This is a very rough guide. It was written after only a few days of play.
Consequently, it covers only some very basic strategies, first impressions
of different moves, and little else. I wrote this guide primarily to help
people get a practical idea of Necro's basics, so that when they play they
don't have to waste a lot of money just figuring out what each move does,
etc. I haven't played all that much, so this guide will undoubtedly be
expanded upon (or discontinued, if I end up moving to another character).
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SPECIALS
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· TORNADO HOOK (D,DF,F + P)
Spins around with his arms flailing about (looks like a Zangief Lariet).
Hits up to three times. Sometimes knocks opponent down before the third
hit. If the last hit actual connects (or maybe all of them have to... or
maybe it's just with the fierce), the opponent will be momentarily stunned,
and Necro can do the Snake Whip (or his Slam Dance super). Necro will
experience a stun when he finishes, but most characters don't seem to be
able to capitalize on it (he gets pushefd back and they're stunned too)...
although Alex seems to be able to grab him okay. Each button is different,
with the jab being the shortest, etc.
· SNAKE FANG (D,DF,F + K)
A droopy arm (actually looks like a whip cracking) reaches out and hits the
opponents feet. If they're not blocking OR if they're standing OR if they're
doing an attack, Necro grabs them and throws them over his shoulder (kinda
reminds me of Omega Red). If it is blocked then the grab bounces off.
· ELECTRIC STORM (F,D,DF + P, tap P)
It's like Blanka's electricity, but Necro does it standing up. This can be
very effective as an anti-air, and it seems to work best when the opponent
is going for a deep hit. Not entirely sure about the timing against general
air attacks. Will also hit a non-blocking point blank opponent. Seems to be
easy for most characters to hit him out of it from the ground.
· FANG VIPER (D,DB,B + P)
Necro leaps up and forward, and descends with his two arms outstretched in
a strike. This move has very a very short range (I'll assume fierce goes the
farthest) and is very vulnerable on the way up. However, it comes down very
fast, it seems to have very high priority, and it puts you at a safe distance
when blocked. It's height probably means that it can go over fireballs, but
its limited range would mean that you would have to use it at very close
range. Just make sure that you do it close enough so it actually reaches the
opponent, or else Necro will be very open when he lands.
· RISING COBRA (D,DB,B + K)
Necro raises a leg with a big boot at the end of it almost vertical, then
quickly brings it down. This move hits in two places: high when he raises
his foot and low when he brings the foot down. It is an overhead so it can
not be crouch blocked. Does a good amount of damage, and has no noticable
delay afterward. Unknown if the kick chosen has a different effect. Since it
is a special (well, kinda), some normal moves will buffer into it. Try a low
forward, overhead kick: that way they're careless about blocking then you're
bound to get 'em.
· AIR CORKSCREW (jump, D + K)
Your basic Dhalsim foot drill. Except that Necro's only seems to go down at
one angle. In fact, I couldn't really tell if there was a difference between
the kicks chosen. Hits multiple times, and seems to have decent hit priority,
but requires positioning in the air, something which is usually best done
with one of the two extended jumps.
· OVERHEAD CHOP (D,D + P)
Necro does a small hop and attacks downward with a chop. The move comes out
fairly quick, and the animation doesn't seem to telegraph the move.
=-=-=-=-=-=
SUPERS ARTS
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· SUPER SPARK (D,DF,F,D,DF,F + P)
Despite reading about how poor this move was from Tom Cannon's Web Page
(note: I got most the move names from one of Tom's articles), I found this
move to be quiter effective against most characters. Because Necro can
charge so quickly with the forward, it seemed like I always had at least one
spark ready to go. Basically, Necro flashes with electricity as he slaps the
ground in front of him, sending sparks racing along the floor. My opponent
could usually jump over this move (and hit me if they were close enough) on
reaction. However, this move worked great against the fireballers, when the
opponent was recovering from a move, or when they were landing from a jump.
It stores fast, it moves across the ground fast, can store up to three
sparks, and leaves a very small window of vulnerability if blocked. However,
it does almost no damage if blocked, and my biggest problem with it was that
against some characters I didn't get the chance to use it enough.
· SUPER ELECTRIC STORM (D,DF,F,D,DF,F + K, tap K)
Looks like the electric storm, only a little more electricity comes out, and
it hits more times. It is a much better anti-air, and I think it will repel
almost anything. However, if the opponent blocks or is not hit, it has a
noticeable delay at the end from which to get hit. I think you might be able
to store up to two of these at a time (can't remember).
