Necalli Match-Ups Thread: Devour Strong Souls

Against alex don’t use disc outside a combo if they got meter. Get in and stay in cuz they can’t do much about it. Pressure on wakeup everytime and you pretty much guarantee the win. If your having trouble getting in try to whiff punish a mk or hk with disc or v skill. I haven’t had much trouble with alex at all if I can stay in.

If they pop v trigger wait it out cuz you can punish it if they get inpatient and throw a clothesline out of nowhere. If you can do a really low j.mk on the way down u can block and punish the clothesline

god… how I hate the bison and birdie matchup…,

vs bison I basically doesnt have vtrigger EVER since I need v reversal to even get him off of me once he’s in. Everything feels +on block and that stupid st.hk is every bisons favorite button…

with birdies I noticed their st.mk outranges every single button we have, absolutely no idea how to approach him. st.mk stuffs every attempt on the ground and cr.mp as well as cr.hp stuffs every jump in… cr.hp even hits behind him -.-

Any tips? Maybe Im just approaching those opponents wrong… should I zone birdie/ bison like I do with giefs…? :confused:

bison s.HK is plus, so you can either block it or DP it. the DP option is easy to understand. blocking point blank on the other hand leaves you at a range where if he wants to do another s.HK, you can stuff with s.MK. his counter to that is to do a faster normal like s.MP, but if you block that, you are effectively out of the mixup. basically play patient and block and bison will push himself out to the range where he will either have to walk, dash, or devil’s reverse back in. you can beat all of these options with standard SF play

as for birdie, you can get at a range where you can punish eating food on reaction by using vskill. s.mk is a good normal but you can whiff punish it with s.MP (especially strong in VT bc you can dash punch afterward). the AA you’re thinking of is c.MP, not c.HP. birdie doesn’t have an easy way out of meaty/throw pressure on wakeup, so in this matchup you are fishing for a knockdown and you want to win the game off of that knockdown. birdie has other weaknesses against necalli but they’re a little more advanced.

I recommend playing some birdie and some bison and internalizing how others beat you, and applying those lessons while you play necalli against those characters

thanks for the tips, basically rushing down birdie and sitting out bison :smiley:

But I indeed meant cr.hp (in addition to cr.mp)
cr.hp as in “the move where he flings both his hands upward” also first part of his TC. That moves later frames even stuff crossups and I had one Birdie who could use it effectively… :frowning:

I was playing a super platinum Bison last night, beat him once and got close a few times to winning.I learned a lot from the games though! I was wrong about Bison’s AA. Your jump-ins will get destroyed if they are telegraphed, Bison’s grounded AA is average, but his air to air is strong.

I found the advice from muttonman was on the money though, wait for the knockdown and don’t press buttons. I had a lot of success with just playing patient. I just stayed crouched and was looking for the AA. It’s really hard to Bison to approach it seems. Once I got in, usually off a jump in or after a successful DP, it’s hard for Bison to get you off him. When I was overly aggressive and tried to rush down from the get go I got destroyed…

My two cents on Laura-- counter hit jabs are a godsend. Whether cr.jab or st jab, jabs interrupt the pace and momentum of many Laura players.

I also notice a lot of Laura players love jumping, pogo stick style, and also trying to cross us up. Disrespect them with AA jab (and DP duh). Sometimes, I like to grab after AA jab (if they’ll fall for it) If they respect that, what will be a tech becomes a whiffed throw instead 8) Then we can do what Necalli players like to do best.

Overall, just set the pace and especially don’t let her get away with fireball dash under mixups. EX DP THAT BONITA. And this goes without saying, maybe, but just wreck her on wakeup.

Does anyone in the world have anything to say about FANG? Half the time I feel like it’s free and the other half my head is spinning. I have nooo experience fighting him. HELP

In my pools this weekend, Im facing a few good Birdies, and I have next to zero experience; in fact the little experience I did have vs them ended up in me getting stomped in a tournament. Any videos/tips/links for general matchup knowledge?

I’m hardly an expert but if you get in at all or get a knockdown, it can be really hard for Birdie to shake you off. Especially since his wake up is pretty woeful. That being said it isn’t exactly easy to get in on him because his anti air normals are so strong.

