just trying to feel it out with setups. It’s at least 8 frames before either goes airborne, and both land a fair period before they become active. That’s based on trying to dodge throws with it, not on viewing the animation.
I think you’re right that the range is it’s only redeeming feature, but it puts your hurtbox so far forward so quickly that you can’t just ‘out range’ people with it, you have to space it from a long way out and also have a read that the other player isn’t going to hit any buttons, because anything at all is going to catch its extended hurtbox on the way forward. At least from the edge of its range it seems safe on block.
Does Necalli’s jump arc change in V-trigger? If not, then I’m testing by pushing a Necalli to the corner, jump back, s.mk, overhead. That will hit if in V-trigger and whiff if not. The change is very small ofc, but it’s still there.