Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Necalli

Special Moves

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
HPMPLP
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
EXthrow range
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).