Necro for Scrubs, by a Scrub

This thread has helped me a ton.

Ive tried time and time again to get into 3rd Strike but never found anyone who i felt comfortable with, but after watching some matches and reading this, Necro has become my main.

Finally starting to win some matches :wgrin:

wow.is this thread a sticky yet??

if not i should have been HELLLLLLLLLLLLLAAAAAAAAAAAAA long ago. coreo, blaq, props.

What strategy do you guys use against shotos? It seems like I can handle the cast, except for shotos and maybe Makoto.

There’s this one player I face against often, and when they use Makoto, they sort of sit in corner, but the second I get close, boom command grab. It’s so annoying. I can’t get close. I’m thinking maybe just sort of space myself and poke? Of course, there’s then the possibility of her doing quick dash, grab. Ugh.

I’ve gotten a little better against shotos, but mainly Ken is who gives me the most trouble. That damn crossup j. mk is gonna drive me crazy, no matter which character I use. lol.

Any help would be appreciated. Thx.

for mak, dont throw low pokes cause here cr.mk can beat all your low hits (except for cr.hk)

for the command grab, if you see that lk come out do a UOH so the kara doesnt go into affect. when you see mak do a mp, just jab after it hits right before the kara comes out.

if mak is in the corner, they are stupid as fuck, watch some pino vids.

for shotos, only pick if you know you can hit, or youll get shoryuken’d. get right oust side of lk range wait for parries (if youre good at parrying) so you can pull out some bnb combos. i like jumpng in and parrying their shoryukens cause it works a good amount of the time and you can always combo.

dash under the j.mk or cr.mp for safty. i usually use cr.mp beause if you are to far to dash under, cr.mp keeps you from getting envaded (it hits) even if necro gets hit during the exchange.

necro is the shit

I’ve seen some Pino and Sugi vids, and it seems like they like to use b. lk sometimes to maybe stuff some wakeup low attacks. In this case, I’ve seen Pino sometimes use b. lk on Makoto to perhaps stuff a wakeup grab attempt? I’m not 100% sure, but Makoto never seems to be able to get grab on Pino even cornered up close.

Now, I don’t wanna overuse b. lk cuz I could run into parry and a whole lot of trouble. Although, it is a viable option. I’m just tryin to think of other options to maybe counter grabs, mainly wakeup grabs. Maybe c. lk and maybe mix in a meaty UOH every once in a while?

As for shotos, thanks for the tips. I try to pick and choose the right spots to dash. Sort of instinctually. Cuz I wanna be able to time my dashes right when I feel like they’re going to try a crossup j. mk. Otherwise, I might run into a c. mk followed by fireball or whatever. Along with also utilizing c. mp for anti-air.

Makoto/shoto? I have been having a LOT of trouble against Makoto lately. I try to parry her too much and that’s when she usually grabs me, or after getting hit by cr. lk, dash punch or getting cornered. When I jump out of her grab attempt, THAT is what I need to decide how to punish, if I don’t have super yet. I haven’t seen Pino play any crazy Makotos yet, but he and Uni seem very good at guess-parrying Makotos when they go for standing pokes. I’ve heard that it’s a good idea to try to use cr.lp to stop her command grab (or maybe b+lk?), but on wake-up, I’m gonna attempt more UOHs just to get off the ground–I might even get the chance to link into SAI. The prob is that she sometimes command-grabs SAI! I don’t know if the timing is strict, but it felt kinda random and usually it’s a good way to stuff her c-grab attempt. I RARELY jump against her cos of her priority in the air (harder to predict than her ground pokes, too). I try to push her back w/ wp shock. I use a lot of drill kicks against her (whiffed or not) to confuse and pressure her so it’s harder to determine the spacing between us. Dashing back is more useful against her than usual, but not if it means getting closer to the corner. She also tends to dash into a lot of wp and wk pokes.

I hardly fight Ryus, and my main problem w/ him is a general prob: good Denjin players (rare also, though), but I suck against Denjin lol. I also don’t want to try parrying too much cos I get hit by hurricanes or cr. mk, hurricane when I’m being careless.

Akuma is the HARDEST shoto, imo, cos of his mix-ups and MAD offense. It’s hard to keep him from jumping on you w/ air-fireballs at random, different timing each time, and his dive kick is hard to stop. I can’t react fast enough to realize when he’s going for the demon-flip grab instead, and that’s also hard to stop. You could try punishing his forward jumps w/ jump-back pokes like hp or straight-up jumping mp (if there’s EVER a good time to use that move), and then when he goes for air-hurricane kicks, get ready to parry, but don’t get to close to him in the air cos it’s much harder to parry, up close. Although Necro’s forward dash is a bit slow, it’s worth experimenting w/ that against slower jump-in attempts by Akuma by dashing under him.

