During v-trigger you don’t have to charge back for dash punch but only during combos.
for a raw dash punch you have to charge, but not for one that is cancelled from something else, basically.
During v-trigger you don’t have to charge back for dash punch but only during combos.
for a raw dash punch you have to charge, but not for one that is cancelled from something else, basically.
Fierce DP.
It’s funny because it’s true
Thanks for the tip, that’s a pretty interesting property I did not know.
It’s really, really good because it means you can just buffer it into st.mp in footsies all day long.
I think the H version of his DP is only upper body invincible. I seem to be stuffing it out with lows. Has a really bad horizontal hitbox.
Edit: nevermind. It just loses to low profile moves…excellent.
Wish Necalli could do st.mp, TC like the first beta, would make getting to VT much less of a chore.
You can do st.mp, st.mk on counterhit though and then choose to go into his TC or hp dp. Obviousely the dp is the more damaging ender there. Anyway, i don’t like not having a solid hitconfirm into his TC, either a jump or a counterhit are his only options: Reacting to st.mp as a counterhit isn’t that difficult, however switching between st.mk and cr.mp on reaction…yeah, not happening.
Especially now he has these combos:
I dunno how you guys feel, but im not sacrificing damage to do the tc. I’d rather always go max damage
So I’ve been experimenting with Necalli’s max damage off of his st.hk CC, at all ranges. I’ve found there’s 3 effective ranges at which this move hits ; point blank (mainly after baiting a DP for CC), mid range, and max range. It’s a useful footsie tool so the latter two happen quite often. Necalli has different options based off these ranges, and I’m 99% sure these are his max damage options.
Unfortunately without V Trigger there isn’t much flexibility with what Necalli can do off of a cc st hk outside of point blank, but I’m going to go through what he can do with V Trigger activation to extend combos. I will also try my best to write out the notation for each. I’m going to go into some detail here so I’ll use spoiler tags to shorten the post a little since I will be including some YouTube clips.
Max Range st.hk CC
[details=Spoiler]Meterless
https://www.youtube.com/watch?v=ZqwQdrxuIE4
Necalli has two meterless options at this range, as can be seen in the video ; walk forward to cr.mk xx lk stomp is option 1, and raw LP rush punch is option 2. Nothing else works or is even worth doing in this scenario. Option 1 will always work at max range as walk forward cr mk xx lk stomp will always connect in this situation. This leaves Necalli in his opponents face at +1 (LK stomp is listed as +2 in the frame data but from my testing I’m 99% sure its +1) where he can continue to pressure with his great upclose buttons.
However, after a max range st hk cc, it might be better to just raw LP rush punch. Better corner carry (what Necalli wants), little less damage but the trade off is worth it. It really depends what you want to go for, how close you are to corner, etc. For frame advantage and pressure, go option 1, but for corner push and knockdown, take option 2.
With V Trigger Stocked
https://www.youtube.com/watch?v=G8uxUcQXOoY
I’ve experimented with all his different options and this is definitely his best combo with trigger stocked for this scenario;
St.hk CC, walk forward, st hk xx v trigger activation, walk forward st Hp xx fierce rush punch
This is a very frame specific combo that requires tight walk timing from a max range st.hk CC. The reason why we finish with st Hp xx fierce rush punch is because it does the most damage. DP works but does less damage and the corner carry from rush punch in v trigger is well worth it. You can only walk forward a certain amount of frames after the v trigger activation and at this range st fierce is the best normal damage wise that can connect. Cr fierce will whiff. Cancelling to stomp might work but for max damage fierce rush punch is his best option.[/details]
Mid Range st.hk CC
[details=Spoiler]Meterless
https://www.youtube.com/watch?v=hizXNya2cxo
At this range Necalli can connect a walk forward cr mk xx fierce dp. This is his best option. At max range st hk the dp ender whiffs off of cr mk, so you have to know the ranges at which this works.
With V Trigger Stocked
https://www.youtube.com/watch?v=bDPQr2xdQuM
This is where it gets interesting. The max damage combo from point blank st.hk cc doesn’t work from midrange because after the cr.hp xx mk stomp, Necalli’s cr.mp whiffs, as can be seen in the video below. To circumvent this, the new optimal combo takes cr.hp xx mk stomp and replaces it with cr.mp xx mk stomp. Since cr.mp is quicker than cr.hp we can walk forward more frames to get in range for the post stomp followup. See video below[/details]
Point Blank st.hk CC
[details=Spoiler]Meterless
https://youtube.com/watch?v=55grAJkLjeo
This is Necalli’s best CC combo option when point blank meterless. 99% of the time this will happen after baiting a DP. If anyone else can find anything higher, please let me know;
st.hk CC, walk forward, cr/st.hp xx mk stomp, cr.mp xx jab rush punch
With V Trigger Stocked
https://youtube.com/watch?v=Bd4UfDbM9aY
**
st.hk CC, walkforward st hk xx V Trigger activation, walk forward cr.hp xx mk stomp, cr.mp xx mp rush punch**
[/details]
So to summarize, learning the ranges at which Necalli’s st.HK connects and which combo paths are open to you based on these ranges is a must for maximizing Necalli’s damage output and his max damage potential. Sorry for a long winded post but I hope this helps some of you fellow Necalli players out.
Labbing it up vs Claw and found some interesting tech for using vs him on round start. From my experience, Claw’s 3 best options at round start are; f.fierce (great poke and at round start it hits at its max range, so Claw players like using this), slide (safe on block from max distance at round start), or jump HK (hits shallow/high up, semi-hard to AA). If you input cr.mk and buffer a jab rush punch at round start, you can beat all three of these options. F fierce and slide get CH by the cr mk allowing the jab rush punch to connect. If they jump, you just get empty cr.mk and can react AA fierce DP his j.HK. I used neutral jumps to time this setup but I’m 99% sure in practice this works.
