NECRO's bad matchups

not comboing supers is ghetto.

need help whit yun remy and makoto
any stuff vs ibuki elena and 12 ??

Yun - Use SA1 and pray for a miracle. Try to get close to him as long he doesn’t have genei-jin.

Makoto - Stay the fuck away from that karakusa and use drill kicks. Use either SA2 or SA3, it’s up to what you feel is the best, both works.

Ibuki & 12 - Use SA1, they shouldn’t be so cocky when you’ve got meterwith that one.

I haven’t got any tricks against Remy or Elena. I don’t even know if there is any tricks against Remy.

IMO…Chunli…punch kick
makoto…gay grab

i play a lot vs a good yun player and use SA1 i think yun is a really dificult for necro you can’t dash and escape yun run away and change meter
the most of yun air moves own necro stuffs and is dificult rush down him beacuse is really short
i need more stuff vs yun i try rush down but yun use a lot c.forward and c.short
and shoulder move

vs remy i use a lot empty jumps and walk/parry and try corner him but i think i am suck to much
vs makoto please help i never play vs goods makotos of my country (chile)

mores stuff please…:sad: :sad:

I believe that you shouldn’t get to excited against a good Yun. Try to WALK against him, that doesn’t leave you open the way dashing does. Drill kicks is also a way of getting close to him.
Necros back dash is crazy fast, so if the genei-jin is activated far from you, you can dash away from it, a little bit. Drill kicking a genei activated Yun is indeed risky, but it’s kind of hard to deal with if you’re Yun, so it can fuck him up.
Also, if you’ve seen Sugi play against Nitto(maybe it’s Issey) in SBO3, he try to punish a parried dive kick with mp elbow -> ex hook. Maybe that’s something to think about.

(Sorry for the kind of broken english)

mi friend is a very very good dudley i need help

What I noticed when I attended a ranking battle here in Sweden, Stockholm this weekend was that Necro has a good chance against Dudley. Always thought that Necro is a big underdog against that black fella but as long as you space him you’ll have a kind of an upper hand. Use those long limbed normals to keep him out of the way!

St. Mp is fast and good and can rather easily be cancelled to SA1 (use Magnetic Storm!).
Cr. Mk is a great poke in the right distance, it’ll keep him from coming closer if used properly.
Throw out a st. Hp and st. Hk once in a while, not to often though.
The snake fang is excellent against his crazy footsies and often results in getting him in to the corner.
Once you have him in the corner you know the drill (litteraly! haha!).

Dudleys jump ins can be countered with d/b. hp if you time it good, but try to space him in a way that he can’t really jump in on you. When you’ve got full meter he won’t anyway.
I hope that helps a little bit. To be honest the Dudleys I played wasn’t THAT good so my tricks may not help in the long run - but I belive PinoAB7 uses the above in that match up.

Stay cool.

I have a thing on my mind that’s been bugging me for a while. It’s about the Necro vs. Urien match up. As I see it there aren’t any big problems for Necro in this match up, just space him and you’ll have a good run, but Urien has ONE secret weapon that tends to stand above everything Necro has - jumping hk!
Because Necro’s length he has a hard time parrying it, it takes a big chunk of damage and is fast and high prioritized. Not to mention the b’n’b j.rh, st.mp, tackle that really can take away one round for Necro pretty easily.
So my question is, is there some kind of magic antidote against the damn leg or do I just have to parry that shit down?

well if you see him jump you can cr.mp him for free. his jump start up is slow and you can react. If the legs already out trade with you b.hp and then get a free db+hp

Well, I’ve already failed with b.hp too many times for that to be a proper solution. His leg has too much reach, you’ll have to be pretty near the opponent to hit with b.hp. But thanks alot for the cr.mp tip! Very appreciated! I’ll try that one out this weekend.

