Necalli Intermediate Thread: Ancient Aztechnology

What’s the ex slash setup? Must have missed that in the tech thread

Walk up meaty, refer to my st.lk is the god meaty guide in the tech thread. You don’t get anything like an air reset or safe jump (although I’ve recorded a few ways to beat reversals after one in the tech thread), but you’re probably the second scariest character to be knocked down in the corner against after Vega, and your pressure loops on all options while his command grab option pulls them out of the corner.

My best friend pointed out to me a very basic but important trick to Necalli use that I hadn’t thought of before; when using Culminated Power, you can charge up Disc’s Guidance and thus be ready to use the move much sooner depending on how the opponent reacts. In general, I favor DG a lot; in 3rd Strike I played Urien, and unsurprisingly I absolutely adored Chariot Tackle.

It was noted to me that despite his lack of projectiles, Necalli is actually one of the best ranged characters in the game. His variable Charge ranges in addition to CP means that he has control of a lot of screenspace, and you don’t necessairly need to worry about approaching your opponent if you’re hanging back. The advice has helped me a lot against more sedentary opponents.

I admit I’m having a bit of difficulty with CP use in general though, due to the high cooldown leaving me pretty vulnerable when I screw it up. Any general advice on how to trick people into being hit by it, notwithstanding the Sacrifical Altar combo?

I can usually get a cp after a slash if they quick rise or back rise

Don’t spam it. Its safe at certain distances, certain chars like Nash, Necalli can blast you either on reaction or block (sup Nash) with a CA.

Some people say use it for projectile nullification, but I prefer DG for that myself. if you are good at it, by all means. I prefer to use it myself on reaction to people who want to spam projectiles at a distance.

Target combo is going to be your best bet, outside of ranging people for deciding to play at a distance. Many things with Necalli I’m finding are either frame traps that condition your opponent to make a mistake (which you then blow up) or hard reads that go in your favor, but have risk to them. I think (theory fighter here) that part of Necalli’s game is about limiting your opponents options until they have nothing left, get caught slipping, and setting up the mindgames with fear and panic.

Makes sense seeing the character, and the people who give him trouble are ones who can keep him out of their face easily.

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I didn’t even know CP could nullify projectiles, huh (does it actually have any upward hitbox? I haven’t been able to tell just by using it). I’ve been using DG for negating them also.

I generally agree with your assessment of his gameplan; I do best with him when I can take risks and essentially intimidate people into doing certain limited things. I’m bad at reading ahead in the strictest sense, but good at improvising when I have momentum, so I’m liking him a lot.

The amount of projectile nullifiers in this game is staggering. I stomped (valiant rebellion) a fireball in v trigger the other day and it puffed out! I almost dropped my stick!

You can also do it in non v-trig too

Whoa… I knew about the fireball nullification with CP but not this…

Exactly what I’m saying.

Because it’s against tournament players. A lot of the tech here is good, but a lot of the tech here is also bad. I don’t get to play a lot so I just want to know what works against solid tournament players. Like who cares what’s worked against online players?

Not trying to send you bad vibes or anything lol. It’s just that I’m skeptical until I see the tech done on good players. I generally agree with the tech I see you post.

He had swapped to EX Slash enders as of last week so I think I’m pretty thoroughly proven right here. What combos people are using in the first few weeks are often not going to be the optimal ones, no matter their opponents. Tech takes time

Partially agree, but that’s too far away from the original thread topic for me to want to pursue it.

EX Slash seems to not combo off of light hit confirms. Any thoughts on that?

You should use EX Stomps off light hit confirms. It’s great there, it’s great off an HK Stomp juggle midscreen, and it’s pretty good against characters that can punish LK Stomp if you’re fishing. But if you have a medium confirm go for the Slash ender and hope it brings them to the corner.

Lol light hit confirms was what I was referring to the entire time! -_-

My fault, though. I wasn’t being specific. Thanks.

People were talking about V-Skill use (aka Culminated Power or CP, but I just call everyone’s MP+MK “V-Skill”), and I wanted to share a bit of my playing philosophy on it:

Trade with fireballs. Every time.

You can react to a fireball pretty easily with V-Skill. You will hit them before they can recover. The fireball will still hit you. I would argue that this trade favours Necalli in all but the most dire of circumstances.

They get - ~60 damage, a bit of CA meter.

You get - 50 damage, a KNOCKDOWN, and build V-Gauge.

The final part is the most important. You will come out SLIGHTLY behind on life, but building towards a V-Trigger is such an important part of Necalli’s gameplan that it is definitely worth taking the hit to build your V meter. The fact that you also get a knockdown is not inconsequential, because you end up with more initiative and can use it to seize screen space and and move into a more favourable offensive position.

Seriously, unless you’re about to die and you REALLY need the life, trade V-Skill with a fireball whenever you can.

It’s worth it.

wait… vskill destroys fireballs? I tried that yesterday against chunli and it never worked, not even in trigger where the pound gets bigger. I remember seeing it working but since I couldnt recreate it at all, I thought it was a beta only thing…
Is the vskill supposed to come from underneath the fireball to destroy it, or is it supposed to be a wall that blocks it?
please help :frowning:

I haven’t actually managed to destroy a fireball with it yet; personally I prefer just responding to them with Disc’s Guidance. It requires a bit of reading skill, but generally you can respond to a fireball with it, negate the fireball, and do damage. I prefer that over the V-Skill tradeoff since it gives a nice momentum advantage without any life lost.

On a different note, how should I best capitalize on Necalli’s propensity for Crush Counters? Just knocking people down is cool and all, but I feel like there’s something else I should be doing.

You mean what combo you should do after one or how to get crush counters?

I would love to get more from my Crush Counters too.

If I’m up close its easy… But uo close I chose to use s.mk, cr.mp, or s.lk to frametrap or fish for CH, and then end with cr.mp x lp disk.

It’s when I’m trying to play footsies from afar when I have problems.

Cr.HP on anti-air cc converts into super, or walk HK.

Cr.hp or s.hp cc vs standing usually converts into nothing, or hk stomp if I’m fast enough.

S.HK cc converts into cr.mk x lp stomp if medium distance, and nothing (cr.mk misses) if far.

All combo videos use the cc from close, but in a real match, at the edge of the range, or even hitting the opponent limbs, I can’t convert into anything but super if I have it.