I avoid challenging Karin’s cr.MK since it cancels to all her shit but I do challenge the st.MK. Her overhead kick normal so safe you can just push her away with jabs afterwards…
Her VS is also safe when charged but the quick one I usually command grab or throw in the target combo, st.MK is quite nice against her up close too.
I just trained blocking her mixup specials because their the only thing you can punish
Here are some tips Ressenha, block the first part then crouch so you block the slidekick and stay under the jumpgrab
If she slidekicks you can throw, cr.HP combo, Target combo, jump and land a deep j.MK
If she does the jumpgrab, you can throw her, LP or EX Grab(the other work to, but to be safe), target combo(since she has her back turned normal combos are wonky) The Tenko with uppercut blocked is an easy commandthrow (LP, EX), target combo or cr.MP into LK Stomp (maybe for CA?) Mujinyaku(Annoying kicks) is difficult since the start of the LK is identical to the MK, I gamble big time on this one because if it’s a LK it’s not much damage. If the does the MK you can wreck her.
LK version on block is just a target combo or EX Grab
MK version on block is also not much, cr.MP xx LP Slash or cr.MP > st.HK for a CC Fisher
Stuff you can do mid animation of the MK version
EX Grab / DP
st.MK > st.HK CC Fisher or you mash out the target combo of those moves, the st.HK whiffs but you will get a free Command Grab
Best way to do it though is you just jump out of it, she has no way of block when you come back down so you can j.LP/LK into Command Grab, j.HP into target combo or j.HP > cr.HP Combo(Even better with the VT loaded, huge punish)
The HK version you can target combo or EX Grab after blocking or cr.MP > st.HK because CC Fishing is a nice hobby
Her V-Trigger is hell but just practice blocking it
qcfP > P = Target combo, EX Grab or Sweep
qcfP > d.P = she usually never stops at this part but even if she moves towards the follow ups you can throw her out of it, however she might do the P follow up and then you get hit
all of the other followups you pretty much only can hit after block with the target combo, LP/EX Grabs or throws.
Anyone have any experience with the Rashid matchup? I just faced Valle’s Rashid today online, and I have no idea what that character does. Almost everything he did seemed safe.
From max range st.hk cc you should combo into sweep if she has EX meter. Dive kick will beat her reversal and give you a way back in. No dive kick? you make her thing whiff and you can do a full CC punish. You can do this off any non CC sweep. back roll doesnt seem to change anything here.
If for some reason you do a sweep and she doesnt quick rise, you can NJ AS SOON AS YOU SEE ANY MOVEMENT (this is quite strict! look at her feet and be AS CLOSE TO HER AS POSSIBLE) and get a full cc punish
V Trigger back throw, hold up, dive kick beats her thing too
Forward throw in the corner is the same pretty much, hold up, dive kick. Try to aim for the back of her as best you can or youll get beat.
if you stay outside sweep range, you can counter poke with cr.mp, and if you do this and she jumps, you can still dp her. Do this to push her into the corner.
This match isnt that bad… You just have to pick your moment. Figure out how to get in, then go nuts.
I would really suggest using st.mp instead of cr.mp. You lose a tiny bit of range but are a million times less vulnerable if you’re just counterpoking (and thus not in stomp cancel range). It only loses to her sweep, so you can mix in some cr.mp, but it’s not as good of a button overall.
i think st.mp would whiff with the range im talking about.
this is about as risk free as it gets, and i think its a good idea to walk her to the corner. you dont want to be in sweep range because max distance is safe and now you need to worry about all sorts of other buttons
It’s .039 less ranged, and most of that is from Necalli moving forward along with his whole hurtbox (and the hitbox is surrounded by hurtbox). I’m fairly doubtful the range is noticeable, especially when counterpoking. You also can’t outrange her sweep with your medium buttons, but if you hang back you can beat it clean with cr.mp which is the only time you really should be using it. Her MP buttons will beat your cr.mp in response though. So if you think she’ll poke with sweep, use cr.mp. If you think she’ll poke with anything else, use st.mp. Mix in a cr.mp to catch her walking backwards and walk her to the corner.
The tornado is a projectile so you can disc guidance through it. All of the flying kick moves can be punished with s.hk after you block it. The grounded spinny thing that Rashid does appears to be safe (I couldn’t punish it, not sure what the +/- is on it).
I’d say the Karin matchup is tough. She doesn’t have to do anything outside of her sweep or medium normals depending on her range. Necalli has to take all the risks to land that knockdown.
no, the range im talking about no other button can threaten you. ill try to take a vid or pic or something later. you’re basically whiff punishing a sweep, and safe against jump ins, walking her back
I think that how the opponent plays determines how you want to play Necalli. If the opponent plays defensively (FANG, Birdie in particular like picking their moments), walk them into a corner where they can’t escape v skill and wait to react to everything. People cannot stay full screen against Necalli because he can play really good defense with his v skill (particularly in v trigger) to make you jump and AA when they do. If they play offensively, mix it up with his pokes, particularly st. Or cr. Lk to st. Mk for frame trap, if mk hits, follow up with combo of choice from any mp button.
Easier said than done but Necalli’s straightforward play style is his greatest asset. No tricks, but slip up and eat 300 dmg. That makes folks naturally play defensively and more cautious, which, like a cornered rabbit running from a fox, is exactly how Necalli wins matches.
Re: Rashid, read the frame data compilation in the other thread. The best ‘advantage’ spinning mixer (lp and run variations) has is -2. Press jab to regain advantage. Catch is familiarising yourself with when the attack’s block stun finishes, as it’s a visually noisy move.
UGH. Turtle-shell Birdie and Mika make me go
Sucks I’ve fought very few of them, so I can’t get much groove on while I wade my way through the army of Ryus and Charlies.
vs Laura: if she does get her mixup game going on you, is it worth it to v-reversal? I know I’ve been saving meter to trigger, but I feel like vs Laura, you might be better off getting her off you.
I’m actually working on making a “where to V-Reversal” list. The issue with V-Reversals is that they lose to throws so they’re not that useful in pressure. Instead they’re best to use against plus on block moves that you can punish with the V-Reversal so you don’t eat the next mixup. Stuff like FANG’s st.hk or Zangief’s headbutt.
Do not V-Reversal her elbow special. They are all minus and give you a mixup opportunity. You may want to V-Reversal her MPs and cr.mp in the corner if you think she’ll cancel into EX Fireball and loop pressure though.
Advice on the Chun-Li matchup? I’m currently trying to find a main & I’m using Necalli at the moment.
When I’m not having people quit on me when I win I’m running into Gold players even though I’m a mere Ultra Bronze.
There’s one player in particular I run into who uses Chun & I have no idea how to approach or challenge her ground game. I’m trying really hard to not rely on jumps to approach in order to improve my ground game.
Footage of my latest match can be found using the ID “B7ED37” if anyone would care to take a gander!
The easiest method ive found to deal with her is to start off being more defensive with vskill until she makes a mistake.
It’s not a bad idea to push her to the corner slowly
st.mp actually stops her cr.mk but she has a lot of options in neutral and were effectively guessing because she has many tools that are good and has more freedom here.
I like to build my meter here and when she makes a big mistake, land your biggest combo into super.
If youre going to be in neutral you really have to analyze what the player wants to do and punish it harshly.
The biggest advantage I’ve found in this match is the raw damage output that comes from super.