Necro Super of choice?

i dunno i use MS from c.lp (link?) and its a fool. the range is pretty nice and big damage pay off its just that when u miss or dont have it ready it gets hectic. side note, u can juggle after necros grab in the corenr with it, scales a bit but hey its off a grab =)

Electric Snake, every time.

The bar is so short that you should ALWAYS have one ready. What this means is that every single time you poke, punish, or guess correctly, you have an opportunity to end the round.

A single ES combo invariably fills the opponent’s stun meter from 60-75%. This causes your opponent to freak the fuck out and run away or get reckless with rushdown. Either way, you own their head until they clean out that stun bar or you fill it up. If you’ve hit them at all previous to the combo, generally a single hit is enough to get that last bit done, and since they’re on the ground after the ES anyway, you’re in a good position to do it.

After you’ve stunned them, you’ve won the round. Fierce hook, back+mk xx (EX hook) or (strong hook xx ES, corner combo) or even just plain old (taunt, back+RH, strong xx ES) is enough to severely maim or outright kill anyone. It’s the same or better damage as MS, much less scrubby, and it doesn’t give that “Fuck, I got supered, now I’ve gotta kill his ass” attitude. Quite the opposite, ES inspires fear anddread. Don’t go out like a sucka just because MS a relatively “safe” super.

N

good 1 thongboy …

1 thing about slam dance … slam dance is good to fool people , chikyu-san use that to fool izu’s makoto …& 3 times he was fooled in a match including the finals

here …pretend that necro use slam dance to grab you when it is very close , the easiest escape is jump… what happen , when makoto lands , necro hit her with B.hp , cb.hp …

The trouble is that some characters have hella long stun bars, namely Oro, Dudley, Alex, and Hugo. While electric snake does tons of stun, it might not be enough against the long stun bars, unless you can somehow get them both within a small time-frame. Speaking strictly from my limited experience, I wouldn’t count on necro’s pokes outprioritizing dudley or hugo.

Certain characters have a style that may offset your ability to land electric snake, also. Ibuki, for example. She’s all over the place, and I’ve never seen an ibuki player who plays defensively. Sure, you can try to parry and then bust a combo, but with all the strictly-low attacks, overheads, throws, and shit like daggers it’s probably too difficult to see what’s coming to risk a parry. Her slide destroys necro’s standing strong, also. She takes a lot of damage, so lego storm wouldn’t be such a bad idea.

Oro:
I don’t know any Oro players at SVGL except for me, but my Oro owns on silly ES Necros because they’ve got nothing to keep me honest, I can mix up and out poke and out prioritize all day on Necro. Now maybe if my Necro opponents were better at parrying I’d be in more trouble, but Oro’s got such a good anti parry game they’d have their work cut out for them. I imagine MS is better at countering his mobility and keeping him honest with fear of invincible super.

Hugo:
Perhaps ES is a good super Vs Hugo, ut I get to spam s.RK and s.MP so much on him I usually bust out 3 or 4 MS in a round on him. Now that guy’s got some hit points so it’d take all day to tear him down even with multiple stun combos.

Ibuki:
Ibuki is weak. MS shuts her down. My best competition at SVGL uses Ibuki for fun and I tear her up with MS hands down. I doubt ES would be as effecive at countering her mobility.

Alex:
Alex beats me up. Someone help.

Yeah, I have trouble with matchups against Alex as well. Alex is quicker than Hugo, so it’s harder to keep him out. He has stomps and ex elbows to get him in. If I knock him down early, I’ll usually build momentum with wake-up games and be able to win the round.

MS could be useful on wake-up vs his power bombs, but I still prefer ES, cause the meter builds faster, and I get 2 bars to punish.

MS might be better than ES vs Twelve. Twelve flies around so much, and he can cross-up with air-dash+roundhouse kick, making it harder for Necro to predict parries.

It’s not Necro’s fault. Don’t blame him.

If you can’t predict ONE parry into ES combo during the round, you’re picking the wrong character. Necro isn’t srk/shippu damage in a box or lucky random supers. You’re going to have to pay attention for this one.

N - Anyone who gets hit with Magnetic Storm outside of a juggle is low tier.

lol of course. I said I had trouble vs Alex. :wink: I’m pretty good at parrying, and can red parry as well, I’m just saying that it’s harder for me to win vs certain characters cause they do so much damage in such a short period of time. Then again, Necro can dish out a nice amount of damage as well, if he’s able to land those ES combos. :smiley:

I always choose ES though, partly because it looks cooler. :slight_smile:

So Thongboy, you’re saying that interupting a poke on reaction with SA1, tagging someone out of the air with SA1, or simply punishing a move on reaction with SA1 is “low tier”?

