I’m not claiming to be any good with Decapre but from all I have seen and tested myself so far, my impression is, that it’s the lack of “real” vortex options that could possibly make the character hard to win with in the long run once everyone figured out how to block her stuff.
What do you guys think? I was a Deejay main so I’m used to have a rather shallow vortex. But I was hoping for more concerning Decapre.
the most important thing the “vortex” needs is crossup dive kick from scramble.
a knockdown vortex is always a great tool to have in this game. decapre’s is not amazing mixupwise but it does good damage and it has options.
what it really needs is an ambiguous option, preferably a scramble dive crossup (because it would yield a lot of damage) or a jump in HP crossup that is consistent. but i don’t have those yet.
so you have starters:
crLK crLP crMP sting fadc airthrow (probably the easiest situation to be in but requires 2 meters, making this a meter management call)
punish with tc airthrow
focus crumple tc airthrow
backthrow
then you have mixup to go back into the same knockdowns
scramble meaty dive kick, TC airthrow
scramble LP fake to bait dp, TC airthrow
scramble meaty dive kick (blocked), tick backthrow
jump in LK (ambiguous crossup or not), crLP, TC airthrow (note crLP clMP often doesn’t work on elena). on some chars maybe you can do jump in HP
ex scramble, into a variety of options (MP to bait dp and tick throw, HP for a possible crossup/non crossup that isn’t safe but goes into airthrow or sting u2, dive into hitconfirm or tick throw)
at any point you could try to counter hit setup into sting fadc airthrow but again, meter management
(vs elena) point blank overhead, crLP crMP sting fadc airthrow, if you are feelin extra confident you can just link TC airthrow
if someone has a consistent way to crossup dive kick off these hard knockdowns to the point where it’s unreactable then i think her vortex will be complete. it doesn’t have to be a safejump, it just needs to be tight enough that they can’t dash out to make it whiff.
(because if they focus backdash or backdash a meaty dive they’ll get air reset but still take damage, if they try it vs HP break they’ll get knocked down, and if they try to dp you can LP break and go back into the vortex)
it is a guessing game. you take risks but the payoff is in your favor (tc airthrow is ~244 dmg, getting divekick-tc-airthrow is ~270, hp break airthrow is ~250)
she is a lame character neutrally, but don’t ignore the options she has to mixup and vortex.
footsies/neutral: hands, far HP/crMK/far MP, jump ins, focus, threaten sting, sometimes threaten scramble dives, sometimes overhead, dashes, ultra2
close range: cammy normals, throws, threaten sting
knockdown: vortex unless you just want to sit on a lead. need these setups for comebacks and i recommend them when at evenish life totals and not playing for time.
what are some good combos using red focus mid combo?
what are her best ways to reset after TC launcher?
what’s her best air normal to use after doing scramble without a button press? I’ve been doing empty scramble into jMP into hands, and having decent success at times.
Linear frametrap/pressure character probably describes her best. Not enjoying her now that its been a while. Gonna take a break and check out the other new characters. Guy still is interesting and fun for me, I feel I can shift between shenanigans and solid play when need be, but with decapre I feel forced into a set play. I could be after hitting a plateau and be singing a different tune tomorrow after all its been a couple of days not months.
Online is my main source of playtime so these one framers are wrecking my head at the moment ha ha
Hands xx RFC ~ Ultra or some derivative of that is pretty much all she has. RFC doesn’t seem to be worth it at the moment unless it’ll win you the round/match
I don’t have a definitive answer, but close strong has juggle potential and can cancel into Scramble.
It just depends on where you are in respect to the opponent and what you want to do. Someone found some crossup setups with empty Scramble into Fierce. Roundhouse if they’re far away. Spiral Arrow if they’re even further and you don’t think you’ll get punished.
Can someone please tell me why Sp00ky was almost shouting at the stream last night that “LP Hands is not -3 guys”?
I like Sp00ky but surely he gets the whole spacing-dependant thing that affects frame advantage/disadvantage…
Anyways - I’m seeing more and more people running Ultra 2. Is that simply due to the “Punish” factor or do you guys think it’s because people cannot be bothered/don’t see the point in Ultra 1 set ups?
unless you space lp hands literally 3/4 screen away it will always be -3. it’s the pushback that makes it safe, but the frame disadvantage remains the same. i find u1 to be mostly garbage. there’s some matchups where it can help you get in but the damage from the mixups is so low and not guaranteed. crossup short, cr.jab, tc1 -> u2 is pretty good as is aa stinger -> u2, and i much prefer to have those options
You can get guaranteed damage with u1 though, because you’re able to combo into it. ex hands, dp fadc, and rfc are all possibilities.
Also the damage from mixups from it is low? In the corner you get double dp/groundpound+dp, and midscreen you still get a free juggle, and decapre has an ex move that does 200 damage in ex razor’s edge slicer.
u2 definitely does more damage, but it doesn’t give you the ability to regain control of the pace of the match from neutral(without an opponent mistake), doesn’t lead to guaranteed chipouts, doesn’t give you “free” mixups.
the only big damage setups i’ve seen are the double sweep ones but the damage from overhead in those situations are sorta garbage, judging from the videos. tbh, i haven’t tried it out too much as i’ve yet to see anything that convince me that it’s better than mediocre. it also feels a bit too easy to navigate when used in neutral
Yeah, sorry. I worded that kinda badly. But the point remains that it is -3 whereas Sp00ky was trying to tell everyone that it was definately not -3. He used the example of Reversal SRK not hitting but I’m assuming that, since he’s playing Evil Ryu, he tried to SRK a well-spaced hands and couldn’t and now assumes it’s safer than -3.
This is the reason I’m a big advocate of Ultra 1. Getting that giant ball on the screen from a safe position slows the match down to the pace that I want (Or allow me to get my aggression on).
On the damage side; Sure, Ultra 2 does more up front damage than Ultra 1 but there will be that occasion where you manage to get more via the setups.
The fact that it can also be combo’d in to is just the icing on the cake for me.
Ultra 2 just makes the match a lot harder for your opponent. Being able to react to all of their neutral options with Ultra is crazy town, and it can keep certain characters tools completely holstered while you have it (Gief’s Lariat, a few characters fireballs, Blanka ball, Orochi headbutt). On the flip side of that their are characters who will almost never be caught by U2, and in those instances I think U1 is fine.