Kill... Kill... Kill Them All! The New Decapre General Thread

EDIT: Phantom already replied. SRK should let you know that when you post a reply, someone did it earlier.

Depends on what buttons you press…

LK+MK - Ground teleport, same LP/MP/HP follow-ups as LK Scramble, K gives you EX Razor Edge Slicer

MK+HK - Low arc air teleport, same angle as MK Scramble, same LP/MP follow-ups as MK/HK Scramble, HP/K follow-ups give you EX Break/Cannon Strike

LK+HK - High arc air teleport, same angle as HK Scramble, same LP/MP follow-ups as MK/HK Scramble, HP/K follow-ups give you EX Break/Cannon Strike

I couldn’t find this information anywhere, so here it is:

Decapre has two buttons for kara throw:

  • HP~LK+LP gives you a minimal forward movement, but it sounds cool since you can hear the dagger sound playing during the throw animation (nice!)
  • MK~LK+LP has a little more range, but it’s very little, less than a little square in training stage

I didn’t test it yet with Decapre but if cl.MK and far.MK are the same as Cammys then the Kara won’t work. only far.MK karas, not cl.MK. Means once you get close enough the MK Karathrow just won’t work anymore due to the different normal.

Oh… I didn’t test that… so we’re stuck with HP and its insignificant range buff but with cool sound fx

Been hearing about cl.mp resets after scramble. Anyone care to elucidate?

Haven’t heard anything about that.

After ground pound you can do a cl.MP to air reset the opponent, giving you a mixup afterwards… I guess it only works in the corner, tough

Haven’t tested that yet…

So the frame data app is awful. So many errors, loads poorly. I wouldn’t believe it, I doubt her tc2 is -6 or whatever it says on block.

I head that so many times! Didn’t download that app and plus…it’s not free.

Terrible with charge characters on a pad, so it looks like I’m gonna be in training mode for a good long while until I can go into matches with Decapre. Though, buffering into Hands is more lenient than I thought it’d be.

How’s everyone doing in the blockstrings and frametrap department? Decapre’s close mp’s just like Cammy’s, so I’ll be using that for traps and counterhit fishing. In order to make the best out of conversions from close mp traps, you have to cancel into Hands since you most likely won’t have charge if you’re trapping/fishing with it. Need to do more testing, but so far, I’ve been unable to punish cr.lkx2, cr.lp, cr.mk>LP Hands as a blockstring with anything on block, other than supers/Ultras and command grabs (Hakan, T.Hawk and Gief).

Dunno what to make of close HP, it might be neutral/small disadvantage on block?

EDIT: Wait, what am I talking about lol? You can still maintain charge to combo into LK Scramble>Slide during mp fishing.

clMP is 4f startup, +6 on hit +1 on block i think. clHP is 9f startup? and also +6 on hit +1 on block.

Nice bit of info there, thanks Phantasy. :smiley:

cmon was the first thing i post lol

s.mp works but doesn’t add much range at all

Been messing with her and found some cool setups, will post videos a bit later :slight_smile:

My initial impression/gameplan is to revolve around using EX moves personally. EX Cannon Spike, Spiral Arrow, Break, and hands are all really good (and most of them offer combos opportunities and/or are plus on block). EX L scramble >> slide is a nice reaching 200 damage armor breaker too. She doesn’t seem to need FADC for ultra combos and the additional damage is nice but not always necessary. While I’m sure red focus has utility it seems too expensive IMO. Same with super (though 2 frame startup is pretty sick)

rapid daggers into super works nice but I rarely get enough meter to do it as I use it moreso on the other ex moves

Her ultra 2 annoys the hell out of me sometimes.
Yesterday playing my buddy’s guile—I reacted to a focus attack with her grounded version, he dashed back and it went through him due to the dash putting him “in air”.

I usually use U1 but I did a lk scramble into slide and it went through her u2 against another Decapre. The hit box on it must be small