Necalli General Thread: Necalli enters the Tournament!

So after playing around last night:

Jump HP nerf is real. You can see the wind-up now, and for the optimal jump-in combo, you have to hit the j.HP waaay earlier or it won’t even come out. Kinda makes the fuzzy guard setup tougher, if at all possible. I’m sure its relearnable with practice, but noticeable nonetheless.

After playing about 10 matches, i have NEVER used the charge overhead. Someone should come up with an application for that.

the additional active frames on s.MK make it a good meaty button guys. I found it way easier to hit people meaty than with st.lk, but then again, call it my rust after like 2-3 weeks no practice.

St.MP being 0 on block now means that people WILL challenge your next button and more than likely trade with it. So block strings are going to have to be refreshed here as I kept getting poked out of pressure when using that button. I’ll have to test some things when i get off today.

Call it day 1 jitters, but more people are pushing buttons on wake up now that wake-up DPs aren’t really a thing anymore. Have fun guys, may your meaties be tight, CC punishes be optimal.

Already had that moment where I tried to do command grab with punch. I’m learning the hard way.

I already did st.lk -> st.mk -> cr.mp as my string of choice so it doesn’t affect me much. Turns out I was playing sub-optimally… or perhaps just with plenty of foresight. Still, st.mp -> st.mk combos on all opponents regardless of standing or crouching now if you start point blank so it’s your optimal jump in combo unless you hit something deep enough to go into cr.hp, and even then it’s better in the corner thanks to the LP DP followup.

The command grab change is killing me though. It’s funny, I think I hit pretty much 100% of my misinput command grabs as they were generally attempts to tripguard or put pressure on an opponent after they whiffed a cross up. Going to take some time to get used to this one.

But god, I hate how they increased the recovery on the forward throw. Not because of the balance changes; you’re +2 so your buttons beat anything they could press but you no longer can do a true meaty which is annoying, but rather that the lag at the end of the throw feels fucking horrible. I mean good god, it’s the most bandaid solution I’ve seen Capcom do since Sakura’s back throw got its distance changed in USFIV.

You do still want to do st.lk as your meaty against DP characters though, as it’ll beat DPs (which beat 2f gaps), but you don’t get a combo if they try to jump out, so if you’re reading the jump go with a meaty st.mk. Aggravating.

what do you do after forward throw now?

You’re +2, so generally either a cr.mp midscreen or walk up throw. Corner it’s dash st.lk or throw (as it is a frame perfect throw now). You can of course also shimmy or do a walk st.hk

Yeah, but now stomp will come out instead, which is arguably even worse.

Throw loops in the corner yay

Nah, since you’re hitting punch you’d get either a DP or a normal

So he has a nice throw loop in the corner. What if they do quick rise, does anyone know how to frame kill?

Necalli has a throw loop everywhere in VT now.

The frame kill setup I found is funny

Dash, throw, throw, throw

If you’re referring to midscreen quick rise. You can dash > cr.MP. You won’t be in range for a stomp to connect (only connects if the cr.MP is CH but you’d have to use MK stomp) but you can at least hitconfirm the cr.MP into super so that’s fine.

Does anyone else feel like the need to his jf mk is pretty annoying?

Whenever you get a chance to jump over someone to get out of the corner you can’t hit them or even cause them to block

I’m assuming “need” was meant to be “nerf”?

Yeah, it’s annoying. You’ve got to be right on top of people now to land the crossup.

I started with Necalli and then switched to Alex and now I bounce back and forth. Why does no one play our guy? The Alex board has almost three times as many pages devoted to Hypa Bombing people who can’t escape. Meanwhile, The Badman has 32 pages. It hurts. Is Necalli no good? Does no one like him? Even after he made waves in tourneys last year the pick up on him has been minimal. I don’t actually care but it’s always odd. It’s like, why aren’t other people having this much fun?

In other news, just picked 'Calli back up. Think I’m gonna try to go Platinum with him, or at least hit lvl 50 for the sweet sweet colours.

@Zro_Colossus
The popular opinion seems to be that Necalli is kind of dry and boring to play. Some people don’t really enjoy his aesthetics and story as well. He’s certainly a strong character though. You will definitely see him in top 8’s.

I don’t really get the dry and boring thing. A character with stomps, dive kick, DP, crazy frame traps and a command grab is boring? That’s just weird to me.

Necalli is pretty straight forward. Not a lot to figure out. Also, he’s a new character. Alex had some nostalgia boys from the 3S days pick him up. That may be why there is such a notable difference in the thread discussions between the two characters.

Yeah to be frank, Necalli is just too generic. He reminds me of Taskmaster in Marvel. A character that has borrowed moves from Captain America, Hawkeye and Spider Man, but doesn’t really have much that stands out on his own so he just feels like a “create a character” character from one of those Fighter Makers or wrestling gmaes. Nothing about him stands out. At least with Taskmaster it at least fits his story and presentation. With Necalli, he could have been more than just a “create a street fighter”.

Like there isn’t much tech with him and his combo routes and pressure options are super straight forward. Like I feel some of the characters have a lot of room for tech and options (definitely more than people want to admit), but Necalli is the true dry character of the game that probably stems people’s arguments of “lack of personality in characters”. Like I don’t think you’re going to notice too much different between one Necalli player and another. Like literally all I could take from Haitani’s Necalli and others is that he V Skilled a lot more than other Necallis. That’s about it.

Laura gives SF it’s first grappler/hybrid with a projectile who uses it to lock you proximity block (can’t walk backwards) and set up mix ups. If you try to jump or backdash away she has ways to punish that too. Having a character heavily base its game around proximity block is actually quite innovative for SF. Rashid has KOF worthy movement options, a tornado fireball that arcs and anti airs and can push people out of block stun for really interesting mix ups, a tornado that literally takes up nearly the entire vertical space and can allow him to literally fly halfway across the screen at you with his overhead and other attack options. FANG has a jumping normal that only works as a cross up, a poison mechanic and a Chin Gensai style ducking move with an attacking option to low profile stuff.

Then Necalli just has generic SF special moves, buttons and gets angry.

Even Cammy seems more nuanced compared to him. His V Trigger makes him stand out more and his new charged overhead is pretty cool, but other than that he’s just Necalli. Nothing wrong with that, it just makes him a character that most likely won’t be seen in SF6 or MVCI. Just generally not a character that people are going to first go to identify with a character and have a good time.