Watch videos of Sugiyama and Pino playing, or I can show you some videos myself playing and owning. PM me if interested.
here is some basic things you can start to do after you corner them.
NOTE: good players will parry this stuff 50% of the time or tech it.
standing or crouching opponent:
cr.lk >> qcf.lp (the tornado hook thingy)
b.mk >> qcb.lk (the funny looking axe kick)
mp+mk (Universal Over Head UOH) dash back
mp+mk >> dp.lp (shock thingy)
those are just things you can practice to start your general mixup. when people are in the corner they get scared to block down too much or up too much. so you can get a chance of landing combos i listed to hit. if the person blocks these combos, then you are still at good blocking range to recover and retry with something else, but dont start doing the same stuff in order again and again.
once you can get those moves going when you want to, then you can add random picks (b.mp, s.mp, s.mk) to keep them scared in the corner.
i dont know what skill level you are at, but if you are just mediocre level, these will keep you alive and win if you just MIX IT UP
I’m probably just below mediocre, and the people I play against are not skilled people… well, at least not yet. I can travel a bit to get to the closest arcade but they are way over me.
Thanks for the advice! I’ll try to find alternatives to mix up with.
Edit: When is a generally a good time to use BD.Fierce (The elbow thingy?)
DOH! I wanted to report that I had my BEST night at FFA ever w/ Necro. I’m still crap w/ SAIII but I was beating nearly every superior player, and then started getting CRUDDY again toward the end of the night (lost me’ mojo?). I’m still trying to adapt to different kinds of joysticks. Should we start a Necro execution thread to learn better timing and buffer practices? Some of his normals feel weird when trying to cancel them. 'gtg work now
tactics for db.hp "The elbow thingy"
the most common use for this:
b.hp (big uppercut that knocks them in the air) >> db.hp
hcp.lp >> db.hp (this needs to be done half a second after the second hit of the spining hooks
NOTE: this easilly works for makoto, hugo, alex, and shotos. so you should just try to use it on them and then read the begining of this thread for more advanced details.
while teasing them in the corner out of s.lp range you can use db.hp just incase they miss a parry or try to pick you. from what you said most of the people YOU play will fall for this once or twice.
stick to japanese joysticks (lolly pops) if you ever want to goto japan to test your skills. they dont have those old school, elongated sticks that button mashers and little kids fuck with. i know some people like them more, but i fuckin hate those sticks cause i like parrying alot. with the lolly pop’s you dont need to move the stick that much. it’s all in small, short, easy movements and makes playing more easy for me. but that is a large debate that could start a compleatly new thread, or should i say has completed a thread. fuck that discussion.
cancels are done either in the middle of a multi hit move or right after a move that is CAPABLE to be canceled from.
for example for necro’s hcf.mp xx SAIII:
- do the hooks
- at the END of the second hit you should have the SAIII’s punch button pressed and it comes out.
if you want to make a thread on that good luck, other than that everyone will say just practice and dont ask for something so troublesome and pointless.
in general… PRACTICE!!!
Maybe it’s just the way I hold the stick, and it usually works for me, but st. mp is hard for me to cancel into SA consistently when playing on 1p side, and even some of the Japanese players seem to have some trouble cancelling into SAIII (sometimes it’s safe to go ahead and do the super after they block the poke, depending on the opponent and the distance from them). Some normals have to be cancelled faster or have fewer frames in which to do it: you have to cancel st. mp earlier than most normals. It’s a lot harder than b+mp/b+mk.
No one really tries to cancel the db elbow into SAI in the corner other than Pino, but I realized that it’s easier for me to time the cancel if I continue to hold down back after the elbow and try for a dp motion: the supers comes out almost 100% of the time as opposed to trying to do the 2 rotations. I do the same thing for a cancellable low short with all characters.
Sorry if this post was annoying, and perhaps you frown upon it, but having unconventional execution methods should be ok if it makes things easier, and if it doesn’t mess up your execution in other areas, right?
to be compleatly honest with you, my weakpoint is doing double qcf+x on the 1p side. so i compleatly understnad what you say. i can only do makoto’s command grab >> s.hp xx SAII on the 2p side only. im not really affraid to say that cause i can make up for both sides if someone figures that out. but in general, s.mp is alot harder to connect then mpxx or mkxx due to the activation frames.
i know i said this hella long ago, but i am bout to get the adapter for my arcade sticks soon. i went and looked at some in shibuya today and they all seemed pretty cheap. like 2000 yen ($20). i just hope they work for my hori stick. so if you gots kaillera i will be glad to give you a litte run through session on what to do to improve your game.
keep PRACTICING!!!1
I’m having a really hard time deciding between Ibuki and Necro, but I feel that I don’t handle Necro well enough yet to make a proper choice! I’m especially having problems executing moves as “Player 1”, and still have problems from the other side. Is there something weird with Necros timing or am I just sucking? A mix of both perhaps?
