Necro is a very interesting character, he can do a good amount of stun and can pressure very, very well. He also has some decent enough pokes and useful tools to get in close.
He is considered low tier because even though he can pressure and have good mixups he still has some holes in his game.
Strengths
![]()
• Tornado Hook •
Necro does some twirls with his fists. The Light Punch version knocks down and has the shortest start up time, which makes it the easiest to combo into.
Medium keeps your enemy on their feet after you connect all of your blows, and can be comboed into from a Back + Medium Punch.
Hard Punch puts them in a stun-like state giving you some good after hits but can't really be comboed unless they are stunned, so you won't be using this version often.
This is Necro's main move, its very solid and does good stun and damage. It should become a staple in your arsenal.
(Mash Punch)
• Electric Blast •
This makes Necro step forward and shoot electricity from his body, mashing the Punch buttons when you miss will keep the electricity going for awhile.
It's a pretty good attack if you need to chip your opponent out, as it takes off a nice amount of health even when it's blocked.
It can also be used to juggle your enemy when they're cornered as well. While this isn't a great attack on its own, it's very useful in some situations.
![]()
• Snake Fang (Blockable Command Grab) •
Executing this move makes Necro attempt to grab his opponent's foot and fling them. It has a lot of range, but unlike most command grabs, it can be blocked. It must be blocked low, though.
This is one of Necro's best tools to get someone in the corner because it flings them very far. It does good damage too, so if your midscreen and you need them in the corner, look to land this move.
![]()
• Flying Viper (Overhead) •
Necro hops up into the air and comes down hard with his two arms, this has to be blocked high.
It's a very good move. Use this whenever you want mixups, good damage and a reasonably quick attack. Definitely something you'll be using in most match ups.
![]()
• Rising Cobra (Overhead) •
Makes Necro arch backwards and bring his foot down hard, and again it must be blocked high.
Necro's other overhead (Flying Viper) is generally preferred over this one, but this still has some uses. You can control the speed at which this comes out at, depending on the button you press, which can throw off someone's parry timing. It's also a good change up from the Flying Viper Overhead.
Definitely not a move you should completely forget about, but not something you're going to be using a lot in most matches either.
(In the air)
• Drill Kick •
Very similar to Dhalsim's Drill Kicks in the other Street Fighter games. It can hit twice, and will beat out a surprising number of moves.
Light Kick is the slowest but travels the further distance forward. Hard Kick travels the fastest, but doesn't move you forward very far. Medium Kick is a mix of the two.
![]()
• EX-Tornado Hook •
Necro hits multiple times with the EX version of this move, taking off a lot of life. This doesn't have a lot of uses outside of combos — when you know you'll hit for sure — so you're better off sticking with the normal versions in most cases.
![]()
• EX-Flying Viper (Overhead) •
A faster version of the regular Flying Viper and it hits twice, but if it connects your opponent will NOT be knocked down.
This attack works well in corner mix up situations, if you can get it off. Popular tactics when your enemy is cornered include: Setting up a throw, Crouching Light Kick into Light Tornado Hooks or of course this move. These three options will keep your opponent guessing how to block and will take off a good amount of damage when they keep guessing incorrectly.
![]()
• EX-Rising Cobra (Overhead) •
This is a faster version of the normal Rising Cobra, which also knocks down on hit. Many players prefer the Flying Viper still, because of higher damage and better mix up opportunities though.
![]()
• SA1: Magnetic Storm •
A improved version of Necro's Electricity attack. Mashing the Punch buttons after you execute it will generate more hits and damage.
This is an OK Super. It takes off a good amount of damage, but has some issues when it comes to landing it in a combo. Sometimes the most damaging parts of this move do not connect, unless you have them in the corner.
A solid Super Art none the less, especially if you can consistently land the most damaging parts of this attack.
![]()
• SA2: Slam Dance (Command Grab) •
Necro grabs his opponent, tosses them around and does a lot of damage in the process. This is a command grab, so it's unblockable.
The range on this Super is mediocre, but the biggest problem is that there aren't many ways to combo into this, and when you do so, the damage is reduced so much it's barely worth using it.
Unless you like to play very up close and personal throughout the match — and can find lots of ways of setting this up, you're better off going with one of Necro's other Super Arts.
![]()
• SA3: Electric Snake •
This is Necro's Super Art of choice for most players. It makes his hands charge up with electricity and he attacks low.
