'Btw guys: I heard from a Japanese Necro player over Youtube that PINO might be coming outta retirement to prepare for sbo! I hope to see more matches, but at least Shend and Psychorarity uploaded a few more matches recently.
who is this japanese necro?
Hey bro He calls himself Ikeyama and he has some matches on YouTube against Matei, Furo, and a bunch of other JP 3S players I don’t know very well. He says he’s played Ochibi and others fairly recently, I think.
I hear a lot of people say I played who and who.
I played many people my self:
all of the SVGL crew (Sunny Vale Golf Land in Cali)
kokujin, RX, Torpedo (i think that is what it was)
*almost *beat (*almost *meaning one hp from R1 P-Guile) Buck Tooth (i believe it was him, SBO season and i was FUuuuuUUUuCkeining Drunk) and i beat one of his friends at shibuya kaikan (CVS2)
…
and the list goes on.
but i would never belive what people say at arcades, a lot of them usually talk out of their ass to pass conversation.
good times though lol
buck please dont kill me for saying that but i know many people would take pride in even hanging with you
I do this combo all the time. It’s after stun on throw (OR if the s. mp stuns):
s. mp -> walk up -> s. jab -> d. fp -> s. jab xx lp denpa/lp tornado hook
I am loving all the Necro love in this revived thread. Just discovered Necro the other day, and although he’s slower than characters I usually play, he can be a beast when played well. Thanks for this thread BlaQ!
A question about his SAs, and I’m sorry if this has already been covered: which is the recommended super to use for general purpose play? I’ve seen some old videos of SAI used to stop jump-ins, but SAIII (El. Snake), from what I’ve seen, seems to have more uses overall. I’ve also noticed no one uses SAII. Don’t have any knowledge of it’s usage, animation, really anything (just started up Necro yesterday ).
Edit: Started practicing with SAII when I got home. It seems to do a hefty chunk of damage, but I guess his other supers are more effective in more situations than a throw.
I guess it comes down to personal preference for the most part, I personally go SAIII against everyone except SAI for Dudley and Hugo, but it’s pretty common to see SAI vs Gouki, 12, Urien, the twins and in mirror but there’s no fixed rule.
Personally I think the short bar/multiple stocks, stun damage and easy hit confirms make III the best choice against most 'cos it gives a few offensive options imo.
SAII isn’t so good because it has startup frames (like Alex’s) which makes it miss quite a bit and can’t really we confirmed into to do any worthwhile damage (whereas SAI and III have a lot).
Also IMO Necro has a scary enough normal throw as it is, which most players do their best to stay out of reach of where possible- having a full SAII bar is only going to punctuate this.
Actually while I’m posting I may as well ask a silly question-
Does anyone have any tricks/tips to stop the super coming out when trying to do the cr.short, jab elec confirming to electric snake combo?
Maybe it’s just a technique thing and I need to stop being so clumsy… It seems if I accidently do a df I get a super straight out and db is making a jab hook come out sometimes.
Also does anyone have any timing tricks/spacing tips they use for landing the db. fierce after throw (particularly on shotos)… And can anyone get this down consistantly enough to rely on it in a close match?
sa2 is decent against hugo. it beats out 360/720 even if you did it first, and for this matchup its a better anti air than sa1. sa3 on everyone else, sa1 on chun(twins too if you want).
moose, you’re probably mashing too hard. just do low short elec consistently first. then train your eye to see their body shock if it hits. only then do you roll out the extra qcf+p. negative edge won’t be a problem if you use this method.
i was landing corner throw-> elbow consistently against shotos at sb3. its simple a matter of practice. imo, it plays a huge role in shoto matchups once you’ve got it down consistently. 3 reps of this will stun ken/ryu. combined with the threat of sa3, it becomes a nasty guessing game. land one, and sa3 will stun if they don’t block next wakeup. land two, and the next wakeup is a 50/50 that can dizzy on block or hit. its completely practical, get that shit down:)
man midscreen u can B fierice to a stun to a Back strong to an ex viper to a BD fierce i forgot what characters i did it on ><
Just to be sure, do you mean you get the super after the cr.lk instead of just the lp elec, because you get 2 qcf rotations instead of an srk rotation? Being able to do cr.lk, x lp elec xx SAIII is great for stun and a good hit-confirm.
