is only practice…
you can do db.fierce>b.strong in …chunli (very hard), makoto, Q, remy, 12(hard), hugo and alex…
Thanks Coreo :tup: I’m at work at the moment so I can’t test anything =(
guys…
i discover a new comboing
vs urien (in the corner)
for this comboing you need a especific distance for the first hit (like 1 body)
1-b.roundhouse>s.strongxxsa3 >bd.fierce>x3…(2 options)
a) s.strong (urien are stunned)>taunt and old bd fierce comboing >dead
b)bd.fierce(stun)>bd.fierce>s.jab >taunt …etc (this comboing do more damage but is very hard)
y think this is useless but you can do next comboing
far c.short/s.strongxxsa3>bd.fiercex5>s.jab
I’m pretty sure all of those are common knowledge, since they’re just variations of his db. fierce (x6) in the corner.
Plus, if I got a dizzy, I’d rather not risk wasting it by dropping them out of the corner fierces. Rather just do back RH > SA3 or the usual FP hook combos.
risk?? only is a risk if you can’t do this …for me all time do 4 or more db fierce i …i only do fierce hook comboing if i know only you need this damage for win …
yesterday i land this comboing vs a urien player this face are like :wtf: … is a 100% stun and damage comboing
I don’t care how consistent you say you are; everybody misses those occasionally. Even Sugiyama and PinoAB7 drop the guy on the first or second elbow every now and then, and when you’re in playing in a tournament, that’s not a risk you can afford to take.
Guaranteed damage is almost always the better option. Especially if the difference in damage isn’t especially huge.
The difference between those corner fierces and:
:l::hk: xx :qcf::qcf::p: xx :dp::lp:, :db::hp:, :mp:
-is minimal at best. Not to mention it does a little more stun.
If you don’t have enough meter for a super, then they become more valuable, but the risk remains.
Besides, if you’ve got a Urien/Hugo/Alex player stunned, chances are they’re close to being dead anyway, and the above combo or a fierce hook combo will already be enough to kill them. Any extra damage you get from the fierces is likely overkill.
Those combos are more than common knowledge anyway.
The reason why those fierces are useful is that it makes your corner game much scarier against Alex/Urien/Hugo. Watch a couple of Sugiyama VS RX videos. RX is afraid to do anything in the corner for fear that he’ll get hit by one of them.
I actually thought that the only thing you could do after sa3 on Urien was lp denpa, so this is news to me :D. Thanks Coreo
These combos aren’t stupid…they’re high damaging!
~very fuckin true~ I am always for the guage building rather than damage. damage can be done tacticly rather than in corner rape. but gauge building can only be done over time.
very true. but everyone fucks up from time to time. by the by, who posted that?
Coreografo, I request permission to use the combos in your great thread within my upcoming video. You will be given credit as well if you agree.
HELP please: I finally started using the 2-hit chain into SA but I can barely/rarely do it. I’m naturally referring to b+lk, st.mp, SA. Is it PURE SPEED? I can hit-confirm/cancel off of b+mp, b+mk and st.mp pretty consisently, but this one’s tougher (probably the HARDEST thing for me to do w/ Necro, execution-wise, besides the multiple elbows against the “big” guys (haven’t had much chance to use this, either). Thanks in advance.
no it is not “pure speed” when you try to do it. but utalizing the game’s cancels and other attributes in the game i.e. negative edge, super cancels, kara throws, red parries, etc.
this is how it is done for the two hit xx SAI/II and for the qcf.lp >> s.mp (reset) xx SAI
b.lk s.lp XX SA:
1: b.lk
2: qcf.lp * this gets in the first motion for xx SA
3: qcf.p (SA activates) * this finishes up the qcf qcf punch for SA
by doing this, you get the first half of the motion during the lp and then the SA comes out when you do the other qcf punch.
This is exactly like ken’s b.mp >> s.hp >> qcf.hp XX SA timing.
for the qcf.lp >> s.mp xx SAI is the same thing but less buttons.
