Prima Games eGuides
primagames.com Browse Redeem a code Help
Street Fighter V eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Necalli

Unique Attacks

Opening Dagger
Startup

23

Active

3

Recovery

24

Guard Level

H

On Hit

1

On Guard

-4

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

80

Stun

100

Meter Gain

50/25

Notes

On counter-hit: Crush Counter (stagger), +20 frame advantage, +300 V-Gauge; airborne from frames 12-20

Opening Dagger: Necalli pounces forward a small distance into a downward swipe attack. As with most overhead attacks, Opening Dagger is largely unsafe on block (at -4). However, it does have Crush Counter properties on counter-hit, which is a unique trait for an overhead attack. With Necalli’s crouching being one of his primary pokes from mid range, Opening Dagger is an invaluable tool since it gives you another avenue in cracking your opponent’s defense. See Combo 13 for a possible Crush Counter combo off of Opening Dagger.

Road of the Sun at apex of forward jump
Startup

14

Active

12

Recovery

11 landing

Guard Level

HL

On Hit

8

On Guard

2

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

80

Stun

100

Meter Gain

50/25

Notes

On Hit and On Guard advantage varies with height of impact. At most +8 on hit (non-CH) and +2 on block.

Road of the Sun: Road of the Sun is akin to Akuma’s dive kick from older SF games (like Street Fighter Alpha 2 and SFIV); it can only be executed during the apex of a forward jump, but its active duration lasts until landing. Like most dive kicks, its advantages on hit and block are determined by the height of impact with the enemy. On hit, it’s possible to link into standing or crouching for a combo (see Combo 10).

Although this dive kick can be guarded while crouching, it’s an exceptional aerial attack that suits Necalli’s aggressive playstyle well. With its ability to drastically change Necalli’s jump arc and angle of attack, you can use Road of the Sun in a variety of ways, including baiting out ill-spaced anti-air attacks or as a frontal mix-up to your forward jumping cross-up.

Sacrificial Altar
Startup

11

Active

4

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-8

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

60

Stun

100

Meter Gain

50/25

Sacrificial Altar Follow-Up
Startup

20

Active

4

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-9

VTX Hit

—

VTX Guard

—

Cancel

CA, V

Damage

40

Stun

50

Meter Gain

V: 188/94

Notes

+150 V-Gauge if hit in a combo, +188 if standalone

Sacrificial Altar: Initiated from standing , Sacrificial Altar is a three-hit target combo ending in Necalli’s Culminated Power V-Skill. You can cancel into the succeeding and on hit or block, but as with most target combos, advantage on the second and third attacks is penalized (second hit blocked is -8, while third attack blocked is -9). You’ll want to ensure that your first standing is a successful attack, or else risk being heavily punished.

This target combo is meant for building V-Gauge without sacrificing stamina. However, in most cases, if you’re in position to score a Sacrificial Altar combo, you could have used a more damaging link combo. Essentially, you’re trading potential damage for extra V-Gauge. See Combo 5 and Combo 9 for examples.

Interestingly, Culminated Power in this target combo rewards 150 V-Gauge when you combo into it, due to scaling. Otherwise, it rewards 188 (for instance, if your opponent blocks standing and then walks into the follow-up ).

Unlike using Culminated Power on its own, you can actually V-Trigger and Critical Art-cancel the final portion of Sacrificial Altar. This opens up more combo opportunities, allowing you to juggle into Ceremony of Honor or Soul Offering. This unique trait also allows you to keep up frame advantage for a powerful momentum-based play, using your whole target combo canceled into Torrent of Power.

Keep reading with a free account

The first 3 sections of Street Fighter V are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousJumping Normal Moves NextNormal Throws