Street Fighter 3: New Generation/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.

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

    • 1 Short-Medium stock and Corner Super Cancel Hit Confirm
    • Hard to Parry
    • Can whiff with Medium and Small hitbox characters
      • Use on: Twins,Ibuki,Urien and Hugo They have the larger hitboxes

SA2: Slam Dance

    • 1 Short stock
    • Bad Throw Range
      • Use on: N/A

SA3: Electric Snake

    • 2 shorty-medium stocks for EX Moves,low mixups options
    • Best Combo Ender
    • Large Recovery
      • Use on: All (with the possible exception of hitbox characters)
Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Necro
NG Necro Portrait 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
New Generation 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.

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 Attack Parry Block
5 3 - A 2
  • Cancel options: sp su
5MP
Stand MP
Mp.png
(necromp).gif
Startup Active Recovery Hit Cr. Hit
8 1 12 1 2
Damage Stun Attack 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.
5HP
Stand HP
Hp.png
(necrohp).gif
Startup Active Recovery Hit Cr. Hit
15 1 28 -11 -9
Damage Stun Attack Parry Block
17 11 - H -13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5LK
Stand LK
Lk.png
(necrolk).gif
Startup Active Recovery Hit Cr. Hit
4 1 9 1 1
Damage Stun Attack Parry Block
7 5 - A 1
  • Cancel options: sp su
5MK
Stand MK
Mk.png
(necromk).gif
Startup Active Recovery Hit Cr. Hit
9 1 14 - 1
Damage Stun Attack Parry Block
12 3 - A -1
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HK
Stand HK
Hk.png
(necrohk).gif
Startup Active Recovery Hit Cr. Hit
18 1 24 -6 -4
Damage Stun Attack Parry Block
19 13 - H -8
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Command Normals

4LP
Back LP
B.png+Lp.png
(necroblp).gif
Startup Active Recovery Hit Cr. Hit
3 1 6 3 3
Damage Stun Attack Parry Block
8 5 - A 3
  • Cancel options: sp su
4MP
Back MP
B.png+Mp.png
(necrobmp).gif
Startup Active Recovery Hit Cr. Hit
4 2 10 2 3
Damage Stun Attack 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.
4HP
Back HP
B.png+Hp.png
(necrobhp).gif
Startup Active Recovery Hit Cr. Hit
11 4 15 D D
Damage Stun Attack 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.
4LK
Back LK
B.png+Lk.png
(necroblk).gif
Startup Active Recovery Hit Cr. Hit
3 2 7 3 3
Damage Stun Attack Parry Block
8 7 - A 3
  • Cancel options: self sp su
4MK
Back MK
B.png+Mk.png
(necrobmk).gif
Startup Active Recovery Hit Cr. Hit
5 1 10 4 5
Damage Stun Attack 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.
4HK
Back HK
B.png+Hk.png
(necrobhk).gif
Startup Active Recovery Hit Cr. Hit
12 1 16 12 14
Damage Stun Attack 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.
1HP
Elbow Cannon
Db.png+Hp.png
(necrodbhp).gif
Startup Active Recovery Hit Cr. Hit
9 1 14 D D
Damage Stun Attack Parry Block
24 11 - A 2
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(necroclp).gif
Startup Active Recovery Hit Cr. Hit
6 1 4 5 5
Damage Stun Attack Parry Block
5 3 - A 5
  • Cancel options: sp su
2MP
Crouch MP
D.png+Mp.png
(necrocmp).gif
Startup Active Recovery Hit Cr. Hit
8 1 12 1 2
Damage Stun Attack Parry Block
10 7 - A -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HP
Crouch HP
D.png+Hp.png
(necrochp).gif
Startup Active Recovery Hit Cr. Hit
16 1 22 -5 -3
Damage Stun Attack Parry Block
16 5 - A -7
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
2LK
Crouch LK
D.png+Lk.png
(necroclk).gif
Startup Active Recovery Hit Cr. Hit
6 1 8 2 2
Damage Stun Attack Parry Block
6 3 - L 2
  • Cancel options: self sp su
2MK
Crouch MK
D.png+Mk.png
(necrocmk).gif
Startup Active Recovery Hit Cr. Hit
12 1 17 -4 -3
Damage Stun Attack Parry Block
10 3 - L -5
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HK
Crouch HK
D.png+Hk.png
(necrochk).gif
Startup Active Recovery Hit Cr. Hit
13 1 27 31 31
Damage Stun Attack Parry Block
17 3 - L -12
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(necronjlp).gif
Startup Active Recovery Hit Cr. Hit
5 6 - - -
Damage Stun Attack Parry Block
5 7 - H -
j.LP
Jump LP
Uf.png+Lp.png
(necrojlp).gif
Startup Active Recovery Hit Cr. Hit
4 14 - - -
Damage Stun Attack Parry Block
7 7 - H -
8MP
Jump MP (Neutral)
U.png+Mp.png
(necronjmp).gif
Startup Active Recovery Hit Cr. Hit
8 1 - - -
Damage Stun Attack Parry Block
12 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.MP
Jump MP
Uf.png+Mp.png
(necrojmp).gif
Startup Active Recovery Hit Cr. Hit
9 1 - - -
Damage Stun Attack Parry Block
14 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.HP
Jump HP
U.png/Uf.png+Hp.png
(necrojhp).gif
Startup Active Recovery Hit Cr. Hit
13 2 - - -
Damage Stun Attack Parry Block
17 15 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.LK
Jump LK
U.png/Uf.png+Lk.png
(necrojlk).gif
Startup Active Recovery Hit Cr. Hit
2 15 - - -
Damage Stun Attack Parry Block
5 5 - H -
j.MK
Jump MK
U.png/Uf.png+Mk.png
(necrojmk).gif
Startup Active Recovery Hit Cr. Hit
10 4 - - -
Damage Stun Attack Parry Block
12 9 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.HK
Jump HK
U.png/Uf.png+Hk.png
(necrojhk).gif
Startup Active Recovery Hit Cr. Hit
15 4 - - -
Damage Stun Attack Parry Block
21 13 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
2LK (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 Attack Parry Block
10 6 - A -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Attack Parry Block
12 5 - A -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Attack Parry Block
17 9 - A -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Target Combos




