i’m not sure if james is actually coming back to post in here, or if he was just laying down the skeleton for the rest of us to fill in.
here’s notes i’ve been taking:
j.LK - your farthest reaching air to air, but also your weakest.
j.HK - a bit shorter than LK, but the damage payoff is much better.
j.MP - this is a very good button, as it puts enemy into juggle state if it hits. from here you can just HP DP/EXDP/super for maximum damage, or go for a reset into safe HK stomp/vskill or command grab.
j.MK - can crossup. really good angle.
j.HP - more damage, less range.
j.dHK (divekick) - never seems to crossup (maybe against big chars?) it either hits in front or whiffs completely. alters your jump trajectory, so can be good to discourage or avoid DPs. it’s pretty slow though, and will probably get DPed if you use it in someone’s DP arc. you don’t get much out of this divekick without EX meter (in which case you can LP xx EX stomp)
stLP - very fast normal, decent range, you can do stLP, stLP xx EX stomp. HP DP also works, but damage payoff is low and there are distances where LP hits but DP does not, can be risky.
crLP - more or less identical to stLP, except it is lower.
crLK - equal range to crLP. won’t know which is better for command throw setups until frame data is out, but LK hits low and LP doesn’t.
stLK - pretty fast, but not much you can do off of it. still good to throw out now and then to throw off your opponent. looks like one of those standing lows from other games, but actually can be blocked high.
stMP - fast and good range. cancelable, and can combo into MK stomp when in vtrigger.
crMP - more or less identical to stMP, except it is lower.
crMK - tempting to use this like a shoto crMK, it has good range, is cancelable, and hits low. however the startup on it is quite slow.
stHP - equal range to crMP. slower, but is a crush counter. against standing opponents you don’t get much off of the cc other than a lot of time to confirm a cancel into something else.
stMK - also very fast, but has hardly any horizontal range. pretty good button for swatting dhalsim out of the air, but for everyone else you want to use DP as antiair.
stHK - a decent poke, and a crush counter. this is your big crush counter punish, meterless you can do crHP xx HP berserker slash.
crHP - the only normal that combos into HK stomp. is also a crush counter, but like stHP you don’t get much off it on standing opponents. on antiair crush counter you can do a safe stomp setup.
target combo: stMK, stHK, vskill: the HK is incredibly unsafe on block. the vskill is safe on block, but your opponent can interrupt it if they are aware they can and looking out for it. it’s a combo into your vskill (which you want to do if you want to build vtrigger), and not much more. still worth using for the vtrigger it generates, but i would not use it outside of a jumpin.
vskill - neutral on block, long startup. can be used at long range in neutral. mostly just valuable for the fact that it generates vtrigger meter. you’ll have to find ways to set it up, or condition your opponent until you can start throwing it out unchallenged.
HP DP has the most startup invincibility and is your go to for blowing through blockstrings. as an antiair, enemies tend to fall out of it, but the invincibility still makes it worth using over LP DP. (MP DP is a maybe)
berserker slash - goes through fireballs, checks backdashes, obviously unsafe on block. in vtrigger it hits twice and becomes a more reliable and damaging combo ender. it is a charge move so i’ve only used it in situations where i remember to charge it (predicting a fireball at jumpin range, stun, crush counters, etc) it is also not super cancelable, if you want to cancel into super you want to use LK/MK stomp instead.
EX berserker slash - doesn’t cover ground like normal versions, but does more damage. combo ender, plain and simple.
LK stomp - fastest of the stomps, but is at least -3 on block (can be jab punished if close enough) so you want to do this at a distance where jab punish isn’t possible. cMK xx LK stomp will frame trap opponents who are mashing (unless they are mashing something with invincibility and those moves are unfuckwitable anyway).
MK stomp - neutral on block, but slower than LK stomp. vtrigger makes it startup faster and necalli can combo into it off st/crMP.
HK stomp - even more safe on block (maybe even advantage on block), but has massive startup so you will often have to find ways to safely land it. on hit (it does combo off crHP), it pops enemies into the air… though you don’t get anything off of it other than a long knockdown.
EX stomp - maybe -1 on block? pretty safe way to get in, but i would use this mostly to tack on damage onto LPs.
LP command grab - has more range than normal throws. not amazing zangief range, but you can cLP your opponent and usually end up close enough to command grab them.
HP command grab - 20 more damage in exchange for having the worst range. use in scenarios where the range is not an issue (i.e. resets, dash up grab, etc.)
EX command grab - range is equal to LP grab. damage payout on this is low (necalli does not have very many attacks that juggle), this move is clearly intended to set up reset into command throws or safe stomp/vskill setups. you are at less advantage in the corner when using this.
super - typical super, you can basically tack this onto the end of most combos for an extra 300 damage (which is probably a bit more than what the 3 bars could do individually).