I used to be a fanatic w/ SA1 because of its damage priorities, but moved to SA3 because of the stun and the capability of continuing the juggles with necro after it.

one combo I found from karathrow.com was during a necro/chun-li fight and it was SICK! Keep in mind Chun was dizzy after the ES was performed…
(optional s,b-fwd to qcf.+str to start it off)
ES- s. jab-c. frce- s. str-c.frc- s. jab- jab shock-(after dizzy)- frce turn punch- frce shock.

Damaging as it was it did took a lot of effort to pull off. I can see why necro is one of the more hard working char’s to play with.

One thing I’m having trouble with is against good twelve players…Been playing one that loves to go in and out w/ gliding and coming in w/ a deep frce and mixing it up like nothing…almost beated him too but took me down via block damage…

Also If there’s any advanced juggles w/ necro, besides the ES (if dizzied) to s. jab- to either st. axe kick to anything else, I’d really appreciate…Also is it true that necro can juggle SIX elbows (db.frce) after ES with other char’s than Chun?

Big time.

OooO, I guessed a poke and risked a safe super through it! I’M HARDCORE!

Come now. You really think grabbing someone out of the air with a super is any sort of skill? Can we all say Shinryuken? I thought so.

If we’re going to be talking in Gamefaqs level strategy, I’m out like disco.

N

Don’t get hit.

No, really. Necro’s kind of fragile. You shouldn’t be trying to go blow-for-blow with anyone, unless you’re filling out the stun bar of course. This is essentially why SA3 is superior to the other two. As I mentioned in my larger “why SA3 ***z0rzeses” post, it makes your enemy cautious and fearful, which is infinitely superior to “damaged and angry”. Any time you get their stun up anywhere near the danger zone, they start to back off, which will save your delicate rubber ass much more often than a guessed SA1 every once in a blue moon.

N - Dizzy = Scary. No, that’s not a GGXX reference.

jeez Thongboy, I guess I just meant that those techniques are effective at all levels of play. So why disregard them?

Also I wasn’t talking about busting out the random super in anticipation, but popping it out when you see them do anything. It’s a twitch thing. Sure it can fooled with by standing crouching real quick or whatever, but it’s still a good way to lock someone down. And that fear of getting busted up by an invincible super is what allows him to play his mix up game.

As I was saying in regards to Oro, when my stun is high I go on the offensive, because I’m not too concerned about trading blows with Necro considering his generally low priority. The best Necro’s I’ve seen are able to anticipate and parry an opponent’s higher priority attacks and punish with ES combos. I’m not that good. I need my opponent to fear my super, not my psycic parrying skills.

I think MS is a more versitile super. Becuase it feels like ES is limited to parry guess work and punishment.

If you aren’t good enough to cancel from standing strong to SA3 on reaction, or link SA3 after a back + strong, I suppose it is parry guess work and punishment. Stick to the scrub super then.

When you say combo SA3 off s.mp on reaction do you mean like I throw it, wait to see that it’s not being blocked and cancell? 'Cause that’s too hard for me.

The B+mp link works great with SA1 too.

Good question, Evil5150. By “on reaction” you mean only cancel into super if it’s not blocked? And do nothing if it is blocked? Unless you’re talking about looking at the opponent’s sprite before the strong actually hits, then I’m just going to say straight-up that I think you’re full of shit.

It’s the same concept that ken players use with shippu. Low forward, do the super motion, if you see the low forward connect, hit a kick button. Same thing for necro, except with standing strong. Some people don’t have the reflexes for this. I can’t do it consistantly, but I know people who can.

You should be able to connect SA3 after a s.mp or a jp denpa on reaction if you wanna play necro. :wink:

No, I don’t believe this is humanly possible, especially not in a real match. It’s a simple matter of how quickly the human brain is capable of reacting to visual stimuli, and sending signals along motor pathways.

It’s a faster link than punk arse Ken or Chun have to manage, but it’s very doable. You strong, do the qcfs, and then negative-fan the buttons immediately when you hit. If you’re not that fast, it’s ok, but you’re severely weakening Necro.

Like I said, it’s not his fault. But you’ve gotta want it.

N