^ haha, from my own experience alex is easier to deal those with than necro. its not like alex has a lot of match up advantages anyway
I’m having trouble against Alex as well, more than against Dudley and Hugo. I don’t really know what pokes is best against him and when to use them, and I actually am a little bit concerned on which SA to use agaisnt him to. I’ve always thought that SA3 is the one to go with, and I still do, but SA1 is too great agaisnt his stupid jump in-kill you instantly-combos that it can’t be overlooked.
Any tips? Elbow is always good when close, but Alex’s elbow beats it if I remember correctly. Cr. Forward can poke him good but doesn’t win you matches on its own. Lp denpa is probably the best anti air if you are prepared for Alex jumps, it beats pretty much everything and you can always connect with a fierce afterwards.
I believe, especially if you use SA3, that b. short -> st. strong xx super is kind of crucial for Necro in this match up. It’s excellent as a wake up and on a wake up, and should be use to keep him on a distance when he wants to get in on you for some b.forward/elbow xx ex slash. But you’ll have to be consistent in nailing it for the fear factor award.
Any tips? Am I wrong?
mmm, my main way of playing vs alex is trying to get him into the corner, sometimes i play with footsies a bit, but mainly i just jump and drill, you can jump drill again after that, or you can lp twirl punch or throw. if they are parrying your drills, jump in late lp into low short, lp twirl punch. these air drills and ground twirl punches or even gettinga throw off, will put alex in the corner. after that, you just gotta know how to play 3s
A quick question, is Dudley completely safe after all of his Back Swing Blows?
It seems that Alex can punish drill kicks w/ a st. mp X ex flash chop AFTER getting hit by them! not sure if he can do that after blocking them (weird hit stun and angle for the Alex combo to connect after it).
AFAIK, all regular BSBs for Duds are safe.
is that all strengths of the drill kick? bad deal for necro…
wow! Incredible thread that I never really noticed before. thank you very much, Obscure, and do you have any videos of yourself playing as Necro?
[media=youtube]AFRewbI-z3Y[/media]
This is a tournament match from Sunroute cup at Denjin arcade
[media=youtube]9j3V9F2R–8[/media]
Casual match against the one and only MOV at Denjin arcade… It blew my mind when MOV did a reversal super after being hit with crouching mk. Not to mention how lame i felt after not punishing well when he missed it the first time.
Criticism would be appreciated. Tell me what I should do differently.
First off, sorry it took so long to respond…second off…Nice fucking Necro! I can’t give you much advice other than a few things (as your Necro is at least as good as mine or better).
The only thing is that I think you should use back-strong punch into SA1 or 3 and use low jab punch or low short kick into SA1 or 3 whenever possible. Using low jab or short into super frequently will help mix up your game to allow for overheads…especially your EX Flying Viper, since your opponent will be worried of getting hit confirmed low.
HAHA. I personally don’t have trouble with Urien the way I did, in the past. Alex, Hugo, Urien, Ryu, Ibuki, Q, Elena, Remy, 12, Sean and Dudley aren’t so bad. If I’m losing consistently, they’re just better than me in general.
I have most trouble with Chun or Yun, then Gouki, followed by Yang, Makoto, Ken and Oro
crazy, considering those are the characters that give me the most treouble and pretty much in that order too. if opponent is as good then yes- Yun, Yang, Chun, Ken, Akuma, and Makoto can give my Necro them ost trouble. Oro as well, but usual an Oro that consistently beat me usually is because opponent is just all around better. Really good Ibukis and Ryus can be quite a handful too. Really, all the characters can put up a good fight if the opponent is good enough. Sean and Twelve have to have some exceptional players controlling them though to win.
I believe that he meant he thinks it’s easier to beat Dudley and Hugo with Alex than when using Necro, but I might be wrong, and esp. since I think Necro has an easier time beating both of them, but not a lot easier. BTW: you mentioned Alex’s elbow beats Necro’s elbow. This is most likely due to Necro’s WORST priority in the game, which might keep him down in tiers, somewhat. I don’t want to be annoying, but could you clarify which elbows? lol…I don’t want to assume you mean Necro’s db+hp elbow, since it has decent priority or trades with a lot of other pokes. His b+mp elbow in partic has decent overall priority. Alex’s neutral st.mp elbow is pretty fast O_O Also, you mentioned Alex’s b+mk, but his mk knee poke doesn’t have a directional command.
I just thought of something. I’m not so much wary of Alex’s jump-in combos that are partially made so effective because of his fast, short jump arc, but because his low jump allows an easy empty-jump powerbomb or a whiffed j.mp or j.fp into powerbomb, but maybe you could try dashing under his jumps if you anticipate them. I want to keep Alex from cornering Necro. Wake-up b+lk, st.mp chain is indeed good against grapplers or people who like to throw a lot, and that means, especially when Necro is cornered and regular throws are more effective and therefore more common. I think I already mentioned that I like to use the 2-hit chain against my friend JR Rodriguez, but especially because he likes to throw and kara-throw me a lot when he corners me (it’s also hard to tech Gouki’s kara-throw cos if he does the t+mp overhead instead, that damn glitch doesn’t allow me to throw him out of it when I go for a throw or tech-throw attempt GRRRRR!).