EDIT: Fooled around a little bit in training and cr.mp really can shut down Uriens jumping game if used right. I also noticed that Necros b.hk seems to work fine against an airborne Urien as well - Really got to try that one out against some legit Urien player.
B.hk seems to be a kind of overlooked move overall, is there a good explanation for this?

actually I use it sometimes, but depends cause it’s got sort of slow startup. But if you get it you can get free dash in mixups. so it’s pretty cool.

vs 12 gameplan with necro??

Use SA1 = You win

…necro game plan?? not super choice :bluu: :bluu:

This is a really tough match for Necro because necro doesn’t have many options after Akuma scores a knockdown… your best bet bet it seems it just to wait it out and look for an opening. On the other hand the match goes in Necros favor just simply for the fact that it doesn’t take much for the stun, and with Akumas vitality, one opening is all Necro needs.

With Electric Snake it seems to me that the key to winning any matchup in the game, revolves around landing B.Forward, Strong Tornado Hook.

It seriously is that easy. SA1 makes sure Twelve can’t jump in on you and that’s the only way he can actually do any damage. Knock him down with SA1, start tornado hook mix ups…get him in the corner…GGPO Twelve. Unless you’re fighting an amazing Twelve player this matchup really shouldn’t be that hard. Or at least not so hard that you’re never winning a match.

SA3 is good but SA1 works better against certain characters. Namely ones that have just as good or better rushdown as you. Namely, Makoto, Yun, Ibuki, etc. SA3 works well against characters who have a hard time getting in on you or have small stun bars. Like Alex, Urien, Q, Dudley. Characters with big hit boxes just constantly get hit by your shit when you use SA3. I wouldn’t suggest SA3 against Hugo though cuz one little opening in your rush game = you get 360’d. With SA1 Hugo won’t be so quick to 360 you out of your rush game.

i use sa3 vs makoto or sa2 some times
vs yun, he not have beter rushdown game whit out meter but he is run away vs necro i use sa1 becuase yun is dificult of hit and he take a lot of damage
vs dudley i use sa1 becuase necro take a lot of damage and rush down game of dudley is beter (dudley not cornered) i play poking and controling space style (dudley and hugo players call me cheap )
mi friend know all stuff of twelve (iad) mix ups and is really dificult for me vs poking whit out meter i think twelve can jump whit (iad) jab tornado hook mix ups are good but he a lot of times red parry jab tornado hook and killme a like a lot (reset)b.strongx(qcb pp) mix up vs twelve because he not have good answer vs this set up
excuse mi bad english

I’ll post some stuff in a while I just want SRK to subscribe this thread in my CP.

Yea I went to this get together this Sat and I ran into a lot of Shotos, and I really didn’t have a hard time at all. I think that it’s kinda the same deal w/Makoto as it is Necro. You have to know the player+the character. W/shoto players it’s not that hard to figure out what there trying to do if there not random, and hell even random shotos give themselves away w/some sort of pattern. What helped me in the Shoto fights was c.mk, s.Strong, and back s.Strong<-- (for dash in grabs). c.strong to stop jump ins. I also used b.Fp as AA, and it got parried often (once they got used to it), but I think since FP is a heavy hit. I don’t have that much Parry freeze and depending on where in the air I try to hit them I believe from what it seems I stay pretty safe. Most of the time I ended up tech grabing. Nobody tried actually landing and hitting me w/Ken’s target chain or Ryu’s s.FPxxShoryu. It seemed to me if I just stay in my C.MK range and punish every whiffed move. The shotos had no choice but to jump in, from there I would either dash under or AA w/whatever I felt would work. I did have a hard time w/ Urien and Oro. I think out of the 4 games me and my boy Grego ( on SRK) played I only won once all the rest were really close. I think in the case w/Oro it’s the same deal as if you were to fight Oro w/any character, just be mindful of getting parried. It seemed that he was looking for any parry he could get to go into his chicken combos. Also his back+Mk is not safe from Electric snake if you see him whiff back+mk to poke or build meter ES it. For some reason I guess it’s not considered air born. Also Oro has really bad recover on almost all his moves. I think you may even be able to reversal it if you block it not sure about that though. Just a random last minute thought.

Peace