I can cancel the cr.lk into lp elec basically 100% of the time, but ONLY on the 2p side. I only attempt it on the 1p side when I don’t have super stocked yet. I think the trick is to try to let the stick rest in neutral after cr.lk because of command overlap! I have the same prob w/ Ken when trying to cancel cr.mk into lp srk, but at least that’s a bit easier cos mk has more hit-stun than a cr.lk, of course.
As for landing the db+hp on shotos, the timing SORTA feels like doing the same thing on Makoto and other characters that you can db+hp, b+mp on, but it’s harder. I usually don’t bother though, but I guess it’s more valuable than I thought, from the sound of it! It’s also hard enough for me to do that w/o also being able to land the st.lp reset as a follow-up to it! You might have to make sure you’re SUPER-close to the corner to land it on a shoto, with his smaller hitbox than the likes of Makoto, Q, 12, or Remy (db+hp, b+mp, repeat only works on them, I think).
you can db.hp s.lp in the corner, really tight timing.
Hey IParry and gang, how ya been? 'WOW: I thought I hadn’t posted for much longer than a month in this section
I’m starting to think that SAI is pointless on Gouki/Akuma, if not straight-out worthless when you have SAIII, and w/ the Japanese using SAIII so well against him. The same goes for the twins, despite the dive kick(s) of all 3 characters. Further, having 2 supers stocked vs. Yun’s 1 Genei-Jin almost seems like an even threat! lol
SAI’s good against 12. I’m also starting to think SAI’s not worth using against Ibuki and Hugo cos in some critical situations (namely, the corner and in corner juggle combos), it’s virtually IMPOSSIBLE to get a decent # of hits on them cos of weird hit boxes, I guess. Necro’s AA is pretty good already anyway, and who wants to waste a 1-bar super? I WISH Necro had 2 SAIs lol.
Many ppl would probably also argue that SAIII is scarier in the corner against opponents, so if you get Chun in the corner, it might be better to have that super in that case as well.
It’s been suggested that picking the right super against Oro depends on that player’s choice of super.
On the OTHER hand (and NO: I’m not about to suggest I’m good at this lol), but having really fast reflexes makes SAI more useful if you can time it to go through opponent’s pokes (not just with the obvious wake-up game). It also seems easier to connect SAI off the uoh.
i would say that you would have to use SAI on an opponent you cant get close in with/cant controll
for example a crazy gouki. a damn good gouki will never back off necro cause of his advantage on picks, mixups, pressure, etc.
i played a gouki the other day and i just couldnt nothing in on him, so i swithced to SAI and just turtled and baited him. really case by case, but SAIII, bar stock just was not helping me at all. so had to resort to gauge buileing, SAI him at some point, gauge building, fake SAI to BnB/grab. blah blah blah
sometimes i am in the mood for SAI and I just have the mind set to take advantage of it…
if i drink i gots to use SAIII though, i get more aggresive and parry happy then.
I prefer SAIII. though magnetic storm does good damage I’ve really built my game around electric snake. I use SAI when frustrated and in need of a surprise quick super. but the stun from SAIII is too good to pass up. plus it seems to hit from full distance after standing strong, which makes it so good for zoning.
I don’t know if this is complex enough to warrant making a new thread, but I wanted to talk about strats for fighting Akuma, but specifically, JR Rodriguez’s Akuma (if he found out about this, he’d be ROFLing, I bet!).
I RARELY win the match, and what I used to do, wouldn’t work anymore, from what I could tell. He handles pressure very well. I often win a round but he controls the pace of the match. I dunno if he gets more reckless in one round or is just trying to mix-up his style.
Here is the breakdown for what basically happens during a given match against him, along with what I do that WORKS, but it’s usually not enough. Any advice would be appreciated! First, I’ll list what I have trouble handling, what I try to do about it, and if that gets countered anyway, and then, I’ll mention what works best for me.
