Necalli Match-Ups Thread: Devour Strong Souls

I’d like to hear any advice on this too because Vega is my personal worst match-up.

I have had sucess against vegas by getting a sweep and bullying on wakeup with cr.hp

They like to sweep a lot so u gotta catch it and don’t letm go after

About the wall dives I just dash away and don’t challenge it as I haven’t found a hard counter for it.

I see this thread isn’t the most lively, but was wondering if Birdie is generally considered difficult for Necalli. I don’t have trouble dealing with most characters but for whatever reason I have the hardest time dealing with Birdie. I know you can easily punish his vskills and blocked chain throw attempts, but for players who rarely throw them out it’s pretty rough. Just wondering what the consensus is for the Birdie matchup.

Edit: Also it’s pretty difficult playing versus characters with farther reaching normals like Chun-li, Alex, etc. I usually try and make them jump through using vskill when full to near full screen, but this can be risky, and I also feel it’s not proactive enough nor a solid gameplan.

Birdie beats Necalli. Not really 6-4, though, imo. Birdie doesn’t have good defensive options, and if you get him cornered, you’ll usually win. It’s really hard to play footsies against him. You also can’t consistently buffer normals into LP Disc’s Guidance against him on whiff punish, his limbs just go too far. You pretty much have to make every knockdown count against him. Get him to the corner while taking the least amount of damage possible, so that even if you do a block string that pushes you out of range to continue pressure, he won’t be able to walk back and forth to play footsies as strong.

Characters like Chun, Alex, Karin, etc, with longer reaching normals, the neutral game is really hard. You really have to play the player. At this point in the game, most people are going to be more wary of your st.HK range. What I’ve been having more success with recently is whiff punishing longer ranged normals with st.HP buffered into MP Disc’s Guidance. You also have better meaty options off of MP DG compared to LP DG. If you can condition the opponent to stop pressing buttons at that spacing, you can start dashing in there.

Also, fuck Chun. She just has too many tools in neutral to win against consistently.

Thanks for the well-thought out reply, it’s much appreciated. Yeah I suspected matchups versus characters with better midrange pokes (especially vs. Chun/Karin) will come down to playing the player considering on paper those characters have better tools in neutral. And I’ll try incorporating that st.hp buffered into mp DG into my game. Think I’ve seen Haitani often using that as well.

Only been playing Necalli for a little over two weeks, and it feels great whenever he gets a knockdown or corners someone but the neutral game can often feel frustrating.

Agreed, Necalli has all the tools, but his neutral is so stubby that Chun, Birdie, Alex, and even Karin and Nash are tough. But there is nothing in street fighter that can’t be beat. I’ve had to get better at whiff punishing to improve against these characters. One thing that I think is useful against birdie and alex especially is to try to make them come to you. Birdie especially doesn’t have the best options for getting in so if you can grab a life lead and then sit back, Necalli has great defensive tools. This is somewhat more general, but its worth mentioning that, if you’re getting beat consistently in the neutral game, you have to play differently. The player who is calling the shots and making the opponent play the way he wants usually wins, so even though Necalli needs to be in your face, its better to be patient and wait for an opportunity.

More specifically, I agree that Birdie beats Necalli, but its close. I’ve had more success playing almost full screen until the birdie takes a risk to get in. You can easily react to non ex dolphin dive and get a juicy punish, and you can anti- air jump ins. It’s a bad idea to jump in on birdie very much unless you’re going to cross up.

Laura can really put you in the blender, but if you focus on keeping her out until you get a knockdown she really does lose to Necalli in neutral. When I get put in the blender, V reversal is really important but you have to learn the mixups and frame data as best as possible, or you’ll eat a bunch of command throws by focusing too much on v-reversal. I lost to a laura at my most recent local who wasn’t solid, but used some clever mixups I wasn’t really ready for, so I know I need to watch some more footage.

I played a vega at the local too who used wall dives really well, with a lot of variety. I lost more often than not when I tried to anti air or air to air, so I’m with Norse_Fury, sometimes its best not to challenge. I’ve spent some time in the lab and it seems the best option in general is to jump towards or away to try to air to air or just avoid the hit, but I haven’t found a single option that always works for necalli. Anti-air on the ground seems worse, because it can be tough to get the DP to auto-correct on a cross up. The vega matchup definitely requires patience, but he has no invincible reversal and a bad v-reversal, so its not impossible.

just my two cents on some outlines for these matchups

A couple of tactics I like to use.

1. Far version of Culminated Power (ground pound):
If the opponent falls to the ground at a distance for whatever reason, I immediately use this before they get up, just to check if they’re in range of it. If they are, I immediately do it again as soon as they get up. Many players will block it. However, impatient players will sometimes get hit if they try a wake-up move. (fireball, spiral arrow, things of that nature.) At its most effective, sometimes players will become more aggressive because they’re tired of being hit with ground pound. (haha!)

** 2. Late game trigger & art **
This is not something I’ve seen a lot of Necalli players do, but it can be especially effective in late game against people who go heavy on the projectiles-- I’ve found this to be especially effective against Guile’s v-trigger ability to spam Sonic Booms on opponent’s my wake-up.

Scenario: It’s late in the round and you’re close to finishing off your opponent. If a player tries to zone you out with projectiles, pop the V-trigger immediately after they throw a projectile and then do the critical art immediately afterward-- which will travel through projectiles and EX projectiles from what I’ve seen.

If people become more aggressive against your V Skill, you can backdash into that VS range, then forward dash, st.HK. If the other guy is too aggressive, he’ll usually get crush countered trying to close that distance.

