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[QUOTE] What are some good practical application combos of his? I mean...corner stuff and dizzy stuff and crossup stuff or whatever is nice, but I'd rather learn relatively easy to apply stuff for more versatility. I'd LOVE to bring Necro up to the level with my good character. [/QUOTE] I'm no Necro expert, but here are a bunch of handy things to know: SAs: All of his SAs are good. For safety, pick Magnetic Storm. It's totally safe on block, and comes out real fast. Gives Necro a wakeup option outside of parry/block/tech. Handy to have against quick guys like Yun/Yang/etc. If you're quick, you can cancel it off of a normal in a corner juggle for some hits... but be aware that the damage this move does DIES when super cancelled. Electric Snake (ES) is the most popular, and for good reason. However, you will rarely land it outside of combos, so keep in mind that that's what it's mainly for. Does OK dmg, but the meter is tiny and the stun is nice. Fun fact: ES goes under aegis and many other projectiles! The throw super isn't bad, but I'd rather have mag storm. ES can be comboed/linked off of a bunch of stuff, including but not limited to: - UOH (link, doesn't have to be meaty) - d+LK (cancel) - MP (... link? dunno) - b+MP (think this links) - spin punch (either back turn or super cancel) - DP electricity (super cancel) Normals notes: drill kicks (very useful for all kinds of stuff... knockdown, cross-up meaty drill kick... etc.) b+HP (launches, usually you'll just juggle with db+HP) db+HP (good for damaging juggles/pushing opponent to corner) MP (juggle in corner off of throw, combos into ES) b+HK (chains/links? into a bunch of stuff, but usually you'll just do db+HP) b+MP (meter builder when far away, cancel into LP spin punch) b+LK, b+LP (chain... i think it combos into LP spin punch) d.LK (combos into LP spin punch and ES) d+MK (poke... yeah, that's it.) LP (quick, cancels into supers... it's a jab.) d.LP (it's your quick jab for annoying people or getting them off you up close. combos into LP spin punch, but you gotta be pretty quick) Some special move notes: low grabby thing (cancel off some normal for a not-combo that hits way more than it reasonably should) leaping strike thing (handy quick surprise move) spin punch (LP combos off many normals, MP and HP don't. MP and HP leave opponent back turned, which allows you to stick on more stuff for more dmg/stun.) overhead kick (quite good reach for an overhead. you'll probably use it some against cornered opponents. General ideas: Necro indeed needs combos to win. Knowing a few combos into ES is good. having d.LK and UOH ES are both pretty handy, as is LP spin punch ES. Against many opponents, playing a defense keep away game is going to be a mistake, as Necro lacks good moves outside of magnetic storm and slam dance for getting people off of him, and he has poor health. So, his best defense is a blistering offense. He has a bizillion ways to juggle dizzied opponents in the corner (every EX move can be used in some crazy ways... i've seen it O_O ). Necro dishes out buckets of stun, and as long as you keep pouring it on them, they're stun meter isn't going to be going down. Two moves which he gets free juggles off of against cornered opponents are LP spin punch and towards/neutral throw. Frequently you'll just juggle with a MP or b+MP... which is fine. Note that juggling with these moves resets your opponent, rather than knocking them down. This means that the moment they land, they have to make another defensive guess. Just make sure you actually do something. Even throw them again if you want; you'll get another free juggle and they have to make another guess. Sometimes you'll be able to juggle with db+HP, which is nice... except that I don't know Necro well enough to tell you who/when you can off of LP spin punch. LP spin punch is not totally safe on block, but it's not bad. Practically every cancellable normal Necro has will combo into LP spin punch. If it hits, it sends the opponent a good distance away... hopefully into a corner. It sets up juggles and MP spin punch can be super canceled into ES or mag storm. Don't back off after knockdowns or whatever to build meter; press forward with dashes/drill kicks. Necro has somewhat dubious anti-airs. b+HP is not bad. d+MP is best done when they're going UP, not when they're coming down. Aside from drill kicks (which you'll be doing a lot of), you won't be jumping that much. Jumping HP is ok air to air... works pretty good actually if you make sure it comes out a bit early. Jump back MP is a handy FAST overhead for mixing it up. I remember that there's a bunch of little stuff involving b+LK (and b+MK)? But I can't remember/don't know. Handy simple combo summary: blah xx LP spin punch - this is actually REALLY important. Just about everything you can cancel will work. d.LK and b+MP are good ones to have. something into ES. - spin punch, UOH, MP/b+MP and d.LK ES are all handy to have. blah into HCF+K (low grab) - not a real combo, but it catches people more than it should. (corner) LP spin punch/f+throw, juggle - really useful, and easy. If the MP isn't working for you off the throw, I think you can just do LP. b+HP, db+HP - b+HP has really good priority. Examples of combos into ES that are more than "one move, ES": b+MK xx MP spin punch xx ES - the b+MK cancel is harder than it ought to be. This is a pretty obvious combo. b+HK, d.LK xx ES - well yeah. Happy fun anti-Alex combo: (corner only) b+HK, db+HP x 4 (maybe 5? can't remember) this looks as funny as it sounds, and takes off like 50% of Alex's health. I don't think it works on anyone but Alex (edit: it supposedly works on Hugo and maybe Urien too). It also isn't easy to do (I've only gotten ALL the elbows like once)... but hey, if you can make this work...
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