Street Fighter 3: 3rd Strike/Necro

From SuperCombo Wiki

Introduction

Necro, real name Illia, is a Russian who was genetically experimented on by the Secret Society, leaving him with the ability to stretch his limbs like rubber and create electrical currents throughout his body. He first appears in Street Fighter III: New Generation.

Necro is a strange fusion of Dhalsim and Blanka. He's equipped some incredibly long normals, high damage combos, good high/low game, and the ability to build stun at startling rates (with the use of Electric Snake especially). He also has divekicks to allow his offense to start when spaced well. His jump is very floaty which can be strange to adjust to, and give your opponent more time to react. With his long range buttons, also comes the downside of very extended hurtboxes so he takes smart decisions to avoid being easily counterpoked. A lot of his moves are unsafe as well, so picking your options wisely is important especially given his lower Health. His unorthodox playstyle is a double edged sword, requiring players to utilize a unique set of tools to succeed. Making the right decision can be immensely rewarding though, with his damage, corner pressure, and stun output (along with great stun juggles in the corner) allowing him to win a round off a single situation.

Super Arts

SA1: Magnetic Storm

An annoying anti-air/wake-up reversal super. Its lack of stock cripples Necro across the board somewhat, as it forces a decision between EX moves or a defensive option. Obnoxious to punish otherwise, even if baited, due to its variable length and subtle recovery animation. Best used in matchups where Necro plays a lot of defense, like versus Dudley.

SA2: Slam Dance

Don’t use this super.

Having a command grab for mixups sounds appealing, but it can be jumped on reaction after the super freeze. You can combo into it after Heavy Spin Hook, but HP Spin Hook, b.MK, EX Spin Hook does almost as much damage for less meter.

SA3: Electric Snake

Best super by far, due to its high stun output, lending a substantial threat to Necro's offense. The 2 short-medium stocks also allow for EX move usage, greatly improving Necro's gameplan as a whole. Its relative speed renders it the best combo ender as well, and it can low-profile fireballs and standing pokes, allowing for whiff punish opportunities. Used in most every matchup.

Strengths Weaknesses
  • Solid Damage and one of the higher stun outputs in the game are enough to validate his offense.
  • Has great corner carry, scary corner pressure and offense, as well as solid high-low mix-ups and left-right setups to boot.
  • Aside from his stretchy normals, most of his normals generally possess more range than other characters, allowing him to control more space effectively with poking, anti airing and whiff-punishing.
  • Unorthodox playstyle can make playing against Necro difficult and tricky for people without a lot of experience in the matchup.
  • Many of his normals are unsafe, meaning you have to be careful with spacing.
  • Has a relatively lower health pool when compared to the rest of the cast.
  • Floaty jump, somewhat slow dash, and lack of a notable movement option can make him feel sluggish.
  • Unorthodox playstyle is a double-edged sword, as it can also make him harder to understand on a low to intermediate level and thus labelled "weird" by many new players.
Necro
#3S_NE
3S Necro Art.png
Vitals
Life Points 1120
Stun Points 64
Super Art Stock/Size
SA1 1/88
SA2 1/104
SA3 2/72
Ground Movement
Forward Dash duration/distance 22 (132px)
Back Dash duration/distance 20 (123px)
Jumping
Back Jump duration 48(5+42+1)
Neutral Jump duration 48(5+42+1)
Forward Jump duration 49(5+43+1)
Back Super Jump duration 60(6+53+1)
Neutral Super Jump duration 60(6+53+1)
Forward Super Jump duration 60(6+53+1)
Wake up
Wake up duration 59
Quick rise duration 53
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(necrolp).gif
Startup Active Recovery Hit Cr. Hit
5 1 8 2 2
Damage Stun Guard Parry Block
5 3 - A 2
  • Cancel options: sp su
FATonline.png
5MP
Stand MP
Mp.png
(necromp).gif
Startup Active Recovery Hit Cr. Hit
8 1 12 1 2
Damage Stun Guard Parry Block
8 11 - H -
  • Cancel options: sp su
  • 6 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Solid button for catching dashes, whiff punishing, and counter poking. Also combos into SA3.

