played necro for the first time in tourney, played a lot of different matchups. this is by no means complete, and by no means definitive but here goes.
also as a sidenote, outside of the chun match, i think necro is one of the best characters to outplay other characters with. any character that can’t duck his stand strong is a character you always have a chance to beat. shotos, dudley, hugo, alex, q, and urien. thats 9 matchups, or half the cast. this means you can reliably whiff punish these characters, but also makes his target combo extremely useful. because of how great stand strong is at whiff punishing, you should pick sa3 for these matchups, sa1 has a tendency to not connect at max range off a lot of important necro moves. any of these matchups i don’t put necro at worse than 4-6, which is good enough to beat these characters all the time if you outplay your opponent.
even without stand strong(the other 10 matchups), you still have plenty of tools to outplay other people with, he gives you the tools to win with. chun is the only character, though, that I feel can beat you consistently even if you manage to outplay her for the majority of the match. if you can’t whiff punish/hit confirm with necro, you should play a different character. imo, its his greatest strength as a character. i’ll add the numbers in for how i think the matchups play based on my own experiences. necro is godlike~
Hugo: 7-3 necro’s favor
sa used: sa 3
i think this is one of the harder matchups to learn how to fight. despite that, once you do it becomes a lot easier. necro’s in close mixup game doesn’t work very well against him because he can just 360 after blocking jab tornado hook, and if you don’t jump out its your ass. even if you do jump out if he does a perfectly timed backbreaker you’ll still get grabbed. not a guessing game you want to end up in. you want to play a long range battle. cr fierce, cr forward, standing forward, standing strong, and the occasional standing rh are the pokes you want to use. standing fierce works somewhat, but it doesn’t have as much priority as cr fierce it seems. NEVER PRESS cr fierce or cr forward if you ever even think there’s a slight possibility he might jump. for anti air, cr strong does a great job. make it a point to concentrate whenever jumps to pull out fierce electricity. it comes out in 10 frames, so it’ll require some foresight on your part to consistently anti air him with it. this will be your near foolproof anti air in this matchup. it goes on forever, and once he keeps parrying at a certain point it’ll cross him up. it’ll do nearly no damage, but all you want is that knockdown. position yourself afterwards, and keep zoning. NEVER LET HIM JUMP IN FOR FREE. don’t worry about hugo building meter, there’s no rush for you to stop him from doing that in this match. your meter is much more important to you than it is for him. although if he’s mindlessly doing it feel free to smack him with something. smack him and build yours at the same time. once you stock sa1, try not to use it for anti air. use it to punish whiffed st strongs and cr forwards, or after parrying one of his jump ins. if you corner him on a knockdown walk in and out of his 360 range and try to bait it. if you do, go for the elbows. i do elbow x 3, then back+strong cuz i’m a scrub. if not, then continue the gameplan. the emphasis is not so much cornering hugo, but keeping him away from you at all costs. you’ll whittle away at his lifebar and if you play this matchup right he should never be able to get up close.
edit: you can do everything sa1 does in this matchup with sa3. more often.
overall: once you learn how to play the matchup, it becomes alot easier. it requires alot of active thought to ensure he never gets in, so pay attention. match is fun to play for both sides as well:woot:
oro: 3.5-6.5 oro’s favor(probably worse but oh well)
sa used: sa 3
this is another tough matchup for necro. meter is also very important for you in this match. with sa 3 stocked, any blocked ground chicken and any fireball thrown equals a free super for you. if you super right before oro actually lets out a jab fireball, you can get all 3 hits of the super in guaranteed. use cr forward to punish his whiffs. overall his ground game demolishes yours, he crouches your stand strong, and his roundhouse and forward outprioritize everything you have. b fierce can beat his far forward on occasion but its not worth the risk. i would block about 70% of the time on his wakeup. nothing you have can really beat his ex uppercut. i’ll add more in here later.
new stuff: be really really careful about jumping, even with drills. he can make drills whiff by dashing behind and launching you for free. if this happens you are fucked. up the ass. on the same note, though, you can do the same to his double jumps. dash underneath and punish.
overall: his ground game is sick against you. punish any and all mistakes as hard as you can, otherwise he’s probably going to beat you.