Edit: Also, what electricity should I use for AA and overall? Which one in what situation? I like H.Elec because it’s more damage and I can keep it up for longer, but I’ve gotten the feeling that it’s also easier to punish if I whiff.
if you have problems on the “ipi side” then you should definatly not play ibuki hands down. ibuki is all about being able to switch up and play games, while necro is more of a trickster. by that i mean that necro is easy to overcome but tricky and ibuki is confusing by all means and should be taken as a threat no mater what. i can say this all the time but no one will belive me, “goto japan and find out.” you really dont know how to play agaist a necro, ibuki, makoto, ken, or yun until you play a japanese player. i dont give a fuck what you say but it is a lot differetn than shitty western players.
For “AA” I assume you men the twins’ SAIII “Custom Combo” thing.
when the CC activates, only bolck. i can parry most of yang’s and some of yun"s CC, so i dont care. but you should probably block down and then block up every 8 hits or so. no offence about the “Blaq vs Fantastic” video, but dont judge your yun fight on that. watch another fight to learn about the twins, cause if you watch that vid, you will prepare yourself for dumb ass twin plawers that dont know shit.
about the drp.hp, most good players parry that (6 parrys xx lp) and punish you. so stick to couters or drp.hp (3 hits xx SAI) then there is a better chance.
You misunderstood me, I can do stuff fine with Ibuki, but for some really weird reason I’ve had problems with Necro!
Well actually I meant Anti-Air =D Thanks for the blocking advice, but I really have no idea what the second advice is about… what situation is it from?
Thanks for the offer but I don’t have online capability or kaillera access
I am sorta on or off on any given day when it comes to cancelling s.mp for Necro, and sometimes it’s nerves. I’m gonna practice again tonight cos my special buffering technique for that poke might work for me on both sides, and I’ve been applying it to other characters with pretty good success. My toughest prob is adjusting to different controls, and the ironic part is that I prefer some joysticks that no one else likes, heh. My joystick technique is specifically for cancelling qcfX2 rotations. I used to consider it difficult to cancel db+hp into SAI in the corner because you’re cancelling from db to df, but I seldom miss that cancel on my weaker side (in this case, my weaker side is 2 for once).
It’s funny you mention having trouble with Makoto’s s.hp XX SAII cos EVERYONE I knew used to have that same difficulty with that side, and then I joined the list, but for her, I have trouble with the kara uppercut follow-up. I’m mostly a Necro/Dudley/Alex player and I lost interest in using her, though, as opposed to playing her
Today was a MADDENING day, but I just finished more practice and now I feel I have the s.mp cancel under control (it feels different in a corner-grab juggle as opposed to just the normal into SA), and I think that cost me a LOT of matches against superior players since they only wind up giving so many openings and I was able to corner them lol.
I still need a LOT of work on negative edge and mid-motion cos I’m not used to it, and esp. regarding the b+lk, s.mp chain.
The funny thing is, it might seem like a no-brainer and just a matter of adjusting to different controls: such as Japanese sticks, switches, or the alternative to switches (I forget the name but supposedly the inputs have to be more precise, so greater execution is needed). On the other hand, a LOT of good players at FFA seem either too afraid to try to cancel on reaction/hit-confirm, they’re too distracted by the strategies involved at the time, or they actually CAN’T do it consistently, which is the hardest part (only hard depending on the normals, though).
I have a question about damage in the game…is it consistent in terms of hit points for each character? SAI seems to hurt Dudley REALLY badly when connected in any fashion, even though he presumably has an average amount of health (it’s probably just my imagination LOL). A lot of ppl like to use it against him to shut down his offense.
I’m NO expert but maybe I can help. I’d recommend using hp electricity/“denpa” when somebody jumps on you from a distance and you have time to make it come out before they can hit you: just keep pressing the button so it hopefully crosses up the opponent if the player air-parries it continously, cos that is REAL tough to parry lol. You can experiment w/ lp denpa and see if they parry it, and if so, see if you can back-throw them when you land and see if they try to tech-throw: it can really confuse the opponent. Otherwise, try to bait a counter if it’s a shoto player or someone else with fast, good reversals, and then punish them for being triggerhappy.