FATonline.png
5HP
Stand HP
Hp.png
(necrohp).gif
Startup Active Recovery Hit Cr. Hit
15 1 28 -11 -9
Damage Stun Guard Parry Block
17 11 - H -13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A near fullscreen poke. Useful for catching anyone for building meter through whiffing normals, or just holding forward. Use sparingly however, as its poor hurtbox timing and lengthy recovery leaves it open to being easily parried and punished through overuse, especially in the Chun-Li matchup.

FATonline.png
5LK
Stand LK
Lk.png
(necrolk).gif
Startup Active Recovery Hit Cr. Hit
4 1 9 1 1
Damage Stun Guard Parry Block
7 5 - A 1
  • Cancel options: sp su

Situational space-creation button for Necro during his blockstrings.

FATonline.png
5MK
Stand MK
Mk.png
(necromk).gif
Startup Active Recovery Hit Cr. Hit
9 1 14 - 1
Damage Stun Guard Parry Block
12 3 - A -1
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Another space creation tool in block strings. Often used after 5LK to setup a Snake Fang with maximum spacing.

FATonline.png
5HK
Stand HK
Hk.png
(necrohk).gif
Startup Active Recovery Hit Cr. Hit
18 1 24 -6 -4
Damage Stun Guard Parry Block
19 13 - H -8
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Shares a use case with 5HP, but it can catch the early frames of forward jumps. Best used against slower, bulkier characters as a result.

FATonline.png




Command Normals

4LP
Back LP
B.png+Lp.png
(necroblp).gif
Startup Active Recovery Hit Cr. Hit
3 1 6 3 3
Damage Stun Guard Parry Block
8 5 - A 3
  • Cancel options: sp su
FATonline.png
4MP
Back MP
B.png+Mp.png
(necrobmp).gif
Startup Active Recovery Hit Cr. Hit
4 2 10 2 3
Damage Stun Guard Parry Block
12 11 - H 1
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Easily one of Necro's most important buttons. Used to combo into super, build meter in neutral, and create space in block strings. It combos into Light, Medium and EX Spin Hook, and can do the same with Snake Fang on crouching opponents.

FATonline.png
4HP
Back HP
B.png+Hp.png
(necrobhp).gif
Startup Active Recovery Hit Cr. Hit
11 4 15 D D
Damage Stun Guard Parry Block
23 15 - A -3
  • -16 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

High damage anti-air, throw whiff punisher, and combos into fantastic corner carry normals. Can combo into 1HP, 4HK, or any version of DP.

FATonline.png
4LK
Back LK
B.png+Lk.png
(necroblk).gif
Startup Active Recovery Hit Cr. Hit
3 2 7 3 3
Damage Stun Guard Parry Block
8 7 - A 3
  • Cancel options: self sp su

Necro's fastest button, though very stubby. Best used in tick throws. It can also combo into SA3 thanks to the 5MP target combo.

FATonline.png
4MK
Back MK
B.png+Mk.png
(necrobmk).gif
Startup Active Recovery Hit Cr. Hit
5 1 10 4 5
Damage Stun Guard Parry Block
14 13 - H 3
  • Cancel options: sp su
  • 4 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Premier combo button, can go into Light, Medium, EX Spin Hook, and can do the same with Snake Fang on crouching opponents. It also cancels into SA3.

FATonline.png
4HK
Back HK
B.png+Hk.png
(necrobhk).gif
Startup Active Recovery Hit Cr. Hit
12 1 16 12 14
Damage Stun Guard Parry Block
24 17 - H 10
  • 8 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Commonly used in post-taunt or post-stun situations due to its high damage and stun output. Combos into 1HP, EX Spin hook, and can combo into SA3 by linking into 2LP/LK or 5MP. Also comically plus on block, but tends to whiff on crouchers, and has quite a bit of pushback.

FATonline.png
1HP
Elbow Cannon
Db.png+Hp.png
(necrodbhp).gif
Startup Active Recovery Hit Cr. Hit
9 1 14 D D
Damage Stun Guard Parry Block
24 11 - A 2
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Another high damage normal. Grants fantastic corner carry, and is an important tool in Necro's infamous stun juggles and neutral throw combos.

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Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(necroclp).gif
Startup Active Recovery Hit Cr. Hit
6 1 4 5 5
Damage Stun Guard Parry Block
5 3 - A 5
  • Cancel options: sp su

Best used to punish whiffed normals and stop dash-ins. Combos into Light Spin Hook, Light DP, and SA3.

