Necro for Scrubs, by a Scrub

vs gouki
you need know some things about this match up if you don’t you can get pwned vey badly

-pick sa1: yeah i know people like sa3 more because the stun but the match up is very hard if you pick sa3 , the air fireball can keep away necro a lot of time and sa1 make you afraid to jump in.
-learn how to punish tatsumakis: this is a tricky shit in that matchup , all gouki tatsumakis are unsafe on block , mk is unsafe you can grab him in reaction the most of time or punish with a big combo , hk is a bit tricky, on block can be punished be sa1 (reversal) but is hard to do in the flow of the match. you can red parry him (hard) other good options is block low. when you do that ,tatsumaki cross up you and now you can parry the last hit (normal parry the cross up hit) and punish him badly , other option (a friend called grimlock used that) is mix up your block , he explain to me you can block low in 3 hit and stand up again in the 4 hit .doing this gouki land very near and now you can punish with whatever you want. last option is when you are very afraid you can smash b.lk>s.mp chain that beat other tatsumaki if he try it , or other normals moves but you die to srk and demons anyway the situation when you have sa1 stocked is very dangerous for gouki.
learn to play footsie: is very important know to play footsies in this match up , dont do stupid shit trying to rushhim like hell because gouki can counter your moves very easy necro have good tools for keeping away people only you need know how to use that and build your super meter
other 3 things you can learn is red parry that overhead , this is not really hard of do is like red parry ken b.mk overhead etc and red parry that c.lkx2 , and learn to react to fire balls with a flying viper (ground fireballs) or a sa1(air fireballs)

excuse me english

Thanks bro :slight_smile: and thanks for subscribing to my Necro youtube channel :smiley:

I agree about using SAI vs. Gouki. He stuns fast but he also dies fast, so it depends on what’s more comfy for the player. I’m obviously more of an SAI player. I like the b+lk, st.mp chain in this match-up to stop Gouki from some rushdown. I use it as wake-up sometimes, and even if I don’t have super yet. I often catch my friend JR at mid-screen with st.mp and db+hp.

That’s INTERESTING that you mentioned blocking low and then high on the tatsus, and how that changes the distance you’re from Gouki. I gotta try that when I play JR or another Gouki player again lol :slight_smile:

So you can throw Gouki after a blocked mk tatsu? I thought it was only after a blocked hk tatsu, but now that seems harder to do cos of spacing when JR chips at me with it, or it’s just harder to see which tatsu he’s using, maybe…

So the b.lk>st.mp chain beats tatsus, rather than using as a punish after blocking them? Even if it were a punish, it’s probably better just to go ahead and go for the SAI reversal, which for me isn’t so bad :slight_smile:

Your English es mucho mejor que mi Espanol! Thanks for the tips. I’m gonna try them when we play again. ~Nick/Protectobot

The crouching under a hit of the tatsu is a really great tip- I only actually noticed this recently in a danisen ranking vid of Yakkun playing with necro where he ducks the last hit, pretty clever- especially if you aren’t confident on the red parry. Relatively recent in the video thread if you want to look for it.

I personally think SAIII is much stronger here, expecially if you’re using a lot of b.short, strong chains, it might not do as much damage from some combos but it’s far more life threatening to the Gouki player IMHO and lets you attack right after landing it for the round, rather than being left meterless and having to build again. But I think it’s player preference and I’m not going to try convincing you otherwise :slight_smile:

yeah you can block mk tatsu and punish with a throw or a combo ,reversal sa1 vs blocked hk tatsu is very good but is hard to do b.lk>s.mp chain punish people who try tatsumaki again and is very easy of do

I’m looking for ways to juggle into a taunt… anyone? (stun/no stun/what characters?)

(you cornered)>snake fang>taunt is a good trick because he can’t do a quick stand
if you need juggle with taunt … you can do it with stun (ex: b.hp(stun)>walk>s.lpxx taunt) but is not the best option of juggle is much better do the main combo (see coreografo combo thread)

Anybody here still play 3S?! I just wanted to mention that Rockefeller’s been DESTROYING me lately with his HUGO, as well as his Urien. I can occasionally beat his Urien with Necro (almost impossible for me), but I dunno how to deal with his Hugo. I eventually beat him with Elena, but I didn’t see anyone else beat his Hugo :open_mouth: I’m sure those other players are more advanced than me, too.

I thought this was an easy match-up, but I wanna describe what happens when I face him.

