LP The Disc’s Guidance Charge
, 


| Startup |
18 |
|---|---|
| Active |
3 |
| Recovery |
25 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
90 |
| Stun |
150 |
| Meter Gain |
10/30/15 |
MP The Disc’s Guidance Charge
, 


| Startup |
21 |
|---|---|
| Active |
3 |
| Recovery |
26 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
110 |
| Stun |
150 |
| Meter Gain |
10/30/15 |
HP The Disc’s Guidance Charge
, 


| Startup |
24 |
|---|---|
| Active |
3 |
| Recovery |
26 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
150 |
| Meter Gain |
10/30/15 |
EX The Disc’s Guidance Charge
, 



| Startup |
17/31/45 |
|---|---|
| Active |
2/2/3 |
| Recovery |
31 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-13 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
160 |
| Stun |
200 |
| Meter Gain |
-300 |
The Disc’s Guidance: Necalli rushes forward with an aggressive slashing attack, blowing through single-hit projectiles in his way. The Disc’s Guidance requires 30 frames of
charge before execution and boasts projectile-eating armor properties (starting on Frame 6 during the normal-strength versions and on Frame 5 for the EX version). All three normal versions of the attack share the same advantage values on guard (-6), but they vary in damage, travel distance, and startup times. LP travels a short distance (around the same as a forward dash), MP travels about half a screen’s distance, and HP goes nearly full screen. The EX version is enhanced with more attacks, more damage, and a longer window of projectile armor (while much more punishable when guarded, at -13).
The varying startup frames will determine which version of the attack you should use in combos. Generally, you’ll use the LP version in most practical combos because its startup is fast enough to combo from standing or crouching
.
LP Raging Light 


| Startup |
3 |
|---|---|
| Active |
2(3)2 |
| Recovery |
19 + 16 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-24 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
80 |
| Stun |
150 |
| Meter Gain |
10/25/13 |
MP Raging Light 


| Startup |
5 |
|---|---|
| Active |
3(3)3 |
| Recovery |
21 + 16 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-28 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
100 |
| Stun |
150 |
| Meter Gain |
10/10+40(50)/5 |
HP Raging Light 


| Startup |
7 |
|---|---|
| Active |
4(2)2 |
| Recovery |
26 + 19 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-33 (against crouch block: -35) |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
120 |
| Stun |
150 |
| Meter Gain |
10/10+10+30(50)/5+5(10) |
EX Raging Light 



| Startup |
3 |
|---|---|
| Active |
10(1)3 |
| Recovery |
23 + 19 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-38 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
150 |
| Stun |
200(20x4+120) |
| Meter Gain |
-300 |
Raging Light: From a crouching position, Necalli launches himself into the air with an inverted double claw swipe. Raging Light is a conventional anti-air special in that each version possesses different properties that can deal with a variety of attacks. LP Raging Light is invulnerable to throws and low-hitting attacks (such as crouching
or
) during its three initial frames. MP Raging Light has an unusual window of complete invulnerability that starts from Frame 7 and lasts for five frames. HP Raging Light is completely invincible for the first seven frames, making it the most effective in deflecting aerial attacks. EX Raging Light is much like HP Raging Light (completely invincible for seven frames), but it starts up at an impressive three frames. Its horizontal range is significantly increased, as well, making it ideal for certain hit-check combos like Combo 1a.
LP Mask of Tlalli 




| Startup |
8 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
120 |
| Stun |
200 |
| Meter Gain |
10/80 |
MP Mask of Tlalli 


| Startup |
8 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
10/80 |
HP Mask of Tlalli 


| Startup |
8 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
10/80 |
EX Mask of Tlalli 





| Startup |
8 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
60 |
| Stun |
50 |
| Meter Gain |
-300 |
Mask of Tlalli: Necalli palms the enemy’s face and proceeds to violently slam it into the ground, leaving the opponent roughly a dash’s distance away. Mask of Tlalli is an eight-frame command throw used primarily to open up defending foes, dealing major damage.
Although its startup time is on the longer end, Mask of Tlalli is a vital part of Necalli’s offense. It represents the threat of an unblockable and untechable knockdown from past normal throw range.
The main differences between the three normal versions of Mask of Tlalli lie in throw range and damage. LP is the farthest-reaching (about twice the distance of a normal throw) but deals the least damage of the three. HP throw range is identical to a normal throw range and deals the most damage. EX Mask of Tlalli is a specialized command throw where Necalli slams the enemy into the wall, putting them into a juggle state where you can follow up with a combo (see Combo 6).
Additionally, HP Mask of Tlalli gives you more knockdown advantage than the LP and MP versions. If your opponent quick-rises, you’re at +8 advantage, whereas you only get +1 from LP and +2 from MP Mask of Tlalli.
LK Valiant Rebellion 


| Startup |
14 |
|---|---|
| Active |
3 |
| Recovery |
20 |
| Guard Level |
HL |
| On Hit |
2 |
| On Guard |
-4 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
CA |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
0/30/15 |
MK Valiant Rebellion 


| Startup |
19 |
|---|---|
| Active |
3 |
| Recovery |
20 |
| Guard Level |
HL |
| On Hit |
5 |
| On Guard |
-2 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
CA |
| Damage |
70 |
| Stun |
100 |
| Meter Gain |
0/30/15 |
HK Valiant Rebellion 


| Startup |
23 |
|---|---|
| Active |
3 |
| Recovery |
16 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
±0 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
100 |
| Stun |
200 |
| Meter Gain |
0/30/15 |
EX Valiant Rebellion 



| Startup |
10/36 |
|---|---|
| Active |
2/2 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
2 |
| On Guard |
-2 |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
120 |
| Stun |
200(100+100) |
| Meter Gain |
-300 |
Valiant Rebellion: Valiant Rebellion is similar to Evil Ryu’s Ryusokyaku, or “stomp kicks,” from SFIV. It’s a versatile attack that you can utilize in the neutral game for chip damage, or employ as a combo extender/finisher. LK Valiant Rebellion is the fastest-starting (active on Frame 14), allowing for a two-hit low-check of crouching 



. The MK version is meant for extending combos with its five frames of advantage on hit (crouching
and standing
are
linkable after). HK is the least vulnerable when guarded, but it starts up slowly (23 frames). It also has a unique juggle knockdown property on hit for a potential follow-up of LK Valiant Rebellion, HP/EX Raging Light, or Ceremony of Honor. EX Valiant Rebellion is a two-stomp move, with no special properties other than increased damage and faster startup time. This makes it one of the best follow-ups to a chained jab combo (see Combo 1b).