Haven’t messing thaaaaaaaaat much with her frametrap game yet, cause I’m focusing now on punishers and max distance of normals for footsies/zoning. Playing too much vs grapplers to try frametraps xD
using the kitchen sink, you have to do a lot or people will be content to db, and hit normals once you get pushed to a certain range cause they want to stuff overhead
cr.lp > cr.HP, on CH you can do the combo you said or go into U2 or another cr.HP into HP stinger in the corner.
c.mp far st.mp, buffer into hands
cl.stmp walk forward, cl.stmp (mix it up with c.mp into another frame trap or confirm)
cr.lp, cr.lp shimmy around c.mk into lp hands
Until (see also: if) Capcom fixes how badly her U1 fucks up the game’s frame rate Decapre’s overhead isn’t just a thing it’s a wonderful thing. It’s even worse (though not a mixup) going for the chip setup described ~day 1, i.e. U1 into Sting into Super. Now that makes the frame rate chug badly enough that I’m worried about my 360.
Best way to use U1 is not on opponent wakeup (meaty).
The best way to use it is when it will cover all of the remaining screen and decapre beeing IN FRONT of it.
If opponent tries to hit you, he will get hit by U1. He has to guard because “the ball is coming”. Then you can mix before the ball hit.
Easy example:
Opponent is in the corner, decapre is at MAX range:
U1 > mk scramble MP > jump HK (instantly cover the air in case of opponent jump) > start making some blockstring/mixup until the ball comes.
The only thing you have to keep an eye on is “animated ultra” (ex: shinryuken) which would avoid U1 if you get caught.
Keep two things in mind =>
always having the ball behind you.
use it when you know that the ball will cover all of the remaining screen until corner.
You will have better result.
Oh, and jump up LK is a faster overhead than d/fMK.
Last thing, EX scramble MP is COMPLETLY invulnerable (except first 4 frame before going in the air). It has 0 recovery, invulnerable during way up, and invulernable when going down. That move is just too strong…
I like these ideas. I’ll have to try these out, though I cant really picture myself using U1 for anyone other than the grapplers. The options with U2 are just too good.
i normally use u2 to shut down fireballs and unsafe shit on block like headbutts, condor spire, blanka/rolento balls, etc. use u1 against everyone else where you dont often see unsafe moves -6/-7. the threat of it against fireballs is really the main thing it is needed for, good players wont usually put them in a -7 situation on block when they see she has it stocked.
i think ex rapid dagger u1 is also the easiest hit confirm into ultra. plus you’ve got RFC from hands (hard though) into u1. lastly, you can do stinger FADC u1 if you’re godlike… yes you lose the meterless confirm from TC but i can’t hit that reliably enough to warrant equipping it for all matchups.
TC ultra2 is very consistent when you practice it enough. there is enough time to charge and you can do U2 quite late. i also recommend doing the weird motion (charge downback, downforward, downback, UP BACK) to get the anti air ultra instead of the ground ultra 100% of the time
i only play u2 atm lol. hitting scramble dive tc ultra2, anti air sting ultra2, and hands RF scramble HP break ultra 2 , just too fun for me. also u2 through moves.
but reading V ryu’s post… i’ll have to try it sometime. thanks sensei.
just noticed, that unlike other charge ultras, you can do DCM ground by doing db, df, db, df, no forward or back input needed. feels like i can mash it out a little bit quicker this way, makes it easier to react to fireballs
also what the fuck, are hugo and zangief the only two characters available what is this free to play bullshit sweet fucking jesus pick other characters internet. also picking u1 makes the zangief matchup unwinnable