Necrid General Discussion/Q&A Thread

Slade

[14] Master
Here is an incomplete list of nonsense straight from my notepad to help people get a preliminary grasp of this character. The information here isn't complete and will be updated as I get less frustrated by emulator lag and at the advent of SCII HD's actual release.

Soul charge:
22B, 6B, 44B, 66B, FC A+B become guard crush
A+B, 66A+B, BT [A+B] become UB

COMBOS:
66A+B → 2A+B2A (76) - For all combos ending in 2A+B2A/2A+B2B, Flapjack will whiff unless near edge or wall.
1A+B → 2B (56)
1A+B → 2A+B2A (68)
B+K4 → 1K (83)
66A → 66A+B (79)
66A → 6B+KB (68)
FC A+B → 2B (71)
FC A+B → 2A+B2A (81)
33K → 2B (71)
2B+K → 1K (43)
WR B → 66B (61)
WR B → kB (72)
33B → bgB (75) - Works best with side hit
66K → BT B+K (71)
BT B+K → kB
CH 6AB → 66A+B
CH 6AAA → FC K
CH4AB → 2B
CH aKB → 66A+B
6B → 2B
4B → 66A+B
kB → 22B
WR AA → 2B

NCs:
AA
22AB
44A
3BB
A+K
[A+K]
aK
WR KK
33BA

NCCs:
A[A]
6AB
6AAA
3AK
2AK
4AB
aKB
BB
B mash B
6B
4B
kB
WR AA
WL BB
DC KKK

Ringouts:
33A
44A
6B

B+K setups (gimmicky):
CH aKB → B+K
 
I choose this monster as my main, he's so cooooool
I already have a decent idea of how he could be used, but I'm no professional so I may be wrong ^^;
 
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While messing around in practice (since there's nothing else for me to do) I found that after either 66(B), A+B, or 1(B), you can get a guaranteed 6B/33_99B A
Which both ring out forward, and 6B leads to a wall hit, which you can throw after, or set up B+K.

I also found most, if not all of his soul charge moves, listed with the above SC moves.
Level1 guard break: WD B, FC A+B
Level2 guard break: 66B, 22_88B, 6B, FC 3A+B, BT B+K, 1A+B, 2B+K (unblockable 8 damage up close)
Level3 unblockable: ET B, 66A+B, A+B.
(ET=Elder Topaz/214. WD=Wind Drake/6B+K)
 
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More messing around I'm looking for moves that RO other than forward, since Necrid has plenty forward RO potential
bgB AT:Front and right
66A: Front and left
11K: Left
22_88A long range: Left
Left side throw: Necrids right
6K: Right and front
I'll edit as I find more.
 
And as for moves I use a lot.
AA: The range is good, and it moves him forward.
4B: I don't know the frames, but this is really fast! And on counter it has a decent knock down, you can either combo, or go for a soul charge, or B+K gimmick.
22_88A: tracking low horizontal.
WD B: Guard break on SC lvl1 33_99B is unblockable after a blocked sclvl1 WD B.
33_99B A: made a thread about that.
FC3A+B: I use it on wake up a lot if people aren't pressuring me after they knock me down, catches step sometimes.
FCA+B: It's good post GI, you can SClvl1 it to guard break and if blocked 33_88B is unblockable
22_88B: good oki, safe, more good oki after hit.
 
Who's a fan of 3A? I've been using it again, seeing as it's been almost a decade since I last played this dude. I'm rediscovering his cool stuff again. 3A (CH) 22A, B is still my favourite follow up, as it often can result in a ring out if used right. Also recentle rediscovered the glory of BB. I can't wait to play this more regularly.
 
Who's a fan of 3A? I've been using it again, seeing as it's been almost a decade since I last played this dude. I'm rediscovering his cool stuff again. 3A (CH) 22A, B is still my favourite follow up, as it often can result in a ring out if used right. Also recentle rediscovered the glory of BB. I can't wait to play this more regularly.
Yeah I was about to post some B&Bs from 3A CH
You can get a 33_99B bgB followup, harder to pull off but more damge that 22_88A B I think... I don't play this nearly enough, since the net code is bad, only scrubs play it online now, and i have no local scene T_T
 
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