In my fairly recent “play around with different characters” craze, the one I picked up most recently was Necro. After some ugly first matches, not knowing the normals and trying to airdash (since I’m also learing Twelve recently, lol), I started to understand a bit of Necro gameplay (which I couldn’t grasp before).
Necro is fun. Complex, not easy, can be scary, rewarding. A nice character, It was a pity I underlooked him 'til now.
- Is there a trick to make performing multiple db+HP juggles in the corner less hard? Everytime I rewatch the Sugiyama vs Ushi match (one of the best beatdowns ever imho ), I either praise Sugi as a god for making 6*db+HP seems so easy, or feel dumb for not being able to do it.
I know that it can’t be done on most characters, I tried it on Urien.
I actually found that double-tapping helps a bit (though it hurts - either the Hori SC2 stick isn’t that good for double tapping, or I’m doing the movement awkwardly) - I can get the second elbow to connect about 80% of the time, the problems comes after… I rarely connect the 3rd elbow, and I got to the 4th only once… a friend once managed to get 5 hits, but it was random (he didn’t understand the timing).
Is that just lots of practice and great timing skills? On which characters does it work btw?
Also, in the corner after a comboed snake I usually juggle with jab denpa, elbow, and sometimes jab/strong reset (not consistent in doing it). I can do the juggle pretty consistently on the shotos, but I oftem miss the jab denpa on some characters (like Chun - I was like, wtf? wasn’t Chun one of the most jugglable characters? whatever…)
I didn’t experiment much, but: If when I’m cornered i sneak in a command throw (putting them in the corner and high), what are the best juggles? it happened like once, and I just did denpa, elbow - but I somehow felt I could do something better.
I don’t really understand the drill kicks - sometimes they seem to have nice priority, sometimes they suck. Need more experience.
For anti-air purposes, I use cMP only (it’s great, safe if parried, and beats even Ken’s EX tatsumaki). Is there any other anti-air options worth using? (Denpa just doesn’t look good)? Also, does Necro have some defence against crossups (besides blocking/parry I mean)?
On which characters does jab Hook, elbow work?
I saw that PinoAB7 uses SAI against Yun. I guess it’s to stop divekicks, and to have a handy reversal to go through Genei-jin pressure. I Use ES on anyone, should I use SAI agamnist some characters? which ones?
Is it me, or does his throw range suck? :sad:
Any real practical use to the qcb+K move? (I use it sparingly in wakeups since it has good priority -trades with uppercuts in my favour, but I think I can get along with it only against scrubs or people who don’t have any experience against Necro)
As now, one match that troubles me is against Gouki. Since Necro is slow, I have problems getting past fireballs/air fireballs/ divekicks and so on. Sometimes I dodge air fireballs with a late qcb+P, and grounded ones with HK drill, but I don’t really gain much ground. Sure, it’s great when I get him, short stun bar means one combo and he’s doomed (almost :P). It reminds me the Urien vs Gouki match in certain aspects. Hard to get him, but get one-two chances and you can win.
Ground HK tatsumaki gives me problems sometimes, though not as much as dealing with it as Urien.
well, thanks for reading… and thanks for your answers, if any come (I hope so)