Some of you guys are nuts! His command grab is quite amazing for a character that has such strong frame traps and a DP, having a command grab is very strong. Some of you may not know this but depending on which strength of command you use affects how much frame advantage you have if they quick rise. Here’s the advantage if they quick rise:
Some of you may know me as a Balrog player from SF4 but I have been using exclusively Necalli in SF5 since he was released. Feel free to follow me on Twitter and hit me up if you have questions about Necalli.
I’m liking him a lot so far and I ended up rank #9 in the most recent (last?) beta. Alioune was ranked top 10 with Necalli (see screenshot in the link below)
My understanding was that it had invulnerability but the invulnerability was ‘backwards’ in relation to Fierce. Meaning instead of 1-7f invulnerable, it was like 5-13f invulnerable*. Which is bizzare but not entirely pointless as it’s probably the best DP to throw out early against Vega’s wall dive.
*Note: Numbers pulled out of my arse because I can’t remember the actual data, it was something like that.
That’s awesome! I didn’t record any of my matches but if you can upload some and link them to me here or on Twitter (@jav1ts) I would really appreciate it.
Shoutouts to Gesik555 for finding this out but basically he showed me an idea but didnt know if there was a way to finish this combo… I myself had no idea of this buff but I suppose I can take credit for finding the ending to the combo but Gesik555 showed the option so kudos to this man.
Gentleman we have a new BNB in the corner and in mid screen. You can now do and this is only possible with a jumpin.
Jumping FP > Crouching FP > MK stomp > crouching MP > V-Trigger > standing FP > HK stomp > Critical Art ETC.
We now have a stronger BNB on jumpin allowing us to land a ST FP instead of a V-trigger into a CR MK
For whatever reason … I assume this is a buff in beta 4 that was overlooked by many players. You can in V-Trigger now combo
trying to understand this… So I set CPU to “guard all” and set “quick rise”, than I used command throw HP, and after his quick rise, I tried to jab(3 frames) CPU before he could block…but he is already blocking,even tho I am using 3 frame move…
Did I understand correctly ? can someone explain this …thanks
No, it’s knockdown advantage. You can’t link out of it as they’re invincible until they’re able to guard but it lets you do meaties.
What’s the damage on that over doing the standard ender? I ran the numbers and got 76 damage over just ending on LP Disc, less if you end with a reset instead of a DP. I like being able to use my VTC for pressure so I’m not sure if I’d use this.
One good thing about ending on Raw HK stomp with no juggle is that you get to dash up meaty. Personally I’m looking at more options that allow me to continue pressure as that seems important mid screen against a lot of characters. Getting in on Birdie isn’t much fun.
My mental notes for the moment look something like:
HK Stomp with no juggle = meaty
EX grab to sweep = meaty
Counter hit medium buttons combo into sweep
MK stomp raw moves your entire hurtbox backwards on frame 1 and completely disrespects common frame trap strings
MK stomp counter hits from doing the above combo into sweep
V-Trig c.HP starts in 7 frames which means with priority blocked s.MK into c.HP will crush counter 5 frame normals, and c.HP combos from s.MK on counterhit.
Blocked HK stomp after doing the above leaves you plus and one step away from EX grab range, where a buffered microstep gets you the grab
V-Trig s.HP has a massively improved hitbox
V-Trig dash is fast enough to meaty after disc even on back recover
s.MK does not extend hurtbox during active frames so counter pokes and whiff punishes effectively, if you buffer the HK for a target combo then you can land target combo from a distance after knee’ing someone in the toes
Cammy’s c.MK has a really high hurtbox which gets hit by standing stuff like s.MK. Fuck Cammy.