Necalli Q&A Thread

Interesting…will check this out. Maybe im imputting too slow (out of blockstun) or dont hit the three punches at the same time? Will check my inputs…thanks for the hint.

Why do no Necallis besides Yipes stream? :disappointed:

I thought it was funny aswell. PR Rog went back to Rog. Brian F went to Rog. Alucard plays mostly Birdie. As many people say how amazing a character Necalli is, it’s interesting to see how many players play him for a while and decide they “just don’t like his playstyle”.

Question I’m struggling in this footsie game. Its to the point I stop playing I’m at super plat but I’m stuck here due to getting button out of a match. I find myself getting zone pressured to where I dash in I’m hit or if I jump I’m hit or if I ground pound jump in murders me. What are your tips to dealing with buttons that defend both air and ground. I have hard time with chars like birdie, Karin, cammy, Urien, balrog, char that can mash a safe button and anti air at the same time. I’ve been playing street fighter games all my life but I’m just not adapting to this mechanic. Usually you can either jump buttons parry strong and heavy buttons, focus them now its like good luck getting in because all grounds are covered. I know there’s a way but I don’t see it if you guys don’t mind helping me out that would be a bonus thanks so much and thanks for taking time to read this.

I have noticed how as much as people say Necalli is a great character (which I agree he is), so few folks play him. The stubby range is what turns most people off, and the fact that while he is a jack-of-all-trades (in terms of play-style options) but master of non. 8-frame grab and poor normal range on what seems like a rush-down character with comparatively limited means to get in.

I’ve come to the conclusion that Necalli was planned to be an aggressive rush-down type, yet his range and options for getting in seem lacking. It’s counter-intuitive. Here’s a bit from my own guide that should help with this:
Necalli’s range is a weakness of his, as many things that should be punishable according to frame data simply aren’t due to your stubby limbs. Be mindful that there is a range where many other characters can poke at you from just beyond your reach. At this non-preferred range you either need to get good at preemptive CCs or change the range you’re fighting at. Every matchup has to be fought with a goal of avoiding that mid-close range that characters like Urien, Karin, Birdie and many others like to poke from.
Necalli has great rushdown at point-blank range, and surprisingly good zoning at long range with ground pound, J.hk, St.hk and Dp. Fight at these ranges instead of trying to go toe to toe with other character’s max range pokes.
Simplified: Every matchup has a preferred range, and yours is Not mid-range. Because of your stubby limbs, Long-range zoning or point-blank rushdown is preferred.

Hi guyz !
I started to main Necalli (leaving Ryu… ) since few days and I’m pretty satisfy about him ^^
The next update 2.5 coming soon and I read some changes about DP attacks.
This change will affect Ryu, Ken, Akuma, Cammy, and Juri but no Neccali.
VesperArcade explains us Necalli already got this changes but I don’t think so.
Maybe it’s because I’m used to Ryu one but medium Necalli DP trade a lot, hard version seems better as AA.
Am I right or somebody can explain me difference between Necalli’s DP ?
Thanks+++ :wink:

Necalli’s MP DP will be worse than everyone else’s

Indeed, you are correct. Necalli’s Mp.Dp is probably his least useful, as it is Not invincible to jumping attacks. Just lows.
Lp.Dp is throw invincible from frame 1-3.
The Hp.Dp is frame 3-8 full-body invincible, which is good for using as his only DP anti-air.

Oh, and i’m discovering the awesomeness of jumping Hk as an anti-crossup. So good.

Thanks ! :wink:

Could you tell us more ? ^^

edit n/m

Well, start to recognize the range you can expect a cross-up jumping attack from your opponent (where they jump to the other side of you, making you have to block quickly in the opposite direction). Your jumping hard kick or jumping back hard kick has slower startup than any crossup kick (J.mk), but when they use it as a cossup, by definition they have to wait until they are on the other side of you to begin the active frames of the jumping crossup attack. This delay allows you time to react to the beginning of their jump with a Jb.Hk. It’s a safer and more damaging option than standing jab, and more consistent than auto-correct dp.

notable necalli recent streamers?