Necalli Q&A Thread

disc

After an air to air j mp, do you need to do mk stomp to allow super to connect? I was able to j mp, lk stomp xx super but the super whiffed.

Didn’t have time to test it in training before I went to work and it’s eating away at me.

Without a cancel though? If you CC them too close to the ground I think you have to cancel to get anything (and in that case you can get DP).

If you’re comfortable doing late cancels so that they only come out on a crush counter, just use his DP

Super is a really easy juggle after a CC cr.HP. Ever since I saw Haitani do it I’ve been incorporating it into my game, and I must say I’ve gotten a lot mileage out of it. For some reason a lot of shoto players get jump happy when they realize they can’t chuck plasma anymore, little do they know they just gave me another way of easily landing my super.
Juggling with Disc is insanely specific though, I didn’t even know it was possible because I’ve never seen it connect.

Is there any point in using Ex dp?

It’s 3 frame start up. Hp is 7 frames. Lp is 3 but no upper body invincibility.

Ah grand. Doesn’t seem as good as some of his other options, but still good to know, thanks.

Anyone know if Necalli has guranteed meaties after light disc ender, and after fw.throw?

I normally just meaty them with seismo to build v-meter…but I’m wondering if that’s even worth it if I can meaty them with pressure instead?

Edit: normal Necalli, not berserk.

throws: https://www.youtube.com/watch?v=fkUm1J-7_Kg

after LP disc you can meaty, but I always end up just dashing, then walking a bit, then doing c.MK. it works but there may be better things you can do.

What is Necalli’s c.mk xx lk, mk, hk, and rh stomp on block when it is vtrigger canceled?
What is st.rh on block when vtrigger canceled?

Typo above: I meant lk, mk, rh, and ex stomp. (My browser isn’t letting me edit my post right now.)

I’m having trouble cancelling lk/mk stomp into super, any tips (mk specially)? Sometimes works, sometimes doesn’t, and I don’t know why. Here is the input I am using: c.HP, qcf MK, qcf punch. Thanks!

Do double qcf after the stomp, as the buffer is short enough that the stomp’s qcf will fall out on occasion

Thanks for the answer! But should I do double qcf in both lk and mk stomps cancel, or only in mk?

Both.

Can you buffer Disc Guidance from crMP, so that it’ll only come out on hit? Or is it a hit confirm? I’ve seen GamerBee and Haitani seemingly doing it instantly and I don’t know how they do it so fast.

You can buffer at a spacing where it’ll only whiff punish limbs and it’ll only come out on hit. Counter hit cr.MPs are hit confirms. Normal ones, I’m not so sure.

Wasn’t sure exactly where to post this, so I figured maybe here was best (but please move it to combos/tech thread or elsewhere if more appropriate).

Ok, so I was wondering what the thought processes were behind which stomp/valliant rebellion should be used and when. At the moment I have a bad habit of finishing my strings with LK stomp. I was under the impression that this was a tight and safe string when done after some normals, I think a single crMP? However I have been doing it versus Zangief and I am reminded (the hard way) that it is minus…

So when should I be going for MK stomp or even HK stomp? HK stomp isn’t a true string from crMK/MP unless done from a meaty crHP (right?). I know MK stomp is safer on block, but if they’re mashing jab, it can get stuffed, hence my propensity to go for LK stomp.

Ok, bit long-winded but I hope you guys get where I’m coming from. All input would be greatly appreciated.

What string exactly are you using that you are getting jabbed out of?

At a distance, canceling into mk stomp should be out of range of a jab. If you’re close, you probably shouldn’t end with a stomp at all and go for a frame trap (St mk cr mp, etc).

Lk stomp is -4, but if you use it at enough distance you are relatively safe. Mk stomp is only -2, hk is even but easier to be knocked out of.

And then in VT, the stomps are -3, -1, +2, for LK, MK, and HK, respectively.

Generally, do LK Stomp to catch people pressing jab in block strings. You should be fine as long as your stomp isn’t too close to punish and isn’t so far it whiffs.

st./cr.HP cancelled into MK Stomp is a true block

As far as I know, anything into HK Stomp is not a true block string.

Zangief is a matchup where you generally don’t ever really want to put yourself at frame disadvantage because of the speed of his SPD and its range. So only end in strings where you’ll either be at advantage or be unpunishable.