Necalli General Thread: Necalli enters the Tournament!

Posting it again here for more visibility.

Necalli changes:

  • st. LP has a hurtbox above it now. It loses or trades often against air normals
  • st. MP is 0 oB (was +2) both in regular and VT mode
  • overhead is -6 oB (was -4, universal change)
  • VS is -1 oB (was -2)
  • VT st. HK is -4 oB (was -2)
  • VT disc guidance is -4 oB (was -6)
  • M DP has no invincibility. H DP fully invincible but on frame 3
  • you can still do throw loops with back throw in VT

Not as harsh as I thought they would be. I was hoping they would give him something to make him a little more exciting to play though

Supposedly st.mk links after St.mp from other reports

That would actually be really nice

st.MP always linked into st.MK on CH and crouchers. So are you saying this can (supposedly) be done on standing opponents now? For clarification.

Just checked, s.MP combos into s.MK on regular hit (outside VT). Just need to be close enough so the s.MK doesn’t whiff (more of a corner problem).

Apparently you can also now charge his df.HP overhead in VT; fully charged on hit this combos into c.HP. It’s about a 1 second charge.

Long list, but thorough. Here are the Season 2 Changes:

NECALLI

Hurtbox (Normal and V-trigger versions):
 Adjusted hurtbox when changing direction while standing and crouching

Soul Sealer (Forward Throw) (Normal and V-Trigger versions):
 Increased recovery on-hit by 6F
 Reduced damage on normal version 120 to 100
 Reduced damage on V-Trigger version 130 to 110
 Reduced stun 170 to 120
 Reduced stun on V-Trigger version 200 to 150
 Reduced CA meter gain

Soul Discriminator (Back Throw) (Normal and V-Trigger versions):
 Reduced damage on normal version 120 to 100
 Reduced damage on V-Trigger version 130 to 110
 Reduced stun 170 to 120
 Reduced stun on V-Tigger version 200 to 150
 Reduced CA meter gain

Standing LP (Normal and V-trigger versions):
 Increased horizontal knockback distance against airborne opponents
 Added hurtbox around his feet during the 3F following the active frames
 Decreased size of the hitbox in upwards direction

Standing MP (Normal and V-Trigger Versions):
 Advantage on-block changed from +2F to ±0F
 Hit pushback distance reduced
 Block pushback distance reduced with hit pushback

Standing MK (Normal and V-Trigger Versions):
 Increased active frames from 2F to 3F

Standing HK (Normal and V-Trigger Versions):
 Added hurtbox around his back during 11F~36F of the attack motion
 Increased size of hurtbox around his leg forward during the 4F following the active frames

Crouching LP (Normal and V-Trigger Versions):
 Increased active frames from 2F to 3F

Crouching MK (Normal and V-Trigger Versions):
 Decreased size of hitbox in upwards direction
 Increased size of hitbox in downwards direction

Crouching HK (Normal and V-Trigger Versions):
 Reduced damage 100 to 90

Jump MK (Normal and V-Trigger Versions):
 Reduced size of hitbox in downward direction slightly

Jump HP (Normal and V-Trigger Versions):
 Changed startup from 7F to 9F

V- Reversal:
 Changed startup from 16F to 17F
 Changed distance and recovery on-hit
 Changed hit and projectile invincibility frames from 1F~16F to 1F~30F

Opening Dagger (Normal version):
 Changed advantage on-block from -4F to -6F

Opening Dagger (V-Trigger version):
 You can now charge by holding HP

  • Startup 38F/On-hit +7F/On-block+2F/Damage 100/Stun 150
     On-block uncharged is now -4F to -6F

LP Mask of Tlalli (Normal and V-Trigger Versions):
 Changed command from【→↘↓↙←+LP】 to 【→↘↓↙←+LK 】
 Increased damage on normal version 120 to 130
 Increased damaged on V-Trigger version 130 to 150
 Increased CA meter gain on whiff and hit

MP Mask of Tlalli (Normal and V-Trigger Versions):
 Changed command from【→↘↓↙←+MP】 to 【→↘↓↙←+MK】
 Increased damage on normal version 130 to 140
 Increased damaged on V-Trigger version 140 to 160
 Increased CA meter gain on whiff and hit

HP Mask of Tlalli (Normal and V-Trigger Versions):
 Changed command from【→↘↓↙←+HP】 to 【→↘↓↙←+HK】
 Increased damage on normal version 140 to 150
 Increased damaged on V-Trigger version 150 to 170
 Increased CA meter gain on whiff and hit

EX Mask of Tlalli (Normal and V-Trigger Versions):
 Changed command from【→↘↓↙←+PP】 to 【→↘↓↙←+KK】

LK Valiant Rebellion (Normal and V-Trigger Versions):
 Reduced damage on normal version 60 to 50
 Reduced damage on V-Trigger version 80 to 70
 Increased CA meter gain on-hit
 Changed to a hit attack with projectile durability

