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Necrid 

Todd MacFarlane's contribution to the Soul Calibur world didn't stop at making action figures for the series. He got his very own character put into the game, and he can be an absolute monster. Possessing the moves of every fighter in the game, Necrid is a big, powerful character with amazing foot speed for his size. Sure, your friends may cry foul whenever you use him, but why should that stop you from whooping their butts all day long?

Strengths:

Weaknesses:

  • Good damage potential
  • Fast foot speed.
  • A collection of some of the best moves in the game, what more could you ask for?
  • Recovery time on some moves is poor.


WS KK
The first part of this attack is Maxi's WS K. The second is Nightmare's 66B+K, which is a Guard Crush. Yeah, it hurts. It is possible to GI the second attack, so that's your best option if you happen to block the first hit. If you get nailed with the first attack, well, someone out there feels sorry for you.

6AAA
One of Necrid's quickest attack is this little string, which starts high but ends low. On counterhit this is a guaranteed string, although on regular hit you can block the last hit and punish Necrid. Unfortunately smart players won't let the last hit come out, so you'll have to play it by ear.

4AB
This is yet another string that is guaranteed on counterhit. The worst part about this move is that if the first attack hits you on a counterhit, you are turned away from Necrid. If Necrid is in close to you when the attack connects, he's in range for a side throw. You can see where this is going, right? Necrid players will have to make a decision here if 4A hits on CH. Going for a side throw means more damage, but it's not guaranteed, but the B is although it does less damage.

66K
Voldo's cartwheel kick makes an appearance in Necrid's movelist, and it's just as deadly as when the freak uses it. It tracks very well and it does amazing damage when it connects. Fortunately for opponents of Necrid, he doesn't have a good follow up when he has his back turned, unlike Voldo. Despite this the damage that this move does is more than enough to convince Necrid players to put this in their arsenal.

4K
Raphael's crouching kick is used here, and it has the exact same properties. It gives Necrid a lengthy stun when it connects on CH, allowing him to follow up with whatever the hell he wants. A guaranteed follow up would be Necrid's 22_88B.

33BA
This attack combines Mitsurugi's 33B and Talim's 33A into one deadly combo. All the properties of both moves still exist here. The first part of the attack will launch you into the air, while the second will juggle you for more damage. Should you happen to block the first attack, do not ever try to stuff the second attack with your own move. Because it's based on Talim's 33A, it will crouch underneath high attacks very easily.

22_88AB
We've gone this far without saying the word, but it needs to be said here. This move is absolutely, positively cheap. A low hitting sweep that cannot be punished followed up by a hit throw that will catch airborne opponents. If your back is anywhere near the ring edge when you are hit with this attack, say goodbye to any chance of winning. This move has tremendous ring out abilities, and smart Necrid players will abuse this move from here till the end of time.


Complete Moves List:

Throws:

Command

Position

Escape

A+G

Front h

A

B+G

Front h

B

A+G or B+G

Left h

A or B

A+G or B+G

Right h

A or B

A+G or B+G

Back h

A or B

Standard Attacks:

Command

Stance

Range

A

h

AA

h,h

A~B

m

A~KB

m,m,m

6A,A,A

h,h,l

6A,B

h,m

66A

h

3A,K

m,m,m

4A,B

h,m

44A

h,h

A~G~A

l

1A

l

2A,K

l,l

B

m

B,B

m,m

B~B~B

m,m,m

B~G~B

m

B~A

l,l,l

6B

m

66B

m

3B,B

m,m

4B

m

44B,A

m,l

1B

m

2B

m

K

h

K6

m

K~B

m,m

6K

h

66K

m,m,l

3K

m

4K

h

44K

m

1 OR 2K

l

A+B

m

66A+B

m

3A+B

l

2A+B

l,l

1A+B

m

B+K

m

B+K4

m

B+K6

m

2B+K

l, Sm, Sm

A+K

m,m

WS A,A

Sm, l

WS B

m

WS K,K

m,h

FC A

Sm

FC B

m

FC 3B,B

m, l, Sm, Sm

FC K

l

FC A+B

m

FC 3A+B

h

Jump A

h

Jump B

m

Jump K

h

WL A

m

WL B

m

WL K

l

Wind Sault (WS): 6B+K

Command

Stance

Range

A

l

B

m

K

h

4K

h

Gero de Ray (GDR): 214

Command

Stance

Range

6

-

A

h

2A,A,A,

l, Sm, l

2A,2A

l, Sm

B

m

K,K,K

l,m,h

8-Way-Run Attacks:

Command

Stance

Range

6A

h

6B

m

6K

l

Any Direction A+B

m

3_9A

h

3_9B,A

m,m,m

3_9K

m,m

2_8A,B

l,m

2_8B

m

2_8K

m

1_7A

l

1_4_8B,A

m,l

1_7K

l

4A

h,h

4K

m

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