if you want to use a cl.normal i suggest you learn to use either cl.mp or cl.hk the former is very good actually.
against floaty jumps cl.mp is kinda hard to use due being a fast move against a slow jump so you have to use it almost when you´re about to be punched in the face
other good AA is her sweep, as decapre is really small AND you´re crouching you can use it as a shitty low profile move against jump ins not so pointy (ie. j.hp from bipson, j.hk from chun)
cr.mk so far works like cr.mk from vega, not quite low profile but she moves like vega would meaning some jump ins dont hit you for some reason related to wonky hurtbox and such
if you have charge RSE is a decent AA too, a bit slower for cross up range tho.
cl.mk and far mk are very unique AA too btw, those two moves cover a very specific range so it doesnt hurt to learn those too
I think I can agree with both Malvadisco and danonio, but I think Malvadisco is more in the right.
Decapre does have some pretty obvious weaknesses. AA is an issue, especially against characters that can alter their trajectory. It’s not like you can just sit on sting charge (sitting on U2 charge does work a lot, though), and it’s very easy to be caught with your pants down, being forced to block. This will get better with time but the problem is going to remain significant.
But it’s pretty obvious that the main problem people are having is not dealing with weaknesses, it’s being unable to project her strengths. As far as I can tell, #1 cause of hp break spam is from players that can’t do daggers, including from players who I thought had good enough fundamentals to know better. Decapre has a lot of moves, for some of them you aren’t actually supposed to use them most of the time. People seem to struggle to find direction, both in short term reaction and long term planning.
Developing a solid neutral with Decapre minus hands is ideal. Then simply add it to your game once the execution is down. Obviously the situations where I use normals buffered into hands changes when going up against shotos and grapplers. You can’t legit safe pressure rather you are limited to counterpoking and snuffing FAs vs them
Really though the guy on Day 3 posting you can’t play Decapre if you can’t cancel into hands consistently got a lot of Disagrees, but he was correct. It is pivotal to her game
So yeah, I’ve been having problems taking advantage of wakeup. Main problem when people try to take the opportunity to just run. A character with a good backdash is hard to consistently clamp down. I’ve been trying to focus more on pushing the corner so I’ve got less to deal with. I should lab some tech to make try to make characters like Yun or Chun Li sit still, though.
Really liked Momochi’s Decapre at CEO. Just solid footsies and simple hands pressure. No going for unsafe mixups, just knowing the right times to use the right pokes. Too bad he eventually lost GFs to Infiltration. I was surprised as well that the Demon went through EX Stinger when it punished it earlier.
he was plus when he went for stinger, so the invincibility ran out before demon hit, he should have delayed it slightly more to check backdash and reversal options.
you mean backthrow, scramble feint backwards in a situation where you can’t mixup with scamble isn’t the best mixup?
But the times he had him in the corner, he usually had a bit of life lead. Momochi’s a very footsie oriented player so he’s more the type to sit back on a bit of lead instead of risking stuff for damage. He already shut down most of Infiltration’s fireball options so he knew that he would have to come in for damage.
i dunno, i thought the impressive part was just momochi playing street fighter rather than anything in particular relating to his decapre. even though momochi is a couple of levels above him, i think damdais style, which is also quite footsie and handscentric, is closer to how the character is optimally played. minus dumb hp breaks
edit: oh yeah, i think alioune also has a style similar to damdai but without dumb hp breaks so that is even better.
I found he was a little too tentative at times. Like he was getting Infiltration’s Akuma to block hands (even though Infiltration could’ve punished over half of them) but wasn’t taking advantage of his reluctancy to press buttons prior
When you’re down in GFs and the guy you are playing is being overly solid, you really have to bring out some shit. I saw situations where EX MP break would’ve been perfect to continue wakeup pressure, maybe getting Infiltration to take a risk. To be fair though, Momochi likely has only been playing her a few days, and did look really solid at the same time. Especially compared to KBrad’s Decapre where he just kept jumping and playing her like Cammy, but doesn’t have the execution to pull off Hands so resorted to gimmicks
alioune played online against arturo sanchez and dragongod on arturos stream the other day… i have no fucking clue why’d they go about playing online usa to france but apparently it wasn’t “that bad”. he might have it archived on twitch
But Infiltration overcame the life deficit with Akuma’s damage. I think Momochi should have gone in once in a while and pushed his advantage. Nothing fancy, just more frame traps, tic throws, etc. When he did go for mixup, it was usually just scramble with either lp break or divekick, not unpredictable enough. His play being predictable was why Infiltration won, he only needed a few hits to win. And really he was just as patient as Momochi, the few sucker punches he pulled like that dash up super all worked but otherwise he just made the most of his openings and got the payoff.
I started changing styles from match to match to see how far I get and the result on an intermediate level of play was, that a ground based game with hands, pokes, a lot of neutral jumping (depending on the enemy of course), many scramble feints with occasional divekicks was the most successful. Nothing too specific for Decapre so far tbh.
I deleted breaks entirely from my game to clean up. But I still ABUSE jump back / instant drill a lot to get a feel for it outside of the training room. It hits a lot and people don’t punish it, because they are unsure if it’s safe or if you’ll follow up with sting to catch them pressing buttons.
But that’s the next thing I want to get rid of. I also find myself using unsafe stings a lot more than I should in online play. It just works too often and destroys my discipline