I try to be patient and hang back a bit from Birdie, just around dash range, and wait for an opening, like say jump in when he uses his st mk poke.

You can punish his eating vskill with ground smash as well which can get you a knockdown to get in.

Birdie’s command throw is faster and better damaging than Necalli’s so I just wouldn’t use it unless you’re really confident.

Hope I helped a bit.

Does anyone have some handy tips vs. Rashid?

Bear in Mind, im new to 2D Games and new to SF, so on the lower leagues (up to 3.5k points) it feels like their UP buttons are stuck.
Especially on Mid-to Far range its an insane jump fest. I rarely get my V-Skill to hit in this matchup, too much jumping going on. And it feels like i should do something against it, but i dont find a proper tool as long as they dont jump on me.

Just any general Match up Tips will help! thx.

Muttonman is right. I play against SD Pnoy every week. He got 9th at WCW this past weekend. Bison has to take risks to get in. If you can’t read/react to a 15+ frame sequence, then you’re not going to have a good time playing this game.

once again i deleted my scathing reply to your comment. I will just say i agree to disagree and keep it moving. it is impractical to expect to win a fight vs bison looking to land your jab at all times. you will need more. The advice of turtling until knockdown is practical and universal for necalli. That i agree with. carry on.

I’m looking for a character as a counter pick to Birdie and Nash, how does Necalli fare in these matchups?

In my opinion, (only mid gold), he does well against Nash, but has a hard time vs Birdie. He definitely wouldn’t be considered a counter pick though in either of these matchups, especially vs Birdie.

Any advice in the Laura matchup, once she has meter it gets scary random.

No one said to only use jab, you manchild. It’s the easiest way to beat out forward dashes. Mutton’s implication was to always be ready to counter a forward dash and other Bison gimmicks. No one is going to be ready for all of the Bison gimmicks all the time. If you’re not quick enough to DP the head stomp shenanigans, stand jab has a great hit box and a fast startup to deal with it. Obviously, make your counters hurt when you can. If not, then stand jab is always better than blocking and leaving the opponent at frame advantage.

Scathing comment? Lol how old are you?

Bison’s Axe is +1 on block but he has no 3f normals. Based on the spacing, you can mash jab and take a trade, rather than let him continue pressuring for free. Same thing with EX Scissors. No one’s said anything about that yet. Lol

^The above concept works for many matchups, ESPECIALLY Laura.

Yeah, keep her the fuck out. Hit her out of V Skill, anti-air her jump-ins, and for the love of god, don’t let her in. Her setplay is strong, but that’s about the only place where she’s strong. Her overhead has no advantage on hit, her walk speed is sub par, her anti-airs are sub par, and all of her pressure tools generally leave her at frame disadvantage on block.

Well, that matchup is supposed to be free, but I’m still learning it, too. His st.HK is +1 on block, so just jab on block and take the trade. His up balls are all negative on block and even on hit. EX is -2 on block. His st.HP is -2 on block, but at some ranges, a good FANG will try to fish something out for the crush counter. His command dashes are fake, just hit him out of them. EX may have hit invulnerability, but it is definitely throwable. Super is his only reversal, so pressure the shit out of him on wakeup. If you want to bait out the super, to punish you’ll have to Disc’s Guidance through the balls, and then you could do the E Ryu combo after he lands unless you have extra meter to burn.

Yeah, switch characters. That matchup is hard.

Laura. One of SD’s top 4 is a Laura player and I beat him in a ft5 a few weeks ago. Laura really has to work to get in and stay in. She also has a hard time playing footsies, so the only way she can open you up is if you let her.

I believe this matchup is actually in Necalli’s favor. But I also believe that Mika is one of those matchups where you really have to play the player. Online, generally speaking, most players will just try to go in, regardless of character. I think this especially goes for Mika. So just stick to the basics: throw out normals to catch her walking forward. If she’s throwing out a lot of buttons, memorize what buttons they like to press, get into whiff punish range and whiff punish.

