Necro FAQ Street Fighter III: Third Impact
By Hajime Owari (
[email protected])
Ver. 1.2 12/15/99
Unpublished Works Copyright 1999 Hajime Owari (Brad Tsunekawa )
=======================================================================
----------
Disclaimer
----------
This FAQ and everything included within this file cannot be reproduced
in any way, shape or form (physical, electronic, or otherwise) aside
from being placed on a freely-accessible, non-commercial web page in
it's original, unedited and unaltered format. This FAQ cannot be used
for profitable purposes (even if no money would be made from selling it)
or promotional purposes. It cannot be used in any sort of commercial
transaction. It cannot be given away as some sort of bonus, gift, etc.,
with a purchase as this creates incentive to buy and is therefore
prohibited. Furthermore, this FAQ cannot be used by the publishers,
editors, employees or associates, etc. of any company, group, business,
or association, etc., nor can it be used by game sites and the like. It
cannot be used in magazines, guides, books, etc. or in any other form of
printed or electronic media (including mediums not specifically
mentioned) in ANY way, shape, or form (including reprinting, reference
or inclusion), without the express written permission of the author,
myself. This FAQ was created and is owned by me, Brad Tsunekawa
(
[email protected]). All copyrights and trademarks are
acknowledged and respected that are not specifically mentioned in this
FAQ.
The game "Street Fighter III - Third Strike" and the "Street Fighter"
game series is copyright (c) Capcom of Japan and (c) Capcom of America.
=======================================================================
Author's Notes: I am under the assumption that you, the reader, are
familiar with the SFIII:3S game system and have no need for me to go
over any basics.
=======================================================================
Table of Contents
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I. Basic/Command Moves
II. Special Moves
III. Super Moves
IV. Strategies/Suggestions/Tips
V. Acknowledgements
VI. Revisions
----------------------
I. Basic/Command Moves
----------------------
Jab (LP)
--------
The same as all other Character's Jabs (LP) in the game. Combos into
most moves. Leaves you wide open if used in mid-air.
Strong (MP)
-----------
-Standing/Neutral
Necro swings his arm straight out. This attack lacks range and combos
into nothing. I would advise this move only as a desperate anti-aerial.
-Standing/Back
Necro crouches down slightly and swings his elbow over his back (I guess
you should see it for yourself). This move combos well into attacks
(i.e. Tornado Hook) , but, there are more effective alternatives such as
a Standing/Back Forward (MK) or Crouching Fierce.
-Crouching
Necro perform a stretching palm strike at an app. 45 degree angle. This
move is a great long range anti-aerial when your opponent is jump from
far to mid screen. For you Dhalsim players, imagine the standing
Forward (MK)and a slightly higher angle.
-Jumping
Necro's jumping Strong (MP) is perhaps the inverted version of his
Crouching Strong(MP). When in mid-air he/she punches downward at a 45
degree angle. Dhalsim players, similar to a jumping Fierce.
Fierce (HP)
----------
Necro's Fierce is quite powerful and probably one of his most useful
basic attacks.
-Standing/Neutral
Necro stretches/swings one arm out horizontally at his opponent. This
move practically clears the screen and barely whiffs an opponent who is
near the edge of the screen. Good move to pressure opponent into jump.
Performing this move too often could result in a Dragon Punch counter or
any other move with solid priority.
-Standing/Back
Necro Performs an uppercut that goes almost completely vertical and can
reach the top of the screen for those high flying hurricane
kicks/floating Q's/ and other high, over the head, jumpers. This is a
anti-aerial move and a knock down move and sets your opponent up for a
juggle. This move can be followed up by various specials and the
Magnetic Storm super (I), but at this time I advise that it is followed
up by a Crouching/Back Fierce to produce the most
damage, floor your opponent, and distance him from you.
-Crouching/Neutral
This is a low version of Necro's Standing/Neutral Fierce (HP), but it
does NOT hit low. From what I've seen there are no major difference
between a Standing/Neutral Fierce (HP) and a Crouching/Neutral Fierce
(HP). So it is your choice on what you would rather use, but I would
advise the Standing version.
-Crouching/Back
Necro swings his elbow out (somewhat larger compared to his
Standing/Back Strong (MP)) and if the blow connects it will quickly
knock your opponent down and across the screen. As stated before this
is a good follow up to the Standing/Back Fierce (HP) uppercut. This is
also a good, quick counter (faster than a sweep) to opponent's who walk
too close.
-Jumping
Necro reaches out horizontally with both hands about 1/4 to 1/2 screen
length. I use this as my secondary jump-in attack. Necro's Jumping
Fierce takes out distance and close-range jumpers, and hits long-
distance projectile throwers.
Short (LK)
----------
The same as all other character's Shorts (LK) in the game. Combos into
most moves. Leaves you wide open in mid-air.
Forward (MK)
------------
Necro's Forward (MK) lacks solid priority, but has it's uses.
-Standing/Neutral
Necro stretches and swings his leg out between low and mid-level heights
and attacks at about the range of a standard shotokan sweep. This attack
is good for distancing your opponent, since it is much faster than
Necro's Crouching Forward.
