Oh boy, do you get a kick being nasty and generally unpleasant or you just can’t help being obnoxious all the time?
It doesn’t hit airborne chars, it’s a fact that not everyone know (clearly not even K-Brad) and I was stating that and, in the process, telling a way to avoid this. I don’t need you (or your annoying attitude) to point me that.
Don’t bother replying, your rare contributions that are USEFUL don’t come nearly close to make up for your constant rude and distateful posts so I’m just ignoring you
Why does everyone cancel into LP rapid dagger? I mean, even if the damage is not that much more, it’s still more right? And also HP rapid dagger has more hits and it builds more meter. I don’t get why everyone’s using LP.
For block strings, I’m looking at the frame data and it says LP dagger is -3 on block and HP version is -7 on block, but doesn’t the push back make it difficult to punish even with 3 frame normals? I mean, you’re gonna eat it if you hit rapid dagger into the block of a character with command grab either way, so might as well cut your losses and build meter, or maybe give yourself a bigger window to FADC back and bait the grab?
Sorry if this is a dumb question, I’m just not seeing why you wouldn’t take the extra damage and extra meter. If you’re doing it because you aren’t sure whether it’s going to hit or not, then why not hit confirm with one or two more normals and just decide to finish with the cr MK into LP rapid dagger on block and HP rapid dagger on hit.
Hope everyone’s having a good week. Game’s awesome. Fell in love with Decapre. Thought she looked like crap before Ultra came out, thought she was really weak first day I had the game, but 2nd day I got a better feel for her and really feel like she’s the most fun character to play.
Hi.
The pushback is minumum if you start hands very near to the opponent because during the hands animation decapre keeps digging in.
You get HP hands blocked you find yourself at -7 very near to the opponent, 100% heavy punish. Doing that from max crMK range doesn’t change anything since decapre digs in.
You get LP hands blocked you find yourself at -3 which is somehow harder to punish for most characters. Doing that from max crMK range you’re totally safe since the animation doesn’t last for long and decapre can’t dig in as it happens with HP hands.
IMHO, you can use HP hands only hitconfirmed on hit to get extra damage, get the right setup for safejump, or hitconfirm into super.
If you feel the risk of getting hands blocked, doing HP hands will result in a heavy punish no matter what, so LP hands all the way.
As a combo ender, new setups for easy safejumps have been found recently so you’ll have to hitconfirm in the proper hands version to get the advantage of the safejump.
Can you give me an example? Ken’s HP shoryuken has a 3 frame startup right? I tried it in training mode and Decapre blocks shoryuken after a blocked HP rapid dagger. Ken’s super definitely punishes blocked hands. I’m assuming a lot of supers, fast ultras, and command grabs will work to punish HP dagger on block, so yeah in those situations if the opponent has those tools available I would adjust, but are there any other punishes that you know about that I need to keep in mind if HP rapid dagger gets blocked?
Right now my bnb with Decapre is two cr jabs into cr strong to HP rapid dagger, or if I get in super deep I do cr short, cr jab, st jab, cr forward into HP hands. That second one gives me long enough to hitconfirm and if it’s being blocked I finish with LP hands.
I haven’t played much online, been mostly in the lab, but when I do play against friends live I haven’t seen any big punishes from blocked HP rapid daggers. It’s pretty much free chip and meter every time. Let me know what kind of punishes you’re talking about so I can pass it along to my friends. I want them punishing everything I do that’s unsafe to clean up my game.
I disagree. HP rapid dagger on hit pushes the opponent back quite a long ways so it’s good for positioning without having to use the meter to FADC spikes into air throw. HP rapid dagger also builds a good amount of meter and gives extra damage (doesn’t matter how much, extra is extra). I wouldn’t cancel HP rapid dagger into super, it seems like a waste with scaling. Don’t be quick to discount moves just because somebody says they aren’t as useful as others. You’ll only limit your potential that way.
Well… of course that depends on the character you are facing, anyway…
First off basically almost every reversal in the game is now able to punish hands while before they couldn’t
Any kind of fadc combo starting with a crMP or crMK xx Special xx FADC xx damage, which couldn’t hit you if you used LP hands
SO many examples in the two above mentioned categories of punish cmobos for every imaginable character
Other random examples which now come to my mind and were not included above
you get balrog’s crLK xx headbutt > ultra > knocked down in the corner
you get, abel’s 6MK > mixup rape
rolento’s crMK xx Ex rekka > ultra… smoething similar i think can be done also with poison and elena
Other than that, you already talked about all kinds of ultras and supers and command grabs which can punish a -7 move. Seriously a lot of stuff.
Not to mention that you’re very likely to get knocked down at the end of the punish and will have to deal with wakeup mixups.
Not to mention you lose the pressure on the opponent while with LP hands you’re still there.
Punishes which can go from 200dmg to 500+ dmg with ultras involved in the combo and knock you down… all because HP hands were used instead of LP
I honestly see no reason to go trough all that stuff just to make 20 more damage points and build some meter.
-7 on block and no significant pushback, other than hitconfirm them to get the safejump you’re there seem to be no more application where the risk of getting owned by the opponent in many ways is really really high. And all could be avoidable using LP hands, simple as that.
I’ve been maining only Gen since vanilla and i’ve been doing HP hands a lot… i don’t really like the idea of having to learn to do LP hands… i wish decapre’s HP hands were the answer to anything so i could just keep going using the same technique without losing time learning new ones.
But that’s not the case. I was only using HP hands at the beginning with decapre but it becomes clear soon enough that you’re risking way too much.
Last thing… what you said about ken’s srk not being able to punish decapre’s HP hands is weird, i try it in training mode and the reversal srk hits fully. Then he can also do crMK xx hado xx FADC xx crMK xx Tatsu HK.
Yeah, I took her back in training mode and you’re both absolutely right. HP shoryuken definitely hits full. I just wasn’t hitting the reversal in time but when I mashed HP shoryuken I was getting full reversals, even on LP rapid daggers. Which is kind of a bummer. My mistake.
About your issues with learning LP rapid dagger, Trapy. Here’s the methods I use to cancel into LP hands and I find them comfortable and easy. I really only cancel hands from cr strong or cr forward so these are the two I use when I want to go to LP hands:
cr strong to LP hands: cr strong, cr jab, cr fierce, cr strong, cr jab (roll from the cr strong to cr jab then roll from cr fierce to cr jab)
cr forward to LP hands: cr forward together with cr jab, cr strong, cr jab, cr strong, cr jab (start by hitting cr forward and cr jab at the same time. you can also alternate between cr fierce and cr jab but I find it easier to drum the two buttons using my middle and index finger instead of my ring and index finger.)
Personally I’ve been doing a double-tap then slide method. The reason I go for slide is because I don’t have the dexterity for piano and I feel I’m more consistent with slide. I double tap mp a lot because most of the combos demand it.
i.e. cl.mp, cr.mp (double tap), lp, mp, hp (slide).
The trouble I’ve been having is cr.mk into hands. I have select setup for blinking/slinking so I would either blink lp+mk and slide. But I’m not super consistent with the blinking since I have to use three fingers, despite being able to consistently blink lp by itself.
The other method I’ve been trying is just plinking mk+lk and just quickly sliding hp,mp,lp,mp,hp. This method you have to slide all the buttons extremely fast, but I’ve found this more consistent for myself.
Also noticed that after hands you have a meaty immediate non-ex ground pound if the opponent quick rises. If this makes it just safe enough on block, I’m not sure. I’ll have to do more testing with this.