Street Fighter 3: 3rd Strike/Necro/2021/Introduction: Difference between revisions
Cratersmash (talk | contribs) |
m (Corrects spelling mistakes, grammar errors, and provides better summaries for each super.) |
||
(One intermediate revision by one other user not shown) | |||
Line 5: | Line 5: | ||
=== Super Arts === | === Super Arts === | ||
==== SA1: Magnetic Storm ==== | ==== 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 ==== | ==== SA2: Slam Dance ==== | ||
Don’t use this super. | 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 | 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 ==== | ==== 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. | |||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Solid Damage and one of the higher stun outputs in the game are enough to validate his offense | * 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 | * 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 | * 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. | ||
| cons= | | cons= | ||
* | * 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 and | * 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 | * 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. | ||
}} | }} | ||
[[Category: Street Fighter III: 3rd Strike]] | [[Category: Street Fighter III: 3rd Strike]] |
Latest revision as of 16:52, 17 June 2024
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 |
---|---|
|
|