Necro seems to have weird timing for some of his cancels. Mike Z tells me that all low shorts are the same in terms of cancel timing, but I have a much harder time cancelling some low pokes than others: command overlap is sometimes the problem but usually when I mess up, the poke just comes out, followed by…nothing
B+mp is MUCH easier to cancel than b+mk, I think, and easier than s.mp. Low short is EASY but must be used cautiously cos it’s almost TOO easy to cancel and then you’re screwed lol. If you’re close enough to the opponent, you can try to cancel it into lp denpa, but that’s easy to mess up too, cos of command overlap again. I’d recommend doing that more for SAIII for extra stun than for SAI.
I think that the speed of any given character gives the impression that they differ in speed/timing for cancelling or linking attacks into SA.
I was wondering if you got to play and watch any great Necros in Japan lately, like Sugiyama, Uni or Pino. There don’t seem to be any more new 3s matches on YouTube these days. Ueda and another 1-2 JP Necros seem to be on the scene, but the matches are pretty rare, yet I’ve seen a LOT more matches involving most of the roster.
Sometimes my friends got to play Ohnuki, RX and others when they came to Evo over here.
Aside from Japan, there seem to be some good players in Australia: not sure about Necro, but Kechu the Alex/Ibuki player, and Hong; Dudley guy. Kechu does well against Sugiyama, and Hong handles RX pretty well. Parts of Europe have players who are randomly good, such as Prodigal son/Ryan Hart (sometimes he does very well against Pino and Hayao).
I’m also trying not to focus on just the top guys for each character, because they play at a level I might not understand, and any great player might have tricks I can add to my repertoire, at least.
i played
[-pin name (fighter) : (win/loss) *note]
-kokujin (dudly) : (2/14) *he recently won a tourny in tokyo too
-RX (ken/gouki) : (1/10) *think it was RX but he was praciticing parries and fucking around
-torpedo (chun) : (0/10) *fuck his chun li
-torpedo’s GF (chun) : (2/4) *good fuckin god she was hot and super fuckin good
-some aussi who said, “my mak is ausies best mate” (makoto) : (2/5) *his mak wasnt that good :arazz:
i know i played alot more popular people, but i dont know there faces. I have been in some videos agaist some players that tape their matches. but of course they dont show the face of whose playing and it is wierd to ask the filmer for a copy of the match… if i do happen to be on the net, my necro/ibuki/gouki would be vs. yun/yang/ken/gouki/ibuki. this was all around the SBO season and alot of top name players were there. i also played buktooth at kaikan and almost beat him. almost dont mean shit, but can you say that? ya, other than that, if i feel like it ill ask my wife to tape me and ill post it up here… i dont think shell wanna do that but i will try.
wow, why is that. it is alot harder to cancel and combo with ibuki than necro. just go slower with necro. ibuki has more stricter timing in her combos and SA cancels than necro, and necro has more combo, wait, combo, cancel, reset type of deal. i cant really explain what i tried to write, but i will edit it and make it more clear later when im not playing with my niece and typing at the same time.
ya i see where i was a fuckin retard at…
i dont know why i thought AA was anywhere related to CC… no excuse for that one. i think i was on a tangent of some sort for some dumb ass reason… ya i know i was a fuckin jackass for that, sorry
i am the best necro player in the world
i am the reason because necro exist…
i know a lot of stuff about necro (positioning tricks and necro normals)
only not have time for posting…but if you make more especific question i can answer this
a lot of players think necro is a rush char like makoto becuase the stun …for me necro is a good punisher , semi decent zoning/poking .(see uni he is really good)
now in yun/yang match up: if he jump you can do a lot of shit only you need is see the distance…if is a far away dive kick you can do a sa3 or a fast low move.
if is a mid distance dive kick you can anticipate whit a flying viper some times b.fierce can help but is hard
if really near dive kick or jump only you can do is parry/block. if yun try whiff a dive kick in front you .if you do right you can throw him or get a tech all time if you are in throw range (this is really good vs a activated yun)
about parry a dive kick. see the hight of move …is really hight parry b.fierce him if is more low b.forward> etc
more about this match up later
oh really now. go fight with mutant xp about that. he already was going off about how he was the best. that thread is in the necro forum, good luck!:woot:
http://forums.shoryuken.com/showthread.php?t=111470&page=2
NOTE: if you dont have post per page = 50 in your profile settings you need to go to the next page or two
rush necros get beat early in the match… i dont know who the hell uni is, or maybe im a retartd, but i think i know what you are talking about:confused:
ya good point on the rushin necro.