There are many ways to combo into it, it takes off an alright amount of damage, but the biggest advantage is it does a TON of stun. Usually around 30% to each character.
So while the initial damage you get off of this isn't as good as Necro's other Super Arts, landing another big combo after you stun your enemy is huge. Also, getting your opponent near the brink of being stunned will often cause them to get defensive to try and wait until their stun gauge goes down, which should open up some offensive opportunities for you.
This also gives you the most EX meter to play with out of all three Super Arts.
• Back + Hard Punch, juggle with Down-Back + Hard Punch •
A surprisingly damaging two hit combo.
• Crouching Light Kick, Cancel into Light Punch Tornado Hook •
If your opponent is cornered, you can juggle with a Down-Back + Hard Punch, although the timing is tricky.
• Opponent Cornered: Neutral or Forward Throw, juggle with Standing Medium Punch •
Again, the timing on the juggle can be difficult.
• Back + Medium Kick, Light Punch Tornado Hook •
• Back + Medium Punch, Light Punch Tornado Hook •
• Hard Punch Tornado Hook, Back + Medium Punch, EX-Tornado Hook •
A great combo to do when the other fighter is stunned. It's almost impossible to land this at any other time though, as it's difficult to get your Hard Punch Tornado Hook to connect in a match.
• Crouching Light Kick, Cancel into Super Art 1 •
• Back + Medium Punch, Medium Punch Tornado Hook, Cancel into Super Art 1 •
• Standing Medium Punch, Cancel into Super Art 1 •
• Crouching Light Kick, Light Punch Tornado Hook, Cancel into Super Art 1 •
• Hard Punch Tornado Hook, Standing Medium Punch, Cancel into Super Art 1 •
Ideal combo for stun situations.
• Opponent Cornered: Back + Hard Punch, juggle with Down-Back + Hard Punch, Cancel into Super Art 1 to juggle again •
• Crouching Light Kick, Cancel into Super Art 3 •
• Standing Medium Punch, Link into Super Art 3 •
• Back + Medium Punch, Medium Punch Tornado Hook, Cancel into Super Art 3 •
![]()
• Standing Medium Punch •
His ideal poke, good range and fairly good damage. Plus the stun on it is good for a normal attack.
![]()
• Standing Hard Punch •
Good to use if your enemy is far away trying to meter build, but don't get too careless with it because you can get into a lot of trouble if you spam this move.
![]()
• Crouching Medium Punch •
In the corner, if you can connect this against a jumping character, this attack is gives you some deadly reset mixups.
![]()
• Crouching Light Kick •
Must be blocked low and you can use it to combo into Light Punch Tornado Hooks.
(In the air)
• Medium Punch while Jumping Towards or Backwards •
Nice range, it stays out for awhile and does good stun. Great poke and very good for catching your opponent off guard.
(In the air)
• Jumping Hard Kick •
If your opponent is airborne, this attack is a good way to knock them back.
• Back + Medium Punch •
Good combo and mixup move. You can go into a Command Throw after executing this as a mix up, or use it to set up a Light or Medium Punch Tornado Hook.
• Back + Hard Punch •
Launches them up, cool anti air. Gives you reset options with Standing Medium Punch and such or free knockdowns when coupled with Down-Back Hard Punch. Good move.
• Down-Back + Hard Punch •
Good move to get someone off of you. Don't use it often though because if it's parried it can spell serious trouble.
Colors requiring more than one button can be unlocked by beating the game with this character.
Contributions to this guide by EBSF1Fan.
That would be sick. He would be a Dhalsim with shorter pokes but a better offense.
@1
Although he got electricity moves, he got nothing to do with blanka....
from ur guys comments, and that i havent played 3rd strike much, im interested to see a dhalsim/necro matchup =]
he can be deadly in the right hands, but parrying kills his long range game imo. same with ryu. i belive SF3 promotes extreame aggro with the parry technique. still its a fun game. shame i never got the hang of parrying. its no wonder 'purist' prefer this over SF4. on topic i look foward to see more guides for the rest of the cast. keep up the good work
| Name | Viewers |
| Level|Up | 9,141 |
| VGBootCamp | 3,708 |
| PJS Winning | 222 |
| FGTVLive #1 | 93 |
| Unlimited Brettworks | 63 |