Ehhhh…I don’t really see him as having weak footsies. He just operates a bit differently. A huge part of footsies is getting into your ideal range and staying there, while also keeping your opponent there. So yes, that is a bit of a deadzone for him, but I don’t see that as a flaw. All characters have ranges that they are not that strong in. It’s a necessary aspect of the game. He doesn’t have a s.MK like Karin or Chun, but he’s not really the same type of character. His s.MP is actually not that bad in terms of range, either, and you can get some good mileage out of it. His s.HK is his main poking tool, and it’s up to you to utilize it properly, and make sure that you’re spaced well enough so you don’t get stuffed. The trade off he gets for conceding that specific space is that he has great frame advantage on block for many of his normal attacks (7!), as well as a variety of crush counters. Way I see it, Necalli either wants to be further back to safely give you shit with V. Skill, to be in s. HK range, or he wants to be inside. Mostly he wants to be inside, and can get in very easily with his high mobility, or by using stuff like c.MKxxMK stomp (If he hits with v. skill he’s in, too). Once he’s there, a lot of characters don’t have much of a way to deal with him. While Chun’s game plan is to play footsies practically the whole round, Necalli’s is to just force his opponent to the corner and then brutally dismantle them with his strong frame traps and resets. So yes, he does have a space that he doesn’t really do much in, but that’s very typical, and is hardly a flaw.
His light confirms are a bit lacking (he can do c.LK, s.LPxxLP DP without meter from the right distance, very close), I’ll give you that. Then again, light confirms aren’t all that great in this game anyhow.
Slash gives up pressure in exchange for insane corner carry. I don’t know if anyone else in the game can corner an opponent from as far away as Necalli can. Even if Necalli doesn’t corner the opponent with the attack, this tends to mean that he was almost cornered himself, and just gained the positional advantage.
You’re very right on this. I feel like this game is very much like Super Turbo where it really comes down to the match up and player knowledge/skill than tier. Unlike Super Turbo, however, they seem to have recognized that non-fireball characters struggle with fireballs very hard if they don’t have some sort of tool to get around them, so it feels even more true in this game. Zangief vs Ryu was horrible in ST, but now he has the tools he needs to execute his game plan. Takes some work, no doubt, but the tools are in the box.