FATonline.png
2MP
Crouch MP
D.png+Mp.png
(necrocmp).gif
Startup Active Recovery Hit Cr. Hit
8 1 12 1 2
Damage Stun Guard Parry Block
10 7 - A -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Powerful anti-air, be it reaction or read. Be cautious with overuse, as it hits once, so switch between it, DP, and 4HP.

FATonline.png
2HP
Crouch HP
D.png+Hp.png
(necrochp).gif
Startup Active Recovery Hit Cr. Hit
16 1 22 -5 -3
Damage Stun Guard Parry Block
16 5 - A -7
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Slightly farther hitting, though slower traveling fullscreen poke, ala 5HP. Use sparingly.

FATonline.png
2LK
Crouch LK
D.png+Lk.png
(necroclk).gif
Startup Active Recovery Hit Cr. Hit
6 1 8 2 2
Damage Stun Guard Parry Block
6 3 - L 2
  • Cancel options: self sp su

Same use case as 2LP. As a refresher, whiff punish, dash-in counter, and combos into Light Spin Hook, Light DP, and SA3.

FATonline.png
2MK
Crouch MK
D.png+Mk.png
(necrocmk).gif
Startup Active Recovery Hit Cr. Hit
12 1 17 -4 -3
Damage Stun Guard Parry Block
10 3 - L -5
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Half-screen poke. Best used to stuff dash ins, but in certain matchups, its easily punished or outright avoided (See: Dudley and Chun-li)

FATonline.png
2HK
Crouch HK
D.png+Hk.png
(necrochk).gif
Startup Active Recovery Hit Cr. Hit
13 1 27 31 31
Damage Stun Guard Parry Block
17 3 - L -12
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Just below half-screen sweep. Use sparingly.

FATonline.png




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(necronjlp).gif
Startup Active Recovery Hit Cr. Hit
5 6 - - -
Damage Stun Guard Parry Block
5 7 - H -
FATonline.png
j.LP
Jump LP
Uf.png+Lp.png
(necrojlp).gif
Startup Active Recovery Hit Cr. Hit
4 14 - - -
Damage Stun Guard Parry Block
7 7 - H -
FATonline.png
8MP
Jump MP (Neutral)
U.png+Mp.png
(necronjmp).gif
Startup Active Recovery Hit Cr. Hit
8 1 - - -
Damage Stun Guard Parry Block
12 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MP
Jump MP
Uf.png+Mp.png
(necrojmp).gif
Startup Active Recovery Hit Cr. Hit
9 1 - - -
Damage Stun Guard Parry Block
14 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

The god button. It can halt any neutral approach, can be used in combination with up-backing when Necro is cornered, and is obnoxious otherwise due to its overhead property. Also annoyingly difficult to punish with anything beyond an air-to-air. Use and abuse it, though be wary of parries due to its single hit nature.

FATonline.png
j.HP
Jump HP
U.png/Uf.png+Hp.png
(necrojhp).gif
Startup Active Recovery Hit Cr. Hit
13 2 - - -
Damage Stun Guard Parry Block
17 15 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Used sparingly as a space control tool on landing. Its lengthy start-up makes it difficult to use as a jump-in combo tool, and leaves Necro vulnerable to punishes for dropping these as a result.

FATonline.png
j.LK
Jump LK
U.png/Uf.png+Lk.png
(necrojlk).gif
Startup Active Recovery Hit Cr. Hit
2 15 - - -
Damage Stun Guard Parry Block
5 5 - H -
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
(necrojmk).gif
Startup Active Recovery Hit Cr. Hit
10 4 - - -
Damage Stun Guard Parry Block
12 9 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

A rising air-to-air. Used sparingly, as Necro is far better at stopping jumps from the ground than by ascending with the opponent.

FATonline.png
j.HK
Jump HK
U.png/Uf.png+Hk.png
(necrojhk).gif
Startup Active Recovery Hit Cr. Hit
15 4 - - -
Damage Stun Guard Parry Block
21 13 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Best jump-in combo starter, goes into SA3 quite handily, especially when linked into 5MP.

FATonline.png
2K (air)
Drill Kick
D.png+K.png (air)
(necrojdlk).gif
Lk.png
(necrojdmk).gif
Mk.png
(necrojdhk).gif
Hk.png
LK Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Guard Parry Block
10 6 - A -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

One of the only airborne attacks in the game that can be low-parried. Note that this is not subject to an anti-air parry window penalty (5f instead of 10f). Best used to escape the corner against shorter characters. Travels the farthest distance out of the divekicks.