SORRY, bro. I think I forgot to answer this! I’m trying to remember, but I think I saw it in a vid, and might have experienced this myself. I think the distance and timing affects whether Alex recovers enough to reversal-retaliate, and not the strength of the drills–meaning, whether Necro has landed or come close to landing and is able to start blocking again. ALSO, it might matter whether only 1 or 2 hits of the drill kick has hit Alex. I wonder if it matters whether Alex was hit by the drill, instead of blocking it. Sometimes, of course, block-stun lasts longer than hit-stun, as I can think of 2 examples off the top of my head…
That’s HILARIOUS lol. Perhaps we fight in a similar style, despite our different primary choice of supers I have matches online, but I’m NOT that good. My unortho style trips people up sometimes though, I suspect. I think Dudleys, for instance, have trouble fighting players/characters with unconventional styles. He’s used to fighting Kens But anyway, I think Makoto and Yun both have good priority over Necro at super-close range during pokefests.
With Makoto, pokes like her neutral st.mp seem to stuff a lot of his pokes, and her forward dash and backdash–to a lesser extent–make it hard for Necro to know whether to use his close-ranged or far-ranged pokes when attacking her, so you don’t whiff and get command-grabbed.
With Yun, it seems that even without Genei-Jin available or activated, he has REALLY good mix-ups against Necro! His st.lp-lk-mp chain stuffs my grab attempts at close range, and if he instead goes for a grab or grab fake, supplemented by his fast dive kicks, whiffed dive kicks and dive kick fakes (he empty-jumps, for example), I’m practically a sitting (literally standing) duck It’s hard to tech his throws because it’s hard to anticipate them. I’ve been told not to bother trying to grab Yun, because he WANTS you to attempt to grab him–that fast bastard! I guess it’s better to try grabbing him only after knocking him down and dashing in to catch up him before he wakes up, after whiffing lks or lps, or perhaps throwing him behind you when you’re cornered, to escape from the corner and the more-damaging GJ combos, which REALLY hurt Necro (damn hitbox :P).
I have seen your matches…you are really good. wish you would get GGPO so we can do Necro vs Necro matches! BUT I am sure we will get our chance on XBOX LIVE when 3S comes to it.
Really? Thanks! Do you have matches online? I almost recorded some of my Ibuki matches, but I’m very green, so far. It sounds like I should be able to use my wifi access and my netbook for ggpo when I get a chance. I also need to get a new job cos I’m kinda broke right now but I hope to get online not too far in the future. I hope the lag won’t be bad, and the “ping” (?!) won’t be too high when I interact with other players. I played ggpo at JR Rodriguez’s place and he said it was only affecting the ability to tech-roll. He said it just takes time to adjust. I HOPE I can…I have a LOT of trouble adjusting to console sticks. I used to use d-pads but prefer my arcade’s u.s. sticks.
Just a few quick tips –
1- its almost always a good idea to roll when Urien releases the Aegis after you’ve been knocked down (mid-screen)
2- taunt as soon as you stun the opponent. Extra damage is extra damage
3- use more low attacks in the mix. c.LP and back-LK can be blocked/parried high (it got you punished a few times)
Nice Necro though!
One thing to watch out for when fighting Chuns who know the Chun/Necro match-up well: be careful with throwing out FP when she has meter. Chun can c.MP or c.MK (to get under your attack) and super before your arm retracts.
Can Necro interrupt supers on wakeup? Such as Dudley’s SA3? Normally I don’t do super on wakeup, but if the guy is predictable and does meaties every time he knocks me down, why not punish it with super?
I’m not sure, cos meaties are hard to beat on wake-up with anything (strict timing, when it’s doable). Necro’s regular grab (hurricanrana grab; not the back throw/suplex) is good wake-up I abuse that, actually. Necro’s SAI has start-up, so you can get knocked out of it, but I’m not sure if that affects its usefulness as wake-up (mostly as a counter when you’re trying to punish pokes). I only use SAI as wake-up when the opponent does something obvious, as you said, but not meaties. I’d suggest wake-up chain into SAI (b+lk, st.mp) That’s mostly anti-grab, though.
i don’t understand the question
if you are wakeing up you can do a wake up super ofcourse
sa1 , sa3 lose vs throws in this situation but you can punish throws with b.mp, back dash or b.lk>s.mp
sa3 is very underated , i think is good because sa3 do trade damage vs a meaty and help you to escape from some situations or finish him when oponent life is low
sa2 is good in wake up situation is a no risk move because beat all no-srks moves
other options are wake up flying viper (good vs people who try hit confirm) , block , and parry
Sorry. Actually, I think I suddenly understand the question better. Can Necro interrupt other characters’ supers? SOME supers can be grabbed, thereby interrupting them. I don’t think you can throw Dudley during his SAIII at any time. However, on that topic, keep in mind that Necro IS one of the characters who can be thrown out of his super! Makoto has grabbed and command-grabbed me out of Necro’s SAI, at least once with each grab, and that was the COMPUTER doing it, with random/poor timing! GRRRRRRRR! haha.
Necro’s regular grab that I mentioned, on wake-up, might be able to throw ppl out of their supers, such as Ken’s SAIII, but I’d need to confirm this, first (I’ve seen Q command-grab Ken out of that super, for example).
Actually, Dudley CAN get thrown out of SA3. The timing is just hard because SA3 is instant.
Any Super that can get thrown on startup can get regular thrown out by anybody. The timing is just really hard and not worth aiming for.