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Necalli

Publié : 04 févr. 2016, 09:52
par DarthNova
NECALLI

Image

* Sous réserve de corrections/compléments/modifications

COMMAND ATTACK/TARGET COMBOS

OPENING DAGGER : :6: :hp:

ROAD OF THE SUN : (durant un saut avant) :2: :hk:

SACRIFICIAL ALTAR : :mk: > :hk: > :mp: :mk:


SPECIAL MOVES

THE DISC'S GUIDANCE : :2: :3: :6: :p: ou :p: :p:

RAGING LIGHT : :6: :2: :3: :p: ou :p: :p:

MASK OF TLALLI : (près de l'adversaire) :6: :3: :2: :1: :4: :p: ou :p: :p:

VALIANT REBELLION : :2: :3: :6: :k: ou :k: :k:


CRITICAL ART

CEREMONY OF HONOR : :2: :3: :6: (x2) :p:

SOUL OFFERING : (durant V-Trigger) :2: :3: :6: (x2) :p:


V-TRIGGER
TORRENT OF POWER : :hp: :hk:

V-SKILL
CULMINATED POWER : :mp: :mk: (contrôle de la distance avec :4: ou :6: ou la position neutre)

V-REVERSAL
THE CALLING : (durant la garde) :6: :lp: :mp: :hp:


Re: Necalli

Publié : 17 févr. 2016, 17:32
par DataIsKing


Anti airs:

HP Raging Light - invincible, high damage, knockdown, and goes really high above his head so it works even from close. Fantastic anti air, one of the best in the game.
cr. HP - shrinks his hurtbox, does more damage than an uppercut that loses hits, good for moderately close jumps, very reliable. Can crush counter for big combos.

I almost don't wanna keep going because those two are his best options 99% of the time. But he does have two niche options from very specific distances

st. LP - carries less risk than whiffing a DP or cr. HP if the opponent jumps at you from a range where you rely on hitting the limb. Anti airs clean but precise to time and does little damage.
jump back LK - can be used to reaction anti air very close jumps.


Punish combos:

cr. HP xx MK stomp, cr. MP xx LP disc (254 damage, 425 stun)
cr. HP xx MK stomp, cr. MP xx EX disc (304, 461) - 50 damage might be worth the bar here, consider it based on relative health etc.
cr. HP xx HK stomp, CA (439, 330) - the juggle here is tight but it does noticably more damage than the MK stomp combo into cr. MP xx CA.


Punish combos USING V-trigger:

st. HK xx trigger, cr. HP xx MK stomp, cr. MP xx MP disc (332, 475)
st. HK xx trigger, cr. HP xx HK stomp, CA (474, 410) - I get the feeling this is unoptimal, can anyone find something better for 3bars+trigger?


Punish combos IN V-trigger:

cr. HP, MK stomp, cr. MP xx MP disc (318, 425)
cr. HP xx HK stomp, CA (502, 330)


Crush counter punishes:

Necalli can do st. HK and walk in to do all of his previously listed combos. The only combo I'm aware of that changes is his trigger activation super combo, because of the minimum scaling of super.

st. HK (CC), st. HK xx trigger, cr. HP xx MK stomp, cr. MP xx CA (531, 530)


Ranged Punishes:

cr. MP xx LP disc (141, 235)
cr. MK xx EX disc (195, 281) - works from a bit farther out, decent damage increase for a bar.
cr. MK xx CA (338, 100)
cr. MK xx trigger, cr. MK xx MP disc (181, 285)


Confirm combos:

All cancels to medium stomp are safe on block and can function as confirms. Here are a few other confirms.

st. MP, cr. MP (disc for normal ender, LK stomp for super)
st. MK, cr. MP (disc for normal ender, LK stomp for super in trigger only)
divekick, cr. LP


Confirm combos (light normals):

cr. LK, st. LP xx HP shoryu (71, 157) - 。゚・(>﹏<)・゚。
cr. LK, st. LP xx EX stomp (143, 293)
cr. LK, st. LP xx CA (316, 133) - does 360 damage in trigger
(trigger) cr. LK, st. LP xx HP uppercut (168, 253)


Non CC punish CC confirms:

cr./st. HP xx HP uppercut (204, 315)
cr./st. HP xx MK stomp, CA (428, 270)
st. HK (mid range), cr. MP xx LP disc (234, 390)
st. HK (max range), LP disc (189, 315)
d/f HP, LP disc (165, 255)
d/f HP, (walk in) cr. MK xx CA (398, 210)
d/f HP, (walk in) st. HK xx trigger, cr. MK xx MP disc (278, 415)
d/f HP, (walk in) st. HK xx trigger, (walk in) cr. HP xx HK stomp, CA (490, 480) - lots of micro walking here, very difficult.


counter hit BnBs:

cr. MP, cr. MP
(trigger) st. MK, cr. HP
(trigger) st. MP, cr. HP


midair connect and juggles:

EX grab, HP shoryu
HK stomp, HP shoryu
HK stomp, CA
(air to air) j. MP, HP shoryu
(air to air) j. MP, EX disc - only 40 more damage, but probably not what most people would think to be the best EX ender here.
(air to air) j. MP, MK stomp xx CA - Easier than it looks, but needs a very early stomp

Re: Necalli

Publié : 17 févr. 2016, 17:38
par Vorador
Je me permet de signaler une petite coquille, The Disc's Guidance n'est plus un coup à quart de cercle, c'est un coup à charge.

Re: Necalli

Publié : 24 mars 2016, 11:50
par Lezioublou
En Anti-air seul HP Raging Light est efficace ?

st.HP ou cr. HP on oublie...