FATonline.png
MK Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Guard Parry Block
12 5 - A -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

One of the only airborne attacks in the game that can be low-parried. Note that this is not subject to an anti-air parry window penalty (5f instead of 10f). Pressure tool, and comboable out of through cross-up okizeme setups.

FATonline.png
HK Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Guard Parry Block
17 9 - A -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

One of the only airborne attacks in the game that can be low-parried. Note that this is not subject to an anti-air parry window penalty (5f instead of 10f). Travels the shortest distance out of all the drills, and is the premier cross-up tool on okizeme as a result. Use early in the jump for a same-side, or late in the jump to cross-up.

FATonline.png




Target Combos




Throws

LPLK
Shoulder Attack
Lp.png+Lk.png
(necroshat).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Guard Parry Block
21 12 - - -
  • 26 throw range

Insane corner carry. Infinitely more terrifying in the corner thanks to it allowing for juggle combos.

FATonline.png
4LPLK
Frankensteiner
B.pngLp.png+Lk.png
(necrofrank).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Guard Parry Block
17 18 - - -
  • 26 throw range

A meh throw that only exists to corner opponents pressuring you.

FATonline.png
LPLK (opp turn)
German Suplex (Throw)
Lp.png+Lk.png (opp turn)
(necrogersux).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Guard Parry Block
- - - - -
  • 26 throw range
  • Self meter gain: Whiff: 8, Hit: 0, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: ---.

Same purpose as back-throw, just way more situational.

FATonline.png




Universal Overhead

MPMK
Finger Attack
Mp.png+Mk.png
(necrooh).gif
Startup Active Recovery Hit Cr. Hit
15 10 5 - -
Damage Stun Guard Parry Block
7 3 - H -

Much like other UOHs, if done meaty, can combo into a super. Otherwise, it allows Necro to avoid low-pokes/projectiles at close ranges.

FATonline.png




Taunt

HPHK
Tongue Waving
Hp.png+Hk.png
(necrot).gif
Startup Active Recovery Hit Cr. Hit
21 6 23 -15 -
Damage Stun Guard Parry Block
2 - - A -15
  • Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
  • Self meter gain: Whiff: 4, Hit: 7, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

Necro's Taunt is easy to use safely, especially given his stun output, and only needs to be pressed once for the damage buff.

FATonline.png




Special Moves

623P
Electric Shock
Dp.png+P.png (mash P.png)
(necrodjbl).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
6 6 16 - -
Damage Stun Guard Parry Block
10 9 - H -10
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Great anti-air with good combo opportunities, solid damage. It also can circumvent parries thanks to its duration being extendable through mashing. Buffering super behind it is a good way to catch dash-ins.

FATonline.png
MP Startup Active Recovery Hit Cr. Hit
8 6 33 - -
Damage Stun Guard Parry Block
29 17 - H -26
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Slower DP with higher damage, combo tool.

FATonline.png
HP Startup Active Recovery Hit Cr. Hit
10 10 35 - -
Damage Stun Guard Parry Block
38 21 - H -28
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

Slowest DP with higher damage, still a combo tool.

FATonline.png
41236K
Snake Fang
Hcf.png+K.png
(necrosnkf).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
12 1 28 - -
Damage Stun Guard Parry Block
24 10 - - -13
  • 56 throw range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.

Low hit-grab. Best used to whiff punish at max range, and at the end of properly spaced strings to ensure its as safe as possible. It also has terrifying corner carry. Slower versions are best avoided due to how incredibly minus they are on block. While it can be comboed out of, the throw often deals more damage than the actual combo, so avoid that.

FATonline.png
MK Startup Active Recovery Hit Cr. Hit
12 1 30 - -
Damage Stun Guard Parry Block
26 12 - - -15
  • 56 throw range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
12 1 32 - -
Damage Stun Guard Parry Block
28 14 - - -17
  • 56 throw range
  • Self meter gain: Whiff: 2, Hit: 10, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
41236P
Tornado Hook
Hcf.png+P.png
(necrothk).gif
Lp.png/Mp.png/Hp.png
(necrothkex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
6 8 13 - -
Damage Stun Guard Parry Block
19 13 - H 1
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 14, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

+1 on block. Nice combo option with good corner carry, though it can be punished through a parry if overused.

