Necalli General Thread: Necalli enters the Tournament!

Btw, Necalli can fuzzy with j.LP quite easily. Example: Blocked jump in> backjump j.LP.

About the HK Stomp meaty, he cant get anything worth outside the corner or without meter so…

I think that if you replace the cr.hp with cr.mp you lose like 20 damage for a much much more reliable combo. Just an idea since I can’t help you with that combo…I don’t even know if it works since the usual VTC normal is s.hk which moves you forward. By using cr.mk not only can’t you walk forward as much (since it’s a medium) but if you’re further out it might not even be possible to combo.

Maybe someone more knowledgeable can help you out.

The idea is that you’re either massively plus on block or you get the 100 damage + chance to use meter for more. You give up 36 damage for a setup effectively. But other than that I haven’t found any real payouts from his EX Grab; you can DP for 168 damage (which actually does less stun than his non-EX version) or you can air reset into either an HK Stomp (MK is too fast sadly) or strike/throw mixup but even that’s iffy.

I felt you recovered at the same time as the opponent with regular grab. With EX you can dash in do something?

B2 had it as +1/+2/+8/+34 for L/M/H/EX on quickrise. So EX Grab -> DP does give you a lot more time to do a meaty but gives them the option of back rolls.

God, for how slow his command grab is I wish he got more off it. L is barely better than a normal throw.

I’ve had good success with command grab shenanigans, sometimes you can catch people who’re asleep at the wheel with it but I’m not sure how practical/effective it’s going to be once the game has a few miles on it. The move really should be either faster or have more range for the damage/utility it has.

It’s really good after a meaty st.lk (which is one of the better meaties in the game due to being +4/2 with 4 active frames so it goes up to +7/5) or the EX after a cross up -> light. It’s probably the weakest command grab in the game though; you get 10 damage over Claw’s but less advantage on hit and I think it’s the lowest ranged command grab in the game and definitely the slowest. It’s probably because he’s the only character with a command grab and a DP, which means anytime he’s in your face you do have to guess command grab or DP

I guess even the crappiest command grab in the game is better than no command grab. At the very least its an option. I think the ex version will still be good in the corner for resets. Other than that though I’m not sure. You’ll probably land 30 crush counters in a row by the time you condition someone who likes their jabs to stop mashing so you can land one.

His command grab is something I simply don’t understand the point of. They can jump out of any mixup after, its slow, is the range any better than a normal throw? i can’t really justify the meter for ex. I am hoarding for super.

It just seems like a normal throw is just as good

I think its range is better than regular throw. I saw him throw Nash out of his regular throw on a YouTube vid yesterday. The sequence didn’t seem too clear at full speed, I double checked at x0.25 play speed.

Another advantage is, it cannot be teched.

I had a shit tier quality youtube clip of command grab…i wouldnt really even call them mixups. Just regular command grab after low forward xx short stomp and ex in the corner for a stand fierce into fierce command grab reset.

Muttonman mentioned this but s.LK is objectively better than s.LP as a meaty, having enough active frames to potentially combo to s.MK without a counter hit on a meaty, and also being a 3f trap into s.MK on block even if you hit the first active frame so there’s no way people can jab mash through. It’s easier to connect as a meaty and gives more advantage.

Command grab isn’t amazing but it’s still untechable and has more reach than a regular grab so you can use it from positions where the other guy’s techs will whiff. Which is important since it’s hard to get enough frame advantage that you won’t be thrown out of a 8 framer. Optimally you should be making use of both the command grab and regular throws as they’re going to be useful in different situations, and doing a regular grab while buffering DP is likely to catch people who are trying to neutral jump a command grab, it just gives people more things to worry about on defense.

Outside the corner I want to say that sweep will be the best EX grab followup because of positioning. Reset is nice too but I feel as if this won’t be so great later on when people are familiar with it, because your options are reduced at that range. You can always V-Trig cancel the normal you reset with though.

you can escape command grabs the same way as throws (minus teching) right?

Sure? It’s a throw after all

Any clues about his lore?
Ok, he is the bad boy taking the Akuma spot for now or the king of the bad guys is still M Bison?

My theory is that hes part of some tribe that shows the origin of satsui no hado, and that his tribe explores the dark hadou with no fucks given, which explains why Necalli is the way he is.

Personally, Necalli feels way more brutal than Akuma.

Bison stole Necalli’s cake. So he’s on a rip roaring rampage of revenge across Dreamland, eating his way to victory!

Yea but if you’re looking at my comment about using regular throws, escapes are different because the risks/rewards are different. This is pretty basic but, going for a command grab is risky because of how long it takes to recover. If anybody neutral jumps a command grab they get a full damage jump in punish, which is 2-3 times the damage you’d have gotten for landing the grab. On that fact alone you can’t make too much use of the command grab option because the risk/reward doesn’t add up. You need other ways to threaten, so the regular grab is your lower risk option that can be used more regularly. If people neutral jump a regular grab you recover fast enough to DP them on reaction, so neutral jumping becomes a bad option for the defender as long as you do command grabs sparingly and mix up attacks with regular throws and stutter step / throw feints.

Once you’ve presented the regular grab then the other player needs to consider late techs or backdash as an escape. Late tech attempts mean your command grab is relevant again, and backdashing is safer for you because the punish after backdashing a command grab is lower, while hitting a backdash gets you a counter hit to let your s.LK link into s.MK, or c.MK to cancel into MK stomp, or a CC if you went for something heavy.

Having multiple options that require different responses is good because it gives the defender more to worry about, you just have to show you’re going to make use of those different options. Command grab and normal grab are 2 different threats from the other player’s perspective.

Early techs also lose to spaced Command Grabs as they have greater range than regular throws so it adds to your shimmy mixup

Are you still in normal throw range after a meaty jab?

I actually had some funky experiences with that last beta because I was testing stuff as Necalli vs Necalli training mode. Blocked s.LK pushes you out of Necalli’s throw range so you get to LP command grab, but Tyrant smashes throw during block strings and was consistently grabbing me because Bison happens to have a longer throw range. I haven’t gone through the whole cast to see how many variations there are, but you at least need to have character specific pushback ranges for Bison.