Leaves you in range for a second mixup if they guess correctly on the first one.
The basic thought process is that the first hit could be a strike, could be a throw, could be a command throw. If you go for the strike and they block, you’re close enough and have enough frame advantage that you can do another strike and beat any strike they put out. You could also do a command throw and if you timed the st.lk perfectly (last frame connects as it has 4 active frames) you actually beat any normal they could press as it puts you at +5 on block. No other button can give you that much frame advantage on block. I’m not sure if it gets +1 or +2f on CH, if it gets +2 you could conceivably go into a HP button as well. Cr.mp only goes up to +3 as there’s only 2 active frames plus it has more pushback. You may also be able to go into TC for VTC shenanigans.
Effectively they have to go through two strike/throw mixups and either one of them puts them back in the exact same situation. St.lk is great.
I’d much rather have a further reaching EX Stomp. Let it combo from a max range st.mp. Right now you get nothing for tagging them with it in footsies unless you have charge. Or you could just apply the no charge in combos buff to outside of VT…
It’s the go to ender off jabs outside of VT as your DP doesn’t have enough horizontal range. It also combos out of normals at ranges where other stomps whiff. Not quite enough to combo at max range st.mp though.
Really, his MP DPs is worthless one. I guess LP as a 3f punish if you don’t want to spend meter on jab xx EX Stomp and it has lower body invincibility but MP is kind of pointless though with no invincibility.
I’m incredibly cheap. I can’t justify jab xx ex stomp to myself outside of using it to finish rounds. Too addicted for having a full bar for the second round. Ex stomp is kind of a tricky move though. I think as is it’s a bit dry but making it a hard knockdown or a launcher would probably cause a lot of angry tweets. Giving it more range would probably be the most balanced thing to do. You ain’t lying about strong dp though. We can take solace in the fact that there’s a lot of odd design choices like that across the whole cast. I just hope that us Necalli players aren’t the ones typing the angry tweets in two weeks.
I’m okay with slow meterless DP and 3f metered DP. It means we get the most damage out of anti-airs but don’t have to worry about safejump setups if we have meter.
I’m totally fine with blowing that bar for an extra 120 damage though vs getting nothing after two jabs. Pretty much the best meter to damage ratio you’ll find in this game!
The funny thing is that I feel like Necalli should use his meter on EX DG a lot, but I was hardly getting confirms that could go into it; it was generally better to do frametraps into cr.mp xx LK/MK Stomp and then use the frame advantage to pressure.
Man I even hoard V bar. If I have more than 50% health I won’t activate outside of a combo . I will spend a bar on ex dg if I can get a dizzy or close to it though. But having a super in the second round is huge. I usually blow it the first chance I get. It works out because any bar I build afterwards I can use on ex dg or an ex command grab shenanigan to close out the round. Not always the soundest of plans but it works out more often than not.
I’ve been using meaty st.lp into cl.mk/throw/command throw.
St.lp on counter combos into cl.mk then cr.mp if not counter you have 2 good frametraps there.
Once you show them they should block u can change to throw or command throw to mix them up
I just find that EX DG gives me enough extra damage and corner carry to be worth it, the extra damage out of jabs into EX Stomps is very much worth it, and I build meter fast enough anyways that if I will generally be able to fish for cr.mk xx lk stomp xx CA if needed. Hell, I have jump in setups that use EX Grab that I’ll utilize from time to time and EX DP is great if they look like they’re doing a safejump setup. I just noticed early on that I camp on my meter too much so blowing a bit on hits doesn’t seem to be too bad.
I do have a problem hoarding VT, but I think that’s mainly because I’m just not quite used to where Necalli gets the most out of VTC. He’s so much better in VT that I need to start just canceling into it for more pressure on block even.
Sometimes when I’m doing the j.HK -> cr.HP -> Medium stomp combo, the charging claw move comes out instead of stomp.
I guess that’s because I’m mashing HP for the cr.HP to come out. I gotta get rid of that bad habit…
So did anyone find any tricky resets off the EX Grab? The best I had was a late HP into a super meaty HK Stomp, but if they’re looking for something and have a DP they can deal with that. Otherwise it’s something like +5 in regular and +8 in VT.
Anyone notice that Necalli smells a little bit like Omega T. Hawk from USF4? Same ground pound type range attack, DP, dash special, command throw. Hell, both are Native American. No complaints here though, made the learning curve pretty easy.