Necro : especific juggles and comboing

Only works on Hugo, Alex, and Urien right? =\

Also, I’m an avid Dudley player and group character combos together, like what will work on X will also work on Y. Necro character-combo-grouping seems harder =( Besides the extremely detailed list above that hurts my eyes, is there some other source? Like a video somewhere that teaches Necro besides the 4 or so master necro videos on youtube >.<

There is no such thing so far as i know on youtube. Those masterclass combos arent even that great, theres countless more stuff you could do than that. And besides, to make it absolutely complete, you would have to know stun combos after a throw, tornado hook, electric snake (at different distances), db fierce, b fierce. Thats at least 5 different stun combos per character. But its really just down to experience, and i suppose a bit of improvisation when it comes to doing those combos.

The OP has pretty much sorted every combo ull ever need for necro, he did a great job. It might help however if u reorganise that list into each char, thats what i did, it makes it a lot clearer.

Most of the non stun combos can be bracketed quite easily, theres only a few really weird chars. To give you a rough example, in my head ive sorta got chars brackted by

  1. db. fierce -> b.strong

These are remy and makoto, and a bit of Q.

  1. db.fierce -> jab

These are shotos, necro twelve, dudley

This is really vague and doesnt exactly work 100%, so ull have to find a way yourself to remember them. Best advice? Just practice against opponents.

And yes, db fierce x 6 is only for alex urien and hugo.

Oh, i might as well ask, does anyone have a link to a site which lists the “juggle” value of all normal moves? i feel that would be really useful in knowing what sort of stun juggles you can do. And also, on necros kysg video, why exactly is he able to do about 8 or 9 hits in the 2nd combo against makoto?

is hard for me explain this

1-first necro grab makoto in the corner(grab not count in the juggle)
2-bd.fierce>b.strong x ex cobra>b.strong x ex viper>bd.fierce (juggle count is 6 all moves add 1 point)
3-b.strong …well this is the hard part for explain, this b.strong hit because the move hit in air reel of bd.fierce (and for this the juggle limit not work)
4-jab electricity …you cancel the b.strong and electricity conect in the air reel of b.strong

when you stun a oponent …i think air reel is more (like 1 frame 2 frames more)
i think you need hit him in air, while he’s going the way up…i feel that shit

hit counts table

| back | normal | crouching |

LP | 1 | 1 | 1 |
MP | 1 | 3 | 6 |
HP | 3 | 6 | 1 |
LK | 1 | 6 | 1 |
MK | 3 | 3 | 1 |
HK | 6 | 6 | knockdown |

All jumping attacks-------3 per hit
Downback+HP---------------1
LP/MP/HP Tornado Hook-----3 per hit
EX HCB+Punch--------------1 per hit
EX HCB+Kick---------------first hit does 1, second hit knocks down
Denpa---------------------3 per hit
Electric Snake------------1 per hit
Magnetic Storm------------resets, then 1 per hit

excuse me english.

Thanks! That all explains a hell of a lot. You really do know your stuff coreo :lovin:

One tiny question i just need to ask though. I understand the air reel part of the combo. But at the end where you do the b.strong x jab denpa, because it is a cancel, the denpa also hits during air reel, so thats why it counts?

And also, can you explain to me whats happening here? http://youtube.com/watch?v=wVzn_CS_M6U

It seems like it goes

electric snake, 2 hits

electric snake, final hit (launch), 1 point

b.strong x 3, 3 points

jump strong, 3 points

So from the launch of the final electric snake, its a total of 7 points. And it doesnt seem like the jumping strong hits during air reel.

Does this mean that you could do for example, grab, jab x 5, denpa, which makes a total of 8 points? Would the result be different if the denpa was a cancel and if it were not?

is because the last hit (j.strong) conect when the hit count is 4 (oponent is unjuggleable when hit count is 6 or more (not less) and he not is in air reel of a move ).
maybe you can’t understand me …well me english suck to much .
excuse me

Thanks for the tip :tup: Also thank-you so much for that hit table =) Was wondering where it had gone. :tup: The combo in the youtube link seems fine to me o.O; launch(1) b.strong x2(2) s.jab(1) j.strong(3) so the count it at 4 before the jumping strong

so you’re free to tag him with whatever you want for the finisher - as long as it can reach <3

yes this combo not is hard.(and not break the rule)
but combos like this are hard of understand:
vs makoto
corner grab (stun) bd.fierce>b.strong>bd.fierce>b.strong>(walk a bit)b.strong>b.fierce>b.strong x jab electricity
after you connect db fierce the count is 6…you can make b.strong because the air reel explanation . same shit when you cancel a move (b.strong x jab electricity) in this example electricity conect in air reel of b.strong…
for understand more this you can make this comboing and wait a bit for cancel b.strong …you can notice this jab electricity not hit (because oponent not are more in air reel when you try this)…
excuse me english…again

i have one thing to sayTENGU-OWNED

I remember at a tournament some guy said that some SA’s should be banned lol

please deleted this…:lol: :lol: :lol: :lol: :lol: :lol:

Can I Play Necro? Please?

Nice thread, coreagrafo you can always pm me to translate whatever you need to post.

Am i the only one who thinks his english isnt actually THAT bad?

I understand him perfectly. But then, english isn’t my premium language because I’m born and raised in Sweden.

Creo que te falto el juggle de 7 hits versus makoto en la esquina que hizo PinoAB7 en un torneo de Popy.

ese juggle no es lo que mas dao hace .
revisa lo que yo le hago a makoto es lo que he podido hacer que mas quita…
lo bueno que tiene esa combi de pino contra makoto es que es mas facil de iniciar que mi juggle sin embargo en mi juggle no es necesario que makoto quede estuneada en el agarre ya que de porsi comienza con 2 golpes que no requieren que makoto este stun (bd.fierce>b.strong)
vale por revisar la lista de todas formas

What the BEANS?!?

Im guessing theyre talking about the stun juggle in the first round of the neon pino match.

^ I was talking about that Popy 3on3 tourney from a while ago where PinoAB7 ocved one team and in the end he killed makoto with a 7 hit juggle in the corner after a grab. What made that combo so “popular” was that it was 7 hits (there is supposed to be a 6 hit limit on any juggle that doesnt involve a super).

no lo decia por el dao sino porque es flashy, o al menos porque “rompe” la regla de los 6 hits en juggles.

bueno si ves lo que yo puse en la lista . veras que mi combo tambien quebra la regla de los 6 hits en el aire …es mas una gran parte de los juggles que estan en este tema lo hacen

Corey explained this previously as to why you can get more than 6 hits in a juggle, i believe can get 8 in a similar way.

After corner grab - db fierce - b.strong x ex flying viper - b.strong x ex qcb kick thing - db fierce - b.strong x jab shock. Its in kysg, but its not hard to pull of :stuck_out_tongue:

I can’t get the timing for bd.Fierce on Hugo, Alex and Urien, so instead of consecutive bd.Fierce, will the Makoto/Q/Remy combo work? bd.Fierce -> b.Strong -> bd.Fierce -> b.Strong -> Finisher T.T;