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 |
---|---|
|
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Necro #3S_NE | |
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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 | |
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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.
|
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
5MP
5HP
5LK
5MK
5HK
Command Normals
4LP
4MP
4HP
4LK
4MK
4HK
1HP
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
j.HP
j.LK
j.MK
j.HK
2LK (air)
Target Combos
Throws
LPLK
4LPLK
LPLK (opp turn)
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
623P
41236K
41236P
214P
214K