REVIVAL! AHHHHHH, I promise that, for now, this is the LAST resurrection of an old Necro thread that I’ve NEVER seen (for a long time, even!).
I mostly wanna talk about match-ups ppl find difficult.
CHUN and YUN are worst (big surprise since they’re the top tier still). I think I could deal w/ Oro better if I FOUGHT him more!
A good Oro player will have mastered the double-jump so you could never hit them w/ Denpa or b+hp, I think–even if they’re going for a cross-up empty-jump/attack (they might empty-jump for spacing/confusion?).
Ken: Most players agree that Ken isn’t so bad for Necro–compared to other decent characters–but it’s risky on either side of the match-up: whoever gets cornered first by the opponent with a stocked SA could be REALLY screwed. Ken can double-srk at mid-screen fairly easily (Necro has a wide hit box), and his BILLION throw setups are really scary in the corner. He has an easy double-srk hit confirm in the corner as well (off of cr.lk, st.lp for a 4-hit combo), and I’m betting that Necro’s hit box once again makes it easier to connect it than on most characters. Baiting srks doesn’t work against very good Kens: in fact, they’re more likely to COUNTER my limbs that are used as whiffs or pokes meant to touch them, than I am likely to bait the srk
Jumping seems risky cos a fast, unexpected jumping ex Hurricane can be followed up w/ the damn double-srk again w/ proper spacing/timing, I believe. If Ken jumps on Necro, though, I think he screwed himself. I have to work on more zoning w/ st.mp to control the match, but not getting predictable. I like b+mp when they start closing in on me, but I’ve been fighting many GOOD/IMPROVED Kens lately, and they are good at knowing when to dash in on me so they can start throw setups.
Makoto: I ALMOST never jump against her. I’m a jumping slut but NOT against her! I like to use more wp Denpas against her jump-ins and dash-ins than on most characters. I go for b+hp against her when she does a jump from a weird distance. HMMMM…I WONDER: maybe her Axe Kick (if not the hk Kick) would trade w/ it and I’d get a free db+hp? 'Just a thought
I also tick at her a lot w/ wp and wk cos she doesn’t have reversals
Lastly, I try to corner her and bait command grabs/Karakusas by empty jumping in or straight up (often after knocking her down into the corner, also) and then step back outside of her grab range so I can bait her tech-grab and then walk up and grab her instead (if she goes for c-grab, the range is hard to judge, in which case I’d empty-jump again and go for cr.lk, SA. I think sometimes Makoto jumps back when cornered cos w/o solid wake-up, she’s afraid of Necro’s corner-grab juggles
so then I could opt for early b+hp.
Chun: I’ve gotta try more cr.lp against her. I’m not sure if it has PRIORITY! (O_O) over any of her pokes/normals but it has more reach than cr.lk, right? When she’s zoning and walking back and forth, she often gets ticked away by both attacks, and I think I could hit-confirm SAs if I work on my reflexes a bit…
Akuma: NOT MANY tips here…just that I know which moves seem to work against JR Rodriguez’s Akuma, so it might work against any other Akuma
I like to push Akuma (JR…) back a lot w/ db+hp but now he usually seems to block them, so that doesn’t give me much more breathing room. I have to WATCH OUT more for air Hurricanes, and esp. in the corner, cos it’s a free juggle, and mid-screen, they push me to the corner. I’m too SLOW to react fast enough to determine which kind of demon flip he’ll try, except for the demon-flip sweep, which I’m now parrying and punishing (that move’s too damn risky…gotta be psychic EVERY TIME to use it), so I get air-grabbed quite a bit, and I DOUBT Denpa would stop it (if the air grab goes through it, the animation must look weird), and b+hp might whiff on it? His regular dive kick mostly seems like something to use to get in closer and set up kara throws, which scare me, cos at that moment, I’m usually afraid of cr.mk x hurricane juggles. I try to go for the backwards regular leg grab after blocking hk Hurricanes, if I look to be in position, cos any hesitation and I get dp-reversaled or thrown 
Ibuki/Remy: I need to play more Ibukis and Remys, PERIOD, to know how bad they really can be. Ibuki can really get me on the ropes but her low vitality often gives me a chance for a good comeback. Still, Ibuki–like Oro–can be very disorienting w/ cross-ups and generally running all around the screen to confuse me. GEE: I guess I didn’t realize how FAST Oro could be, but then again, look at the SLOW character I’m playing!
Hugo/Dudley/Alex: I used to be embarrassed to lose to ANY of them, but they can do pretty good damage to Necro and he doesn’t take damage that well either, among many characters. Use a laggy move that gets whiffed or blocked and they can punish and close in on you pretty well. I think the key is NOT to let them get that opening: control the distance/zone so they get frustrated into desperation/mistakes. It’s WEIRD that even Hugo’s slowest normals often cleanly beat Necro’s normals, but I guess it’s only fair cos otherwise he’d have no chance (not that a policy of fairness was considered for Sean when Capcom watered him down ridiculously…).
Dudley’s “small” jump (practically a small jump like CvS2’s snk grooves) and jump-in hk make it dangerous to crouch-poke him from less than half a screen away, and not to mention his cancellable st.hk is a high-priority attack (esp. against Necro, who can’t even SPELL priority :P). Getting juggled easily isn’t that big a deal, imo, but Necro gets thrown a lot in general when cornered, so he hates being cornered (unlike Makoto, Urien sometimes, etc.).
Alex can out-prioritize Necro, but I CAN’T really explain why I ever LOSE to him O_O I think my reflexes suck, so I get command-grabbed too much when cornered and ticked, and he DOES have some range and priority on Necro w/ some pokes.
12: picking SAI is pretty much essential, YET, when you don’t have meter, he tries to air-dash in all the time w/ random jump-in normals to poke or set up his great, regular throw. Even for good 12 players, I reckon being able to cancel the dash into a poke is tricky if you’re also moving around the screen, so he doesn’t when to try to land and dash again. I like Denpa of varying strengths and b+hp. I will also build meter if necessary. If he’s not right on top of me, I’ll try to knock him out of the air w/ jump-back hp, more than most jumping normals.
Yang: EEEEEEK. When is it MY turn to attack! If he gets me in the corner (esp. w/ SAIII stocked), I feel kinda screwed. I gotta remember to SAI-reversal certain hits of the blocked Mantis Slash. I think this ffa player recently was doing RESETS off of SAIII when he still had 1/2 the bar left to do it again! It’s my AWFUL reflexes I blame most for having trouble w/ this match-up, but then I saw the guy beating on other players of his level too! That simultaneously made me feel better, yet more scared, if ya know what I mean! I’m gonna go out on a limb and say Yang scares me most w/ SAIII if he’s GOOD…
I DO see Yuns/Yangs get Snake-Fanged a lot by JP Necros, come to think of it…maybe that breaks their momentum…hmmm.
Q: It’s funny but Q is 1 of the FEW characters against whom I’ve lately felt compelled to pick SAIII: it’s not about stun vs. damage for me, but stopping his taunts! I’ve had a couple good Qs just run-away taunt as much as possible: even if I hit them w/ st.hp at the start of the match and/or get the 2-hit hp combo off them, they would try to outlast me. I actually do better in this match-up if I’M the Q player. I seldom do well w/ Q except sometimes against Necro or Dudley (occasionally Yun, if the player is playing too haphazardly; to so speak).