He’s really good at cornering me from the start of the round: he pushes me into the corner with kara-grabs, the demon-flip grab, or cr.mk combos. My response is to try to tech throws and block low. I don’t try to parry the cr.mk too often unless nothing else seems to work, cos he might go for a grab or a tatsu, and it’s hard to tell if he’s doing the mk or hk tatsu (how many parries before retaliation). I sometimes try to dash under the demon-flip grab, but that’s when he goes for the dive kick or a demon-flip kick, and he times it so he can combo it if I get hit, or he lands and I can’t punish–even after I parry, of course.
I HAVE to stay out of the corner against Akuma, I’d say. I mostly watch out for cr.mk combos and kara-throws, but also, his overhead mp has that damn throw glitch, so sometimes when I hear the “MMPH!” sound he makes, I think it’s his throw instead of the overhead, cos they sound the same at the start, and I try to tech, but that was the wrong choice. If he baits me to throw or tech in the corner, he does the old walk-back, mk combo trick for the shotos, or walks out of throw range, then walks in and throws me anyway to mess up my throw/tech timing.
He has lately been zoning me VERY well with fireballs. If he has at least 1 SAI stocked, he uses it as an anti-air shield. If I air-parry, he connects a tatsu air juggle combo on me for possibly even BETTER damage, while simultaneously building meter. My theory is that, next time, if getting hit by the super would take less damage than a juggle combo, and possibly stop any follow-up anti-air combo from connecting, if I jumped in already and failed to notice in time that he has SAI stocked and ready to use, I should air-parry 4 or 5 hits of the super and take the trivial amount of damage that would result.
Necro’s forward dash SUCKS, unfortunately When I’m jumping and getting hit by his SAI, I’m usually trying to punish his fireballs with a jump-in mp, or maybe a different attack (riskier cos of the angle, though). I was thinking that if I have meter, i could try using ex flying viper over his projectiles if I have the chance to use proper spacing. I sometimes try to get in a good range and dash or walk into the fireball, and then my spacing is thwarted.
Unless I’m in the corner, I like to dash back to get some breathing room. He sometimes gets to sweep me on cr.mk-combo me to punish the dash if I’m still recovering from it.
Drill kicks are also risky against a shoto cos of the srk priority as a counter, and JR’s really good at parrying it anyway, into a combo (if not just an srk, then srk into super, or tatsu juggle combo).
He also likes to cr.mk under my cross-over empty-jumps. That REALLY disorients me and is a weakness of mine as a player in general. Air-parrying his air-tatsu usually results in the same tough situation. I try to be wary of air-tatsu with Akuma, more than Ken.
Trying to attack Akuma in the corner after knocking him down often feels WORTHLESS!!! He can try to teleport out, but all I could do is try to punish with far st.hp or SAIII if I have perfect timing.
SUCCESSFUL but minimal strats: I sometimes manage to drill kick over his grab attempts, or I b+mp xx SAI/SAIII. I try to bait srks with whiffed st.lk (seems the safest whiff) when I knock him down, but he SELDOM flinches. If I think he’s going to try to tick into throw when I’m on wake-up, I can sometimes do. st.lk, pause and throw him instead, to get more breathing room again. Sometimes I can punish his dash-ins with b+lk, st.mp chain into SAI/SAIII, but the stick has to work well for that to happen
Thanks to anyone trying to help me with this!
Ok, against Akuma-
you need to use electricity as much as you can, but make sure it is safe. Use the fierce or medium electricity when- He is jumping in on you or you are close and he is coming up from wake up with little energy. Use light electricity into SA1 whenever you can.
Poke a lot more. Use your low light kick into SA1 at every oppurtunity. Try to link your super every chance you get. Use light pokes as often as you can and your medium punch elbow often because it is quick and has dewcent priority. You can also combo it into the spins.
If you can’t tornando drill in corner becasue of parries or shoryukens, try using the roundhouse version only. It goes right overhead and very quick in corner. If this doesn’t work, then don’t drill at all. Stay grounded and mix up your corner game.
As soon as Akuma lands in the corner and to prevent teleportation, stay grounded and light electricity and keep mashing light to keep it going. If it hits him, then right into super if you have one. Also mix it up with these moves in corner-
*Back fierce into back-down fierce (elbow) into super (works great in corner)
*Low light kick into super
*overhead into super
*back medium punch into spins into super
*throw
mix the corner game up a bunch. Don’t try to drill until you mix your game up enough for him not to expect it.