If you know someone likes to press a lot of buttons to catch your walk forward and dash ins, then you can walk forward to right outside of footsie range and try to pop VT on reaction to any button the other guy presses, and super or DP through it.

** 2. Late game trigger & art **
This is not something I’ve seen a lot of Necalli players do, but it can be especially effective in late game against people who go heavy on the projectiles-- I’ve found this to be especially effective against Guile’s v-trigger ability to spam Sonic Booms on opponent’s my wake-up.

Scenario: It’s late in the round and you’re close to finishing off your opponent. If a player tries to zone you out with projectiles, pop the V-trigger immediately after they throw a projectile and then do the critical art immediately afterward-- which will travel through projectiles and EX projectiles from what I’ve seen.

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This is tech I use pretty often. This tech catchs the majority of fireballs regular and Ex. There is also sum other special moves that this set-up can catch.

Rell Shyt

U can react to most fireballs with just his CA. No need to vtrigger. U can do ut at almost fullscreen against most too.

Well you can, but you lose the dmg and the setup afterwards.
I find it easier to react ofc, and you lose the cancel ability, but there are wake-up advantages to VT > Super instead of just super.

@Alvin I mean there is enough time to react without using the vtrigger activation pause. Obviously if u got it use it but sometimes u will have super without vmeter.

Hey guys, I’m a new Necalli player and I’m trying to get an understanding on which matchups he struggles in mostly (I don’t trust evenhubs’ matchup charts) and what tools he can abuse in his good matchups.

In particular I’m having difficulty in the Guile matchup. I have difficulty getting past his defenses and I find myself just testing my luck with vskill since I can’t really react to his sonic boom. I know the SRK character discussions are pretty quiet nowadays but testing my luck here XD

Necalli generally struggles against characters who have better footsie normals than him. Chun is the obvious one. His jump fierce is the equalizer for a lot of matchups, though.

For the Guile matchup, you need to eventually get in and take advantage of Guile’s weak defensive options. EX Flash Kick is his only real reversal.

Necalli vs Guile, what’s the general consensus? I was playing these Super/Ultra gold Guile’s and I really feel, early on, that Necalli wins. Does he?

Hi guys, I’m hoping to get some advice on how to deal with grapplers as Necalli. In particular, Mika and Zangief tend to give me a lot of trouble. I know both matchups are completely different, but generally, I find it difficult to get stuff done from the ranges I am usually comfortable with (close-mid).

I feel lost for options in the Zangief matchup. My long range pokes tend to get beaten out by his. When I do go in, the best I can do is try to frame trap or try to read an SPD and jump. I’m guessing I need to make better use of my vskill but I find it too risky unless he is almost full screen away (which is rarely the case).

The matchups aren’t necessarily completely different. The general concept is that you want to prolong them getting in while building up as much V Meter as possible.

I’m 1-1 against Miller Time rn. I’d say the biggest thing I had a hard time with was dealing with Mika’s df.HP. It’s positive at max range and Miller Time adjusted her spacing really well and worked her way in with that normal.

Zangief, you really have to play the zoning game for the most part and then pick your spots in offense very carefully. However, if the Gief is very parry-heavy, then you can’t use your st.HK too much. I play against Cory Bell in local tournaments all the time and this is exactly what he does. You’ll need to dash in and throw just to show him you’re willing to do that.

Outside of that, everything is just memorizing what your opponents like to do and countering their options at the right time.

Okay, folks. I wrote up a guide for Necalli match-ups some time back, and thought I should share it hear. https://docs.google.com/document/d/1k_DL6mljw8ITBCFQRriyKkIyzjVxc_vvFZXrHT7dry8/edit?usp=sharing

My hope is to learn all I can from you all, but this being an internet forum, I know better than to just ask for help outright. I’ve found it a much faster process to state what I believe, and then just wait to be corrected.

Hey, man. I’m pretty sure that the odds are slightly in Guile’s most of his match-ups at this time, and a defensive zoning guile is particularly tough one for Necalli. Here’s my take on the match:

At long range:
Guile loves his long-range zoning game, but you can use that to your advantage. Your ground pound will either trade or beat him outright if your timing/range is correct, but don’t just spam it or use it at full screen where it will wiff. Be patient, block, walk forward, and preemptively ground-pound as he throws out booms. If he commits to long range game he will slowly put himself into the corner, where you can force him into the perfect spot for your long-range Ground Pound. Unlike the fireball game he is used to, projectiles won’t cancel each other out here – but trade. If you’re preemptive with the ground pound, he’ll get hit outright but you’ll still have time to block.

For short range:
When he gets frustrated with the Ground Pounds, he’ll stop turtling and try to jump in. Be ready to DP. He may shallow jump just to gain ground on you, which you can L.Slash or air to air Fj.Hk. He has a ton of good anti airs, so jump in sparingly. Ex.flash kick is his only 1st-frame invincible move, so be aware of his meter as you work towards your goal of being in his face using your normals. When you’re in each other’s face, stick to your basic pressure tools: 5-frame normal that lead into combos, command grab, Cr.Mk>stomp, Overhead, J.hp>combo, CCs and your 3-frame jab.

· Punish St.Hp and Cr.Hp with Jab>Ex.stomp.
· Reverse spin kick (upside down kick) is only -2. depending on the range, you can Jab and then take your turn.
· His V-skill sonic boom can be punished with ground pound on reaction. You’ll be happy to see it.
· His sweep is -12, but at it’s absolute longest range it must be punished by Cr.mk>combo.