-Standing/Back
Necro perform a small knee attack that can be comboed into his Spinning
Punch and is a good, close-range push move.
-Crouching
Necro kicks/stretches his leg out app. 1/4 screen length and hits low.
It's a long-distance low attack, but is extremely slow. Good for
keeping opponents who like to stay on the ground away.
-Jumping
Necro performs a diagonal kick upward which can be used to take out
opponents higher in the air than him (although it is a rare for this to
happen).
Roundhouse (FK)
---------------
Necro's Roundhouse is interesting to say the least. His sweep is
especially useful.
-Standing/Neutral
Similar to Dhalsim's standing Roundhouse (FK) although not as fast.
This a way to discourage opponents from leaving the ground or for
tapping long range.
-Standing/Back
Necro performs a much larger version of his Standing/Back Forward (MK)
attack. The knee is larger in size, the attack is much much faster, and
the knee hits much much higher. This move is an effective anti-aerial
IF you can get the timing down, although it doesn't allow you to juggle
like the Fierce anti-aerial does. I've found this move to be a good
counter to a jumping Chun-Li.
-Crouching
Necro's sweep is terrific. It hits low, has 1/2 screen range, and comes
out quickly. He basically performs the equivalent of Shotokan style
sweep, but the sweeping leg is much longer. Learn the length of this
attack and scare your opponents into crouching more often.
-Jumping
Necro's Jumping Roundhouse (HP) is like a longer air-born version of his
Standing/Neutral Forward (MK). This move hits people who are behind you
if you happen to jump over them, but Necro's jump movement is so slow
that this is an ineffective tactic. I suggest sticking to the jumping
Fierce (HP) if you plan to use a mid-air attack.
========================================
Special/Super Moves Notation: |
|
QCF - Quarter Circle Forward (D,DF,F) |
HCF - Half Circle Forward (B,DB,D,DF,F)|
QCB - Quarter Circle Back (F,DF,D,DB,B)|
HCB - Half Circle Back (D,DB,B) |
========================================
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II. Special Moves
-----------------
Drill Kick D+K (air only)
This move is very much like Dhalsim's Drill Kick. For those of you
who haven't seen it...well, try it out for yourselves. The only
difference is that Necro's Drill Kick hits twice. Having a Drill Kick
gives you the power to switch directions in mid-air at anytime. Also,
having two hits allows you to use the first hit to take out a jump
opponent and right when they land they'll get hit again. This move is a
good way to close distance with projectile characters and stop yourself
from jumping too far/short. The power of the kick button controls your
angle. A Short (LP) Drill Kick attacks at a 20-30 degree angle, Forward
(MP) at a 45 degree angle, and Roundhouse (HP) at a 70-80 degree angle.
Electric Shock F,D,DF+P
The Electric Shock move is only effective as an anti-aerial attack.
Jab (LP) hits 1 time, Strong (MP) hits 2 times, and Fierce (HP) hits
three times. The move does moderate damage and I suggest using the
fierce version all the time. This move is especially good when your
opponent begins to parry or you just can't get that basic anti-aerial
out.
Snake Fang HCF+K
This move has moderate range, comes out pretty fast, does good
damage, and hits low. Basically Necro "snakes" his hand out a little
beyond sweep distance and grabs the opponent by the leg. He then
proceeds to toss them over his head against the other side of the
screen. I suggest using this move often and switching it up with
Necro's other High/Low moves (i.e. Raging Cobra) when your opponent is
rising or thinks he's a safe distance. There is possibility of a juggle
combo after this move if your back is to the wall, although nothing is
confirmed yet. I am not positive how using a stronger kick button
affects the results, but I'm assuming it does slightly more damage and
leaves you open slightly longer.
Raging Cobra QCB+K (Can be EXed)
This move has deceivingly moderate rage and solid damage. Necro lays
back on one leg, stretching/bending it in the process, and then, because
of the tension, springs back and kicks with his other leg. It's hard to
picture, but just try the move. The Raging Cobra acts as an overhead
attack and, to reiterate, has deceivingly moderate range (about Shotokan
sweep range). Using a stronger kick button does slightly more damage
and takes slightly longer to come out. EXing the move allows it to hit
2 times instead of the 1, although I believe it only hits for 2 when
you're right next to the opponent.
Flying Viper QCB+P (Can be EXed)
This is the good ol' anti-fireball SFIII series move (all characters
have an anti-fireball move). Necro jumps forward and up twice as high
as a hop overhead (Strong (MP) + Forward (MK)) and then chops/reaches
forward with both hands knocking the opponent down. This move is an
overhead and a good anti-fireball move when your opponent is about 1/4
to 1/2 screen away. Unfortunately this move is not as quick and in no
way as deceiving as the Raging Cobra. Although this move can also be
used for when your opponent falls short on a jump in and he/she's
prepared for the sweep. The EX version is faster and does slightly more
damage.
