Kill... Kill... Kill Them All! The New Decapre General Thread

I kind of like normal divekicks in neutral. In short if I’ve been dicking around with MK or HK Scramble into LP or MP breaks more often than not my opponent will eventually walk forward. Hopefully they walk forward into a divekick. This catches a depressingly large number of people.

Also, and I’m pretty sure I’m practicing what I preach (i.e. make sure the question hasn’t been asked before posting something up), is there any better follow up to an anti-air Focus Attack beyond dash forward Air Throw?

You might be able to follow up with a Stinger…if you had the hands of a god or something.

So, given the difficulty that I’m having in even hitting a neutral jumping dummy consistently with FA, I think, after giving your suggestion a go for a few minutes, that anything more than anti-air FA into Air Throw may be above my pay grade. That said air resetting them with cl.MP might lead to some interesting shenanigans.

I never thought about the cl.MP reset possibilities. Whelp! I know what I’ll be doing tonight. I’m thinking maybe we can get something off a crumple into a lvl 1 focus-> dash->cl. MP xx Scramble mixups, but I don’t think we can get enough charge off of the cl. MP. I wish charge partitioning was in this game. I’m positive we could do it then without needing superhuman reflexes.

Has anyone managed to pull off the combo at 9:12 by Uryo (lvl.2 FA > EX hp break > sjc SA > stinger)?

I just can’t seem to get the motion down for it. Any thoughts/help would be appreciated.

youtube.com/watch?v=UJ1L7s-qr6k

lol

As soon as the break connects try :u::uf::f:+:hk:. There’s a lot of leniency, you don’t have to do the quarter circle that quickly.

Edit: to make sure that you start charging asap with the scramble execute it back + 2 kicks.

Don’t want to start a new thread, so I’ll ask here:

I have a question to all the Decapre mains that should have a lot of experience with match-ups now. Which characters can punish the lp hands (at max range)? I know grapplers and Ken (cause of his godlike DP that moves forward), but who else?

i was like thank you sir!

and then :sadface:

Here ya go man. It was actually talked about a few pages back, but I’m not gonna be like everyone else and rip you apart for asking a simple question. Everyone can punish it except: honda(except u2), elena, abel, c.viper, rufus, fuerte, vega, dan, juri, rolento, poison, guile, adon.

Everyone else can punish light daggers, mostly if they block standing. Dudley can block it crouching and still tag you with his cr. jab.

To clarify, those are the characters that can’t punish at any spacing, even point blank. I don’t think any character can punish a properly spaced lp dagger, outside of things like chun-li super. Even Gief can’t spd (though he might be able to kara-spd? not sure).

i couldnt get the kara spd punish tho

kara spd is impractically hard to punish with, and not even sure it works at max range. Gief is basically betting on 2 1f links that he can’t plink, and he gets blown up if he messes up.

Doesn’t Kara-ing add extra frames to the move you do? IIRC max hands can’t be kara-spd’d but my spd execution is shite.
I never do hands against grapplers anyway just in case it’s not spaced properly

3f for kara spd IIRC

why not learn to do it properly and win more?

Kara adds an extra frame to w/e move you kara.

Another safe jump set up:

4F safe-jump [midscreen]: After Stinger > FADC forward > f.jump air throw (apex of jump; she falls immediately down after it connects) > immediately whiff far st.lk > fj.hp.
[works on Guile, Yun, Fei, etc. whiffs on Cammy/Sagat since they have an extra frame of wake up]

Most hard knockdown set-ups should [theoretically] work if we whiff a far st.lp (11f) at any point we can during the set up. Similar to Cammy.

why does poisons fireball beat u2 sometimes? no other characters seem to give me trouble with u2 going through fireballs.

Which fireball? Her HP Fireball has the shortest distance and fastest recovery (I think it’s Guile LP Sonic Boom recovery time).

I wait near max U2 range and look for her LP fireball. The U2 is only invincible for the first 10 frames, so waiting for the fireball to reach you (so they didn’t fake using a HP) works better.

oooh ok, that helps a lot.

p.s. Sorry for asking a question that was already discussed in this thread. Didn’t know :frowning: