Overview
Playstyle
C-Necross is a slow grappler that keeps her opponent guessing for their life. |
Pros |
Cons |
- Damage and conversions: C-Necross has some of the best conversions in the game, having a good way to start combos off most of her moves in neutral. She also typically gets more than 250 off most of her common starters.
- Normals: All of her normals are pretty long ranged and can reach even farther if she spends some health for her charge normals.
- OTG Vortex: has access to an extremely scary vortex if she's close enough to the opponent after an OTG.
|
- Weak to zoning: While C-Necross at close to mid range is very threatening, she has a lot of issues getting around zoning due to her best anti-zoning too being dire prone and pretty slow.
- Spends health: Necross has to spend health to use her charge normals for her great conversions and range, making the player have to think when they use her charge normals so she doesn't shoot herself in the foot playing neutral.
- Reversals: Her only reversal tools are her command grab supers.
|
Statistics
Trait
|
"Threats from Abbadon": Necross can charge her strong normals to extend their range and apply Dire Counter Effects at the cost of some health. Cross glyph moves can be followed up with her Craze Technique.
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Health
|
1000
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Mobility
|
Dash
|
Move Overview
Universal Mechanics
Craze Tech
Last Will and Testament 5CT
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
136
|
Overhead
|
21
|
-
|
-
|
+1
|
-1
|
Dire
|
Ground Bounce
|
- Overhead kick.
- If you use this during a knockdown (any knockdown) she'll lock the opponent in it and force an OTG.
- Essential to her mix and vortex, basically no reason to not end combos with this if you don't use a super.
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|
Throws
Third Sphere: Angel's Talon 5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+30
|
N/A
|
Necross' forward throw, knocks the opponent away.
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|
Third Sphere: Angel's Blight 4GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
4
|
-
|
-
|
+20
|
N/A
|
Necross' back throw, knocks the opponent far behind her.
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|
Third Sphere: Angel's Plummet j.5GP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
120
|
Throw Tech
|
2
|
-
|
-
|
+50
|
N/A
|
Necross' air throw, if it's hit raw it launches the opponent up for a combo.
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|
Heartbreaker
Heartbreaker 4CT while blocking
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
32
|
Mid
|
17
|
-
|
-
|
+1
|
-23
|
Necross' heartbreaker, uses 5SP's animation.
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|
Normals
Standing
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
2
|
-
|
+3
|
-1
|
- Fast poke, good for punishes and pressure.
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|
5SP
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Uncharged
|
88
|
Mid
|
9
|
2
|
-
|
+2
|
-3
|
-
|
-
|
- Far ranged strike that advances her forward a bit.
- Oddly enough this normal's better for going into 4SP for her links.
|
Charged 6SP
|
104
|
Mid
|
18
|
2
|
-
|
wall bounce
|
-3
|
Dire
|
-
|
- Her main extender.
- Starts high damage combos anywhere she wants, most of her routing just goes straight into this move.
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|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36, 12 (48)
|
Mid
|
5
|
2
|
-
|
+2
|
-4
|
- Good normal for hitconfirms and combo filler.
- First hit doesn't push her back, allowing her to extend loops for a lot longer.
|
|
5SK
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Uncharged
|
96
|
Mid
|
9
|
2
|
-
|
+3
|
-1
|
-
|
-
|
- Amazing for hit confirms because of it's range and damage.
- Her main cancel into 6SP.
|
Charged 6SK
|
96
|
Mid
|
17
|
2
|
-
|
+3
|
-3
|
Dire
|
-
|
- Brings the opponent closer to her on hit or block.
- Good for threatening grabs or if you just went into 5SP and you need a different way to end a string.
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|
Crouching
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
36
|
Mid
|
4
|
2
|
-
|
+3
|
-1
|
- Crouching version of 5LP.
- Catches low-profiles and also has better frame advantage on block, good to just add to her vortex.
|
|
2SP
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Uncharged
|
96
|
Mid
|
11
|
4
|
-
|
+3
|
-3
|
-
|
-
|
- Can be used as a low profile, or just to advance a little further forward for a hit confirm.
|
Charged 3SP
|
96
|
Mid
|
17
|
4
|
-
|
+3
|
-5
|
Dire
|
-
|
- Pretty uncommon, has a pretty good low-profile hurtbox.
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|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Low
|
6
|
2
|
-
|
+3
|
-1
|
- Very fast far reaching low.
- The main normal she uses. Reaches far, hits low, and has pretty good frame data all around.
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|
2SK
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Uncharged
|
120
|
Low
|
11
|
3
|
-
|
+41
|
-7
|
-
|
-
|
|
Charged 3SK
|
128
|
Low
|
19
|
3
|
-
|
+48
|
-6
|
Dire
|
-
|
- Very strong poke, better than her normal sweep in every way other than its start-up.
- Can be special canceled unlike her normal sweep.
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|
Jumping
j.5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
44
|
Overhead
|
4
|
3
|
-
|
-
|
-
|
- Good air-to-air normal.
- Optimal in her combos if it's used early into them.