MK Valiant Rebellion (Normal and V-Trigger Versions):
 Reduced damage on normal version 70 to 60
 Reduced damage on V-Trigger version 90 to 80
 Increased CA meter gain on-hit
 Changed to a hit attack with projectile durability

HK Valiant Rebellion (Normal and V-Trigger Versions):
 Reduced damage on normal version 100 to 80
 Reduced damage on V-Trigger version 120 to 100
 Reduced stun 200 to 150
 Increased CA meter gain on-hit
 Changed to a hit attack with projectile durability
 Reduced horizontal knockback distance on-hit

EX Valiant Rebellion (Normal and V-Trigger Versions):
 Changed to a hit attack with projectile durability

LP The Disc’s Guidance (Normal and V-Trigger Versions):
 Reduced damage on normal version 90 to 80
 Reduced damage on V-Trigger version 110 to 100
 Increased CA meter gain on whiff, hit and block
 Changed advantage of V-Trigger version on-block from -6F to -4F

MP The Disc’s Guidance (Normal and V-Trigger Versions):
 Reduced damage on normal version 110 to 100
 Reduced damage on V-Trigger version 130 to 120
 Increased CA meter gain on whiff, hit and block
 Changed advantage of V-Trigger version on-block from -6F to -4F

HP The Disc’s Guidance (Normal and V-Trigger Versions):
 Reduced damage on normal version 130 to 120
 Reduced damage on V-Trigger version 150 to 140
 Increased CA meter gain on whiff, hit and block
 Changed advantage of V-Trigger version on-block from -6F to -4F

EX The Disc’s Guidance (Normal and V-Trigger Versions):
 Reduced damage on normal version 160 to 150
 Reduced damage on V-Trigger version 180 to 170

LP Raging Light (Normal and V-Trigger Versions):
 Increased damage on normal version 80 to 100
 Increased damage on V-Trigger version 100 to 120
 Changed Invincibility on 1F~3F which included invincibility around his feet and throw
invincibility, to 1F~3F of throw invincibility only
 Added hurtbox to match visual

MP Raging Light (Normal and V-Trigger Versions):
 Increased damage on normal version 100 to 110
 Increased damage on V-Trigger version 120 to 130
 Changed 7F~12F full invincibility to 1F~7F invincibility around his feet/8F~12F added
hurtbox

HP Raging Light (Normal and V-Trigger Versions):
 Changed (1F~7F full invincibility /hurtbox from 8F on) to to (1F~2F hurtbox added /3F~8F
hit and projectile invincibility)

EX Raging Light (Normal and V-Trigger Versions):
 Increased juggle potential in-air combos for the first hit

Ceremony of Honor/Soul Offering (Normal and V-Trigger Versions):
 Reduced damage on normal version 340 to 330
 Reduced damage on V-Trigger version 380 to 370

Discuss.

I feel like his general game plan is the same.

Yeah, Necalli got out with some damage nerfs which I think will be fairly inconsequential and the DP nerf. Losing st.mp’s advantage on block doesn’t mean much as you generally did st.mk anyways as it was a tighter frame trap after a meaty st.lk. Really the only big gameplan changes are spending meter to wake up and only anti-airing with HP/EX DP. The charged overhead sounds kind of useless so it’s pretty much 100% nerfs (harder to punish VT Slash I suppose if for some reason you use it outside of a combo) but they’re not really important nerfs.

I’m definitely going to experiment with the overhead. I kinda wish they let him cancel the startup though

The way I see these nerfs are as such:

-General damage decrease. Which is whatever, they didn’t wreck his output too bad.
-RIP Anti-air jab, get good at your DP’s people
-st.MK is just a better button now with more active frames
-Jumping HP has 2 frames more startup, will have to feel what thats like
-jump MK should be more consistent now
-less damage, but more meter gain!

As for the -4 VT Slash, it just means you can space it well for anti projectile properties better without being so free afterwards.

Business continues as usual here.

You got those backwards. j.hp is slower and j.mk has a smaller hitbox.

Wait… Am I screwing something up? I can’t do any meaties after LP disc

Edit: Seems like I am

After a quick rise? It’s just you, I can whiff a whole st.lk through their body. Dash, walk 5f, press button.

2f more startup = slower

smaller hitbox means that it will visually be consistent with the animation/sprite and you won’t have situations where you hit it early and can’t follow up or combo (happens sometimes)

Command grab damage buffs across the board? I like.

It’s gonna be a while before I get used to command grab with kicks lol.

My bad, I’m tired. But the latter is not an issue I’ve ever had with j.mk; the bigger hitbox lets you do much more scummy crossups or fake crossups, so it’s a small nerf.

God yes. My big worry is when I do a dash up meaty st.lk I tend to move to start charging which I worry might trigger it.

I think the charged overhead will be useful in the corner. Maybe some nice meaty setups.

I’m wondering why they bothered to change the command grab input to kicks?

Overlap between dp and command grab i’m assuming. Sometimes if the opponent crosses me up, I’d get command grab instead of DP or vice versa.