Throws

LPLK
Shoulder Attack
Lp.png+Lk.png
(necroshat).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Attack Parry Block
21 12 - - -
  • 26 throw range
4LPLK
Frankensteiner
B.pngLp.png+Lk.png
(necrofrank).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Attack Parry Block
17 18 - - -
  • 26 throw range
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 Attack Parry Block
- - - - -
  • 26 throw range
  • Self meter gain: Whiff: 8, Hit: 0, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: ---.




Universal Overhead

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




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 Attack 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.
MP Startup Active Recovery Hit Cr. Hit
8 6 33 - -
Damage Stun Attack 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.
HP Startup Active Recovery Hit Cr. Hit
10 10 35 - -
Damage Stun Attack 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.
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 Attack 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.
MK Startup Active Recovery Hit Cr. Hit
12 1 30 - -
Damage Stun Attack 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.
HK Startup Active Recovery Hit Cr. Hit
12 1 32 - -
Damage Stun Attack 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.
41236P
Tornado Hook
Hcf.png+P.png
(necrothk).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
6 8 13 - -
Damage Stun Attack 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.
MP Startup Active Recovery Hit Cr. Hit
10 7 18 - -
Damage Stun Attack 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.
HP Startup Active Recovery Hit Cr. Hit
17 11 19 - -
Damage Stun Attack 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.
214P
Flying Viper
Qcb.png+P.png
(necrofvi).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
26 5 17 - -
Damage Stun Attack Parry Block
21 13 - H -3
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
26 6 15 - -
Damage Stun Attack Parry Block
24 13 - H -2
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
28 7 14 - -
Damage Stun Attack Parry Block
28 13 - H -2
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
214K
Raging Cobra
Qcb.png+K.png
(necrorsc).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
23 4 17 - -
Damage Stun Attack Parry Block
23 7 - H -5
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
25 4 17 - -
Damage Stun Attack Parry Block
26 9 - H -5
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
27 4 17 - -
Damage Stun Attack Parry Block
30 11 - H -5
  • Self meter gain: Whiff: 3, Hit: 13, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.




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 Attack Parry Block
40 0 H A -12
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 Attack Parry Block
80 18 T N -
  • 61 throw range
  • Incredibly fast whiff animation, essentially unpunishable unless the opponent is standing just out of throw range
    • Even then, if the opponent tries to punish, most attacks will extend their throwable hurtbox into SA2's active frames
236236P (SA3)
Electric Snake
Qcf.pngQcf.png+P.png (SA3)
(necrosa3).gif
Startup Active Recovery Hit Cr. Hit
3 - 39 D D
Damage Stun Attack Parry Block
47 24 L L -11
  • Low-profiles under fireballs and many other attacks
  • Necro is in crouching state during entire duration

NG Navigation

General
Controls
Notation
HUD
Glossary
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FAQ
Select Your Character
Alex
Dudley
Elena
Ibuki
Ken
Necro
Oro
Ryu
Sean
Yun
Gill