· SLAM DANCE (D,DF,F,D,DF,F + P)
Like Tom Cannon said, it looks like that Dhalsim super where he grabs the
opponent with his feet (except that Necro uses his hands) and flips him
around a few times (three in Necro's case. Once the move is activated, Necro
lurches forward (walks actually) with his arms up. If he connects then he
flips the opponent around with his arms, very audibly says "slam dance" then
comes to rest in a little ball with two fingers outstretched on each hand
(looks similar to the peace sign). If it misses then he just stops his lurch
(glowing body stops glowing, etc.) This super comes out very quick (the
begginning of the lurch to the grab), but it has a fairly small range. In
addition, only one can be stored at a time, and it takes the longest of the
three to store. However, due to Necro's charging ability (forward knee), I
am usually able to get one of these stored each round. And that's probably
all you'll need, because these things do almost 50% damage (actually probably
more like 40%... but it looks like a lot). And you only need one opening.
It seems somewhat out of place on a guy whose moves make him more of a keep
away kind of character. It's like the opponent works to get in, and then you
just do the Necro SPD (I know, different looking and differently executed
move... but it feels like one with that damage and the grabbing part). By
far my most used of his supers.
=-=-=-=
NORMALS
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*-* CROUCHING *-*
Jab · open fisted (palm up) attack. Comes out fairly quick and has decent
priority.
Strong · far reaching attack angled at roughly 45 degrees. Primary use is as
an anti-air. Fairly good priority, but an alert opponent can hit it
with their own attack.
Fierce · (d, d/f) large elbow angled at roughly 40 degrees. If it hits,
it will knock the opponent down.
· (d/b) completely vertical far reaching attack. This will hit in
close, and is Necro's only "launcher" that I know about. After it
hits you can jump up and connect with other hits (I've done the
strong and the fierce successfully), may be able to juggle with
normal moves on the ground too.
Short · extended leg (toes pointed). Decent speed.
Forward · similar in look to the short. Higher priority and a tad slower.
Roundhouse · crazy looking far-reaching kick that spins around twice
(somewhat like Guile's crouching roundhouse). It seems that the
second hit reaches farther. Move executes surprisingly fast. If
it hits it will knock down.
*-* STANDING *-*
Jab · open fisted attack. Comes out fairly quickly.
Strong · abnormally extended shoulder. Seems very quick and has good priority
but has limited range. Throw.
Fierce · far reaching horizontal punch attack. Has a slight delay on startup
and recoil, but is fairly quick (similar in many ways to Dhalsim's
long crouching strong). This is his longest horizontal attack (and
the longest reaching horizontal attack in the game). Throw.
Short · a short attack, perpendicular to his body with the sole of his
foot pointed out.
Forward · (b) short angled-up (say 45 degrees) knee. This move has one
tremendous use: it charges up the super meter VERY quickly. It
recovers fairly quick, so it is very low risk to use over and
over and... well you get the point, to charge up that meter.
Throw.
· (neutral, f) fairly long extended forward. This move comes out
very quickly, and is a very efficient traditional poke weapon
(a la M. Bison). Throw.
Roundhouse · (b) long angled-up (say 55 degrees) knee. Reach seems far enough
to use as an anti-air, but my attempts at this have resulted in
trades at best. Throw.
· (neutral, f) long horizontally extended kick. Second longest
poke (right behind standing fierce), and may do more damage. I
believe it is less obvious on its startup and quicker on its
recoil than the fierce. Throw.
*-* JUMPING *-*
Necro's jumping attacks seem to be the same whether jumping up, forward,
backward, high jumping, or long jumping.
Jab · short, angled down (say 40 degrees), open fisted attack.
Strong · looks almost identical (if not identical) to jab.
Fierce · gangly, outstretched double punch that hits fairly far horizontally
and possibly a little above and below Necro aerial position.
Short · a short knee angled down.
Forward · similar to short (?)
Roundhouse · crazy kick (animation is very fast) that is difficult to
describe. I know that when I've connect with it that it hits
fairly high, directly in front of Necro. Similar look to the
crouching roundhouse.
=-=-=-=-=-=-=-=-=
GENERAL COMMENTS!
=-=-=-=-=-=-=-=-=
*-* ANTI-AIR DEFENSES *-*
· crouching strong
· electric storm (uppercut w/ kick, press kick repeatedly to maintain
electricity)
· jumping fierce (and probably roundhouse too)
· dash back (then super spark maybe?)
