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.
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)
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)
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
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