Street Fighter 3: 3rd Strike/Necro/Introduction

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.

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 or against highly agile opponents who don't stay on the ground for long.

SA2: Slam Dance

Generally considered his weakest 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. It is, however, effective as an anti-air due to its extended invulnerability and active frames, as well as its almost instant recovery time allowing you to catch jump-outs with one of Necro's HPs.

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.