Execute! The Decapre Matchup thread

But os air spiral can work

I’ve been working on a personal matchup chart for myself against decapre (note this it NOT based on Decapre overall but from my own experience online and offline so far.

The biggest struggles I have based on my W/L ratio have been Balrog, Rose, Juri, Ken and Chun-Li.

Ken’s pokes and kara throws are really annoying me compared to all the other shotos. I can’t find anything to beat his step kicks besides whiff punishing it if he does it at a bad range.

Any advice on this and any of the other bad matchups I listed?

Poison feels rough. Ground game doesn’t seem friendly and her jumping rh is good in the air. The saving grace is the lack of horizontal range on her dp not so air-tight AA game. Still, even though I haven’t faced any good poisons yet, it seems tough.

Poison is easy. Focus absorb until you have u2, then stare at her. Mixup j.hk with empty jump to bait anti airs then punish with cr.mk xx hands and safejump her. her fireballs are also not that risky if you aren’t airborne so doing lk scrambles and reacting with slide if she throws one and backing off if she didn’t is great.

I’ve been using j rh at long range, but for some reason I didn’t think about just empty jumping to bait something. That makes a lot of sense.

Hey does anyone have any tips about the Rose matchup I feel like I can’t deal with her foosties and zoneing.

I’ve actually had quite a bit of trouble with Ken as well.

I only have a couple of notes on him:
His fireballs recover fairly slow, punish with U2
Do a couple cross-up scrambles, wait for him to start trying to DP them, then start faking him out with the scramble and punish his DPs

Her fireball is slow, can punish with slide or U2
She has no overhead so crouch-block lots

Rose players will usually use HK Soul Spiral, usually when you see that move come out you feel like you can punish it but most punishes are 1-2 frames and hard to time:
1 Frame Punishes (don’t recommend trying it) (also haven’t tested these, just going off frame data, so I don’t know how they all connect with distance and all):

  • cl. mp
  • cl. lk
  • cl. mk
  • st. lk
  • cr. lk
  • U2 (dangerous as f***)

2 Frame Punishes:

  • cl. lp
  • st. lp
  • cr. lp
  • Throw (again, not sure about spacing, haven’t tested)

Super is a 3 frame punish

Against Rose you have to be on point to Psycho Sting her Soul spiral. As an Evil Ryu player i find that reversal the c.mp xx Sooul Spiral as a charge character is pretty easy. Her U2 can be avoided thanks to Scramble. Finding an opening can be tough but i think it is a 5:5.

GUILLE TIPS PLEASE!!!

I freaking hate fighting him… my worst matchup easily. You can’t end block strings in Scramble or you get Flash Kicked… you can’t :lk: scramble at all, even with the :hp: followup, you get flash kicked. Standing :hp: and :hk: are only mediocre at footsies…

WAT DO

mixup j.hk and empty jump and ex strike his neck. If you have 1 bar you have a free in every time if he stands up to throw a boom.

You can’t psycho sting if they know what they’re doing and use HK soul spiral

You CAN Psycho Sting every Soul Spiral, none of his cancel are true blockstrings.

Been going through the grappler matchups. What exactly is it that Hugo can do outside of a few jump in normals that isn’t just outright beaten’ by stand MK or stand HK? Heck, I’ve even beaten out his armored EX move thing on it startup frames.

As for 'Gief, I really like how neutral jump HP beats out lariat. You can pretty much teach them not to do it after a few confirms into full combos.

Has anyone played Blankas? What buttons can stuff random electricity? I thought that the jumping HPs (both vertical and diagonal) would beat it but I was harshly proven wrong.

Veserius would be best for answering that.

In my experience with other characters it depends how close the Blanka is doing it to me. If far enough away low attacks work, if too close its a trap because it tends to counterhit if you try

Without charge, cr.mk xx hands. If closer, cr.lk, st.lp, cr.mk xx hands. If point blank, block. If you have charge, ending in upper might be more appropriate in whatever situation. Or just U2.

if he’s just doing random neutral electricity you get a free cr.mk xx hands into safe pressure. Trying to jump on electricity shows you don’t really understand the move, I’d suggest looking at the hitboxes.

shits free, blanka players have brain damage or something.

Ok I’ll get on all that. Thanks everyone!

Yeah, jumping on electricity is never a good idea.