Spinning Punch QCF+P (Can be EXed)
This is your one and only solid combo move. Necro spins, swinging
his elbows, while moving forward. The Jab (LP) version of this hits 2
times, Strong (MP) hits 3 times, and Fierce (HP) hits 4 times. The
Strong (MP) and Fierce (HP) number of hits are not confirmed because
this move leaves you somewhat open if you perform this move too close.
This move connects with Standing Jab (LP), Standing Short (LK), and
Standing/Back Forward (MK). Also, if you connect with this move and the
last hit does NOT knock your opponent down, but instead spins your
opponent around so his/her back is to you (i.e. result of Alex's QCF+P
move), your opponent will be open for a Jab (LP) Spinning Punch or an EX
Spinning Punch. The EX version of the Spinning Punch is quick and can
be used after your you block an opponent's attempt to sweep you, after a
parried fireball, etc. Any ground move that leaves your opponent open
for a good second.
----------------
III. Super Moves
----------------
I. (1 Short Bar) Magnetic Storm QCF,QCF+P Repeatedly press P (25-35%
damage)
Considering how few of Necro's moves are good EXed this short bar
super isn't a bad choice. This move is a much more powerful version of
the Electric Shock move in which Necro steps forward and huge bolts of
electricity cover his body. Those huge bolts pull your opponent into
the super (similar to Ryu's EX Hurricane Kick). This super can only be
stopped by a projectile. If an opponent is in a mid-sweep, a jump kick,
etc. it will not interrupt your super. Necro is practically invincible.
Also, because Necro steps forward, you can hit opponents that are as far
as sweeping range. One more good trick is to perform a drill kick in
which you barely clip your opponent on the second hit and then perform
the Magnetic Storm right after. Many of your opponents will think
you're wide open after the second hit.
II. (1 Moderate/Long Bar) Slam Dance QCF,QCF+P Close Range (app. 30%
damage)
Slam Dance is a throw super. It has high priority (as do all throw
supers) and is great for taking down those turtles (people who block all
day long and play too defensively). Slam Dance has the same
invincibility that Magnetic Storm does although can only be used on
grounded opponents. This is a great wake-up/get-up move when your
opponent is standing right next to you. Especially effective against
those people who like to overhead, sweep all day long. Also, having the
large bar allows you to counter opponents who sweep non-stop with an EX
Spinning Punches (the only good EX move IMO).
III. (2 Short/Moderate Bars) Electric Snake QCF,QCF+P (app. 20-25%
damage)
The Electric Snake is not too flashy like the other supers. Necro
sends a flash of electricity along the ground and if it hits it shocks
and knocks down your opponent. The super only hits low and I believe
(not confirmed since I have not used this super often) that it goes
under most projectiles. I do NOT recommend this super as it does leave
you wide open for most attacks, does not do well in desperate
situations, and despite the 2 short/moderate bars for EXs, I would
recommend the more useful Slam Dance super.
=======================================================================
Author's Strategy Notes
Necro can be played however you'd like. With Necro you have powerful
long-range and short-range attacks and any strategies I give are mere
suggestions or tricks that I use against opponents. I do NOT give
strategies on defeating the computer or in defeating a particular
character played by a person (since people's playstyle ALWAY vary). If
you do have problems with a particular person's style of play I will be
happy to respond to you via e-mail (
[email protected]).
=======================================================================
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IV. Strategies/Suggestions/Tips
-------------------------------
Keep That Opponent on the Ground
Necro has lots of low/high ground moves and this strategy is obvious.
Necro has Snake Fang (hits low), a long-range sweep, Flying Viper
(overhead), and Raging Cobra (overhead). When your opponent is getting
up switch it up on him. Most opponents block low on getting up so the
Raging Cobra is a good choice. After you hit him with this mix things
up. Necro has a powerful close-range ground game.
Magnetic Storm Trick
If you're using Magnetic Storm as your super then this is a good way
to trick your opponent into getting hit by this super. Perform a Drill
Kick so the second hit barely clips your opponent. Most people will
then assume that you're wide open after the second hit and attempt to
hit you (sweeping being the most common reaction). Perform a Magnetic
Storm once you hit the ground and you'll almost always snag them with
it.
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V. Acknowledgements
-------------------
- GameFAQs (
http://www.gamefaqs.com)for great FAQ writing tips and
directing me to Kao Megura's site.
- Kao Megura for his wonderful site (
http://i.am/kao) filled with FAQ
writing tips, suggestions, and copyright law warnings.
- Rook for the challenge he provides me in having to cope with very
effective (and sometimes annoying) tactics.
- Those hard-core SF regulars who frequent Naughty Nicks (Stockton,CA)
and provide hours of great competition.
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VI. Revisions
-------------
v1.0 (12/14/99)
----
-NecroFAQ is created.
v1.2 (12/15/99)
----
-Made massive formatting corrections.
-Revised disclaimer.
-Added a Table of Contents.
-Added acknowledgements section.
-Added Revisions section.
=======================================================================
Hope you've enjoyed the Necro FAQ. If you have comments, suggestions,
questions, or anything else SFIII:3S related please feel free to e-mail
me at
[email protected]
-Hajime Owari