Necro strategies and questions

OK WTF…I was playing my brother a few minutes ago and I was Necro and he was Makoto. I knocked him down w/ a low RH and was expecting a wake up parry so I did
B+LK->standing strong hoping that he would try to do a high risk move after he parried the LK and would get smacked. To my surprise he did a wake-up super (SA 1) and I thought I was screwed…until the B+LK beat the punch of the Super!!!:eek: :eek: :confused: WTF!

Does it normaly do that? or was It just a fluk?

Damn it was cool though:p

-Retro

Ha, crazy rushdown Necro has mad priority. NO ROOM TO STOP!

N

You Know it:cool:

-Retro

retro its all in the timing my friend

I know it is possible to connect a qf+kick (the command grab) on a reversed opponent after HP hook, and necro will grab him and do a suplex.

is there any way to combo necros hcb+p or hcb+k moves I have tried a little but I cant find a way to but I have only tried with the normal versions not the ex’s.

Just tried it, :lol: man thats cool.
Too bad FP spins don’t happen very often.:frowning:

Anybody got any cool corner Dizzy combos? And most importantly what is this Re-dizzy combo that was the subject of the other thread? Damn that would be cool as hell…:evil:

-Retro

if i get them dizzy in the air in the corner I do B.fierce B.fierce Jab hook d/b fierce standing jab. After the fp hook I like to do b. forward jab hook jab hook

Depending upon how much meter I’ve got at the time, I do one of a few things on a corner-dizzy:

  1. {Best Option} Taunt, Back+Roundhouse, (link) standing strong xx SA3, strong Denpa

  2. {Need Meter} Fierce hook, back+mk, strong hook xx SA3, jab Denpa, fierce elbow

  3. {Almost no meter} Fierce hook, back+mk, EX Hook

The best bang for the buck is the first one. You get great damage, [Edit for lies], because there are only two moves, neither specials, factoring into the combo reduction. If you can’t quite get enough meter with those two to do another SA3, use the second combo to build it. And finally, if you are working with, like, NO meter, just bust the third so you get your damage in. The taunt is important though, you bust HEAVY damage with it going. The link takes a bit of practice, but hey, that’s wht being Necro’s about.

N - Stun that shit DOWN

if you land a fierce hook punch, lol, i reccomend not doing the command grab, there are a shit load of combo’s that will do much much more damage not to mention stun

Yeah, I don’t even bother w/ the feirce spin punch anymore.
Slow startup, easy to (red) parry, doesn’t hit right sometimes (if it even hits:p ), etc…

The other two spins are FAR better for him. LP is quick as hell, and MP is easy to throw in combos. FP just kinda well…sucks;)

Bebop: good stuff man:D
I still can’t see the 3rd one being any use whatsoever though.

If you do a taunt, a Back+FP->DB+FP does just a MP less damage. Doing this actually builds meter like a mug aswell. (60% on ES) Giving you more ES when you want it :evil:

Also w/ 3, It’s hard as hell to taunt and then go directly into a properly connecting FP spin unless you taunt while they are falling and are right next to them. otherwise they have a good chance of mashing out before you get the FP spin off (damn startup:bluu: ) well, I guess I could see this being useful if you really need the damage at the end of the round to win. otherwise I’d just go w/ the taunt->B+Fp->FP elbow combination.

Here’s a question: who can seriously punish Necro after a blocked ElectricSnake? I was sick of looking for openings the other day (read:lazy :lol: ) and just started throwing them at the end of just about every hit that could combo (blocked or not) and to my surprise it wasn’t really countered that much at all. Is there a sure fire way to use it and be free from retaliation when it’s blockled? Thoughts?

-Retro

actually, combo 3 deals more damage than combo 2 because of damage scaling and deals almost the same stun damage since there’s also stund damage scaling involved.

also, back+strong/back+forward -> hcf+k (grab move) combos if you hit the opponent when they’re crouching.

and a blocked electric snake can be punished by Urien’s EX chariot rush if necro is within Urien’s low roundhouse range. I don’t know of any other moves that can punished a blocked electric snake.

Your right about the damage (although its practically pixels less) but WAY off by about the stun. Combo 3 does about 40% stun while Combo 2 does closer to 80%:eek: (just tested it on Urien and Ken)

It is cool to know about the snake fang combo against ducking opponents though. Probably better to end w/ the spins but It’s good to know either way.

-Retro

Ha, I only meant you need the taunt for the first combo. You get a giant chunk of damage tacked on the roundhouse, whereas you get like 1 extra point with a fierce hook.

All of these combos assume the enemy just got hammered on with a big stun series, so I factor in the longest possible stun combo before I tack them on the end. If you’ve got the meter, you’re trying to KILL the other guy, so those extra few points on Combo 2 help out. Combo 3 I normally use if I’m midscreen or if I’m just being meter-miserly. Otherwise, I want as much damage and stun as possible at all times.

ES Can officially be punished by:

Chun Li’s Houyoku-Sen (SA2)
Alex’s EX-Elbow & Boomerang Raid (SA2)
Ken’s SA3
Dudley’s SA3

Those are just off the top of my head. I’m sure there are others (hell, probably Necro vs. Necro counter-SA1/3).

N

What about Q’s SAI?

Hi,

I’m learning how to use Necro and I has some little questions (you get a cookie if you know that reference).

-The combo of choice I’m doing is back+forward, strong hook XX SA3. If they’re stunned, then I tack on a fierce hook, back+forward, strong hook, and another SA3 if I have the meter.
I use crouching short, jab hook or crouching short, qcb+short sometimes to mix it up after a knowdown.
Are there any other important combos I should know about?

-what are good moves to poke with? So far I’ve been using standing forward, back+strong, crouching forward, and his back+short, strong chain.

-are his electricity moves any good? It seems like every time I try to use them as anti-air they get stuffed.

-what’s the best follow-up to his command grab? Midscreen, in corner?

-what are good air to ground attacks other than his drills? Fierce and roundhouse seem too slow to be used for that purpouse. Strong seems ok, but it doesn’t do much damage and I don’t think you can combo after it. I’ve figured out that fierce and forward are his best air-to-air attacks (right?).

Anyways, thanks in advance for any help :slight_smile:

A few things for arcticninja:

use the Jab electricity instead of the fierce one. It comes out faster and will beat (rarely trades) every air to ground move in the game. Downside is that it is easy to parry.

Learn to combo after a landed SA3.

Air to ground is strong and Roundhouse. do both of them pretty far away and they are hard as hell to punish with anything short of a shoryuken. also you can get in a SA3 after a landed jumping RH. Just remember to do the strong on the way down or the other guy can tag you even if he is hit by it.

If you don’t have meter his best (believe it or not) combo after dizzy is… tant->B+fierce->DB+fierce. Don’t forget the taunt as it adds extra damage to the B+fierce.
If you do have meter its… taunt->B+RH->SA3.
Why are they so strong with such a small amount of hits…no damage scaling.

-Retro

PS Nero rocks:D

*Originally posted by arcticninja *
**Hi,

I’m learning how to use Necro and I has some little questions (you get a cookie if you know that reference).

-The combo of choice I’m doing is back+forward, strong hook XX SA3. If they’re stunned, then I tack on a fierce hook, back+forward, strong hook, and another SA3 if I have the meter.
I use crouching short, jab hook or crouching short, qcb+short sometimes to mix it up after a knowdown.
Are there any other important combos I should know about?

-what are good moves to poke with? So far I’ve been using standing forward, back+strong, crouching forward, and his back+short, strong chain.
**

Don’t forget to use his s.strong for poking too. It beats quite a few moves, has good range, and is pretty quick. Too bad it doesn’t 2-in-1 anymore

Also, you might want to use the db+fierce elbow to poke too. It’s kinda quick(for necro) and has incredible priority. I just love beating chun li’s b+fierce palm with the elbow :slight_smile:

**
-are his electricity moves any good? It seems like every time I try to use them as anti-air they get stuffed.
**
If you are using the electricity like a deep ken/ryu DP, then yeah, you’ll get beat everytime. You have to use the electricity early for it to be useful as anti-air. The second you see your opponent leave the ground to jump at you is when you need to do this move. If you use the strong one for anti air, make sure to repeatedly mash, so that they’ll have to keep parrying.
**
-what’s the best follow-up to his command grab? Midscreen, in corner?
**

You can only follow up his command grab(hcf+k) when you throw them into the corner. You can hit with Magnetic Storm, s.strong, db+fierce and probably other stuff, but those are the main ones I use.
**
-what are good air to ground attacks other than his drills? Fierce and roundhouse seem too slow to be used for that purpouse. Strong seems ok, but it doesn’t do much damage and I don’t think you can combo after it. I’ve figured out that fierce and forward are his best air-to-air attacks (right?).
**
not much to say here, you’ve pretty much got it figured out
**
Anyways, thanks in advance for any help :slight_smile: **

hmm magnetic storm imo is a bad idea after a command grab it scales sooooooo bad
what im wondering is
is his normalf wd grab into cornerXX magentic storm a working setup on everyone?

If you wanna look cool, you can do:

B+MK xx command grab (makes them fly over you), then DB+FP, S. LP (resets), SA1.