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|
j.5SP
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Uncharged
|
96
|
Overhead
|
7
|
12
|
-
|
-
|
-
|
-
|
-
|
- Early hitbox can be used for some cheeky cross-ups but this is mostly combo filler.
- Main cancel into 2SK.
|
Charged j.2SP
|
96
|
Overhead
|
7
|
12
|
-
|
-
|
-
|
Dire
|
-
|
- Decent tool for ambiguous cross-ups that can be canceled into CT to go into another overhead or j.236P to make it safe on block.
- worse than j.2SK in every way in combos.
|
|
j.5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
40
|
Overhead
|
6
|
12
|
-
|
-
|
-
|
- Great jump-in normal and generally just good for pressure.
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|
j.5SK
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Uncharged
|
96
|
Overhead
|
8
|
4
|
-
|
-
|
-
|
-
|
-
|
- Used in rejump combos, mostly outclassed by j.SP in other routes, though.
|
Charged j.2SK
|
112
|
Overhead
|
19
|
4
|
-
|
- wall bounce (first 2 hits of a combo)
- tumble (any hit after the second one in a combo)
|
-
|
Dire
|
-
|
- Basically the air version of 6SP, just as essential for her combos as well.
- On top of being an amazing extender it's also one of her best starters, too.
- Can also be used as an ambiguous cross-up after landing a rising j.LK that goes right over the opponents head, making it very tricky to mash on her.
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|
Command Normals
Third Sphere: Archangel's Staff 6LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
88
|
Overhead
|
21
|
2
|
-
|
+3
|
-6
|
Dire
|
Crumple
|
- Has very low blockstun so it can be used to slip command grabs into a block string.
- Floor splats against air opponents.
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|
Third Sphere: Tower of Babel 4SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
96
|
Mid
|
7
|
2
|
-
|
+5
|
-2
|
Counter
|
Power Launch
|
- Very short range anti-air, very rewarding on hit, though.
- Linker, used in her standing strings.
- Great close range blockstring ender (heavy emphasis on close range).
- Hilariously has a sweet spot at the top of the hitbox that sends opponents higher in juggles.
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|
Specials
Second Sphere: Dominion's Request 236P (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
120
|
Mid
|
15
|
-
|
-
|
+1
|
-12
|
Dire
|
Crumple
|
- Tether grapple, used to snipe people pressing buttons from far away.
- Be careful using this move, if they're close and they block it you are going to get dire punished and probably lose the round.
|
SP
|
120
|
Mid
|
11
|
-
|
-
|
0
|
-
|
Dire
|
Crumple
|
- Anti-air grapple.
- Insane anti-air, reaches incredibly fair.
- Will whiff on grounded opponents.
|
Air
|
144
|
Mid
|
11
|
-
|
-
|
+24
|
-
|
Dire
|
N/A
|
- The light version is an incredible space control tool, if it's used close to the ground it's plus on block.
- The heavy version is good to snipe anti-air attempts, usually much less safe on block when it's being used but can also be made plus on block.
- Both versions are great combo extenders as well, allowing Necross to go into a ground juggle from the air.
|
|
Second Sphere: Dominion's Leash 236P~P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
24
|
-
|
-
|
-
|
-
|
+17
|
-
|
-
|
-
|
- Follow-up after 236P on the ground, no reason to not go into this from those moves.
- Can use CT after this move to start her vortex.
|
|
Second Sphere: Power's Advance 214K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
136
|
Mid
|
13
|
7
|
-
|
+3
|
-3
|
Dire
|
Stagger
|
- Necross' "tatsu".
- Her most consistent blockstring ender.
- If you go into her command grab super from this on block you can threaten a command grab while beating the opponent's mash.
- Low crushes.
|
SK
|
144
|
Mid
|
15
|
10
|
-
|
+15
|
-6
|
Dire
|
Wall bounce
|
- Decent as a meaty option.
- Extremely niche anti-air.
|
|
Second Sphere: Principalities' Demand 623K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LK
|
152
|
Mid
|
12
|
9
|
-
|
+17
|
-4
|
Dire
|
Spin out
|
- Advancing knee.
- The first hit restands and can be craze canceled, making this the go-to craze cancel move.
- Also her main meterless combo ender since it puts the opponent right in front of her after she uses her CT.
- Low-crushes.
|
SK
|
152
|
Mid
|
16
|
9
|
-
|
+17
|
-4
|
Dire
|
Spin out
|
- The same move as the light version in every way other than the fact that it's slower and goes farther.
- Not super useful outside of meaty set-ups.
|
|
First Sphere: Seraphim's Roar 63214P May god have mercy on your soul if you get Dire Countered with this move. May god have mercy on your soul if you get Dire Countered with this move.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
176
|
N/A
|
4
|
2
|
-
|
+22
|
N/A
|
Dire
|
Flip out
|
- Command grab.
- Very rewarding to land, restarts her vortex right in front of the opponent's face and also just does a lot of damage.
- Very fast, making this useful to punish certain moves as well.
