NECRO's bad matchups

Oro + really bad recovery doesn’t go together IMO. Unless you use his moves that have bad recovery often. Which IMO really are only his s.HP (which should only be used on wake up), his fireball and qcf+K (on certain characters). His standing/crouching pokes recover quick as all fuck. His s.MK is quick as hell and covers hella range. Between that and random s.HK’s that’s all he needs to keep you out the majority of the fight. s.MP is even quicker than those 2 pokes and c.MK is a good low poke with good priority. For me…I wouldn’t even use SA3 Necro against Oro. He moves around too damned much to ever set him up for that shit. As soon as Oro may think you are going for a random SA3 he can just double jump to avoid it and hit you over the head or just flat out super jump out of the way. You’re not going to connect much any normal into SA3 against a mobile Oro. I would use SA1 so you can keep him from playing an air game and force him to stay on the ground. Once he does that then you can pressure him into getting hit by a standing poke into SA1 or just flat out getting hit by it.

wtf
i think sugiyama try b.strongxxsa1 but beacuse he use “drum” (piano method)
he make a mistake press 2 jab and strong in same time (owned)

excuse my english

Q vs Necro is pretty even. It’s a battle of who can get who in the corner, because both characters have potentially-good corner games and neither character has good options for getting out of the corner. As Q, I don’t want to run away because that’ll just get me cornered, so I have to poke and dash punch and crap to get Necro to back up.

Personally I’d say Necro’s best bet against Q is to do a lot of drills and tornado hook games. It doesn’t matter if they connect, even, you just want to back Q into the corner and those moves do that well. Q can’t respond to a drill, he has to anticipate one in order to beat it, so mess with him with that.

Also, Necro’s SAI scares me more than SAIII because it forces Q to play more cautiously. When SAIII Necro is waking up in the corner, he doesn’t really have any good options, basically just block, tech, and jump, meaning Q can put pressure on him with abandon. If the Necro player chooses SAI, though, Q is forced to play more cautiously because of the threat of a high-priority difficult-to-punish wakeup super; the advantage Q usually has on cornered and/or waking Necro becomes much less.

i think sa3 is very good choice vs Q …
sa1 don’t like to much vs Q because q 's taunt defense factor owns this super art …weak ups super not is very good because not add all damage from super (i think)

yes necro not have good defense vs Q corner game (only can sa1 , random flying viper, or block) stun factor give a Q a trouble …he not take to much stun but this hit box is very big…and he can’t escape from corner if you play well
Q have a very bad recovery of some moves
dempa electricity can hit a lot of Q moves

ultradavid…tornado hook games are good but not all time becuase he can red parry this shit and own necro same shit with drill move you can kill drill move if you parry first hit and make a sa2 if necro are predicate
i think this match up is in necro favor (like 6-4)
this match up is all about “put other guy is corner”

If this match is going how it should, Q is probably too close to Necro to taunt safely anyway. That’s not to say that he won’t, just that you can punish him for it. After all, you want to be close to him because you want to back him up, and while Q doesn’t want to be that close, he wants to be close enough to you that you’ll be able to punish him if he taunts. If Q taunts from far away, you’ll only be able to hit him with SAIII if you were expecting the taunt, in which case the Q player must not be very good. Parries obviously beat attacks, and repeating the same attacks over and over is stupid, but hooks, drills, and poking are nevertheless difficult for Q to deal with. It’s my job as Q to use slaps, pokes, preemptive antiairs, and jumping attacks to not let you get into them in the first place.

I’d much rather risk getting stunned by facing Electric Snake than have my corner game, one of my big advantages in this matchup, get neutered by Magnetic Storm. I can see the argument for using SAIII, it’s the super you use here if you’re rolling over Q and you want to expect to do that. I’m just telling you which one I fear more.

mi last necro hard match ups…

yun (8/2) i think this is (7/3)
chun(7/3)
ken (7/3)i think this is (6/4)
oro(7/3)i think this is (6/4)
dudley(7/3) i think this is (6/4)

oro is good vs necro, but if oro goes for jump games, b.fierce that shit to kingdom come into another b.fierce then you can go for ambigous cross up drill mixups

Hey, what do you do against a good Ibuki? SA1 is an obvious choice, but from there on? I’m a little puzzled about this one…

Got to ask a question because of an upcoming tournament. Which god damn SA should you use against Chun?!

I’ve always thaught that the SA1 is the best due to the excellent damage. It frightens Chun and can easily punish pokes. But lately I’ve seen japanese players ONLY use SA3! And they seem to be fairly successfull with it, but on the other hand they are japanese. I mean, should you really try for the stun against Chun? It can be worth it, but I get the feeling that you are more dependent on a “lucky hit” or a mistake from you opponent to get this one in.

Yang, I might add, is no walk in the park for necro either.

I disagree! Yang may have the upper hand when in comes to the ground game, but the fact is he can’t do shit against Necros drills, and to add; Necros SA1 does some beastly 50 percent damage on the fellow.
I would say it’s probably a 50/50 match up.

