Necro strategies and questions

As a general strategy I recomend taunting after any knockdown you can’t juggle with.

Not really a good option (most of the time) if you want to keep the preassure on (wich you do:evil: ) I usually just taunt after a dizzy. If the person rolls away and your sitting there taunting, than any advantage you had from the knockdown is lost and your back to square one.

Besides if you taunt after every knockdown and you don’t win…you’ll look like a real dumbass :lol: :wink:

-Retro

yeah, but anytime you score like a db+fp, throw, jab Tornado hook, or whatever and you’re not in the corner, you could try and dash twice or you could taunt which builds meter and makes your next attack stronger. Think of it like a weaker version of Q’s taunt.

Nah, wake-up games are just too strong IMO. You get the same meter by doing a few B+forwards (and they come out fast as hell) And his taunt is NOWERE near as good as Qs, Its not even in the same category.

Also, your taunt only adds damage (worthwhile damage ayway) to really meaty attacks like B+fierce/B+RH, because its percentage based. To those it adds about a strong punch of damage, to any smaller hits we’re talkin pixels…really not worth it.

And most of the time you’ve only gotta dash once to be right on top of them again. There is just so much he can do in the way of wake-up mindgames. Anyway, thats what I think, feel free to do your own thing but I strongly reccomend you go for the wake-up attack-advantage instead of the taunt->neutral. It’ll help you in the long run.

-Retro

I’m not sure the taunt works exactly that way. It seems to ad damage to the entire combo after the taunt. check out my combo thread and look at the difference after taunt.

Well I found out that SA1 combos off of an air to air drill making Necro’s air to air game fun for the whole family, but for those of you who still don’t believe in that wonderful super I believe I’ve found Necro’s best SA3 combo.

b+rk, s.mp xx SA3, jp denpa, db+fp.

I don’t know how much damage it does, but if any of my fellow dreamcast jockeys feels like banging this one out for damage numbers let me know how it turns out, prefferably with and without taunt. Also I know you can juggle with a second SA3, what’s the best way to do it?

b+rk, s.mp xx SA3, jp denpa xx SA3? does this work? can you add anything after it?

evil yes you can do the super after that jp denpa but if it does connect it’ll probably only do one hit of the super… so it’s not really worth it…

Ok, so, like, ya.

The taunt only adds damage to the first hit, but if it’s multi (like fierce hook punch) then you’ll get damage on all the hits within that attack (Dig? Fierce hook is 3 hits, all 3 will be powered up).

Back+RH is a beast taunted up, when I have sufficient meter I generally do the [Back+RH, standing strong xx SA3], followed by a strong denpa. However, if they aren’t in the corner yet, or I don’t have time to taunt, OR I don’t have enough meter to do an ES on the end of that, Fierce Hook combos are generally the best bet. Something to the effect of [Fierce Hook, back+mk, strong hook xx ES] or [Fierce Hook, back+mk, EX Hook].

If you’re at the very end of the match, and you are trying to get that last little bit of life bar or stun meter, it’s ok to do the double ES combos. Otherwise you’re just showing off or wasting meter. [Back+mk, strong hook XX ES, jab denpa xx ES] then either [jab denpa xx fierce elbow] or just Strong Denpa by itself. Those are character specific, some are tiny and fall too quickly.

And remember folks, Magnetic Storm is fine and dandy, but as soon as you land an Electric Snake you’re 3/4 of the way there.

N

Yup, you can add a s.strong punch after it. When you do this to Akuma it will dizzy him from 0% stun. I’ve only done it a few times in real combat(not too practical), but this leads to 100% damage combo on Akuma, if you taunt. For some reason the jab denpa doesn’t want to juggle Remy, so it’s not a stun combo on him.

ok i know es is necros best super but are there certain matchups where I should either sa1 or 2 or should i stick to sa3 against everyone

okay i tought i would throw my two cents in.
im starting to play necro becuasue i see great potental in him. good enough potential to be top tier.

now i was play necro with sa I and i started it when my friend knocked me out of with with alex’s back fierce. damn that was a flux.

also how long do u have to taunt with necro since holding down the buttons make him taunt longer. and if it doesnt matter does taunting longer give u more damagE?

Necro can be thrown out of SA1.

Tauntinglonger doesn’t do any more damage than a quick taunt.

I still think SA1 makes Necro the most dangerous with invincibility, superior punishment, and for absurd comboability.

