Off st mp I slide mp~lp~lp~mp~lp for lp hands and mp~lp~lp~mp~hp for hp hands
by lp~lp i mean i slide my finger to the left side of the lp button then immediately bring it back and slide off lp again (i guess it’s kinda like double tapping?.. double sliding? lol)
should help eliminate the possibility of getting st mp~hp
yun and yang? light stinger beats out like any pressure they try to create at all it stuffs dives it stuffs frame traps u can make them stop hitting buttons with it easy then its pretty much business as usual
To those asking if c.mk hands is crucial, I think not only it is crucial but if you don’t get this down to a science you are wasting your time playing this character.
Pretty sure that no one has mentioned this so i’ll throw it in there.
You are able to do an air cannon strike after decapre begins to fall when not pressing anything during her heavy scramble. Its kind of a tight charge but the frame data app says air canon strike is at best +2. The angle that this ‘quirk’ is performed makes it hit to give you that much advantage.
Just try it out lol, you’ll see what i mean
You need the range that c.mk provides, lp hands from this range is safe pressure, it is her rfc enabler, easy hit confirm into super. You can do all this from a c.lk
You lose quite a bit from not being able to do this IMO.
This is not true and people need to stop saying it.
So, without 3-4 bars, all it gives you is safe pressure. Honestly, you’re barely ever going to have the meter for the other options out of LP Rapid Dagger because you’re going to be spending it on Stinger xx FADC, EX Scramble, and general FADCs to stay safe anyway. Saving meter incase you land a LP Rapid Dagger would truly be wasting your time.
i really think that the true potential with decapre is in the form of Wultra, thing is in combos the ultras are ass due scaling
but being able to punish SO MUCH stuff with u2 give us room to set up at least 2 u1 per round.
the fear factor is key imo, ppl once understand u2 punish potential tend to play more defensive. Thats when u1 comes in handy, no matter how small the damage is because the set ups are going to be mainly resets, so u1 is there to create an oppening more than making raw damage.
cr.mk xx hands is used because it fills a hole in her spacing that lots of characters can easily exploit. st.mp gets blown up by lows (is also pretty slow) and cr.mp just does not have the range meant for a move you’re trying to chip with.
Cammy is pretty easy to space out in the ground game if she doesn’t take to the air, Decapre is going to be spending a lot more time on the ground than Cammy. You’re going to have to learn this move or you’re going to be blown up by every mid range low in the game.
S.mp xx hands can accidentally cancel to Target Combo 2 if you hit HP somewhere in there. Far mp also starts 1 frame slower than c.mk and is -4 if you mess up hands.