Necro hasn’t got much vs dive kick except sa1. Yang has sa2 vs drills. It is also alot easier for yang to pressure necro into a corner. Yang also has better options to escape the corner vs necro. Yang has overall a much better ground advantage vs Necro.

for me yang is hard …like 6-4

Necro mirror match is a hard. :frowning:

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! :frowning: :stuck_out_tongue: 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 :frowning: 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 :smiley: I also tick at her a lot w/ wp and wk cos she doesn’t have reversals :smiley: 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 :stuck_out_tongue: 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 :stuck_out_tongue: 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 :stuck_out_tongue:

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…:open_mouth: 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).

This is currently among my favorite mirror matches, with Dudley (but ALL mirror matches make me nervous!).

When I play this match, the other player usually picks SAIII, but I usually go for SAI. I get to attack him pretty viciously on his wake-up but he can’t do the same. Getting him into the corner doesn’t seem too hard, and I get a lot of grabs off him that juggle into st.mp XX SAI, or I bait his back-leg grab/tech grab and do b+hp, db+hp and XX SAI anyway.

Some good Necros I play are good at parrying my long-range pokes and punishing, but I usually don’t bother doing this back, and instead focus on ground and air pressure: I kinda play spazzy in this match-up cos I’m not worried about reversals, obviously. I jump in w/ mp and mk/hk drills. I also bait throws w/ jump-in wp and then land outside of grab range, look for a throw/tech-throw attempt and do wp Tornado Hooks or do the back-leg grab to throw them into the corner. After jumping in a lot, I switch to the ground and start long-range ground pokes if the player forgets about them. I also try to jump-attack over the long-range ground pokes. I like to tick at him in the corner a lot and try to keep him from throwing me into the corner. Since Necro has a crappy wake-up game, as Necro, I like to drill-kick-pressure Necro when he’s cornered, to set up throws and punish whiffed grabs. On the other hand, is it me or Necro can’t take his own SAIII combos very well? When I lose this match, it usually seems that I died by stun. For some weird reason, Denpa seems worthless in this match–outside of a corner SAIII combo. I’m not sure if this has come up for me, but Denpa might trade w/ a hit of the drill kick? Hit trades involving juggles are weird cos then the other Necro might get to “chain” into st.hp if the trade was done w/ a wp Denpa. I DO have to be wary of getting command-grabbed, and it often happens as part of the 2-hit combo: cancelled from a b+mp.

for me yun and chun are the worst necro match ups…
chun because any shit you do lose vs chunli poking moves…and when she have meter you are owned.
yun because the genei jin .but you can get a lucky parry or lucky shit (when yun not have meter) yun take damage badly (i pick sa3 vs him)
and when he not have genei jin you can beat some yun moves
other bad match ups for me is gouki , oro , dudley and ken

One of the harder matchups I have had was against oro primarily due to the fact that his round house does so much. But against chun-li you have to use grab setups and really smell for those easy parry of standing fierces to db fierce her in the face and dril her in the corner.

I edited my last, long post about problem match-ups for ppl, but forgot to mention stome stuff.

Dudley/Necro is a weird match-up cos I think the 2 characters have OPPOSITE problems: Dudley is looking for a way to get in (usually connecting st.hk x ex MGB) to try to corner Necro; Necro is trying to play keep-away since Dudley has TROUBLE getting in on characters with more range, and his range is about the CRAPPIEST in the game, I’d say. He has some good pokes and some of those normals are good for whiffing, but he barely has anything to pressure players to low-parry or block low. Dudley can turn the tide off 1 st.hk or parry (parry into st.hk, e.g.), but Necro has to try to control the match the whole time. Either way, it’s kinda tough. I think “Duds” has to appear too fast for Necro to confuse and outzone.

Q tries to outlast Necro w/ taunts. Often during the 1st round, it seems worth it to try to get 3 taunts right away: the 3rd taunt might be punished w/ b+hp, db+hp that pushes him into the corner, but after that, it becomes a lot easier/safer for Q to turtle, and that really puts the pressure on Necro. Q sucks and has too many disadvantages, but I feel that Necro and Dudley are among his easier match-ups (not in his favor necessarily, but somewhat easier than most).

'Yeah…if you EVER needed to get someone in the corner badly, it’s Chun, and maybe Yun. I wonder how often ppl are trying to super-jump out of the corner these days, and against Necro, this seems safer than usual for opponents. You every possible positioning advantage against both -UNS (UGH!). At least they have little they can do in the corner besides wake-up (and Yun’s can be ducked, after all), so it might help to bait Chun’s wake-up (mostly to make her waste meter instead of to counter it cos it’s hard to punish for most characters if blocked, anyway). Chun doing wake-up ex SBK in the corner seems kinda desperate, but in the corner, I guess that’s usually the only time she feels that way. I go after her a lot w/ multiple overheads and, indeed, throw set-ups.

As others suggested, it’s good to try to fight her on the ground at a certain distance so she’s only within her st.hp range so you only have to high-parry, but then again, if she’s whiffing, that means she’s building meter. Before she gets meter, I want to rush her down and get an HP advantage. It’s not just her super that’s the problem: it’s her CRAZY kara-throw and tick set-ups against turtling, of course :frowning: :stuck_out_tongue: