You can combo U1 into EX hands in the corner
It’s the other way around, you can combo from EX Daggers into U1 in the corner
Oops! That’s what I meant =\
u can also combo anti air sting into U1 if they are near the corner
http://www.youtube.com/watch?feature=player_detailpage&v=zoDE8j_VMzM#t=94
tried to link it to the exact time but its not working in the embed i guess but its 1:35
dual ultra. You have an AA, fireball punish, and arguably the best ultra in the game, mixup wise at least. Yeah, you lose a bit of damage, but you absolutely shut down your opponent, and make them desperate.
Mixup is too good, especially when saved until late match. But losing the ability to punish stupidity via U2 is too necessary. I play Bison with just U1, cuz U2 is ass. But with Decapre, I really feel Dual Ultra just makes her a whole different beast.
punishing stupidity becomes less useful the better u opponent is
stupidity comes in many forms, you’d be amazed
I need to start remembering she has dive kicks and air spirals. Fuck. I literally seldom use these abilities o.0 Just plain forget about em, or dominate with the basics.
i think u2 is better overall . u1 is still very good though
Leaning towards Double Ultra more now days as well. Damage is a lot worse but the utility for having both ultras is very handy for me
If you’re going Dual Ultra you’re doing it wrong, imho. Even if the limitation/shutdown you apply on your opponent can be great, in the end it won’t matter, read as worth it, because the damage will be so low. They won’t even bother taking those hits, you either pick U1 or U2 according to the matchup or mind games you like to apply.
i agree i don’t think w ultra is better than u1 or u2. damage is a big deal.
sitting on u2 when you have a decent lead can easily give you the round. w ultra makes it less valuable as a threat. also gives you a very valuable meterless punish with TC u2 (very very plausible to do something like ex scramble dive to whiff punish something, go into tc u2), and gives you a giant damage anti air off late hitting AA sting.
u1 is good but i think u2 is better. still u1 gives you interesting opportunities, and w ultra makes them less dangerous. i would like to add that because of the lag on u1 a lot of the mixups off of it don’t seem to be worthwhile.
damage opportunity wise, u1 has an easier combo off sting fadc and ex hands in the corner. if you find yourself hitting those often and wanting more damage in those situations, u1 is a good pick.
i just think u2’s abilities to limit your opponent’s options is more valuable than trying to force something with u1.
i also enjoy doing tc u2 so theres that
Hey I have been trying to pick this character up for awhile but I haven’t had much success. Can you guys give me some tips on how to play as Decapre
If you have problems with offense; practice low hit confirms and remember your overhead exist (easy to forget) don’t invest too much in to scramble break during a matches. Learning a post throw set up feels vital.
Defensively; learn how to anti air with what ever you have, Psycho Sting is great but you can’t move around to threaten with it.
Interesting. For some reason her moveset led me to believe, that eventually she must be played as a mixup character once real setups got figured out.
But as it stands she really is not build around stuff like that. Well, that doesn’t make her less interesting to me.
But I’m still confused about ground pound not being safe, no matter which version you use. Of course it would be cheap but now it appears to me as a scrub move that you should not rely on or only use in very desperate situations, where the risk/reward might justify it.
so what tools would Decapre need to be a strong mixup character?
Have safer moves, almost nothing she does is safe in block. Compared to Viper and Cammy, she’s not even close.
Theres a point during mk scramble (pretty much right over the opponents head) where you cross over the opponent, but when you do hp break it actually goes back to the first side and hits. The oppenent will actually turn around and face the crossover side but you still land on the starting side. I dont know if its because my opponents were walking backwards or if its just how the game works but im getting better at finding that spot and I’ve never been blocked when it happens. Just a heads up.
meaty dives or dives aimed at the feet. ex spiral arrow. almost all her close normals. max range crMK xx LP hands which is only punishable by some 2f supers and stuff like elena’s 3f crLP that’s really long.
literally has the same mixups as cammy besides instant air ex divekick to beat mashing crouch tech and crossup dive kick (for now)
(and yes, instant ex divekick is amazing and not having it is unfortunate. but please don’t exaggerate “not even close”)
my main problem with this is that it seems somewhat unsafe on block, and that i dunno if it actually crosses up
also we need a way to time this consistently off backthrow and tc airthrow and sting fadc air throw lol
not having the game sux
close normals and max range cr. mk xx lp hands aren’t mixups though. prerelease they toted her as “ultra aggressive” and a “pure mixup character”, and in that regard they reeeeaaaaaally missed the mark. if that was their goal, they should’ve made hp break less risky and less reward…y. more ia burn kick, less oni ex slash. however, as a frametrap/pressure character i think she’s pretty good. like, if you enjoy playing a more rushdown bison, this is a good character for you. however, if you enjoy making your opponent guess(in the left/right sense), you’re gonna have a bad time.
i also don’t think ex spiral and ex divekick are particularly useful tools for getting in, but rather, strong tools for keeping pressure up when you’ve already gotten in.
they toted a lot of things, i don’t think anyone truly expected anything to come out 100% as intended
but yeah she’s not a pure mixup character because pure mixup characters are terrible ideas