FATonline.png
MP Startup Active Recovery Hit Cr. Hit
10 7 18 - -
Damage Stun Guard Parry Block
21 13 - H -4
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 14, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

-4 on block. A BNB combo tool, and is easily red parried, so avoid it in strings.

FATonline.png
HP Startup Active Recovery Hit Cr. Hit
17 11 19 - -
Damage Stun Guard Parry Block
24 17 - H -18
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 15, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

Best used only after stun. It inflicts backturn on the opponent, allowing for lengthy combos. -18 on block, so avoid it outside of this scenario.

FATonline.png
EX Startup Active Recovery Hit Cr. Hit
8 17 23 - -
Damage Stun Guard Parry Block
39 11 - H -9
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

-9 on block. Best used in combos, and after HP Tornado Hook backturn. Insane corner carry otherwise.

FATonline.png
214P
Flying Viper
Qcb.png+P.png
(necrofvi).gif
Lp.png/Mp.png/Hp.png
(necrofvex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
26 5 17 - -
Damage Stun Guard Parry Block
21 13 - H -3
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.

A mediocre mix-up tool you're best off using as a string ender. The heavier versions are far too telegraphed to justify their usage, even as overheads.

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MP Startup Active Recovery Hit Cr. Hit
26 6 15 - -
Damage Stun Guard Parry Block
24 13 - H -2
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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HP Startup Active Recovery Hit Cr. Hit
28 7 14 - -
Damage Stun Guard Parry Block
28 13 - H -2
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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EX Startup Active Recovery Hit Cr. Hit
24 5 14 - -
Damage Stun Guard Parry Block
34 15 - H 2
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.

An average mix-up tool, best ticked into after 2LK/LP. Doesn't knockdown on hit, so its best used to end rounds or catch the opponent unawares.

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214K
Raging Cobra
Qcb.png+K.png
(necrorsc).gif
Lk.png/Mk.png/Hk.png
(necrorsex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
23 4 17 - -
Damage Stun Guard Parry Block
23 7 - H -5
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

Best left to blockstrings to catch crouchers. Used after 4LK/MP, or 2LK. Only use the light version, as the others are too slow to justify their startup.

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MK Startup Active Recovery Hit Cr. Hit
25 4 17 - -
Damage Stun Guard Parry Block
26 9 - H -5
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
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HK Startup Active Recovery Hit Cr. Hit
27 4 17 - -
Damage Stun Guard Parry Block
30 11 - H -5
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
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EX Startup Active Recovery Hit Cr. Hit
25 4 17 - -
Damage Stun Guard Parry Block
35 13 - H -3
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
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Super Arts

236236P (mash P) (SA1)
Magnetic Storm
Qcf.pngQcf.png+P.png (mash P.png) (SA1)
(necrosa1).gif
Startup Active Recovery Hit Cr. Hit
2 18 - 54 22 D D
Damage Stun Guard Parry Block
40 0 - A -12

Necro turns his normal DP into a ball of electricity. Obnoxious defensive super that makes for a fantastic anti-air or wakeup tool, but it only stocks 1 bar, limiting EX usage. Best used in matchups where Necro plays defense ALOT (Twins, Dudley). Also really annoying to parry and/or punish, as it can be mashed to extend its duration, or can be left to rip and end early.

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236236P (SA2)
Slam Dance
Qcf.pngQcf.png+P.png (SA2)
(necrosa2).gif
Startup Active Recovery Hit Cr. Hit
3 6 8 D D
Damage Stun Guard Parry Block
80 18 - N -
  • 61 throw range

Necro grabs the opponent, and throws them behind him. Not recommended due to being jumpable after the flash, and the only option to combo into it spends more meter and deals less damage than combos that use 1 EX move. Please avoid using this.

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236236P (SA3)
Electric Snake
Qcf.pngQcf.png+P.png (SA3)
(necrosa3).gif
Startup Active Recovery Hit Cr. Hit
3 - 39 D D
Damage Stun Guard Parry Block
47 24 - L -11

Necro crouches and shocks the entire stage with lightning. His best super due to its comical stun output, giving a solid threat to his offense. It also low profiles many things, namely fireballs. Keep in mind that Necro is considered crouching for its entire duration, however.

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3S Navigation

General
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Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill