Necro's Reset Windows in 3rd Strike: Frame Data & Lenient Timings?
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✨ Get ready for a rollercoaster of emotions, fellow Necro mains! For years, I—and I'm sure many of you equally pathetic souls—clung to the delusion that most of Necro's resets in Street Fighter 3: Third Strike were frame-perfect feats of superhuman execution. We imagined ourselves as gods of the stick, weaving intricate combos with pixel-perfect precision.
Well, prepare to have your dreams shattered, because it turns out we were dead wrong! *nervous laughter* 😨
These findings expose the harsh reality: many of Necro's reset windows are actually… *gasp*… lenient. 😮 I've painstakingly tested three common juggle starters—db.HP (Down-Back + Heavy Punch), LP Hook (Light Punch Tornado Hook), and Frontal Throw—and documented the frame windows for various reset options. Each set of data lays bare the cold, hard truth: you often have more frames than you thought to input your resets after the juggle starter connects.
Here's the (slightly less) bleak breakdown of what this guide covers:
- 📌 Three Juggle Starters Examined: db.HP, LP Hook, and Frontal Throw.
- 📌 Reset Options Tested: Various normal moves and special moves tested as follow-ups for each juggle starter.
- 📌 Frame Windows Revealed: The data (presented in the tables below) will indicate the window of opportunity (in frames) you have to input the reset.
- 📌 Crucial Annotations: Following each table, numbered annotations provide specific details, character-specific quirks, or conditions for certain resets. These numbers directly correspond to any numbered annotations you see within the respective table image. If no annotation is present for a general case in the table, assume the reset works on the first possible frame (but always check character specifics mentioned in the notes!).
- 📌 Juggle Starter Combinations: If you're using one juggle starter (e.g., LP Hook) and resetting with another move that can also be a juggle starter (e.g., db.HP), the frame window for that specific reset attempt remains as indicated for that sequence. Combining juggle starters doesn't inherently change the reset window of the second move in the sequence.
But before you let a fleeting glimmer of hope ignite within your desolate heart, remember this: even with these "lenient" windows for some setups, many of the most damaging or strategically important Necro resets are still indeed frame-perfect or very close to it. 😈😭
🪦 So, face the reality, embrace your journey to mediocrity (or mastery!), and delve into the abyss of Necro's reset windows. Perhaps, just perhaps, you might find a fleeting moment of satisfaction amidst the crushing weight of inevitable practice. Or, you know, actually land these things consistently!
Necro Reset Windows: After db.HP Juggle Starter
The table below outlines reset opportunities after landing Necro's db.HP as a juggle starter. Specific character exceptions and conditions are detailed in the numbered annotations that follow, corresponding to numbers in the table image.
Annotations for db.HP Resets Table:
- Urien doesn't connect on the first frame.
- Alex doesn't connect on the first frame of db.HP > c.LP.
- Urien doesn't connect on the first frame of db.HP > c.LP.
- Alex only connects on the last three frames of db.HP > b.LP, starting from frame 207 (of the juggle state).
- Remy connects if you walk forward two frames and then hit on the third frame of the db.HP > b.LP reset sequence.
- Alex only connects on frames 209, 207, and 205 (of the juggle state) for db.HP > s.LK.
- Hugo only connects from frame 209 to 203 (of the juggle state) for db.HP > s.LK.
Necro Reset Windows: After LP Hook Juggle Starter
The table below details reset possibilities after connecting Necro's LP Hook as a juggle starter. Specific character exceptions and conditions are detailed in the numbered annotations that follow, corresponding to numbers in the table image.
Annotations for LP Hook Resets Table:
(Note: Frame numbers mentioned below likely refer to specific points in the overall juggle/combo state, as indicated in your table.)
- Hugo doesn't connect on the first frame (e.g., frame 133 of a count) during LP Hook > s.LP, only on the rest of the window. (See also annotation 46).
- (No specific detail provided for this number in the source text).
- Dudley doesn't connect on the first frame of LP Hook > c.LP.
- Hugo only connects from frame 121 to 115 during LP Hook > c.LP.
- Ibuki doesn't connect on the first frame of LP Hook > c.LP.
- Makoto only connects on frame 125 during LP Hook > c.LP.
- Remy only connects from frame 129 to 125 during LP Hook > c.LP.
- Urien only connects on frame 125 during LP Hook > c.LP.
- Hugo needs to walk forward 6 frames, and the first frame that connects is 121 during LP Hook > b.LP; alternatively, walk forward 8 frames to connect from 117 to 109.
- Ibuki doesn't connect on the first two frame heights/timings of LP Hook > b.LP, and then connects from 129 to 121.
- Twelve and Necro don't connect on the first frame of LP Hook > b.LP.
- Q only connects from 127 to 109 during LP Hook > s.LK and also applies to b.LP.
- Twelve and Necro don't connect on the first frame of LP Hook > b.LP.
- Urien needs to walk forward 7 frames to connect on frame 119 for LP Hook > b.LP.
- Yun and Yang don't connect on the first frame of LP Hook > b.LP.
- Yun and Yang don't connect on the first frame of LP Hook > b.LP.
- Hugo, during LP Hook > s.LK, connects from 117 to 111 without moving, and connects from 125 to 111 when moving forward.
