Necro vs. Urien In-Depth Guide (Sugiyama vs. RX Analysis)

Master Necro vs. Urien in SF3: Third Strike! Guide with strategy, combos & oki from Sugiyama vs. RX analysis. Dominate 3rd Strike with Necro!

Dive deep into the Necro vs. Urien clash in Street Fighter 3: Third Strike! This comprehensive guide analyzes the matchup based on expert play, revealing essential strategies, must-know combos, okizeme techniques, and corner pressure sequences to help you conquer Urien.

Mastering the SF3 Necro vs. Urien Matchup: An In-Depth Guide

The clash between Necro and Urien in Street Fighter 3: Third Strike is a fascinating dance of unorthodox offense versus powerful zoning and setplay. Understanding the key interactions, optimal strategies, and crucial moments is vital for any Necro player looking to conquer this challenging matchup. This guide dives deep into the Necro vs. Urien dynamic, drawing heavily from an analysis of high-level play, specifically the Sugiyama (Necro) vs. RX (Urien) first-to-10 set – RX being widely regarded as one of the world's best Urien players. Emulating parts of RX's style is common, making these insights particularly valuable.

We'll break down Sugiyama's common tactics, essential combos, movement patterns, okizeme setups, and corner pressure sequences, giving you a practical blueprint for navigating this matchup.

Key Takeaways & Mindset

Before diving into specifics, understand these core principles:

  • Relentless Pressure: Necro cannot afford to give Urien breathing room. Consistent, calculated aggression is key.
  • Catching Jumps: Urien players often jump to escape pressure or reposition. Moves like LP Denji, often used twice (LP Denji > LP Denji), are crucial for anti-airing or catching jump-ins/jump-backs. The Dash > LP Denji sequence is highly effective.
  • Corner is King: Getting Urien to the corner is a primary goal. Once there, db.HP (Elastic Blow) becomes a constant, terrifying threat. Expect to use it frequently.
  • Meter Management: Urien needs meter for Aegis Reflector. Your goal is to overwhelm him before he can safely build it or find the knockdown to activate it.

How the Matchup Fundamentally Works

This matchup revolves around a central conflict:

  • Necro's Goal: Catch Urien, control space with drills and stretchy limbs, force him towards the corner, and apply suffocating pressure and mixups.
  • Urien's Goal: Keep Necro out using pokes like s.MP and s.MK, build meter safely, avoid the corner, use jumps (j.HK, empty jumps) defensively, and look for a knockdown to initiate his devastating Aegis Reflector setups.

Urien will try to achieve this through:

  • Using s.MP to build meter and control space.
  • Employing effective pokes like s.MP and s.MK.
  • Jumping frequently, mixing between empty jumps and attacks like j.HK to deter Necro's dashes.
  • Looking for opportunities for his own fast dash-in throws.

Must-Know Necro Combos vs. Urien

Mastering these core combos is essential for maximizing damage and maintaining pressure:

  • c.LK > LP Denji xxx SA3 (Electric Snake)
    • Your bread-and-butter confirm. Crucial for punishing and converting stray hits into significant damage and knockdown. You'll see why it's so vital below.
  • db.HP (x6) > s.LP (Corner Elastic Blow Loop)
    • The corner pressure cornerstone. The db.HP loops chip away health and sanity. Crucially, finishing with s.LP acts as a reset, not a true combo, leaving Urien guessing and often getting caught trying to escape immediately after. This maintains intense pressure.
  • HK Drill (Tornado Hook) xxx SA3 (Drill Combo)
    • Fantastic tool for closing distance, frame traps, and confirming into super. Opportunities arise often, especially after knockdowns or specific setups. It's guaranteed damage if the drill connects properly; only execution limits it.
  • (Parry) > s.MP xxx SA3
    • Essential punish after parrying predictable jump-ins (like Urien's j.HP) or stuffing a reckless dash-in.
  • Optimal Post-Hook/SA3 Enders:
    • LP Hook > db.HP > s.MP
    • (After SA3 hit) LP Denji > db.HP > s.MP
    • These maximize damage after specific setups.

While other combos exist, these are the most frequent and impactful at a high level in this matchup.

Basic Movement & Neutral Game

To counter Urien's keep-away and secure advantageous positions, Sugiyama utilizes varied movement patterns, often ending in cancelable moves or pokes designed to push Urien back. Expect many "whiffed" moves thrown out proactively to catch Urien's dashes or jumps.