just to put this out there now… trying to grab the twins after a dive kick is not that smart vs a really good twin. for one thing, they can grab you quicker than you would expect and they can also jump back up really easy and just play with you while you wiff a grab.
a personal goal for me when i get them dive kicks is to parry and b.mp and nothing else. if you parry a dive kick b.mp xx SAI, they get knocked out and you lose the treat of stocked SA. so just use the SA if and only if you hit confim it on the ground.
the reason why i just parry and b.mp is to try to make them do ground combos instead. yun and yangs ground parries are fairly easy and punisable by pokes and hit confirmed SA.
if the yun or yang you guys play are easy to beat, then they suck ass. yun and chun are necro’s bigest threat. just be patient and dont get into corners or throw random s.hp or s.hk or you will just die.
hell no…i am talking about a whiff dive kick in front of you …if you do throw well he can’t grab you …he only can tech your throw …if he jump back is safe for you (really good if he have genei jin)
of course you can do other shit (vs a whiff dive kick) you can j.roundhouse drill , back dash and see , b.fierce etc…but you need anticipate …throw is really good because is a natural answer and is really safe
some shit you can do is a anti air sggk option :
tap parry>b.strong kara throw but is risky some times because the timing is hard and is really unnatural option
other 2 shits about yun match ups is
1- you can punish genei jin activation whit a sa3 (especific distance) you need buffer super before and wait for genei jin flash for press the button
you can use this for example after a tech hit (in the corner for example)
2-when yun activate genei jin (semi far)…the most of necro players back dash a lot of times… i disagree about this because you give yun so much distance …is better see the distance …you positioning necro far away of yun shoulder moves and fierce lunge punch (punish this if he do this out of range) from this distance yun only can walk or jump …
if he walk only walk back and when he is near block the genei jin he waste some of this genei jin meter
if he jump see if a normal jump or a super jump
vs a normal jump only back dash or block and try stay in same distance
vs a super jump , this situation is really random …if he try a j.forward you can anticipate whit a strong/fierce denpa and hit him…but if he do a short dive kick he land out of denpa move and hit you
of course you can use sa1 in anti air game
i post some vs yun stuff …i don’t want make a post about how bad/good are yun player of my country …because this is irrelevant …
i try post more later
ok i get what you mean now. just stay mid screen on a yun and you are safe. parrying that 3 hit dash punch (qcf p) gets easy after a while, but try to make yun do stuff that drains his SAIII time gauge down.
MID SCREEN time delay options:
-
making him dash in (-1.5 seconds)
----blocked random hit = TIME GAME IS OVER
----^ red parry + parry second or third hit, b.mp backwards SJ.mp (5 seconds)
----parried random hit (-0.5 second)
----^ plus dash back (-0.5 second) *more time delay options available -
jump dive kick in (-1 second)
----blocked = TIME GAME IS OVER
----parried + b.mp (-1 second)
----^ plus dash back (-0.5 second) *more time delay options available -
super jump dive kick in (-1 second)
----if cross overed, block and dont get picked. TIME GAME IS OVER
----if not cross overed, follow number 2’s notes -
qcf.p (dash punch)
----with parry (-2 seconds)
----^followed by grab without quick stand (-3.5 seconds) *more time delay options available
----^follewed by grab with quick stand (-3 seconds) *more time delay options available
----if knocked down DO NOT QUICK STAND
----^if yun does not follow up with combo (that yun sucks ass and you probably dont have to worry)
so in general, just do the little things that take make yun loose time so yun tries to do a stupid, desperate move that you can delay more time with. it is always better to get caught in his combo with HALF of the SAIII rather than if it is FULL.
my layout for this strategy might be slightly confusing, but just look it over and you will find out that it is all about your options. so if you choose a good option, there is more time that can be delayed. but sometimes you get stuck with the shitty option, shit happens.
This isn’t necessarily a good idea. Yun’s command grab has more range than your normal throw.
Or s. FP into shoulder or f. FP or dive kick or dive kick whiff into whatever. You don’t wanna wait around Yun. You just wanna get the hell away as fast and as safely as possible. Fierce lunges and shoulders are easy to parry anyway.
I find it helps if you’ve got a lot of distance – and you’re in the corner – to whiff a RH drill quickly to keep him on his toes. If he’s expecting you to try and SJ drill out, it gives you some breathing room in his pressure game. It’s not something I would recommend more than once in a blue moon, but I’ve had some success using this, and PinoAB7 is very good at doing it regularly without getting his ass kicked.
LP hooks will also beat or trade with dive kicks, and you get the knockdown. Uni likes to use them like that.