- Heavy version switches sides.
|
|
First Sphere: Cherubim's Cord 41236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
128
|
N/A
|
17
|
2
|
-
|
+19
|
N/A
|
Dire
|
Stagger
|
- Long ranged command grab.
- Easy command grab to land during blockstrings.
- Can also be used to snipe someone respecting you at mid range.
- Main mid screen Dire extender that looks really sick.
|
|
Supers
All-Out Attack
First Sphere: Seraphim's Sword 236236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
248
|
Mid
|
6
|
9
|
-
|
tumble
|
-24
|
Dire
|
N/A
|
- Main combo ending level 1 super.
- Low-crushes.
|
|
First Sphere: Seraphim's Smash 63214PP I HATE MY SON I HATE MY SON
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
264
|
N/A
|
6
|
2
|
-
|
+26
|
N/A
|
Dire
|
N/A
|
- Command grab super.
- Her only true reversal (barring level 2).
- Frame 0 post super flash, meaning the opponent can't jump it on reaction to the super flash.
|
|
All-Out EX
First Sphere: Seraphim's Smash EX 63214KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
320
|
N/A
|
4
|
2
|
-
|
+4
|
N/A
|
Dire
|
N/A
|
- Just the level 1 command grab but better.
- Has worse oki.
- Still frame 0 post super flash.
|
|
All-Out Destruction
First Sphere: Seraphim's Ecstasy 236236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
400
|
N/A
|
7
|
2
|
-
|
tumble
|
N/A
|
Dire
|
N/A
|
- THIS IS A COMMAND GRAB, PLEASE JUMP IT IF YOU SEE NECROSS DOING IT RAW.
- Has a lot of range so it can be used to snipe someone trying to stay away from you and throwing stuff out.
- NOT frame 0 post super flash.
|
|
General Gameplan
Neutral
Pressure
Defense
Combos
Symbol |
Meaning
|
A, B, C, D |
LP, LK, SP, SK
|
> |
Cancel from the previous move to the following move
|
land |
The player must land
|
, |
Link from the previous move to the following move
|
dl./delay |
Delay before using the following move
|
nj.X |
Neutral Jump
|
X~Y |
Use Y followup after hitting X move
|
AA |
Anti-Air, must hit an airborne opponent
|
[X] |
Hold the input
|
(X) |
Optional input
|
[X]*N |
Repeat (sequence) N number of times
|
CC |
Perform a Craze Cancel
|
xN |
Amount of hits needed for a move before a cancel, will be omitted if it uses all hits.
|
Direless routes
Condition
|
Notation
|
Damage
|
Notes
|
|
Mid-screen, light starter 0 Works On: All
|
2LK > 2LP > 5SK > 6SP dash j.5LK> dl.j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SP > 6LP > 623LK, CT
|
317
|
|
The dash after 6SP can be omitted if you're near the edge of the screen.
You can get a j.5LP instead of j.5LK but it's a little bit harder and screen dependent, better to just go with j.5LK. |
|
|
Corner, light starter 0 Works On: All
|
2LK > 2LP > 5SK > 6SP, j.5LP> j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SK > 6LP > 623LK, CT
|
319
|
???
|
|
Mid-screen, light starter 1 bar Works On: All
|
2LK > 2LP > 5SK > 6SP dash j.5LK> dl.j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SP > 6LP > 236236K
|
381
|
|
The dash after 6SP can be omitted if you're near the edge of the screen.
You can get a j.5LP instead of j.5LK but it's a little bit harder and screen dependent, better to just go with j.5LK. |
|
|
Corner, light starter 1 bar Works On: All
|
2LK > 2LP > 5SK > 6SP, j.5LP> j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SK > 6LP > 236236K
|
383
|
???
|
|
Mid-screen, light starter 3 bars Works On: All
|
2LK > 2LP > 5SK > 6SP dash j.5LK> dl.j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SP > 6LP > 236236PP
|
467
|
|
The dash after 6SP can be omitted if you're near the edge of the screen.
You can get a j.5LP instead of j.5LK but it's a little bit harder and screen dependent, better to just go with j.5LK. |
|
|
Corner, light starter 3 bars Works On: All
|
2LK > 2LP > 5SK > 6SP, j.5LP> j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SK > 6LP > 236236PP
|
469
|
???
|
|
Corner, Light starter 3 Bars Max Craze Gauge Works On: All
|
2LK > 2LP > 5SK > 6SP, j.5LP> j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SK > 6LP > 623LK > 9CC, j.5LK > j.5SK land 5LK(1) > 4SP, 5LP > 5LK(1) > 5SP > 4SP, 5LP > 5LK > 5SK > 6SP, j.5LP> j.5SP > j.2SK > j.236SP land 2LK > 5LK > 5SK > 6LP > 236236PP
|
613
|
|
|
|
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color |
Handles/Links |
Region |
Status |
Notes
|
|
CURSES!
|
United States Arkansas
|
Active
|
Hi :D Example Play
|
|
Buster @BigHugeBuster
|
United States New York
|
Active
|
Alleged C-Necro player
|
Battle Craze Navigation