I would recommend switching to SAIII agaisnt Akuma and go for stun. Akuma dies easy to SAIII iF used right. Just link all of your moves you can into SAIII.
Don’t parry Akuma too much. Only forward dash on wakeup. Try being defensive becasue one hit from Akuma could lead into multiple hits and defeat. Be very defensive and strike only when oppurtunity strikes.
You need to zone better too. Use his back-down medium punch to hit Akuma if he tries to jump in quickly. Do NOT try to fight Akuma if you are cornered unless you have a absolute hit. Jump when you can and Use the light kick drill kick to get you as far from the corner as possible.
Good luck and let us know if you can beat him , RockTakane.
WOW. Thanks bro Most of your advice seems NEW to me lol. I might not give you much of a challenge if we played on ggpo then! (I wonder if my new netbook’ll be powerful enough to run it efficiently, also…). JR’s on GGPO NOW. Maybe you could record some matches or ask him to record, and then I could see how well he reacts to your own tactics I don’t get to see him face other Necro players often!
I try to do cr.lk xx SAI whenever I get the chance, but I can’t hit-confirm it, so it feels risky. He ALMOST NEVER gets hit by cr.lk, except when I’m trying to tick with it, so I guess my positioning is different in that situation, and thus he doesn’t expect me to super-cancel. I noticed this against other players as well. I’m trying to add cr.lk as a mix-up against cornered opponents more often, cos I have them trained to fear the grab juggle into st.mp xx SAI corner combo, as well as what I call the "Pinoab7 special, which I use a lot: the b+hp, db+hp xx SAI combo you mentioned Those are basically my 2 fave’ combos.
I try to use shock as AA but against JR in partic, but I think he has even DEMON-FLIP-GRABBED me out of it, as well as out of the b+hp as AA or attempted anti-cross-up. Not only does he stay calm under pressure, but his reflexes are SICK, so he hardly ever whiffs or guesses wrong with mix-ups, such as demon-flip mix-ups: he knows which flip follow-up to use almost every time, even with only a SPLIT second of timing available to make the decision O_O I can sometimes parry his early jump-ins with b+mp xx SAI.
He tends to parry the shock on wake-up, as well as SAI He parries the SAI reset every time now, so it’s not even worth using after ANY st. or j. resets. Shock into SAI can be good despite damage scaling, depending on the situation and his/Akuma’s amount of hp remaining. It’s probably better for SAIII cos that’s more about stun, so damage scaling isn’t as big a concern with that super.
I tend to prefer b+mk into spin punch over b+mp. It seems like+mp has less reach when canceling into spin punches, yet it’s better for super-canceling than b+mk in terms of reach and hit-confirming/linking, but I thought the cancel/link timing was the same: GO FIG! Maybe it’s NOT me, but the messed-up controls, but sometimes I get the damn shock instead of SAI/SAIII after the b+mp/b+mk. In that case, I might just use lp shock cos it’s easier to cancel and faster than the other shocks when in range, and safer if that comes out instead of the super, but this shouldn’t be an issue I have to tolerate!
I like to do wake-up back throws a lot, and esp. in the corner, to get him into the corner. I think sometimes JR just doesn’t think of teleporting every time, or he doesn’t want to worry about taking the hit from the far st.hp lol. If I mash shock when I expect him to teleport out of the corner, couldn’t he react by countering w/ wake-up srk?!
I’m gonna try using SAIII more, even though I’m HORRID with it. I’ll mostly go for mid-screen st.mp or b+mp cancels
He seldom jumps, so that’s not a very opportune situation for me.
I suppose I could try super-jumping or lk drilling out of the corner sometimes I think I tried using shock when he tries to teleport outta the corner. As for MY jumping, I think I’ll limit my jumping in general against Akuma and stay grounded, as you suggest, cos when he has super, he can use SAI as a shield, and at certain distances, I’d have to have PERFECT timing to beat his air-to-air tatsu, which is good and dangerous cos of its juggle potential.
I use b+mp against him as well as the other shotos cos of reach and priority. I use it after baiting a throw and his throw or tech-throw attempt whiffs.
