I’ve been trying to optimize some common situations for Necalli regarding his combos, mainly during v-trigger, a common string Necalli players do is st.lk, st.mk, cr.mp. This is a great string but if you give up a bit of pressure then in turn you might gain a LOT of damage, talking about this string st.lk, cr.mp. During V-trigger this string is great.
Outside of v-trigger it’s mainly used as a frametrap:
st.lk(blocked), cr.mp xx qcf+mk.
On counterhit cr.mp combos into qcf+mk, if the qcf+mk trades it also allows for a nice combo. Unfortunately outside of V-Trigger this string gives up quite a bit of pressure opportunity, so it’s the tradeoff you have to make. I would stick with st.lk, st.mk, cr.mp, but if you need a comeback then this is a string which might be usefull to keep in mind.
During V-Trigger it shines though.
Before that i want to mention st.lk, st.mk, st.mp xx bf+hp won’t combo if the st.lk was a counterhit on wakeup, so you then have to do st.lk, st.mk, cr.mp xx bf+mp. You give up a bit of damage and corner carry then. It’s another small annoyance to keep in mind while playing Necalli. However with st.lk, cr.mp you don’t have to worry about that during V-Trigger.
*
st.lk, cr.mp xx qcf+mk, cr.mp xx bf+mp*
This is the reason why st.lk cr.mp is strong, during V-Trigger Necalli can combo into qcf+mk from medium punch attacks. If st.lk is blocked and cr.mp hits you can link another cr.mp during v-trigger o reaction and still finish the combo. When you cancel from a cr.mp you move forward a lot, so you will(almost) always be able to do a hp dp(it whiffs sometimes when you do a crossup, st.mp xx qcf+mk, after crossup just do the Disc’s Guidance as an ender) for the full 3 hits which does a bit more damage than st.mp xx qcf+mk, cr.mp xx bf+mp. You however do get slightly worse oki and corner carry.
cr.mp, cr.mp is also a blockstring which catches 3f normals like st.mk, cr.mp, you do cr.mp, c.r, mp only after a st.lk, if you forego the st.lk just start with st.mp.
You could make the argument that the st.mk leaves you closer, however Necalli his walkspeed during vtrigger is improved and he has longer reach on his normals and cr.mp has the same frame advantage on block as st.mk, i say you can still apply the same pressure.
If you don’t start with st.lk, forget about starting with cr.mp, just start with st.mp then. St.mp does 10 more damage than st.mk, it can also cancel into bf+hp unlike cr.mp, in the corner you can do st.mp, st.mk>hk>close v-skill, lp dp.
Amost same concept but from a jump attack. During V-Trigger when you land a jump attack you can hitconfirm the jump attack and do cr.hp xx qcf+mk to maximize the damage but it’s hard to do tbh, and if it’s blocked and you fucked up you lose pressure. You want to start with st.mp after a jump attack unless you know for a fact the jump atatck will hit, then ofcourse you go into cr/st.hp.
j.mk/j.hp st.mp xx qcf+mk, cr.mp xx bf+hp/dp+hp
if the jump attack connects you do st.mp xx qcf+mk, cr.mp xx bf+mp/d[+hp
if the jump attack is blocked you do st.mp, st.mk. It’s hard to optimize here because if the jump attack is blocked, but st.mp hits then you woud want to do another st.mp for optmal damage, however if st.mp is blocked you would want to do st.mk for the frametrap(on counterhit you can link cr.mk from st.mk and it still reaches, this doesn’t work with st.mp or cr.mp). So in this situation you want to do st.mp, st.mk regardless if the st.mp would hit or not. If a jump attack is blocked near the corner, but the st.mp hits, which you would follow into st.mk, you can go into Necalli his Target Ccombo on reaction easily.
A lot of this stuff is ofcourse known, but i see a lot of Necalli players, even the top players never going for this stuff(admittedly i didn’t either(not that im a top player lol), but i’m going to change that!) All these little things wil add up over time during a match, it can be te difference between killing an opponent and having to fight for another hit. Ofcourse this stuff only works if the opponent is pressing buttons during pressure, you also can’t keep flowcharting with this though, you’ll just be predictable. But if you happen to catch people pressing buttons, might aswell optimize it hard.
*st.mp, st.mk whiffs on standing and blocking characters, however holding forward after st.mp lets you get in range, on hit it’ll reach without a problem.
**You can also forgo the st.mk altogether and just focus on st.mp, cr.mp but on cr.mp counterhit you don’t get anything