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

aw jeez, forgot about parry, you’re right. I haven’t done any testing with MP hands, but LP and HP hands match my notes so it should be good

What are some Anti Airs with Decapre? I don’t want to result to stinger all the time. :frowning:

Everything

Her AAs are spacing dependent, so you you’ll to figure when to use them.

You can use cs.mp, s.hk and c.hp.

Chara-specific safejump out of target combo.
Actually the air grab timing is the only thing that makes it not so easy to do

crMK is supposed to be exactly 11 frames slower than crLP so that makes it work for delayed wakeup

http://youtu.be/Zkn5-ggrg4o

http://youtu.be/c48hkVG_pTI

https://www.youtube.com/watch?v=UYKb91kf4jE

no counterhit or whiff punish, lp hands just straight up high profiles it at that range

did some more testing, lp hands hitbox is crazy. it straight up beats a ton of the more popular pokes. it trades with makoto st.mp
gotta do more yolo lp hands i guess, jesus christ

yeah, watch some haneyama replays. he kind of goes for it a lot raw

I’m a choke artist with this character. I’ve also lost a lot of matches dropping hands cause online is laggy.

MP hands safe jump
quickrise: hold u/f during daggers, late jump hk
unteched wakeup: wait a few frames after landing, nj. late hp

works on: E.Honda, Dudley, Gen, Sakura, Yun(LK, not EX upkicks), Juri, Chun Li, C.Viper, M. Bison, Sagat, Cody(quickrise loses to bad spray), Rolento, Rufus, El Fuerte, Vega, Fei Long, Adon, Yang

already tested by Trapy but i wanted to doublecheck the unteched wakeups

what should my button input be, while using piano method to get out hands, after cMK?

Loving the fuck out of Decapre, right now though.

edit: What are my wakeup options right now, after I get knocked down? Her backdash seems to be a little weak for me, and I just seem to be blocking everything on wakeup.

How useful is Psycho Sting, and what situations should I be using it in?

to cancel cr.mk to lp hands i plink mk with lp, hp, mp, lp, lp. to do raw hands after a cr.mk i do the same inputs but a little bit later as to not cancel the mk

psycho sting is godlike antiair if you happen to have charge, and you can juggle to aa ultra2 afterwards. lp sting is strike invincible, mp projectile and hp throw. ex has all dat. sting fadc backwards is pretty unpunishable without ultra for a lot of characters

yeah, found the hands thread, fucking godlike :slight_smile:

what other ways are there to combo into U2? I swear I saw somebody do it after target combo launcher.

Is there an image anywhere, to show the Psycho Sting hurt/hit box?

and finally, any advice on how I should be using her dive kick? I never really used many dive kick characters before, except Rufus, and he’s a whole different beast

Her divekick seems pretty iffy, though I’ve gotten some use out of EX.

The divekick from hk scramble seems much better than the divekick from mk scramble.

You can combo into U2 from launcher (don’t jump cancel, start charging right after pressing mp), hp break, and after AA sting (this is a more generous juggle window than it looks).

Had a blast playing her for a few matches just now. Too bad most of them were versus Gief and Hugo :frowning:

why is taunt #8 so fucking good?

im semi convinced that she has the best focus attack in the game. shit hits half screen and is so fast. apparently lvl2 is +4 on block as well. gotta start using it more

Level 2 focus on block > dash forward > neutral j. :hp:
is my jam.

the problem is you became kinda focuswhore

Avoid using it on jump ins, though… You end up going right under them when you release lol.

taunt 8 is just taunt 3 except i dunno what she’s saying in taunt 8.

i’m pretty stoked about this character. i’m taking notes on what i’ve been seeing and i’m trying to come up with the neutral gameplan and it’s fun.

using scramble at further ranges with immediate dive kick, or slight wait MP/LP breaks to advance or fake and KEEP DOWN CHARGE (and start buffering back charge). this lets you uppercut poorly timed jump ins.
also cammy jump in roundhouse is still amazing - probably your main tool in fireball matchups

once in max footsie range you can look for scramble-immediate dives to counter poke lows, far HP, raw LP hands, neutral jump HP, ex scramble dive, and focus
slightly further in you have crMK xx LP hands, crMK or farMP xx scramble which is kind of a gimmick but whatever, farMP-HP target combo for focus attacks, or walk forward crMP, red focus, and in some matchups focus lv1 or 2.
when you’re in you got cammy stuff minus ex strike, but you can ex spiral arrow and stuff

After a backthrow, if you use LK scramble, her shadow clearly goes through opponent, but she stays in front. You have to push the followup before opponent is standing, or she will do the “you didnt push any button @ 12387123 recovery frames”

https://www.youtube.com/watch?v=tIpQkrlKYu4