Common Movement Sequences:

  • Walk forward > Wait/Bait Parry
  • Walk forward > s.MP > Dash > b.MP
  • Jump forward MP > LP Denji > s.MP
  • Jump forward MP > db.HP
  • Jump forward HK xxx SA3
  • Jump back > HK > c.LP
  • Dash > b.HP
  • Dash > db.HP
  • Dash > LP Denji
  • Dash > Dash > c.LK > LP Denji > LP Denji
  • MK Drill > LP Denji > Rising Cobra (EX Snake Fang)
  • MK Drill > Rising Cobra
  • MK Drill > Wait/Bait
  • MK Drill > db.HP
  • MK Drill > c.LK > UOH (Universal Overhead) xxx SA3
  • HK Drill > c.LP
  • HK Drill > db.HP
  • HK Drill > b.HP
  • HK Drill > Jump back MP
  • HK Drill > LP Denji > c.LP
  • HK Drill > Rising Cobra

Intentional Jump-Ins:

Sometimes, the goal is to connect the jump-in:

  • j.LK (as late as possible) > c.LK > LP Denji > *LP Denji
    • If the first Denji whiffs, the second often catches Urien trying to jump away. A classic Sugiyama sequence.
  • j.LK (as late as possible) > c.LK > LP Denji xxx SA3
    • The hit-confirm variation. Be ready to react if the LP Denji connects. (Sugiyama makes this look automatic!)
  • j.LK (as late as possible) > Grab
    • Crucial for keeping Urien honest and preventing him from simply blocking low after late j.LK.

Wakeup Options vs. Urien

How Necro gets up under pressure is critical. Sugiyama seems to favor these in the matchup:

  • b.LK (Backdash Kick): Seems preferred, especially when cornered. Creates space.
  • TC (Target Combo: b.MP > s.MP) xxx SA3: High-risk, high-reward reversal.
  • b.LK then c.LK > LP Denji xxx SA3: Baiting with backdash then punishing.
  • b.HP: A slower, armored option.
  • Throw: Universal reversal attempt.

Okizeme (Post-Knockdown Pressure)

LP Hook Okizeme (LPHO) - Sugiyama's Classic:

This sequence, often used after a throw (especially in the corner), is a cornerstone of Sugiyama's pressure and works in many matchups:

  • Sequence: LP Hook > Step Back > Hold Down* > Step Forward > Step Back > (Variable Follow-up)
    • *Sometimes the "Hold Down" part is skipped.
  • Purpose: This rapid, smooth sequence masks Necro's true spacing, baits throws and reversals from the opponent, acting like a sophisticated shimmy. It creates hesitation and opens up opportunities. (Hereafter referred to as LPHO).

Okizeme Anywhere after SA3:

  • Dash > HK Drill (early whiff) > b.MP (whiff) > b.MP (xxx SA3 if connects, Rising Cobra if blocked/whiffed)
  • Dash > Ambiguous Cross-up HK Drill > BNB Combo (Be careful not to get crossed up yourself!)
  • Dash > Ambiguous Cross-up HK Drill > Throw (Sends Urien towards corner) > Dash > Dash > Follow-up based on Urien's tech:
    • If Urien Quick Stands: d.HK (Sweep)
    • If Urien Doesn't Quick Stand: Choose from various oki options.
  • Dash > Ambiguous Cross-up HK Drill > c.LP (whiff) > Grab
  • Dash > HK Drill xxx SA3 (Drill Combo confirm)

Okizeme In the Corner after SA3:

  • Walk forward > c.LP (whiff) > b.HP
  • HK Drill > c.LP (whiff) > b.HP
  • HK Drill > c.LP (whiff) > b.HK > db.HP

Corner Pressure Annihilation

This is where Necro shines and Urien crumbles. The goal is to lock Urien down and overwhelm his defensive options. Many corner sequences overlap with okizeme or neutral wins that lead to the corner.

Initiating & Maintaining Corner Pressure:

  • MK Drill > j.LK (deep) > c.LP > LP Denji
  • MK Drill > db.HP > *Follow-up
    • If db.HP connects: Continue db.HP loop!
    • If db.HP blocked/whiffed: Neutral HK Drill > LP Denji
  • ⚠️ After landing db.HP loops: Always aim to finish with s.LP (reset) and then immediately threaten with b.HP. Desperate Uriens will try to jump or Headbutt out after the reset, and b.HP catches this frequently.
  • MK Drill > Throw > LPHO > c.LK > Throw (if they tech) > LPHO > BNB Combo
  • b.LK > c.LK > LP Denji > UOH (Mixup)
  • b.LK > c.LK > LP Denji > LP Denji (Frame trap/Catch jump)
  • Jump forward MP (hitting very low) > HK Drill > UOH xxx SA3
  • (Setup into) > db.HP > s.MP > db.HP (whiff) > db.HP (whiff) > Kara UOH xxx SA3
    • 🔥🔥 This sequence is brilliant! The s.MP positions Necro perfectly. The whiffed db.HPs bait reversals and prevent escape via Headbutt. While Urien is pinned and hesitant, the unexpected Kara UOH connects.
  • But if one of the db.HPs hits before the Kara UOH setup:
    • db.HP (x6) > s.LP (The goal, requires execution)
    • (If you mess up the timing or need a safer option): Jump forward HK Drill > c.LK > LP Denji xxx SA3 or simply > s.MP to maintain pressure.

