Necro's Secret Weapon: Punishing Risky Round Start Pokes in 3rd Strike
The opening seconds of a Street Fighter 3: Third Strike round can set the tone for the entire match. Players often rely on quick pokes to test the waters or establish early space control. However, for opponents facing a savvy Necro, some common round start pokes can quickly turn into punishable mistakes, thanks to the unique properties of Necro's b.HP (Necro Upper) and specific hitbox/hurtbox interactions.
Understanding the Window: Hitbox vs. Hurtbox Dynamics
The secret to these punishes lies in a fundamental fighting game concept: the difference between a move's hitbox (the part of the attack that deals damage) and its hurtbox (the part of the character that can be hit). Many pokes in 3rd Strike have a sequence where:
- The hitbox and hurtbox appear together and are active.
- The hitbox becomes inactive after a few frames.
- Crucially, the hurtbox can remain extended and vulnerable for several additional frames after the hitbox has disappeared.
Necro's b.HP, while having a relatively longer startup compared to many pokes, is perfectly suited to exploit this lingering hurtbox. Its hitbox becomes active precisely when the opponent's poke hitbox is gone, but their hurtbox is still ripe for the picking. This often results in a clean punish for Necro, with no risk of trading hits.
Case Study: Alex's Risky Round Start Pokes
Alex provides a prime example of this phenomenon. Two of his common round start pokes can be consistently punished by Necro's b.HP from the starting position:
- Alex's Crouching Medium Punch (c.MP): When Alex initiates a round with c.MP, its hitbox is active for only 3 frames. However, for reasons possibly related to its animation or design, Alex's hurtbox during and after this move is significantly extended and remains active and within Necro's b.HP range for approximately 6 additional frames after the c.MP's hitbox has vanished. Necro's b.HP cleanly punishes this extended vulnerability.
- Alex's Standing Medium Kick (s.MK): The situation is even more pronounced with Alex's s.MK at round start. After its active hitbox frames, Alex's hurtbox remains extended and vulnerable in Necro's b.HP range for a staggering 9 frames! This provides an even more generous window for Necro to land his b.HP punish.
In both scenarios, Necro can safely initiate his b.HP as a response to these pokes without fear of trading damage, as Alex's attacking hitbox will have already ceased to be a threat.
Beyond Alex: Other Vulnerable Pokes
This principle isn't exclusive to Alex. Other characters and their pokes can fall prey to the same punishment strategy. For instance:
- Urien's Standing Medium Kick (s.MK): Similar to Alex's s.MK, Urien's s.MK at round start can also leave him vulnerable to Necro's b.HP punish due to a lingering hurtbox.
The general rule of thumb is: any character throwing out a long-range poke at round start, where their hurtbox remains extended and in range after their hitbox deactivates, is a potential target for Necro's b.HP. This makes it a valuable tool to scout for and a powerful deterrent against predictable opening moves. Community testing may reveal even more characters and specific pokes susceptible to this!
Maximizing the Punish: Necro's b.HP Follow-Up Options
Once Necro successfully lands the b.HP punish, he has several follow-up options, each with different strategic advantages:
- Follow-up with b.HK (Back + Heavy Kick):
- Pros: Deals slightly more stun than other direct follow-ups.
- Cons: Deals less damage and, crucially, does not cause a knockdown. This means the opponent can recover quickly, and Necro might lose his offensive momentum unless he has a specific read or setup.
- Follow-up with db.HP (Down-Back + Heavy Punch) - Standard Version:
- Pros: Deals good damage (comparable to b.HK follow-up) and causes a knockdown.
- Cons: Deals slightly less stun than the b.HK follow-up. The knockdown is a "soft knockdown," meaning the opponent can perform a quick recovery roll. This can make it difficult for Necro to capitalize with strong okizeme, especially if not near the corner.
- Follow-up with db.HP (Alternate Timing/Version for Hard Knockdown):
- Pros: While dealing marginally less damage and stun (e.g., 1 point less of each compared to the standard db.HP), this specific follow-up (often achieved by a slight delay or specific version of db.HP if available post-b.HP) results in a hard knockdown (HKD) that keeps the opponent closer to Necro. This is highly advantageous, as even if the opponent rolls, Necro can often still apply potent okizeme setups, frequently involving his Drill Kick.
- Cons: Requires more precise execution or knowledge of the specific setup to achieve the desired HKD.
- (Situational) Follow-up into s.HP xxx Super Art 3 (Electric Snake):
- Pros: If the b.HP connects in such a way that allows a link into Standing Heavy Punch (s.HP), this can be canceled into SA3 for significant damage, stun, and often excellent screen position or okizeme. This is the "cash-out" option.
- Cons: May not always be possible depending on spacing or character-specifics after the b.HP. Requires meter.
Choosing the right follow-up depends on the game situation, your meter, screen position, and what you want to achieve (max stun, guaranteed oki, or cashing out damage).
Strategic Implications: Controlling the Round Start
Knowledge of these b.HP punishes provides Necro players with a powerful tool to dictate the pace from the very first second of a round:
- Space Control: It discourages opponents from thoughtlessly throwing out common long-range pokes.
- Conditioning: Landing this punish a few times can make opponents hesitant, opening them up for other offensive approaches from Necro.
- Psychological Edge: Starting the round with a clean, safe punish can give Necro a significant mental advantage.
Conclusion: The Observant Necro Prevails
Street Fighter 3: Third Strike is a game of inches and milliseconds. Understanding deep interactions like Necro's ability to punish specific round start pokes with his b.HP can be a game-changer. It turns seemingly safe opponent actions into opportunities for Necro to assert dominance. So, keep your eyes peeled, lab out these situations, and make your opponents think twice before poking carelessly at round start!
What other round start pokes have you found Necro can punish with b.HP? Share your findings and experiences in the comments below!


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