I get this a lot with the mk+hk ex version of scramble. Even throws me off, sometimes!
anywho, what should I be going for when U1 connects? Just wait for it to finish and go for air throw, or what?
And I know the damage loss from Dual Ultra is a bit, but being able to fully shut down your opponent, while still having U1 mindgames, is just too potent. I’ve never had a match yet where I thought “man, if only I chose the proper ultra instead of both, I could have won”. I know it’s possible, but it just hasn’t happened yet.
Pretty sure he was just listing her safe on block options
I find it difficult to space c.MK xx LP Hands vs shotos mainly because the difference between the safe range and unsafe range is so small, and c.MK hitbox is quite bad to begin with since it ends at her ankle
I already think she has good mix up potential. I don’t think she a particularly week. The game is very new and though there are some good players playing her, we haven’t sees any player use her to her maximum potential yet. She seems like a respectable strong “middle” tier character.
However there are two things that I feel could help here mix up game, while not putting her into the OP tier. They seem fair and reasonable to me, but others may disagree (which is 100% cool):
(1) Better normal throw range. Currently she’s at .799. A bump to .815 - .083 would be perfect; just to squeeze an extra throw here and there. Cammy has .799/.800 but she also has the ex-dive for a strong throw mix up/ tech throw counter. So, I can understand the need to keep Cammy’s throws a bit weaker. But Decapre doesn’t have the same type of threat while pressuring you up close, so the seems to be little reason to keep her throws so week.
(2) Give her Cammy’s cross up Jp. lk. Currently it seems it hit-box on Decapre’s Jp.lk is a bit smaller. (There is a video out there that demonstrates this somewhere.) So, it doesn’t leave much room for error as it easily misses small/ducking characters.
If you gave her these two tools, they would obliviously help. But shoot her too far up the “tier list.”
But if I am being honest, I am not sure she REALLY needs them.
I think people are just approaching her wrong. She’s still a Charge character and ideally you want to be lame over trying to play some kind of balls-in rushdown style. I think her safe, pressure options allow her to be more flexible, but I’d still opt for a defensive, reactionary kind of playstyle with her
random drunken Decapre findings I’m not quite in the mood to investigate their SRKness right now. Also, only Vega, cuz my internet completely died region wide (no phone or web wtf its Friday) and I can’t remember much else:
Vega hop kick goes through U2.
jFP early can stuff his ex moves even on wakeup it seems (or at least one of them, cuz I sure as fuckballs did)
Decapre and I will be attending and hopefully winning a local tourney today. First time using her at a tournament, and first time using a stick at a tournament.
soooo yeah. the kick you press during air scramble matters. i didn’t think too much of it but when i started applying it i noticed some differences.
HK dive goes further, LK goes less far.
MK scramble HK dive is pretty good for footsies/getting in. if you counter hit a low poke (usually by doing MK scramble HK dive immediately) you get a pretty beefy combo based on where you hit them. you don’t want to whiff the dive so I use HK for the range.
I am thinking the LK dive is better for knockdown mixups but i still haven’t gotten anything fleshed out
Decapre REALLY needs another overhead. I understand the lack of a good anti air as she was supposed to be mainly offensive anyway but she lacks what she really needs on offense. An overhead that only matters when youre far enough for the opponent to get away from it or stuff you, terrible throw range, a cross up that more often than not gets YOU hurt, and only a couple of safe moves that can be blocked while crouching like every other move she has? This is not the mixup character they said she was.
yeah she’s not goin hard on mixups from blockstun or in neutral. she’s got a basic frame trap setup, and strong setups off backthrow and airthrow.
idk why people don’t punish with tc airthrow. it’s ~40 less dmg than clHP crMP HP sting (need crMK vs some characters due to range, and that’s a 1f plinkable compared to crMP), clMP has 4f startup compared to clHP’s 9f startup, and it gives you the airthrow setup. also it is a super easy combo.
you do your setups off reversal sting fadc airthrow, tc airthrow punish, and your frametrap/throw game with (hitconfirm) xx sting fadc airthrow or backthrow. based on whether you hit them or not you can go back into TC airthrow or sting fadc airthrow (meter management needed for this option. you should be confirming close non-cross dive kicks into clMP for the “vortex”).
if you get crMK xx LP hands to hit, you go back into the frame trap game with a jump in LK or walk up whatever.
she has mixup opportunities, but her neutral game is gonna be basics. she has decent options to go through fireballs, she has ex spiral arrow to also give you at least -1 on block, and she has a pseudo dive kick game with MK scramble into fake or dive which is nice to have.
what frametraps ya’ll using? because of her short throw range i prefer to frametrap early in strings and i’m sorta in love with cr.lp -> CH cr.hp, cr.mk xx psycho sting for a sweet 318dmg/494 stun and 409/599 if i spend the meter. sooo scary
now to find a reliable 50/50 off of airthrow that generates at least 300 stun for no meter
edit: fuuuuck, i can’t believe i’m almost condoning the use of hp break in this instance. hp break -> mp sting would stun a 950 stun character. if you spend meter on fadc the basic bnb punish combo cancelled to airthrow would kill a stunned 900 health character. a full dcm after stun would leave a 1000 hp character at 3 health