First off, Necro has perhaps the crappiest ‘priority’ in the game. With Hugo, he beats me at air-to-air with jump-back hp. He gets me in the corner quickly. I’m trying to stay out of the corner. If I jump back when he corners me, he uses the backbreaker. If I jump back far away, he dashes and uses the backbreaker. If I hesitate to jump for a split second, it’s meatsquasher or earthquake bomb. If I try wake-up throw, he techs it, and if I do wake-up flying viper, he ‘backbreaks’ me anyway. If I try to poke him out of EBs, he parries into it anyway. He builds meter very quickly. He reaction-SAIIIs me when I try to poke at him. I tried being unpredictable, but it’s insane.

All I can seem to do is poke at him with jump-back mp and poke here and there with cr.mk, st.mp, and cr.lk. Sometimes db+hp knocks him back. He also air-parries hp shock from both sides, as well as SAI. He blocks st.hk almost every time, also, or counters the limbs with any given number of normals.

Another tactic I tried was using more forward and back dashes. If I dash in from any range, he sweeps me or uses the earthquake bomb. If I dash back, he hits me with the ex lariat! His reflexes and and ability to keep track of multiple options at any given distance are AMAZING!!! I tried faking certain moves, but that just seems like hesitation, which he recognizes 99% of the time, and punishes accordingly. I only got him to whiff a backbreaker on me once, when I was cornered, by crouching as if I were starting a super-jump out of the corner.

I thought I was being too aggressive, if I do something risky, and he just keeps parrying or counter-poking/zoning to win, but the moment I hesitate when he’s within range of lp earthquake bomb, he gets it. He even uses the backbreaker to catch me out of uoh. I guess he’s doing a lot of option-selects?! I try throwing him behind me into the corner, but I have limited success. I rarely have trouble with Hugo, but I don’t remember even having this much trouble with Adolfo’s Hugo! I wanted to see how other players handle him, but they’d keep leaving the arcade after losing to him. I thought it was just me, but he was dominating everyone :open_mouth: I’m still surprised that Hugo has supposedly moved so high up the tier list in Japan, though (so many bad match-ups for him)…

Awesome thread.

Very interessting character but, he looks very hard to use for a beginner damn… i don’t know how to begin with him.

I don’t know why but i love playing the SAI… i watched Pino plays with this SA a lot of time and i have more succes with it, like an AA, a reversal, and a confirm with back forward etc… i know this SA has some issues but the feeling is good with it, so i don’t know if i should continue to select it lol.

Does Necro have any other solid anti air other than c.MP? Or a way to keep controlling the match against someone who jumps in all the time?

As of late, I’ve been relying a lot on c.MP and parry-b.MP/b.MK as my anti airs, but it doesn’t always work in my favor.

I’ve been thinking about maybe back dashing or dashing under, but I haven’t incorporated it in my game yet since I usually forget about it mid-match, heh.

Necro doesn’t particularly have a solid anti-air, but he does have some decent ones in b.HP and Electricity(which is a bitch to parry). If you’re really having trouble, pick SA1 as an anti-air option.

could always do electricity. necro has poor anti air options.

work on your parrying. necro players need to have great parry skills.

tbh, this guy saying he uses some oddball normals like cr.MP and b.MP/b.MK as anti-air does show some ingenuity, assuming Noel’s a novice player. But yeah, Electricity and SA1 are both really good since they can potentially cover both regular jump-in and crossup situations.

Thanks.

I’ve seen some players hit Aegis mirror with normals. Why? Does it break it faster? Just for the hell of it?

Also, AA denpa has been working good for me. :slight_smile:

Thanks.

You can get rid of Aegis faster if you hit it, yeah(not with LP/LK though). Try hitting Aegis with Oro when he activates Tengu Stones. It’s pretty funny. :slight_smile:

Just begin with Necro, he’s so fun to play but also so hard to improve… go train…

After watching all Necro’s hitbox here : http://ensabahnur.free.fr/BastonNew/index.php?id=5

I see now how much Necro has low priorities… however, here are his best pokes IMO :

  • Standing strong : An OK hitbox, great when it don’t whiff on crouching opponents.

  • Back + strong : Hitbox is good, generally a good poke.

  • Back + short : His fastest poke, a good hitbox too.

  • Back + forward : slightly more slow than back strong but better frame advantage.

  • Back + roundhouse : slow but huge frame advantage, very solid meaty and can be decent as an anti air too, good hitbox.

His roundhouse drill has a great hitbox on the first 3 actives frames, much better than the forward drill so i will use try to use the roundhouse more to test that.

He has some other decent pokes too like his crouching short, crouching forward etc… but most of them have bad hitbox, poor Necro. -_____-

pretty much all of necros normals are amazing.