Here are some amazing notes for Necro, by Coreografo. They're translated from Spanish to English by me and him both, so some might be unclear. All credit really goes to Coreografo though. Hope this helps out the Necros out there!
sj- super jump
s- character standing
cr- character crouching
lp- light punch
mp- medium punch
hp- heavy punch
lk- light kick
mk- medium kick
hk- heavy kick
~ - kara / press the buttons quickly one after the other
qcf-quarter circle forward
qcb-quarter circle back
hcf-half circle forward
hcb-half circle back
360-Circle the Joystick once, 360 degrees
720-2 circles (720 degrees)
dpm-dragon punch motion(SRK motion)
Ground vs Ground:
-Punish s.hk on Whiff with c.lpxxsa1/sa3, s. mk, qcb+k, or b. hp
-Punish s.mk on whiff with s. mk, qcb+k or b.hp
-If you can anticipate a fireball from Oro, you can punish it with SA3 from max distance.
-There's a distance where you can punish a fireball from Oro(bd,f+p) with sa1 on reaction.
-You can use c.hp to trade with a bd, f+p (You have to anticipate this I believe)
-You can punish Oro's sa3, from 3 body's distance(a little out of s. mk range) with Necro's SA3 on reaction. (If you know he'll super, input qcf*2 before hand and press lp~mp~hp after the flash).
-You can use c. hp to hit Oro underneath SA2.
-You can beat a db, f+mpxxsa2 with s. hp on reaction (the fireball goes up and you beat his super before it comes out)
-To walk and parry fireballs while walking, you can parry the fireball using df>f(hadouken walk. If you need more clarification ask below.)
-Use c.lk buffered with sa1/3 to stop+punish Oro's dashes
Ground vs Air:
-When Oro does an unblockable setup with superjump, use b. hp to stop it.:
Younghou Translation: [b.hp when he gonna cross up you standing, is again standing unblockeable of oro. Example: Oro throws you backwards, you quick stand, he does a fireball xx sa2, and he can super jump over you, and do an unblockable on you. You can use b.hp to beat the superjump sometimes.]
-You can evade Oro's QCB+KK with a forward dash on reaction and punish on the other side. (This is also good to avoid chip damage.)
Air vs Air:
- You can use j. mk to stop double jumps.
Air vs Ground: -
Parry Punish: -
Red Parry Punishes:
s.hp - (b.mkxmp tornado hook)
qcb+k - (f.dash>hcf+hp)
db,f+pp - (hcf+hp)
- You can use meaty UoH to dodge a wake up ex SRK from Oro
- Use QCB+P, Reversal SA3 or down parry > qcb+p to escape the Oro unblockable.
- parry>(parryx2) rapido y luego cubrete contra el imbloqueable con los c.hp y super salto
Younghou Translation:parry>>>parry>parry and block vs the c.hp oro unblockeable set up. Block the last hit of the super and block the s.mp launcher.
- UoH > SA1 combos on oro no matter where you are, as long as he is crouching.
For Example: You can do j.drill > uoh>sa1. If he's crouching it will combo. The timing doesnt matter because the hit box for Oro is very very small when he is crouching.
-There's a distance where you can parry forward vs Oro and the risk for you is very low. The only thing to worry about is c. hk, but you can block this on reaction because its slow.
Reversals on Block:
c.hk - (sa3)
s.hp - (sa3)
qcb+p[the grab] - (s.mpxxsa3/sa1, db.hp)
uoh - (sa1,sa3)
"KEN SAIII and YANG SAIII vs Hugo?! Those weak ass super arts wouldn't put a dent in hugo's armour
And I knew Hugo was going to SAI when Yang initiated his v-ism" - DanielSmith604