Necro for Scrubs, by a Scrub

dont bother learning that combo iparryu. I assure you its 100% useless. xD. You’ve really developed your necro pretty deep and I’m proud :D. I think the #1 scariest thing u can do as a Necro player is to be perfect. Meaning when u get an opportunity to juggle someone in the corner, or punish a whiffed move with a hard stun combo, you do it with the proper execution. I practice my execution pretty heavily and because of it, when I get people in the corner they get REALLY nervous and anxious. When you play on someone’s nerves that heavily that you gain a lot more damage potential on your enemy and can get away with things you wouldn’t normally.

Ie: Hugo is scary and doing mp tornado hooks vs him can get u punished hard in the corner.But lp tornado hooks can become: lp tornado -> 3 db. hp -> b. mk. So I practiced that combo until I got it like second nature. So when I get hugo in the corner I’ll do safe pokes and such from the proper distance, then throw in a random c. lk x lp tornado. If/when it works I punish just as I stated above, and two things tend to happen. They’ll either get really scared (blocking low now), or try to counter immediately after waking up from the reset(ie: moonsault/gigas) etc. Based on their reaction, I’ll gauge how heavily I’ll counter and from what distances. For example if I noticed that he’d block low from fear, I’ll start doing poke strings into ex flying viper and other overheads, mixed with jump back mp. If he counters with moonsault/gigas I’ll just db + hp *6 -> b. mk on him(making him REALLY scared now) or if its meat squasher jump back/up hk -> super and put him back int he corner. After that he should be pretty scared of you and you can do all sorts of craziness like walk up throw for free, lol.

Necro does NOT have the priority, but if you can punish really hard, you can control the match rather easily and make your opponent afraid of you. Although for obvious reasons this wont work on every single player you meet, it definitely is a powerful tool to utilize. Necro’s combo list is just as long as Yun’s so practice hard guys. I think I gain most of my rep as a Necro player from my execution to be honest; so practice hard and add that strong execution to your game.

… = large amount of deleted dialog
n = number of times executed

i still have problems with hitting that db.hp * n. i am able to get it down really good sometimes, but then other times i just hit 1 db.hp and miss the next…

what i have seen japanese necro players do while executing the db.hp * n was they would:
1)db.hp
2)press forward
3)db.hp

i think that keeps a good rythem in general. i tried that and i am able to connect 3 * db.hp at times. So my bigger question here blaq, what do you do to execute it? Is there a rythem, sound effect, visual effect, or any other attribute you key into to execute the punishing in the corner?

other than that, thanks for the feedback. im glad that this thread didnt die out. i was worried it would die cause for a coupple weeks there it was silent…

DOH: I thought the page said I was the last person to post in the Necro section, but anyway…

THANKS for the feedback. For the cr. lk, lp spin punch, is damaged affected much if you do a st. lp reset and then SAI? It’s not much harder for me.
I’m working on SAIII a lot, and the best things about it besides hit-confirm from b. mp are the free semi-ambiguous mid-screen cross-up after connecting, and being able to cancel into it from the reach of his mp spin punch (damage scaling after SAI is harsh). Also, is it me, or is b. mk a link? Does it merely have many cancellable frames?
This is sorta unrelated, but it seems you can cancel from corner headbutt grab into SAI against Elena and Urien (st. mp doesn’t connect?), but maybe you don’t get as much damage/many hits against them to make it worth it most of the time?

well, if that is only if you do it in the corner and it is not eaven 70% chance you can link that SAI against a good player after a reset. some people are game on what necro can do after a reset, so be cautious about it.

but one thing to keep in mind about SAI, the combo scale down is heavy for SAI, so it would actually be better if you do one hit then cancel. but if you need to build your gauge combos xx SA are always better in the long run.

b.mk is a great link. it is slower, but does +1 dmg vs b.mp (if i do recall) i use it more than b.mp for combos just beacuse.

it really depends on what your aiming for. if you NEED to hit them with an SA, by all means do whatever it takes, because you can easily build your gauge with necro (rapid b.mp whenever you get the chance basically) but Urien falls too fast to connect anything else after and for elena… i honestly dont know…

i hope this sorta helped you… next time if you got multiple questions, make new lines so they are easier to understand what you want answered. good luck and db.hp for the win

Old quote. Here you go.

on urien you can’t do sa1
on elena you can do s.jabxxsa1 or s.forward>sa1 (reset)

My bad, sorry :slight_smile: For b.mk it seems you cancel or link it, and for me it’s harder to connect with than b.mp for some reason (only when I’m on player 1 side).

I tested a simple SAI after a corner headbutt grab and it connects, but against the cpu it’s harder to get a good estimate on damage potential (such as how deeply it connects against her for max damage).

'DAMN Urien lol…SAIII is the way to go against him. Ppl never parry my SAI after a st.lp: only against air-to-air jump-ins mid-screen (usually the drill kick), and most ppl don’t seem to expect or know how to parry any of his resets in general (though JR Rodriguez the famous Akuma figured it out FAST lol).