I dunno how you guys feel, but im not sacrificing damage to do the tc. I’d rather always go max damage
The best thing about the old combo into st.mk was that you didn’t really sacrifice damage; you did 4 more damage using the current damage values.
Yeah, no FANG, so been playing Necalli. This thread and site rules. No way in hell I’m getting info like this on the likes of GameFAQsFUX.
two matchups that i think necalli loses:
Karin
Nash
both have sweeps that are hard to deal with at max range. If Karin isnt spaced perfectly Necalli can st.hk.
Neither of these matches are terrible so far though but they do have advantageous tools
Still learning him. Getting better but trying to find the opportunities when to fight back and what to push in neutral. I keep doing cr. mp into MK stomp for pressure and to fish for counter hits but not sure that’s really the best footsie tool. I feel like it gets blown up. Also his normal throw blows. I’m used to playing Rose in SF4 and throwing all the time so that’s my biggest problem right now in this game. Also, I don’t know if it’s lag or my joystick or what (I have a new TE2 and everything feels kinda “loose” compared to older sticks), but I feel like I’m getting weird inputs. Like I try to ground pound v. skill and I get a charge (sun dash whatever it’s called), or my stomps just don’t come out, or sometimes as a charge as well. I dunno what’s going on. It’s almost like there’s negative edge or something as I hit my cr.MP into stomp in vtrigger, the cr.MP goes into the charge as I pull my finger off the button. Weird. Will putting a heavier spring in the joystick help you think for the other loose qcf/input issues maybe?
Anyways what I like about Necalli is his explosive damage. The last round in my match here was kinda like this. About to lose and then one mistake from opponent basically took off all his life:
Some stuff I don’t think was mentioned:
1.Pretty much always use cr.fierce instead of st.fierce when doing the combo, the pushback is much less and you are far more likely to land the cr.mp afterwords.
2.Close up, st.mp, st.mp LP rush works too, though might be character specific
3. in VT, cr.mp, cr.mp nonCH links pretty well
4. You can do st.mp MK stomp now too, not just cr.mp stomp. Not sure what the practicality of that is though.
5. overhead seems faster??
6. in VT, st.fierce HP stomp works too, but that seems pretty useless.
7. wakeup cr.jab, xx VT cr.jab HP DP works well when trying to contest on wakeup. Usually means you predict a throw, block or some delayed setup.
Someone else said this, but yeah non-VT necalli has absolutely zero vortex most of the time. Only times you can re-mixup (I think) is when you do EX command grab, sweep into dash. Or in the corner, but that’s given. Or if they’re stupid and don’t quickrise. You might be able to get a meaty, max range st.RH or ground pound, but otherwise you are negative/far away if you try to dash.
VT though, the dash is so fast and long range that you can get some sort of pressure after the rush punch, uppercut or command grab. Pretty sure that was put in there by design.
max damage
close RH counterhit, walkup st.RH xx VT, slight walkup cr.fierce MK stomp, cr.mp stomp super. Might be the highest possible damage combo in the game.
This character is extremely fun to use, he can take off a life bar in no time. I agree with whomever said he struggles against Nash and Karin though, those MU are pretty hard, I haven’t quite figured out how to approach them
Some stuff I don’t think was mentioned:
1.Pretty much always use cr.fierce instead of st.fierce when doing the combo, the pushback is much less and you are far more likely to land the cr.mp afterwords.
2.Close up, st.mp, st.mp LP rush works too, though might be character specific
3. in VT, cr.mp, cr.mp nonCH links pretty well
4. You can do st.mp MK stomp now too, not just cr.mp stomp. Not sure what the practicality of that is though.
5. overhead seems faster??
6. in VT, st.fierce HP stomp works too, but that seems pretty useless.
7. wakeup cr.jab, xx VT cr.jab HP DP works well when trying to contest on wakeup. Usually means you predict a throw, block or some delayed setup.Someone else said this, but yeah non-VT necalli has absolutely zero vortex most of the time. Only times you can re-mixup (I think) is when you do EX command grab, sweep into dash. Or in the corner, but that’s given. Or if they’re stupid and don’t quickrise. You might be able to get a meaty, max range st.RH or ground pound, but otherwise you are negative/far away if you try to dash.
VT though, the dash is so fast and long range that you can get some sort of pressure after the rush punch, uppercut or command grab. Pretty sure that was put in there by design.
max damageclose RH counterhit, walkup st.RH xx VT, slight walkup cr.fierce MK stomp, cr.mp stomp super. Might be the highest possible damage combo in the game.
Couple of notes
I don’t believe st.mp goes into itself without a CH. It’s still really good as a button because the hitbox is giant and way in front of the hurtbox, but you generally can’t covert off it at those ranges.
Going into HK Stomp in VT is pretty good because you’re +2 on block. Yes, the payout on hit is less, but only by 16 damage and 25 stun. If you get a CCH the payout is actually higher because the Stomp ends the combo.
You basically need to push the other guy to the corner in order to get real oki otherwise they can backroll everything and your pressure isn’t that great.
For me I just need to practice DPing anti-airs. I don’t normally play DP characters so it’s a bit of a change. Really wish they didn’t. Managed to get Gief Air SPDed out of a DP once, that was fun.
Is 5Hk now the only thing you can connect after a CCH 3Hp?
lp slash