"Hands" - it's about hands

The move lasts several seconds; plenty of time to switch your hands back to a “normal” position (whatever that is).

Also, while people sharing their different ways to do hands is cool, don’t say it’s “the best” or “the easiest.” Being a lefty I find sliding super easy/the most reliable, whereas others prefer plinking which I can’t do for shit. It’s all preference.

Difficulty is subjective, but techniques that allow you to plink are objectively better than techniques that do not. This is especially true for combos to cr.mk, as those are one frame links. People shouldn’t worry too much about doing what is technically “the best”, though, and instead value consistency. However, if someone is new to hands inputs and all techniques feel equally awkward, there’s no reason to not invest time in one of the techniques that are objectively better.

i plink when i slide, i plink mk~lp, then slide mp hp mp lp.

you have such a large cancel window that you can plink then slide with 2 separate fingers, but i just do it with my middle finger.

also i don’t think comboing to hands is ideal against most of the cast. While it leads to a safejump on most, that can be thrown off with delay quickrise.

Oh, i didn’t mean it as a sliding vs. pianoing thing. As long as it’s plinkable, it’s an objectively better technique than one that is not, barring any other craziness. I haven’t been comboing into hands too much, just kept it simple with psycho sting enders followed by dash up meaty pressure, but against some of the cast you’ll need to combo cr.mk to EX hands to get optimal damage. I’m also thinking about experimenting with ending combos with hp hands because of the additional corner carry. Not too sure the damage reduction is worth it though.

I find myself catching a lot of people with a L Sting after a blocked L Hands. It’s kind of strange because according to frame data this is a really risky thing to do – but it seems to work more often than not if I don’t abuse it.

That being said I’m trying to get out of the habit. Hands are nice for the pressure (intimidation mind games) and meter building, but I try not to use it a whole lot other than for this purpose and for a great way to consistently hit her Super with ease. One of the things I love about Decapre is that I’m able to hit her Super and Ultra (2) with 99% consistency by comboing into them.

She’s a bit of a strange character but she can be a lot of fun. Some people get borderline gimmicky with Hands and Scramble, and no doubt they can lead to great pressure and mind games – but she also has the ability to win matches by strong normals that are fairly easy to combo and some good anti-air and other defensive options. I’ve won matches sitting in one place and punishing whiffs/jump-in attempts… Decapre has a lot of ways to punish characters who get to hasty or walk forward too much. I think she’s a lot more versatile than anyone gives her credit for. But like anyone finding different strategies and approaches then MIXING THEM UP and being unpredictable is the biggest thing.

ill give a like if you read the threads before posting

what do you say?

After much practice with piano, I kept getting ex randomly due to plink…sliding method works and took 2 mins to pick up…is there anything aside from bandaid or condom to protect my finger? bandaid works very well as is less friction.

Don’t manhandle your buttons and your fingers will thank you.

It’s pretty similar to holding a pen gently. Holding it tightly makes your hand hurt after half a page, holding it without much pressure lets you write all day.

my buddy uses medical tape

I use a small piece of Velcro. Fuzzy side out of course.

Lots of stuff can be used. Use whatever is available

i like to lace my buttons with sulfuric acid. it motivates me to be real quick on the draw

idk why im surprised about this convo

c.mk into hands is pretty good. Not sure if that’s been mentioned

p.hard though, and even harder to space, I probably shouldn’t do it against characters with 3frame and faster reversals

man you guys really enjoy my saltyness

LP Hands is -3 on block. Anybody know what range roughly can u make it safe from reversal 3 frame DPs like Ken or Ryu?

Obviously SPDs are impossible but I rarely ever do hands on Gief and T.hawk in the first place

c.lk c.lp s.lp c.mk > lp hands
At this range (after the blockstring) you’ll be safe. That’s how I learnt the range anyway

lp to lp hands you will get blown up any range with a dp on block. lp to lp is just a bad idea anyway, unreliable, better to go lp, mp xx hhs etc. max range MP and 3/4 of mk you will be safe from DPs. cr mk is a great tool against grapplers… against everyone into hands…

also on blocked lp hands doing a stinger is not necessarily risky, you just need to get a read on your opponent. if you see them going in every time they block it then you would be dumb not to punish that. of course switch stingers if they are going for a throw. its your only invincible option so you can either backdash or block and use a normal or go for the 30/70… or you can stinger fadc backwards

how would someone be close enough to throw you after a blocked hands? like them attempting to throw right there probably means they are a bad player. Walk forward throw in that situation is a great way to get ex cannon striked.

I’m beginning to become scared of players who will footsie us into unsafe lp hands range by doing small steps forward then block.