1: qcf.lp
2: qcf.mp (reset) * this does half the motion for SAI
3: qcf.punch (this is the last motion for SA)
now my personal tactic for any cancelling is negative edgeing. negative edge is where you hold down the buton and release it to do the move.
for example a hadouken:
1: hold down any punch button
2: qcf
3: release punch and you got your fireball
for necro’s lp.hooks >> s.mp (reset) xx SAI:
1: lp hooks
2: qcf.mp (resets opponent) * I still hold mp
3: qcf. (release) mp
and bam! i busted out the combo with out as may buttons being pressed. remember the more buttons you press, the slower you are. so when doing multiple cancels and or with strict timing, negative edgeing does the job.
OK: I’m relieved to hear it’s not about speed. I was actually thinking of using Negative Edge or Mid-Motion but I always do the traditional “speed” method, or whatever it’s called (does it even have a name?). I have always done all the rotations and button presses at the end, and it’s still easier for me to get the timing (I’m better with quick rotations than timing for some of the harder 3S links, for example). I prefer to be able to be fast, but I need to learn timing better too. Thanks a bunch, man!
if you can do it with pure speed, you would be a hellion if you use those cacel techniques… i personally need to work on the speed part. for CVS2 i always have problems with speed when i parry and try to qcf qcf pucnh or something cause i am hell slow. if only we can swap skills… no matrix shit happining here.
good luck and work on negitave edging then your speed will increase by 1/3 garenteed!
LOL…I’m SURE your execution is better than mine! I have my own joystick techniques for buffering (esp. fast/non-hit-confirmable cancels) but they’re pretty consistent. I love cancelling or juggling cornered opponents w/ SAI, and I’m pretty decent at hit-confirming into SAIII. I don’t so much have trouble w/ the timing of the button presses but w/ rotations under certain circumstances. I also have some trouble with command overlap, regardless.
CvS2 feels different in terms of timing and speed (my user name is based on it but I’m too lazy to do something about it), but I think my techniques would help in that game too.
Sometimes I feel I lose sense of how much time has elapsed, and I overcompensate by trying to do something faster than I remembered having to do it, cos I don’t realize that I’VE gotten faster, or I’m afraid I’m rusty and have to relearn the timing for a moment.
My reaction time is CRAP in terms of dealing w/ what my opponent is doing lol, and it’s partially fear-based (not going for the tech-throw, for fear of reversals). It’s SOOOOO satisfying when you outsmart the opponent by not doing ANYTHING but literally staying in their face and delaying all ideal attacks for each scenario. That seems to be a better set-up for punishment than resets, ticks, or anything else (all important, of course lol).
DAMN…by the time you read this post, I probably will have edited it (I don’t know where I’m going with all this but I’m itching to play and I need another paycheck before I can get back to the game and play JR the Akuma guy for 1-2 hours O.O).
timing trouble…
im learning necro…
i can now consistently juggle the “big” guys with db. fierce for up to 6 times, and i can do the db. fierce, b. strong on remy and maks…HOWEVER, for the love of god i cant do db. fierce, st. jab on shotos, it’s so frustrating…any tips? is the timing even the same? visual clues?
for the db.hp in the corner…
hugo: what i look for is the buldging of his eyes, his ough sound and when necro is about to pull back is arm. dont just randomly hit hp because it wont work. get in training mode and work it out. i would try doing this tactic, just do a db.hp (but hold the downd back) and then say “one” like you would say when you play hide and go seek, AFTER you say “one”, hit hp again. this might work for you but try and see if the training technique works. note that since you cant hear or see me, your timing most likely will be different.
*note: after the third hit with db.hp you can do a b.mk for a reset
alex: this would be the median for the timing aspect. not to slow and not to quick. if you can do the “db.hp corner thingy” on hugo and urien, just narow the timming in the middle of the other two. hard to give examples for alex, but he is the esiest IMO of the three.