I agree that Necro builds meter so fast (probably partially cos it’s easy to make contact w/ the opponent’s body whether they block or not) that SAI doesn’t take much longer than SAIII.

Wow, thanks bro. s.forward? LOL…never woulda thought of it: I take it timing’s stricter (faster, shorter input window).

well since that you agree that SAIII has faster build up than SAI, consider that you can have more than one gauge for SAIII… it builds faster and you have more, and the main point of SAIII, stun. hands down SAIII is the way to learn necro, you will figure this out when you learn to work ppl over with it and rape them in the corner.

I want the srkers to know I’m seriously studying the guidance I’ve received (as well as match videos), because I LOVE playing Necro and I’m trying to make sure I’m not only improving but entertaining the competition as well (less turtling). I’m also trying not to “overthink” about what to do, cos that can make me too hesitant (the turtle thing), and also not attack too much when I think I have the upper hand [sometimes just literally moving in on someone and not doing much of ANYTHING (whiffing, poking) after doing some decent or some big damage is enough to provoke mistakes/bad judgment calls by the opponent], so I can control the pace of the match and keep my momentum.

I was hoping to beat some superior players w/ SAI cos they’re not as used to it, and to some extent, it works partially for this reason. I also seem to build it up all the time. I often also seem to smack a lot of cornered opponents w/ db+hp, so I can always cancel into SAI when I have it, but I naturally prefer st.lp reset there. Both supers seem useful sometimes just by having them charged (the threat of using it), and then I focus on grabs, ticks, drill kicks and the other tricks. SAI keeps a lot of players grounded, and has different options against cornered opponents, and I get almost everyone w/ the occasional grab into st.mp, SAI, but then again, I hardly ever get anyone to fall for a b+hp, db+hp, SAI lol. Ticking away at ppl w/ his weaker–but faster–pokes seems to work pretty well as they try to get away, and/or get frustrated. My BEST bet for pushing ppl into the corner is his forward grab (more than tornado hooks, dashing into the body after knockdown, snake fang, drill, etc.).

My Necro is CRAP for sure (sometimes I can win by confusing ppl w/ my unorthodox style), and I’ve been busy during the weekends when I usually carpool to FFA with Mike Z, and then I got sick, but come this Friday (payday lol), I’ll be exploiting SAIII a lot more.

My biggest prob is universal (not just Necro): I’m too predictable! My reflexes are slow, and I get stuffed a LOT (that’s more of a Necro prob than just my problem) and I’d like to watch more Necros in my area play against the FFA comp (NONE lately), but your advice will surely help me next time I go :slight_smile:

Thanks to anyone who made it through reading!

Glad to be of help. But I assure you Necro isn’t crap :P. Necro has a lot of mixups and you can confuse someone extensively if you manage your attacks well. Ask Ramza about my mixup if you dont believe me :stuck_out_tongue:

I mean my own Necro is crap lol. He’s got a lot of potential if you know what you’re doing with him :slight_smile:

???:wtf:

personally, i think you need to work more on your footsies, necro has a great advantage there against certain chars, needs to be taken advantage of. i always tell u to use the throw>elbow but you never seem to even try it=/. if you can corner someone necro becomes one of the most threatening characters in the game imo, outside of it not so much. it makes sense that he loses against characters that make that hard for him. and he’s hella fun to use:D

ouch…that hurt:sweat:

I play Makoto and when cornered Necro is probably the scariest character as a nuetral throw results in 100% stun and shit load of dmg… ya … Necro is anything but bad.

d.mk, d.hp, and s.mp pretty much stops necro in his foot steps. mak vs necro is all about knowing what stops the other person. most people who play mak never really go up against a good necro, so knowing how to stop him is difficult. visa versa, alot of necros of all levels go up agains mak cause everyone plays mak more than necro. takes time and patience to beat a GOOD necro.

True, Necro has great potential. Just like how URIEN had great potential, its just that Necro is less talked about/flashy.

exactly. i remember like 3 years ago when my friends talked shit about urien cause he was easy to parry, had no good combos, and that other bullshit. urien has some filthy, fuck you up combos even whithout the gigas reflector. but he is still easy to parry.

just like necro, many people have not found out his true potential. just wait for another year and see how many ppl play necro than. well, that is if SFIV turnes out to be as good as it is supposed to be.

Blaq good shit man congrats … trying to learn Necro myself…going to stick with sa3 for now and learn from your vids and bnb’s.

I’ve been playing Necro for fun lately, and I’m pretty good at getting people into corners. Thing is… I have no idea what to do from there which feels kind of silly. I’ve read that Necro is supposed to be very deadly when he has the enemy cornered but I just can’t seem to make anything of it!

Could someone please post a really easy combo/tactic to use? I’m only know the basic “language” you use, like B.HP and stuff, so if there’s anything like that please… explain? =D