ibuki: 4-6 in ibuki’s favor
sa used: sa 3
yea. this match sucks too. you can reversal super any raida. also you can reversal super her ex rekkas. punish parried f+mk overheads with b+shortXXjab tornado. her towards+roundhouse will whiff when you crouch, so punish her for it if she does it up close. will add more later
new stuff: haven’t played an ibuki in a long ass time…i like sa3 simply for the fact you can super her off max range pokes(b.forward is better in this match than b.strong), and you can punish her mistakes harder and more often with sa3 compared to sa1. if you down parry her slide(df+mk i think?) b+strong will whiff. punish with b+forward into whatever.
overall: despite her mobility in the air+overheads, everything is blockable and her throw is extremely short ranged. focus on your defense, and punish her hard when she overdoes her offense.
ken: 5-5 even matchup
sa used: sa 3
shoto matchups aren’t nearly as bad of matchups for necro as they are for some other low tiers. i would say he goes about even with ken. stand strong is your main poke in this fight. ken’s only way to reliably counter this is by using his own far standing strong. if done at the same time they trade(nearly equal damage as well), and even if it does beat your strong you are too far away for ken to link his own sa3. you want to push ken into the corner as soon as you can. if ken is solely relying on a ground game approach, you can slowly push him back with stand strong, cr forward, and necro’s drills. blocking fireballs will always take away from your momentum, and necro needs every advantage he can get. always parry or rh/forward drill over them to keep pressure on ken. once cornered, ken is severely disadvantaged. your throws now cause twice as much damage(throw->bd.fierce) and much more stun. two of these and ken is at or above 50% stun. just stay patient, and make sure you keep him in the corner.
new stuff: max range stand strongXX sa3 is safe on block. just something to note, don’t abuse this, but it is a safefall if you fucked up. use meaty rh drill over ken’s head when you manage to get a knockdown where they can’t safe recover. depending on how you time it, it’ll make reversals fly past you. if it hits it links into his target combo. you can also mix it up by canceling it a split instant later to land behind without hitting, whiff in front, whiff on top, etc.
overall: not too much to say. play good defense(tech dash in throws, block his command overhead) and try to corner him. even if you don’t you have the footsie advantage. use it.
urien: 5.5-4.5 urien’s favor
sa used: sa 3
This match can get lopsided for either character very quickly. Necro still wants to corner Urien and be near him once there, but it gets really really dangerous once Urien gets his own meter. This fight is partially fought long range, then closer(just at the tip of close range/just inside mid range).
You want to focus on Urien as soon as the round starts. At round 1, be cognizant if he wants to chase you down, or runaway and build meter. Necro isn’t too huge of a threat without meter, so its possible they may decide to rush you outright. If he’s rushing in on the ground, stand strong, stand forward, low forward, and the occasional stand fierce do a good job of keeping him out. stand rh works as preemptive aa. If he decides to jump at you, crouch strong and fierce dp do great as antiair. At the start of rounds 2 and 3 look to see if he jumps back. If he does do an immediate sa3. He’ll either block it, or he pressed something to build meter and gets hit. You’ll be safe regardless, and the reward if it hits is huge: you have him knocked down near the corner and he can’t tech roll. go to town.
If he decides to runaway, focus on building your own(back+strong and back+forward), while at the same time punishing his attempts to do the same. Don’t let him do stand fierce, you can counter it clean with stand strongXX super. You need to wait for it come out fully, otherwise you will lose the exchange clean. It counter hits from almost half screen away, so make sure you learn the timing on this. Slowly inch your way to the corner, he should be heading there if he’s whoring meter.
Once you reach the corner you should have at least one stock of super. DON’T let him get away. You’ll have to do all the work of cornering him again, which was hard enough as it is. For me, I try to condition the Urien player to not block/parry so I can land db fierce x whatever(usually 3 for me). Soften him up with throws, throw baits(free elbow), and the occasional meaty. Get him conditioned to think you will throw the majority of the time, and pop him with elbows when he does something to try to counter it(wake up jump, headbutt, knee drop, etc.). Things may vary alot here depending on your playstyle, but I feel this is the most efficient thing to do in the corner.
Now all this sounds great, but urien can fuck up necro hard with one touch. he gets crossed up on the ground anywhere on the screen by urien if you tech roll, so save tech rolling strictly for avoiding aegis unblockables. he can also get pushed out of the corner at any time, which is terrible against aegis reflector.
overall: More likely than not, you will be the one who has to chase in this match. push him to the corner, but pay extra attention once you reach it: both characters have massive low risk/high reward options near the corner. Exploit yours while limiting his.
yun:
sa used: sa 3
lates
makoto:
sa used: sa 3
lates
PC~