Example Corner Pressure Flow:

A full sequence might combine elements like this (Sugiyama actually used this):
MK Drill > db.HP > HK Drill > LP Denji > db.HP > c.LK > LP Denji > db.HP

  • ⚠️ Flexibility is Key: Notice the options within these sequences. You can use LP Denji once or twice, loop db.HP, go for throws after c.LK, etc. Adapt based on Urien's reactions.
  • ⚠️ Role of MK Drill: In the corner, MK Drill is often used proactively to catch jump attempts or simply to maintain close proximity and pressure.

Specific Matchup Situations & Responses

Let's look at common scenarios and Sugiyama's typical responses:

🟩 LP Denji hits airborne Urien mid-screen; Urien QUICK STANDS

  • Dash > UOH > TC xxx SA3
  • Dash > c.LK > c.LK > LP Denji > LP Denji

🟩 LP Denji hits airborne Urien mid-screen; Urien DOES NOT quick stand

  • Dash > Dash > c.LK (whiff) > Grab > LPHO > c.LP (whiff) > b.HK > db.HP
  • Dash > Dash > c.LK (whiff) > Grab > Dash > Dash > Grab > LPHO > UOH > b.LK > c.LK > LP Denji > LP Denji
  • ⚠️ Dash > Dash after the grab subtly pushes Urien further towards the corner.

🟩 Urien jumps forward predictably

  • Forward HK Drill > c.LK > LP Denji > LP Denji
    • This is a fantastic two-in-one. If the first LP Denji hits the grounded Urien, confirm:
    • Forward HK Drill > c.LK > LP Denji xxx SA3
    • If Urien jumps again after the first whiffed/blocked Denji, the second LP Denji catches him, leading to:
    • Forward HK Drill > c.LK > LP Denji > LP Denji (air hit) > b.HK > Snake Fang (SA1)
    • ⚠️ Urien can potentially punish the raw Snake Fang with Aegis Reflector.
    • ⚠️ However, Snake Fang can lead into the HK Drill combo setup, making it incredibly dangerous for Urien if it works.

🟩 Necro back throws Urien near mid-screen

  • Dash > b.MP > s.MP
  • Dash > LP Hook > b.MP > Snake Fang (SA1)

🟩 Necro throws Urien INTO the corner; Urien DOES NOT quick stand

  • LPHO > c.LP (whiff) > b.HK > c.LK
    • The goal is for either b.HK or c.LK to hit, then confirm xxx SA3. Even if blocked, Necro is often relatively safe.
  • LPHO > c.LP (whiff) > Throw > LPHO > Wait > (b.HP)
    • Baiting the escape attempt. After being thrown twice and facing the shimmy, Urien will likely try to jump or Headbutt. Be ready with b.HP to catch it.
  • LPHO > UOH (whiff) > b.LK > Throw > LPHO > UOH > HK Drill

🟩 Necro throws Urien into the corner; Urien QUICK RECOVERS

  • Dash > b.HK
    • This seems to be Sugiyama's go-to option here.
    • If b.HK hits:
      • db.HP (Loop it as many times as possible! 🤣)
    • If b.HK is blocked:
      • Walk forward > TC xxx SA3
  • Dash > c.LK > LP Hook > db.HP > s.MP
  • ⚠️ If Urien tries to Headbutt out after blocking the dash b.HK, a quick c.LK can often stuff it and lead to a reset/combo.

🟩 Necro parries Urien's jump HK

  • Parry > s.MP xx SA3 (Standard, reliable punish)
  • Parry > b.MK > Snake Fang (SA1) > Dash > HK Drill > b.MP xxx SA3 (More swag/situational)

🟩 Urien is sent to the corner by db.HP (Necro is far away)

  • Dash > Dash > db.HP
    • Catches Urien trying to walk back after being hit by a max-range db.HP. He thinks he's safe, but the double dash closes the distance just enough for another db.HP, putting him definitively in the corner.

🟩 Necro lands German Suplex (Throw From Behind)

  • Often happens after baiting/punishing a whiffed Urien Headbutt.
  • Suplex > Dash > HK Drill xxx SA3

🟩 Urien gets jump-happy with j.HK

  • SA3 (Electric Snake)
    • Raw super activation is a viable anti-air if Urien becomes predictable with full-screen jumps.

🟩 j.HK xxx SA3 connects

  • If this combo lands and sends Urien to the corner:
  • Dash > LPHO > UOH > TC xxx SA3 (Follow-up pressure/mixup)

Conclusion: Taming the Beast

The Necro vs. Urien matchup is demanding but winnable with the right approach. By internalizing these patterns based on Sugiyama's masterful play – focusing on relentless pressure, smart anti-airing, effective corner conversion with db.HP, and tricky LPHO okizeme – you can significantly improve your chances. Remember to adapt, observe your opponent's habits, and never give Urien the space he craves. Go forth and stretch your way to victory!

What are your key strategies in the Necro vs. Urien matchup? Share your thoughts and experiences in the comments below!