Ken isn’t so bad, I think! I have trouble w/ almost ANY Akuma, yet I have beaten some of the best current Kens in the U.S. (or come close). I whore b+mp on the ground against aggressive Kens that dash in and/or try to poke a lot. I have to be very choosy w/ Necro’s reach or I start falling for Ken’s dp reversals. I try to bait them and punish the hell out of them. If Ken cross-up jumps when you’re on wake-up, consider tech-throwing or baiting a dp, but don’t forget to block low if he’s got super stocked. I LOVE it when Ken empty-cross-up-jumps on me: I tend to get 2 b+hps in a row for nice damage and good spacing. If he jumps from a distance, I go for wp spin punch and sometimes add a b+mp first for the anti-parry. If I only do the spin punch and he parries it, it’s hard for him to retaliate, and Necro’s grab range is better, so I usually get a free regular grab (the back one/leg-grab that does great stun and comes out fast). I also mix up anti-air w/ cr. mp and wp or hp shock–I also try to use shock against cross-up empty-jump Kens when I want more breathing room.

I hope this helps. I know the U.S. isn’t the same thing as Japan, but I’m still getting a good challenge, and I’ve been getting better at being less predictable w/ Necro lately, at least O_O

if you parry maks low kick, she can go into her kara throw cause a parry acts as a wiff. if her low kick hits you she cant kara throw you. so that is something you should watch out for.

and if you are getting caught in the corner with all that cr.lk dash punch, you are letting her controll to much. put the pimp hand down!

Yeah–her cr. mk owns lol, but in terms of parrying, I don’t even get THAT far. Come to think of it, I probably parry her moves less than anyone. It’s interesting you mention the kara throw, cos I seldom see it used (occasionally mid-screen), but mostly after the f+lk reset she does on cornered foes. I’m a bit confused about some attacks that hit mid…I know they can be blocked high or low, but it seems you usually have to parry high (I don’t think you can low-parry Urien’s cr. hp, for instance, or maybe not both hits). I’ll need to check this w/ some friends and certain normals of which I’m unsure. It doesn’t seem worth it to try to keep track of all the main attacks ppl use with their characters at close range in order to try to get better at guess-parrying. In fact, sometimes I feel it’s better not to try to parry at all unless I’m feeling desperate and need a good comeback cos good players are good AT parry-baiting. At the same time, I don’t want to be too predictable about poking cos then I’ll get parried -> punished badly :frowning:

thanks for the advice bro :slight_smile:

you can only parry down for the first hit of uriens cr.hp (if i recall) and you should really get used to parrying in 3s. parry is part of the game, strategy, offence and defence, and timing in general. if you dont parry in 3s, it is like not rolling, safe falling, dodging, or low jumping in CVS2. Parrying is a safe block plus guage and alot of other shit. i can go on forever, it is part of the game… use it.

My prob is I try to parry too much, and esp. against Makoto. I have slow reflexes so I fall for command grabs the moment I start turtling, and w/ Makoto, you have to keep her off of you. I’m actually starting to deal w/ Yun and his Zenpo Tenshin (sp), but for now I have trouble w/ Chun’s kara throw in the corner, and Mak’s c-grab. I can parry stuff like air-parry Kikosho off a st. lp reset, or red-parry out of Dudley’s specials, which might not be that big a deal, but I fall for parry bait and a throw is usually the result. I might not be explaining myself very well, but I think I’m too predictable when I look for the parry.

132 Posts and still no sticky ._.

you know that you have to ask the MOD to sticky it right? they dont always do it just cause there is hella posts. ppl keep posting and the thread gets better, wether it gets stickied or not dont matter. ppl will update this thread one way or another. do stickies up your rep by the way??? always wondered that.

I just recently picked up Necro. This is really useful info for a scrub like me. Thank you. Never before have I noticed how beastly Necro could be before.

just wait until you can beast with necro, that makes it a whole lot more interesting.

Zzzzzzz, any Necro players play anymore, or is it all about SF4? :’( :sniff:

I’m still playin necro every day at the ffa. I’ll be picking up my TE stick next week and It’ll nice to get back into ggpo…can’t wait

yup, im still here. but sf4 has more action in the arcades now. played on ggpo the other day, forgot that i can parry… ya, sf4 has me whipped. Im getting in on ps3 on the 12th, already have it reserved and everythign…

the stick… I’ll wait for everyone to buy it, see if it breaks or not, then buy it when it is cheaper. i know they’ll make more of that modle later, maybe one that is lighter and not as bulky as the hori…

Necro is the shit! starting to get used to the piano technique, its useful for his b.mp super. ive read that back strong is the best for hit confirm but i struggle with the motion since i can’t really buffer it.
What is a good follow up if i land this while the opponent is in the corner? jab electricity doesnt seem to work for me after the super, it doesn’t look like they go up as high afterward compared to b.forward, strong spin, electric snake. or b.short, s. strong electric snake.

if in the corner i usually do the following (off of the b.mp/mk > mp.hooks xx SAIII)
lp.denpa > db.hp
lp.denpa > mp (reset):
-walk up grab
-UOH > cr.lk > lp.hooks > db.hp
-EX hcb.P
-bait a parry with mp/hp.denpa (xx SAIII if you have gauge)
-dash back and pick * best case for twins, shotos, and chun

note: if you land b.mp, do the mp.hooks rather than just trying to bust out SAIII.

  1. it builds your gauge
  2. it gives you time to bust out the SAIII
  3. if you still don’t have gauge: (note these do not combo in)
    -you can set up a grab
    -cr.lk > lp.hooks
    -b.lk > mp xx SAIII (if gauge was built up that is)
    -dash back and poke game