  • For her special kick, you can neutral jump it until they start anti-airing it. Then you just start doing the rock-paper-scissors game from there.
  • I also prefer to not use the seismo in this matchup. Mika is very eager to get in.
  • Try your best not to get cornered in the first place. Easier said than done, as she does have great corner carry. Fortunately, Necalli does, too. :wink:
  • Mika’s jump is weird. I usually resort to EX DPing bc my HP DP doesn’t become active quickly enough.

double post

I agree that the OP may be a bit much but not for the reasons you describe; the OP may be a bit much because of how bare bones this game is. There are exponentially less options than there were in say, USF4.

SOOOO, my suggestion is this: reformat the OP so that they resemble more how Air’s Ryu matchup blog used to look.
Kinda like this:

Necalli vs Ryu
Favor - 5-5 or maybe slightly in Ryu’s favor
General - Ryu is the quintessential beginner character he’s always been. As such, his game is built around the basics, and he is easy to learn, yet hard to master. All around, he is a pretty solid character, so you’ll need to test your opponent to see where their weaknesses in fundamentals lie.
Long range - Use stomps to negate Ryu’s projectiles. At the beginning of rounds, you can use V Skill to trade with Ryu’s fireballs. The trade health-wise is not in your favor, but you gain a knockdown and extra V Meter. You can also test the opponent to see how well they remember your charge timing as you can Disc’s Guidance through projectiles on read/reaction.
Mid range - This is where things get tough for you. Ryu’s normals are generally quicker and his fireball is harder to react to here. A lot of his buttons are good at beating out lows and especially yours since Necalli’s is 8f startup, which makes it one of the slower poking normals. You can throw out st.HK here and there but don’t telegraph it as it can be parried or jumped in on.
Close range - This is where Necalli shines in general. Press your frame advantage. Bait DPs. Punish hard. Unfortunately, Ryu has pretty decent “get off me” tools, so you’ll have to keep in mind if he likes to DP, mash jabs, or mash strongs.

Counters:
(Here Air would list each special attack and list counters against them, including safe jumps).

  • Fireball: Trade with V-Skill, cancel with stomp, or Disc’s Guidance if you have charge.
  • EX Fireball: If you’re far enough to not get anti-aired, just neutral jump. If not, just block.
  • Tatsu/EX Tatsu: Punishable on block
  • DP/EX DP: Crush counter punishable on block. (List safe jumps on DP)
  • Parry is a 3f startup, therefore the Ryu player is making a read. If you’ve ever played 3S (Parry Fighter lol) you’d have noticed that people would start changing the button pressing rhythm in footsies or do forward dashes to counter the parrying. Same concept applies here. Or you could just throw.

Other notable things:

  • When Ryu has V-Trigger stocked, they will almost always try to sweep.
  • Fully charged fireballs in V Trigger will break your guard.
  • His super in V-Trigger will break your guard if you try to block it.
  • Ryu’s normals reach a bit farther in V-Trigger

You get the gist. Maybe, you could try covering every notable normal as well and how to counter it, if you’re able.

I believe there is a safe jump for Ryu’s DP, covered in this video. https://www.youtube.com/watch?v=2CVn6lIzr7Y

What do you all think of the Guile MU? So far I haven’t had a lot of trouble with it. Overhead blows up his charge, V-Skill keeps his sonic boom zoning in check, and even if he blocks it he’s just giving us V-Meter. His V-Trigger can be a problem but if we have VT ourselves then we have a fast enough V-Skill to keep tagging him from afar. There’s also the classic anti fireball option of VT activation on reaction and then popping super, but you have to be careful with that in this MU because of Sonic Boom’s fast recovery, if you do it too late you can get punished hard.

The safe jump is only if the DP is not 3 frames. If it is 3f, then you empty jump instead of doing a normal.
Also, I’m not sure if this video was updated since the jump frames patch.

Guile matchup seems even so far. Guile’s AA options seem a bit weak for a zoning character. However, he does recover quickly from fireballs. Too quickly to Disc’s Guidance through projectiles consistently, imo.

There’s another safejump in the video that uses j.MK to cross up that does work on 3 frame reversals. That’s the one I’m referring to.