I occasionally get him w/ the uoh overhead, but mostly when he’s cornered and turtling. Sometimes he just blocks all day (mostly when he’s cornered and far away, and he uses cr.mp or maybe even cr.lp to stuff my corner-grab attempts) and builds meter, or taunts for the damage bonus (not just when he’s got 2 bars stocked for KKZ). I can SOMETIMES use a lp spin punch as a sort of poke. That seems to work after a connected uoh, but he often parries my uoh and punishes with a combo.
I only have 3 matches I recorded, in which I beat him. I just uploaded the most recent victory on my Protectobot channel lol He has older matches in which I beat him, but my techniques to beat him in those old vids likely won’t work on him anymore. I have to keep mixing it up and play safe at the same time. It’s HARD for me to mount ANY kind of offense against him. I can sometimes get a cr.lk x spin punch mini-combo off him, or fake a cr.lk or neutral st.lk to set up my regular throws or bait an srk, and do b+hp to punish his whiffed throws as well.
I would love to play him on GGPO. Does he go by the same name on there? It seems he has an answer for basically everything you do. It might just be at them oment that he is just slightly better than you. Keep playing against him and you will start knowing when to react to parry and then punish him.
I know you might not use SAIII right now, but if you keep practicing it and learning to link into it then you will see how effective it can be and especially agaisnt a character like Akuma. Akuma stuns easy with SAIII.
Just keep mixing it up agianst him and tightening your Necro up. I hope to hear you crush him next time you respond. Goodl uck and if he pops up on GGPO I will play him and see if we can record the matches.
He goes by ‘Pikachuakuma’ on GGPO. He just got it, recently. He says the lag makes it feel a bit different, but not necessarily worse lol. It’s harder to tech-roll cos of that, too. He has a console stick he likes, but I think it’s still not true arcade quality, but you might still be able to figure out how to beat him online I won a little, recently.
He might just have better reflexes than me, and he seldom gets nervous. At worst, he only takes a throw when he plays more defensively. He’s VERY good at knowing when to be offensive or defensive. I watched some of his GGPO matches from a couple weeks back, and he played against a Dudley and a Makoto. They both won some matches against him, but I was suspicious why he would get hit by some of the things that connected, cos I don’t think they’d work on him in arcade. I dunno if it’s the harder tech-rolling issue, the stick he’s using (I want to find a console stick that I can master, naturally), slight lag or something else.
I’m working more on SAIII. I mostly try to hit-confirm st.mp or b+mp into it, but I don’t get the chance against him. I noticed that sometimes he starts a round by walking or dashing forward, and I can smack him w/ 1 or 2 st.mps, or maybe a db+hp. I started using more ex flying vipers, but it’s hard to position it and he often parries and counters it as well. I try not to jump in when he has super or it’s SAI air-shield time, with a juggle follow-up haha.
He’s really good at cornering me. He times his kara-throws well so it’s hard to know when to tech. I’m very vulnerable to cr.mk x tatsu combos. I used to grab him after blocking the hk tats, but somehow I’m outta range now or he manages to uppercut me. If I do nothing, he throws me anyway. If I try to tech or throw, that’s when I get uppercutted. If I block he does another tats, but it’s hard to tell if it’s gonna be hk or mk tats, to determine how many parries I need. He just reacts faster than me, too. The damn unthrowable glitch of the t+mp overhead is annoying, and Akuma does the same grunting sound that he does when he kara-throws me, of course, so I have to rely on the visual cue of the animation only, when deciding whether to block, parry or throw/tech-throw Drills usually suck against Ken or Akuma in particular, and JR tends to parry it into uppercut, do an uppercut into SAI, or straight uppercut through it, cleanly. He also red-parries my tornado hooks and parries my UOHs a lot of the time into another combo. He ALMOST NEVER gets hit by a cr.lk. The shoto cr.mk seems to beat Necro’s cr.lk anyway!! He always seems to know when to dash. If I were better with other characters, like shotos, I think he’d be a lot easier to handle
I mostly pick SAI cos of the juggle options and cos Akuma also takes damage easily. The other reason is it stops his jump-ins more, as it strengthens my defensive options.
I think that’s it for now thanks for your help, bro. I still refer to your advice when exploring options: just gotta be able to integrate all the info together!