- Q only connects from 127 to 109 during LP Hook > s.LK (as in annotation 12 for b.LP).
- Urien needs to move forward during LP Hook > s.LK, and then only frame 121 connects.
- Shotos (Ryu, Ken, Akuma) don't connect on the first frame of LP Hook > b.LK.
- Alex needs to walk forward 2 frames, and then connects from 129 to 121 during LP Hook > b.LK; or walk 4 frames to connect on 119.
- Chun-Li needs to walk forward and only connects from 125 to 119 during LP Hook > b.LK.
- Dudley connects for 4 frames without walking (starting from 125), or connects for 6 frames if walking forward two frames (starting from 129 to 119) during LP Hook > b.LK.
- Hugo needs to walk forward and only connects on frames 109 and 111 during LP Hook > b.LK.
- Ibuki only connects from 127 to 119 during LP Hook > b.LK.
- Shotos don't connect on the first frame of LP Hook > b.LK.
- Twelve and Necro don't connect on the first few frames of LP Hook > b.LK, and then only connect from 125 to 119.
- Oro doesn't connect on the first few frames of LP Hook > b.LK and needs to walk forward.
- Q connects from 121 to 107 during LP Hook > b.LK.
- Remy connects from 125 to 119 during LP Hook > b.LK.
- Shotos don't connect on the first frame of LP Hook > b.LK.
- Shotos don't connect on the first frame of LP Hook > b.LK.
- Twelve and Necro don't connect on the first few frames of LP Hook > b.LK, and then only connect from 125 to 119.
- Yun and Yang need to walk forward and only connect from 127 to 121 during LP Hook > b.LK.
- Yun and Yang need to walk forward and only connect from 127 to 121 during LP Hook > b.LK.
- Elena needs to walk forward 6 frames to connect LP Hook > b.MP.
- Hugo connects from 123 to 111 during LP Hook > b.MP, but if walking forward two frames, connects from 129 to 111.
- Q doesn't connect on the first two frames of LP Hook > b.MP, but then connects on all the rest within its window.
- Urien connects from 125 to 121 during LP Hook > b.MP.
- Chun-Li only hits on one frame during LP Hook > b.MK, but if walking forward two frames, then hits from 129 to 123.
- Oro only connects from 127 to 123 during LP Hook > b.MK and needs to walk forward.
- Yun and Yang need to walk forward two frames during LP Hook > b.MK and then connect from 129 to 125; otherwise, only the first frame connects.
- Yun and Yang need to walk forward two frames during LP Hook > b.MK and then connect from 129 to 125; otherwise, only the first frame connects.
- Q doesn't connect on the first 6 frames of LP Hook > c.LP.
- Ibuki doesn't connect on the first frame height/timing of LP Hook > s.LK, then connects up to frame 121.
- Hugo doesn't connect on frame 133 of the LP Hook juggle state (for certain follow-ups), only from 131 to 113.
Necro Reset Windows: After Frontal Throw Juggle Starter
The table below outlines reset data following Necro's standard Frontal Throw when it results in a juggle opportunity. Specific character exceptions and conditions are detailed in the numbered annotations that follow, corresponding to numbers in the table image. "Frame height" often refers to the opponent's vertical position during the juggle, which dictates timing.
Annotations for Frontal Throw Resets Table:
- During throws, Shotos only connect on frame height 63 with jab (s.LP).
- During throws, Chun-Li only connects from frame height 72 to 63 with jab (s.LP).
- Hugo needs to walk forward 4 frames to connect jab (s.LP) during a throw at frame height 10.
- Ibuki only connects on frame height 63 during Throw > s.LP and needs to walk forward 4 frames.
- During throws, Shotos only connect on frame height 63 with jab (s.LP).
- Makoto doesn't connect on the first frame of Throw > s.LP.
- Necro doesn't connect on the first two frames of Throw > s.LP.
- Remy only connects on frame heights 67 and 63 and needs to walk forward during Throw > s.LP.
- During throws, Shotos only connect on frame height 63 with jab (s.LP).
- During throws, Shotos only connect on frame height 63 with jab (s.LP).
- Twelve doesn't connect on the first three frames of Throw > s.LP.
- Chun-Li and Makoto only connect on frame 67 during Throw > c.LP and need to walk forward.
- Elena only connects with c.LP during a throw from frame height 75 to 67.
- Chun-Li and Makoto only connect on frame 67 during Throw > c.LP and need to walk forward.
- Q doesn't connect on the first 6 frames and needs to walk forward 6 frames for Throw > c.LP, only connecting on frame 51.
- Q doesn't connect on the first 5 frames for a different reset (e.g., Throw > s.LK), only connects on frame 57 and needs to walk forward 5 frames.
- Q doesn't connect on the first two frames of Throw > b.MP.
- Q doesn't connect on the first two frames of Throw > b.MK.
- Makoto only connects on frame 57 of Throw > b.MP.
This data, while potentially overwhelming, aims to demystify some of Necro's reset game. Knowing these windows and exceptions by consulting the tables and these notes can help refine your execution and decision-making. Good luck in the lab, and don't let the frame data break your spirit entirely!
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