Improvements or changes you would like to see in SFV

  1. Have a feature that turns on the hit and hurt boxes
  2. Frame data for every move

Also something of interest: Necro’s electricity is a DP motion, not rapid-hit. Reminiscent of how the input for Chun Li’s lightning legs have been modified from rapid to motion. That could be a tell for things to come.

Something that crossed my mind just now is how in SF4 when 3S characters got added in, none of them were real protagonists or antagonists of the series. In my opinion they were all minor or supporting characters. But I won’t say anymore of this, as I have ended up liking Yang, Yun, and Dudley since then.

Lastly, in regards to Necro, he was never really about limbs in 3S but that’s because he’d die from many characters who could parry them. You had to use him very counter-intuitively or with deep consideration of the other player’s meter amount. And in 3S, parry jump was nearly a free way in on him that you had to use a series of anti-airs just to keep people off of you. If he were in a game that didn’t have parries, or parry use was more limited, he’d be such a stronger force.

Think there are air command normals. I know I’ve seen Chun do both her neutral jump Fierce and j.FP->FP chain but that might have been an older build as I didn’t see much Chun from the E3 demo.

Yeah that’s why I’d like his concept in a game (mostly) without parries.

Putting a character with heavy emphasis on frame trapping and stun that also has long ranged normals in a game where he can freely use those limbs would be fun to see. You’d have to be worried about him adding stun to you from a long distance, because if you let him get too many limbs in and then he goes to pressure you you could be seeing stun on the next combo. In a game like SFV we could actually see his limbs and close pressure finally blend with each other and make him a greater force from more distances.

He’s also a unique take on the limb archetype as he’s a limb character that doesn’t have a projectile. Would be really interesting to see how a limb character that doesn’t fireball controls space while also maintaining his strong close game.

https://www.youtube.com/watch?v=Opca0FEDI-E

For people who are interested in how Necro is played in modern day high level 3s. Just leaving it here for anyone who is curious.

BTW Necro is bad at being a long range character because most of his moves have 1 active frame, and hella startup and recovery frames. Most of his stuff is minus on block and even hit. Chun can get hit by Necro low forward or stand fierce and then reversal super to punish him from like half screen away. It’s not because people are sitting around parrying all his moves on reaction. It’s something quite different - everything clips his normals. Just whiff shoto low strong or low fierce vs Necro’s buttons and see how often Necro counterpokes himself on it. Whiff back fierce just outside of low forward range with Chun and see how many times Necro counterpokes himself. It’s really often. Necro’s long range game doesn’t suck because of parry, it sucks because his normals are awful.

I’m not trying to sell SF3 short, 3s is a great game. However the mainstream is not aware of SF3. When SF4 was released most people were confused cause they never knew there was a ‘3’. Sure we know who Necro is, cause we are all hardcore street fighter fans and/or fighting game fans. However most people won’t. Now as has been pointed out that doesn’t mean he shouldn’t be included. However when there is a limb character who is an icon and a pretty strong cult following in the FG, I don’t see Necro being chosen over him.

Yes but it’s fairly match-up dependent if you use his pokes, and which ones you use. his far MP whiffs on many crouching characters also, Makoto can dash in and go under it (Oro too IIRC). And the Dudley MU mainly comes down to using db.HP and c.LK as your main footsies since Dud’s s.HK eats EVERYTHING ELSE. Some characters, like Oro and Chun can completely crouch his flying viper attack as an overhead also, so he’s not shafted just in the shitty normals department. But that was all part of the fun and amusement of 3S was figuring out your best normals and approach for each character.

And something I’ve stood by for years is to play Q effectively you have to be amazing at not doing anything. Because most of his specials and normals were abhorrently bad, or very situational.

Something to consider, Alpha came out a little over 20 years ago. The target demographic hardly or barely know who the characters are from that game as well, yet they still added Birdie.
I honestly don’t think Capcom gives too much of a shit at this point and will just add whoever they want or who the fans beg for.

Also who’s to say they couldn’t have both in the game. Necro’s limbs weren’t quite as long range until 3s.

Seth and Dhalsim were both in the same game. And if fucking Ryu/Ken/Akuma/Sean can be in ONE game, then Necro and Dhalsim can be in the same game. The issue is who should be in SF5.1 and who should come later…

That’s fine if both make it. I just don’t want Dhalsim to get snubbed. He was in SF4, but Sim didn’t fit well with the mechanics of that game. He needs a return to glory.

Agree. Though, I would prefer less focus on shoto characters and more on the other styles. 2 stretch-fighters is A-OK with me! 2 sonic-fighters is OK with me! Hell, I’d even love to see another Psycho Power user! BOOM!

That said, if Necro makes it, he’d need a big overhaul, and like IglooBob noted and from watching that video, Necro’s normals suck. Honestly, he looks pretty lame and a little weak compared to other fighters. I think he needs a few more moves added to his set just to give him a bit more depth and options.

Sim on a over defensive - mix up based game is boring. In a fast paced aggro oriented one he is so damn cool.
Gimme ST sim all over again >_<#

Necro, Guile, and Rose. Fingers crossed.

To be fair, ANY character who will join SFV will need an overhaul of some kind. The fighting system practically forces you to change. Then there is the fact that this game looks to take place sometime before or after the SF3 era, which means Alpha and SF2 characters would’ve evolved and matured since that time (See: Birdie, Nash, Bison, Cammy).

He doesn’t need a big overhaul. He could have the same animations but just make the hit boxes and frame data better so he doesn’t get stuffed or punished for being successful. Make stuff have longer active frames and less recovery frames.

His current move set on paper looks good, but it’s all the little things that add up that make him bad. Like Sean in 3s is ass, but most of his normals have the same animations as they do in Second Impact, where he was high/top tier. The difference is that they changed hit boxes and frame data so that he sucks. Target combo no longer links into SA3, SA3 is only one bar now, EX Tatsu doesn’t link into super, he has a Far HP now so he can’t just do cl.HP where ever he wanted (nor build meter with it.) Etc. etc.

I feel Necro could be good as long as they make those simple adjustments, they don’t necessarily need to go Birdie-type of overhaul to make him good.

IMO, meter powered options should chip kill, but that’s it. Should strike a good balance between preventing people from going for yolo special kills, while not giving players about to lose a big advantage.

I was thinking that too, I can see it being real annoying in some cases, and no one wants to burn a super on round 1 for chip if ahead.

I just don’t like Necro as much as everyone else on here - he’s kinda ugly (aesthetically and move set) - so I’d like an overhaul ala Birdie that would actually make him appealing/interesting. :wink:

I can’t really see that happening though. If Capcom decides that they want to prevent chip kills, one bar is unlikely to make a difference, since many of the common chip kill scenarios use that anyway (walk-up EX SRK.) They might as well just allow it universally if the designers were okay with that.

In most cases where you could chip with a super, you could have just comboed into it instead. The biggest problem I see with the idea is that alpha counters are basically free, but I expect people will develop safe chip scenarios where a blocked fireball is confirmed into a super from outside of AC range.

Yeah IMO if you’re going to allow anything other than supers to chip kill you might as well just get rid of the chip kill protection. You’re basically allowing people to use what is commonly used to chip out any ways. Especially if it’s an invincible DP or something.

I wouldn’t mind using super to win round one and have another for round 3. I just hope there are reliable super chip setups. I don’t even know if Nash deals chip on his super.