I prefer SA3. The damage for SA1 gets reduced too much to use in combos.

(SA1)
c.sk xx jp. tornado hook, SA1. 49 damage.
b+mk xx jp tornado hook, SA1. 51 damage.
b+mk xx mp tornado hook xx SA1. 51 damage.
fp tornado hook, fp denpa (3 hits) xx SA1. 53 damage. 59 w/ taunt.
fp tornado hook, b+mk xx mp tornado hook xx SA1. 58 damage. 65 w/ taunt.
j.rk, s.mp xx SA1. 71 damage. 82 w/ taunt.
j.rk, s.jp xx SA1. 72 damage. 83 w/ taunt.
OUH, SA1. 65 damage, 73 w/ taunt.
b+sk,s.mp xx SA1. 68 damage. 76 w/ taunt.
b+rk, SA1. 71 damage. 84 w/ taunt.
b+rk, s.mp xx SA1. 74 damage. 85 w/taunt.
b+rk, c.sk xx SA1. 75 damage. 87 w/ taunt.

(crouching)
OUH, SA1. 73 damage. 82 w/ taunt.

(corner)
fp tornado hook, jp tornado hook, db+fp, SA1. 56 damage. 63 w/ taunt.
throw, SA1. 59 damage. 65 w/ taunt.
throw, s.mp xx SA1. 64 damage. 71 w/ taunt.
b+mp xx jp tornado hook, db+ fp, SA1. 60 damage. 69 w/ taunt.
b+fp, db+fp, SA1. 74 damage. 88 w/ taunt.
b+rk, db+fp, SA1. 75 damage. 90 w/ taunt.

(corner crouching)
b+mk xx jp tornado hook, db+fp, SA1. 68 damage.
b+fp, db+fp, SA1. 78 damage. 95 w/ taunt.

(back to corner)
command grab, SA1 36 damage.

(back to corner crouching)
b+mk xx comand grab, db+fp, SA1. 59 damage.

(jumping)
drill kick, SA1. 45 damage. 52 w/ taunt.

(jumping corner)
jp denpa, db+fp, SA1. 57 damage.

Yeah I guess the damage scaling works pretty weird, but you still can’t match it with SA3, besides SA1’s got one of the shortest meters in the game, it’s not uncommon to bust out three in a round.

The arcade that I play at has the game set to max damage, and it takes less to KO someone, so SA3 does a decent amount of damage. Besides, stun combos are cool. :cool:

yes, yes they are. But you should really get your arcade operator to set the damage to default.

When you’re back is to the corner and you do a command throw, you can hit the person on their way down. However, the opponent doesn’t take damage from the throw until they hit the ground, so an attack prevents the throw from damaging.

I was wondering about the advantages of hitting them on the way down. Can you do more damage than the throw would? Also, does the scaling after the throw still take effect? Essentially, is it worth doing other than for mindgames?

Annoying problem: Necro has to block Hurricane kick standing or else gets hit in the back of the head while they are going over him.

Necro rushdown

What do you guys use for your corner Necro rushdown?

I had a beautiful match this weekend where I trounced this other Necro user. He was quite good, but damn, Necro’s rushdown is awesome.

Once you get your opponent in the corner, what do you do?

I always do repeated LP spinfists, over and over, mixed with the occasional dwn LK/back MK into LP spinfist, with dwn LK into flip kick or flying viper. When I corner them, I don’t command throw them out. All of this builds meter extremely fast. I throw out random LP’s and MP’s to keep the mental pressure, and I keep over a char’s length away from them (just slightly farther than his stand MP) I don’t use throws in the corner, I try not to get that close, and it forces them to parry…which is good. And because of that I use SA1, which keeps them grounded, and they don’t use random pokes. It was disturbingly effective.

Also what do you do after a connected LP spinfist? I always do another LP spinfist for 1 extra hit, I never use the stand LP/MP reset because I want them to be knocked down. Also I’d rather not go for the throw, although it is tempting.

What can I do after a connected MP spinfist? (non-SA)

Thanks!

after lp spinfist u can SA1 them if im correct…

and sometimes jump up and then down+roundhouse… acts like overhead… or just UOH them… i think it connects into SA1?

my own question: i hear SA3 can be juggled with… with another SA3… i read it in some thread? if this is right, is it done on ppl who dudley can c.roundhouse aswell? like chunners, Q, etc?