Necro's Throw Range Secrets: Advantages & Disadvantages (3rd Strike Data)

Uncover surprising throw range advantages/disadvantages for Necro in SF3:3S! This guide uses data to reveal optimal spacing vs the whole cast.

Understanding spacing and grappling is fundamental in Street Fighter 3: 3rd Strike. A common assumption revolves around normal throws: it was my understanding that, apart from Kara throws, all normal throws had the same range. This means that if two characters are positioned at a certain distance from each other and one character successfully performs a throw, the other character should also be able to do the same from that exact spot. It seems like a straightforward expectation, doesn't it?

However, in the deep and often surprising reality of 3rd Strike, **this is not always the case.** 😨 There are subtle but significant differences in normal throw ranges between characters, particularly noticeable in matchups involving Necro.

Unveiling the Truth: Necro's Throw Range Data

To clarify this often-overlooked aspect of Necro's gameplay, I've compiled data comparing his normal throw range against the rest of the cast. The table (represented in the image `throw ranges.png` accompanying this post) reveals some fascinating and strategically vital information.

Key Findings: Necro's Throw Game Analyzed

As evident from the table, the data highlights several crucial points about Necro's close-range interactions:

Necro's General Advantage

Necro can enter a range where he can throw **most of the cast** without being susceptible to being thrown in return. This creates a specific "sweet spot" where Necro can initiate a throw attempt relatively safely, while the opponent cannot immediately retaliate with their own normal throw. While other characters can defend against Necro's attempts by teching the throw (inputting their own throw command just as they are grabbed), if they try to *initiate* a throw from that same slightly further range, they will whiff. They will need to get much closer to Necro to attempt their own throw.

Notable Exceptions (e.g., Ibuki)

The data highlights extreme cases. For instance, looking at Ibuki, she almost needs to be kissing Necro before entering her throw range against him. This gives Necro a significant advantage in footsies at the edge of his throw range against characters with shorter reaches like hers.

The Grappler Counterplay (Hugo & Alex)

On the other hand, when it comes to the grapplers, Hugo and Alex seem to be the only characters that put Necro in a disadvantageous situation regarding throw range. They can be within Necro's throwing range *before* Necro gets into theirs, giving them the upper hand in close-range grappling scenarios if spacing is precise.

Neutral Ground (Chun-Li, Urien, Necro)

Against **Chun-Li, Urien, and, of course, Necro** himself, the throw ranges appear symmetrical. They have no inherent advantage or disadvantage against each other based purely on the maximum normal throw reach.

Crucial Context: Matchup Specificity

Another critical point to observe is that the disadvantage faced by Ibuki and other characters against Necro may vary when facing different opponents. This implies that the numbers in the table are **only valid in matchups involving Necro** and may not necessarily apply universally to other character pairings.

An Odd Quirk: Whiffed Throw Pushback

Another peculiar detail observed during testing: when certain characters are very close to Necro and they whiff a normal throw attempt, they seem to move back a few pixels. Specifically, Yun, Yang, and Remy move back by just 2 pixels, while Twelve moves back by a more noticeable 6 pixels. The reason for this slight pushback on whiff is unclear, perhaps a subtle interaction with Necro's hurtbox or a quirk in their whiff animations. 🤷‍♂️

As for Elena, well, nevermind...

Decoding the Data: How to Read the Throw Range Table

If this variance in throw ranges was widely known, I certainly didn't receive the memo! Nevertheless, even if known, perhaps the extent of the difference wasn't fully appreciated. Here's how to interpret the table, using Akuma as an example:

  • Necro can throw Akuma starting from a distance of **73 pixels** (and also at 72 pixels).
  • At these ranges (73px, 72px), Akuma **cannot** throw Necro.
  • When the distance decreases to **71 pixels**, Akuma can then throw Necro.

So, the first number(s)** listed in the table typically represent the distance(s) at which Necro can initiate his throw, while the **last number** represents the distance at which the opponent can initiate their throw against Necro.

Important Note: For Urien and Hugo, the order in the table might be inverted to reflect their advantage, which is why Necro's name might be explicitly placed in those columns for clarity in the original data source.

Conclusion: Strategic Implications of Throw Ranges

This data isn't just trivia; it has real strategic value. Knowing these specific throw range interactions allows Necro players (and their opponents) to:

  • Optimize spacing for initiating throws more safely.
  • Understand when they are vulnerable to an opponent's throw even if their own would whiff.
  • Make more informed decisions about teching throws versus attempting their own.

It adds another layer of depth to the already complex spacing and footsie game involving Necro in SF3: 3rd Strike.

What are your experiences with these throw ranges in Necro matchups? Did this data surprise you, or confirm your suspicions? Share your close-range battle stories and insights in the comments below!