Does Decapre’s air throw help at all? I threw Dictator out of U2, caught Vega out of his wall jump stuff a few times, some success against Dictator’s weird dive. But I am not sure if it is a gimmick or just used for mind games.
What are the properties of mk/hk scramble I did it against one of the grapplers and their AA ultra whiffed. I’m not sure why though, I thought Decapre would get caught
great
So you’re aiming to do it a bit after he passes through or when his feet touch the ground?
I havn’t done this yet myself, I just know from playing as dictator for a long time versus numerous characters who want to bait EX Psycho for this reason. I would expect after he passes through you can U2 (ground) because there is this little somersault motion dictator does when he ends the move, he’s considered grounded during this recovery. It might take some practise but think it should be about the same timing as boxer.
Edit: to clarify what I meant about being mindful, there may be psycho crusher cross ups that are still considered airborne by the time your ultra comes out. Ex psycho crusher point blank lands very quickly though so this shouldn’t be a concern.
Good to note. Can’t tell you how many times I whiffed U2 because I thought someone was grounded and didn’t realize how fast the ultra came out and just flew through them.
I did a Video with that punish alongside the blanka balls like the first day
And then most were like “wtf why are you Doing that bs”
Air throw is for ending some combos and swatting down one of Gouken’s wakeup options.
Is a decent air to air too
Makoto seems like a really bad matchup for her i get blown up hardcore against her lol
makoto out pokes you alot alot of her stuff is too safe to reversal it feels relatively uphill you have to try and trick her and outfootsie her when makoto is strong at footsies especially if they play that very hit and run kinda style where they dash in do a block string and backdash because her back dash is so fast and far they can get whiff punishes if u try to hit buttons off that. ive found that if they are using alot of forward momentum u can use canon drill to catch them off guard and i don’t think she can grab u off properly spaced lp hands so thats a good tool especially if they like to do that thing where they focus just out of up punch range because as far as i can tell ex slide is the only other armor break she has
EX MK/HK Scramble HP break is also breaks armor
ah i try not to use that move too often because it gets punished too easily on people who kinda understand how decapre works i try to use it at little as possible because then it usually hits when i throw it out because they aren’t ready for it this is good ot know though i can definitely use this
U2’ing blanka balls is a sublime experience I wouldn’t want any Decapre player to miss out on.
It’s fine though when you see them focus, they can only react with dashing which will get hit assuming you’re close enough. Characters with faster dashes will be more risky to ex break against though.
sooo going hands heavy is a pretty bad idea against divekick characters
i think going ham with hands is bad idea in general
Basically safe frames =/= inherent safety in use.
Like, :lp: hands if distanced perfectly can’t be punished on block. That doesn’t mean that it can’t be punished as opponents will notice you use that every time you’re at a certain distance, and compensate by starting to neutral jump aerial/ fireball/ anything when they see it coming.
maaan between decapres finicky antiairs, t.hawks ability to change jump timing and spiruspiruspiruspiru, hawk’s reeeeal difficult to keep out
I just stand outside of spire range and punish with st.hp or st.mp/cr.mp hands.
The thing about him changing his jump arc is just to remember to not anti air too early and that you can control where you are on the ground to control what he can do in the air.
then if I play that player again I just pick Blanka cause screw thinking hard
I hate rose. That is all.