*note: after the third hit with db.hp you can do a b.mk for a reset
urien: this is the one fucker you want to get his down on. unlike alex and hugo, you cant do a b.mk after the third db.hp so get it down. this is the quickest timing of the “db.hp corner thingy” now for this fucker, say “one” and once you are ALMOST done saying “one”, hit hp. just watch for his legs and press before he looks like his legs are goin up… take your time and dont slam the buttons.
good tips:
dont slam buttons
dont rush and “hope” to pull it off
dont be too drunk or too high when you practice
be willing to waste 3 hours to master all the timing for each person
good luck
i didnt really ever hear of that before, but i would say skip the s.lp and dash back on shotos. shotos have more priority than necro, if you and the opponent are about equal on parrys your are fucked, and if the shoto kara grabs you when you dont predict it, you will get shoto rush downed. dont know your comp that much, but take your time when you do a necro vs. shoto match.
Dude: your execution is EXCELLENT if you’re consistently doing that. I guess the hardest part for you would just be getting the chance to connect with the 1st elbow.
Against shotos, I think I’ve gotten the elbow in the corner. I’m NOT sure about this, but if possible, you could try holding forward and try to walk forward a bit if you’re out of range of the shotos’ hitboxes, and then do the elbow. Since it seems the elbow must be done later than st.mp would be done after the throw, there might be enough time to walk forward and hit them.
Have you tried doing db+hp, st.lp on Q, or someone else that’s easier to hit? Even the Japanese players don’t seem very consistent about connecting with some of this stuff. The timing feels really weird: you don’t want to try to do the st.lp right away, but not too late either. I’d say you wait about half a second, but I just watch how the body falls. I let go of the stick after the db+hp, and again, you might want to try walking forward for a split second (so it reaches, or for timing). I just go by my instincts even though my instincts suck haha. I’m not sure how useful this is, but even if it’s not useful, I understand if you want to master it. I guess the reason to reset w/ it is to set up a grab w/ a whiffed EX flying viper, or if they’re almost dead, to kill w/ SAI cos they won’t expect it.
It seems easier to get the st.lp after the db+hp if you’re doing it as the follow-up to SAIII in the corner (with the wp electricity first, of course), so in terms of getting the st.lp reset, you might wanna practice that more often. I also recommend watching some Japanese matches on YouTube. If you need help finding online examples of the reset just off the throw, I’ll try to find them and post the links. 'hope this helps
now i think i might have read the post wrong after reading your reply rock…
about connecting the b.mp (first elbow?), i look for the “fell down” motion. by “fell down”, i mean that they have no other jester, body movement, or sound effect anymore. this may sound wierd, but that is what i look for when i do the b.mp reset.
I hope i am talking about the right subject this time… sorry if im not.
if you got the db.hp X 5 down, you pretty know the timming of the hit, usually the first hit is the easiest, and from there on it gets harder. so assuming that you know when the db.hp ends, you can hold forward and do the lp. same for the s.mp, if done to early, the hit wont come out, if done to late, the hit wont connect. so just be patient and try it out on different timming sequences… practice makes perfect.
not to be an ass to you bro, but stop while you are ahead. not a good thing to say especially if you never been to japan and played there before. these cats are no joke on 3s, CVS2, or KOF. ya we beat them in MVC2 and Tekken on and off, but the j-players are far ahead in 3s by far.
just for clarification, when i play or watch japanese necros, they dont do resets on shotos because shotos kill necro in priority. since EVERYONE parries and kara throws in japan, that reset just doesnt always work your way. but if you are in their head already, you can pull it off easilly.
but in general, dont try to be pino or uni. they just kick ass and own cause they are fuckin awsome necro players.
videos are good, but not as good as wasting your money and feeling like shit at the end of the
night… but videos make you feel better and you can always buy more beer (or chuhai)
necro takes time like everyone else. ask Rock, i bet you he can tell you how much he got better over the last 2 months. have fun and good luck!