UPDATED JUNE 27 (GMT +9/TOKYO ST)
Stupid things that catch necro:
tatsumaki crossing necro- this may seem dumb, but it is a nice trap for necro becase it goes past his gaurd and hits necro in the back. you can parry it or block it as long necro does it at the “cross over time” you can easily punish this off the parry with a short bnb or SAI. I wouldnt burn SAIII beause you can combo into that or just use an EX hooks for half the guage. you will notice this working on a lot of dumb necro players. just switch up gaurd jack ass!
another very common set up i see vs Gouki is a necro parrying Gouki’s cr.mk and then Gouki going in to a shoryuken or tatsumaki. doesnt seem like that much or that it would even work, but for those who relay on option parries or parry >> grabs, sorta a lose lose situation. just wait for the second parry and gouki will stop doing that pretty quick.
Advice:
if you are going to jump (as necro) only do back jumps and on occasion up jumps and don’t throw anything out. just wait to parry the tatsumaki (hurricane kick), air fire ball, dive kicks, or his HP that beats all of necro’s arials. why i say to do that is because you have a better chance getting him on his recoil after you both land on the ground rather than parrying kumas arials while standing.
vs Gouki’s arial game:
there are x major things that Gouki will do to rape necro on a common basis. (x means i dont have the time to elaborate on all tactics)
- “demon jumping grab/punch/kick/dive kick thingy” (yes that is original) AKA demon jump
best thing i found to do about this nonsence is to dash under this shit and pick at him, but there is always a counter tech that good gouki players pull off on call. ~syouganai~ but just a bit into the middle of the screen for general “anti jumping rampage”
specifics on deamon jump >> dive kick
since parrying and countering that shit dont help that much, just dash back after a parry and dash back and either:
a) do a second dash back incase of cr.mk xx SA or a recoiled tatsumaki - safe
b) do a dream parry vs a s.mk, tatsumaki, or cr.jp -not so safe
c) anything else - not safe
specifics on deamon jump >> stomp kick/punch
this is where gouki fuckes up hard
a) parried: bnb combo - stick with b.mp vs b.mk for safety
b) not parried: b.lk >> s.mp XX SAIII, b.lk lp.hooks XX SAI do this strictly or get a bnb done on you
specifics on deamon jump >> grab
you jack ass… you arnt moving!
- jumping tatsumaki
usually, unless you are arial, gouki will do the tatsumaki later in the jump so he can get them good frames upon landing. if you are arial, get ready for 3 parries and a cr.lp on his recoil.
countering while standing:
parry once (thats all gouki can hit with) and get the fuck out cause your counters wont help you vs a gouki that knows how to kill necros. b.mk or cr.lk might work depending on your timing and gouki’s recoil decicions. basically, parry and dash back. wait stupid moves and bad decisions.
countering while arial:
get ready for 3 parries, or 2 if you both are really low. just get your recoil and wise poke 'em. nothing else to this much, just read part 1 and be careful as always. if you happen to know gouki will do a jumping tatsumaki (IF), then b.hp or hit him with a s.hp just be wise and take your time. patience is a virtue.
- jumping fireballs
this is the game i hate the most. parries arnt useful, blocking just sucks ass. and running makes the only solution. running all the time means you dont hit and might not get hit as much. you CAN dash under the fire balls with more ease than the demon flip kicks hands down, so getting on his back and bnb him works good. but the deep fireballs are the ones that make you second guess. one being that he throws out the fire ball and you have to play low-high games, secong being that he just empty jumps and goes to town from there. this is the game where necro has to be a good guesser, just like 3 deck black jack in Vegas (that means it is harder to count cards and you really have to guess on your hit)
vs Gouki’s ground game:
this one is quite easy. if you can fight a “rush down” ken/ryu/dudly, you should use the same mental game but apply it to Gouki. Now Gouki has nice picks and setups vs necro because of priority, speed, and combo potential.
The obvious stuff that i wont elaborate on:
cr.lk X 3
cr.mk/mp
close mp/mk
kara throw jukes
and all that other basic stuff that ken, ryu, and dudly have.
Approach on Gouki’s ground game:
best thing to do is get outside of “footsy” range so you cant get picked by cr.mk AS EASY. just wait for a parry or little picks until he starts to needlessly rushing you.
when he dashes in (assuming you are turtling/waiting for him) you can do several things:
a) grab - easy but not effective
b) db.hp - good for corners or push back game
c) any classic BNB - best for stun gauge and regulating his rushing
d) pick with b.mp >> dash back - why do this? raging demon setups or if gouki is sitting on a full gauge
no need to elaborate that much. just play footsies, picking, and turtling for safety.
rush gouki down if you have a chance, but remember gouki can out pick and prioritize necro at any given time.