Personally I’d stick to the safe-ish pressure rather than try to replicate Blanka hop shenanigans as the more you do it (IMO any # of times >1) the more likely that the other guy is going to be mashing on something with the odds being pretty good that whatever it is he’s mashing on is going to eat this up.
Wow… I re-read my post and I thought, since when have I become so bad at expressing myself?
What I wanted to say is that Decapre is much more footsie oriented than people think. She has all the tools she needs to compete with any character imo, her scramble mixups are just a bonus. That’s just how I would play her anyway, everyone has his own style/preference of course
Is the ex crossover as vulnerable or less so? I know the thing has mad recovery but it’s startup is radically different so I feel it can sneak by if your opponent isn’t expecting it, as it really is the least used mixup.
i just realized that i’m not having hugo problems, i have every-character-in the-game-problems because im fucking awful jesus christ
is anybody else having problems not playing decapre as anything other than a subpar pseudobison where cr.mk xx lp hands sort of take the place of scissor kicks?
i am personally having trouble with that mentality(sans the cr.mk lp hands poke auto pilot) but yeah… it feels like everything she does another character does better, although im chalking this up to unfamiliarity wiht this char and playign bison in every version since vanilla.
there are a lot of situations i see when watching my replays where im like “shit… i could have done X here instead and that would have been better”
This is a tough one. You can low profile it with sweep (and it’ll even occasionally sweep him as a bonus) but this isn’t consistent and can be an enormous whiff punish opportunity for Guy. If possible, I just try to walk to the other side of him with her good walk speed, but this is situational.
Please, pass by that thread check it out and would be great if everyone starts use that method. It’s way easier to track information that we need and excluding all the clutter 'til we find what we’re looking for.
There won’t be a need for na OP to constantly update the thread.
Honestly just about every EX spiral arrow is plus except the really poorly executed ones. It’s one of my favorite tools.
Couple things to say about matchups/tools/archetypes in general:
1 If you haven’t spent the time to look at how your normals interact with a character’s main tools (whiff punishing, counterpoking, defensive poking, etc), don’t be so quick to conclude that the matchup is bad just because you can’t slide LP booms consistently, all your scramble options get stuffed by lariat, or they get a free escape option from your ultras. This is an elusive concept known as “footsies.” If you’re looking to get started with Decapre footsies, start with Standing HP: the hitbox/range is solid, it’s nice and active, and she slightly low profiles when she does it.
2 Beyond feints and LK slide punishes, scramble stuff is pretty situational and/or matchup dependent. Unless it’s a matchup that I think I can bully the opponent due to their range-specific and/or weak anti airs (Rolento, Chun, and Sim come to mind), i try to avoid throwing it out there. And if I do, I generally stick with EX so I can always do Cannon strike as a (usually plus on block) backup plan. Your opponent will usually give you opportunities to punish them if you let them; do that instead of handing them free damage.
3 Lots of frustrations with charge and grapple characters. My biggest suggestion is to be even lamer than they are. For example, if you have the patience to walk a down-back Honda into the corner (and many will let you), he’s done. None of his air game can handle her DP and he no longer has headbutts. On the other hand, if he’s actually willing to walk forward (and losing his charge in the process) her footsies are superior. Focus sonic booms for ultra meter. Downback until Balrog does something that’s minus or you can react to. Make Chun jump into a DP. counterpoke Bison/Gief/Hugo, etc etc etc.
ive stopped reading 95% of these posts because its too ridiculous. People complain the character doesnt let them do whatever they want when they want to, so its a bad match. 1 more month of this then the boards will be useful.
i have no complaints to make against this character because she’s pretty awesome imo. not the best character in the game but definitely a good one. i’m putting the hours in and getting good results. yes i’ve lost a few sets to good players but overall i can’t ask for much more.
im getting awful results but that’s because i’m awful. i do think her antiairs are a bit too finnicky though. close mp seems like the only reliable one. maybe i should try to play it more aggressively so the only range i would have to worry about anti airing is the range where close mp works well.
I feel grappler matchups are all heavily based on meter management. You can’t escape from pressure except with ex sting, and ex spiral arrow is such an important keep out tool that you’d never want to spend meter on anything else, so no FADC and no ex scramble against them. However, once you have meter, I think Decapre has the advantage just because of how good ex Spiral is. I honestly believe that is one of the best moves in the entire game, even better than jaguar kicks imo.
Also, abuse the s**t out of DWU. It saved my life multiple times against Zangief.
Well, it weakens their mixup game a bit. They can’t jump on you freely after a command throw, and they will have to approach you from the ground which somewhat limits their options.
yeah i get that, but just be careful with it, mix it up with backdash (we have a very good one tbh) focus backdash, neutral jump/back jump to avoid empty jumps>SPD gimmicks and what not