It’s kinda of off-putting how her ground U2 only hits grounded opponents and her air U2 only hits opponents in the air.
Blanka’s U2 works differently, since ground U2 can hit opponents in the air or in the ground, his AA U2 used to hit opponents in the ground since SUPER but that was changed in Ultra.
That peculiarity of Decapre’s U2 makes using U2 after a focus crumple a little tricky
Question to my SF4 players: Do different characters have slightly different hurtboxes on wakeup, or do they all have different wakeup timings?
I’ve been testing some safe-jump setups and it boggles my mind how they interact with the different characters. I will make a large post once I get back from my friend’s house (Project M day), but damn, this is crazy. Didn’t know getting back into SF4 will give so much to learn.
Before the big post, I am going to leave you guys with an example:
Characters used: Guile, Sagat, Blanka
Quick Getup is used for this particular example.
cr.:mk: xx :lp: Hands > hold Jump Forward > j.:hp:
Results:
Hits Guile, whiffs on Sagat and Blanka.
Decapre can block both Tiger Uppercut (5 frames) and Flash Kick (4 frames) after landing from j.:hp:.
Decapre gets hit by EX Upball(4 frames) after landing from j.:hp:.
What is going on here? How can I block Flash Kick but not Upball? Could it be related on the timing of the Quick Getup? Help me take off some of the rust guys pls.
At the end of the day, I don’t mind learning specific setups, but the mechanics themselves are intriguing.
Just finished catching up. So people know you can get air throw from normal pound and apparently spiral arrow as well which really cool.
Something really impractical is after lvl 3 focus attack nj air throw catches people. i know its situational but it looks cool! Also her focus attack seems really good. Wish she had a better armor break though.
What do people use her cl :hp: for? It weirdly links to a lot of stuff and I’m trying to get down cr :mk: after it with relative success.
j :hp: seems to crossup in the corner and weirdly midscreen.
does her jump arc seem short? i’m not sure how to describe it.
How slow is :hp: stinger? After normal ground pound :lp:, :mp:, :ex: stinger work fine. but for some reason :hp: doesn’t seem to do much at all.
Sometimes I will hit the target combo during something else by accident. this causes the vertical :hk: to come out still. I wish she had that a normal haha although it is weird.
still just practicing. Thank you all for the tips on Hundred Slashes/Razor’s Edge/Razor choo choo whatever. Haha i haven’t really played a character like her she is super (ultra?) fun.
cl.:hp: is good after hit confirming a jump in heavy attack for max damage. cr.:mp: and cr.:mk: both link off of it, but due to range, the :mp: can be inconsistent; the cr.:mk: link seems easy and consistent enough for me to do (offline at least) via plinking. After the :mk:, tack on combo ender of your choice.
cl.:hp: is also +1 on block I believe, so take that as you will.
been a while since ive been around the forums… yeah, this dame is nuts, and a lot of fun. seems like most of what ive been finding has been mentioned… may have to compile a video this weekend for some of her silliness.
Still pissed that air drill doesnt juggle for crap tho.
OH! One thing to note, i dont know WHY, but for air drills, the game hates you having ub as your charge. if you go ub, b, f+k it works way more consistently. TK the EX is as easy and fast as b, uf, f+KK. just two cents on that. its not just you, the move is finicky.
IF TC2 actually is -5 on hit, then that shit is actually worhtless. Even if it breaks focus, why not use cr :mk: xx :lp: hands since it has more range than far :mp:
Anyone else notice that you can’t ultra after air throw unless you delay the input significantly?
I was trying to come up with a set up for U1, and thought the target combo into air throw would work, but no matter how clean your motions are, it won’t come out. All other charge specials come out just fine, but it seems like she was deliberately designed not to be able to use either ultra until a certain point after. You can still use ultra, but there’s a pretty noticeable gap between when you land/neutral to when it’s allowed to come out, and by that point, they’re almost standing already.
Edit: Actually, it seems like it’s the same with ALL back-forward charge motions in the game. I wanted to confirm before posting, and not only is there a delay when you can do both Decapre’s ultras and Scramble, but it seems to be a universal rule among all charge characters. I tried this with Guile, Chun, and Vega, and while they all can do their down-up moves immediately after an air throw, they can’t use their back-forward specials unless they wait a bit. Has it always been this way?