· dash forward (under them), d/b fierce (his launcher)
· b roundhouse (?)
· overhead kick (?)
*-* THROWS *-*
Strong/Fierce · Necro grabs opponent and then smacks 'em with his face,
flinging them away.
Forward/Roundhouse · Necro grabs opponent with his legs and tosses them away.
*-* JUMPS *-*
His extremely slow jump (a la Dhalsim) without any variety of angled down
attacks make most jump attacks with him awkward and (to this point) largely
ineffective. I do use small jumps interrupted with the drill, but any jumps
allowed to reach the top of their arc are usually too easy for the opponent
to track and (since most characters have reliable anti-air) punish. I have
not been able to discern much of a difference between the different kick
buttons of the drill. The drill arcs down sharply, and is very vulnerable to
other air attacks. I have used the jumping fierce reliably to meet and hit
the opponent (Ibuki in this case. However, I only used it against a close
forward jump, so as to avoid the possibility of her being able to get off a
knife) out of the air.
*-* POKING/PUSHING AWAY *-*
Although Necro's throws are pretty good and his Slam Dance super requires
being very close, Necro (at least to my experience) is usually outmatched in
the in close game. Therefore, when opponents get too close, use the crouching
forward (maybe two, depending on the distance) and then the (neutral, f)
forward to push them away. If you connect (block or hit) with the crouching
forward, then the standing forward should hit (block or otherwise) too (it
comes out very quick). Be wary though, because most characters attacks are
quicker (but not longer) than the crouching forward, so you'll have to wait
for the opportunity. When opponents get a little too friendly (and it looks
like they might throw you), use either the strong (or possibly the forward)
for the reverse (or even when you are going for a throw... probably the
forward in this case), because if your throw attempt fails, the resulting
normal will be more effective (remember, the normal strong executes very
quick... reminds me of Guile's in close standing strong). Some characters
like to dash in, so use a timed d, d/f fierce to knock them away (remember,
this move will actually knock them down). A standing neutral, f forward will
also work (but it won't have the same repelling effect, and it will do less
damage... but it reaches farther, and has a quicker execution). If you
anticipate the dash, a well placed standing fierce/ neutral, f standing
roundhouse will also work. However, this stuff won't work to stop those
specials like Ibuki's neckbreaker: because these aren't dashes, huh?
*-* SO HOW DOES HE DO DAMAGE? *-*
Like Dhalsim, Necro is (so far) very defensive oriented. Without Dhalsim's
fireball, and long downward jump attacks, he has more difficulty in mounting
an offense. However, his ground game is more effective with a strong poking
game and some effective (although they need to be set-up: time and position)
attacks. In other words, although he is by sheer design (lack of methods to
do damage) a pressure character (as I suppose are all the characters [by
definition] except Ken, Ryu, and Oro; because they have no projectiles and
must pressure their opponent at some point to do damage), he isn't very good
at it. Actually, I suppose that a Necro player could use the Spark super as
his projectile damage, and play a completely defensive game, with the super
as the only true proactive manner of damage. But is this practical?
*-* NECRO'S 'PRESSURE' ATTACK *-*
To use his limited pressure attack, get just inside Necro's neutral, f
standing forward range. Mix up the Fang Viper, the Rising Cobra, the Overhead
Chop, or nothing. Nothing? Of course, once you've used a few of these tactics
the opponent will probably react to your positioning, and provide you an
opening to do easier forms of reactive attacks. Why? Because Necro doesn't
have the speed and power of many of the other character's attacks. If they
turtle, then you'll have to damage them somehow. Remember, you can always
charge up the super meter before you advance (with the forward). Once an
opponent is knocked down (via throw, crouching fierce elbow, crouching
roundhouse, etc.), it gets easier to pressure them with the Snake Fang or
either of the overheads. But if they have a super charged (and it's an
offensively threatening super, not like heal or like those knives or
something) it is suicide to do this type of pressure: their super (with the
possible exception of the snake whip in some cases) will go through whatever
you put out there.
*-* PARRYING *-*
The only reliable timing I have now for parrying is against fireballs.
However, when I was practicing against a particular Ken/Ryu, it seemed that
their fast fireball was almost a little too fast to try and keep parrying.
To be honest, I found just jumping straight up with an attack (to charge the
meter) and then forward knees on the ground in between fireballs (to charge)
worked to my advantage better.