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

Yeah probably combo into HP or EX Hands, for a long range punish w/out charge.

You can do something like c.MK xx HP Hands > RFC > TC1 > U2. There wont be too many situations where the additional damage from RFC would be significant, but it’s useful to know if said damage can close out a match or get you close to it.

With U1 then simply c.MK xx EX Hands > U1 in the corner. If they are close enough to the corner for this to land then the damage off it is pretty good

Figure that’s one thing that had me wondering whether I should actually start applying it again. The potential damage and stun if EX HP break hits, helps that there are decent reasons to focus against her in the first place. EX MP Break is a given though, that move is ridiculous

i have found pretty good success in baiting ultras/DPs with ex scramble -> LP. no one ever thinks you would feint after spending a bar :wink:

wow just noticed super is 2fr startup seemed slower than that, you can punish honda’s bnb *on hit *then, i remember someone made a video of all sorts of shit you can punish with 2fr supers, should look into that

first hit of super has no range

Hey I have another question, this one isn’t necessarily specific to Decapre but given it’s her that I play and that there are a few resourceful people here who I know will read my post (hey zansam :stuck_out_tongue: ), it’s as good a place as any. Given frame tight precision, what’s the ideal gap in between blockstrings for frame trapping? Decapre’s cl.MP seems like a very good counterhit move because you can basically link it into anything else afterwards (even sweep), but given my admitedly low experience at frame trapping I don’t know what move is best before it. cr.LP is +3 on block on block and cl.MP has 4 frames of start-up so, with frame-tight execution, that’s a 1 frame gap for the counter hit. cr.LK is -1 on block, which would make cl.MP a 5 frame gap. Which move would be better? 1 frame seems like a low window to get a counter-hit from the opponent crouch-teching, but 5 frames it would be just enough for you to get thrown. Can anyone explain this to me or give me a basic view on how to setup your counter-hits when you know they’ll be crouch-teching? Thanks a lot!

Not only that, but if they don’t focus (and they’ll usually focus early if they’re going to) you can cancel into cannon strike and be safe and/or plus depending on the spacing. You need a bit of reaction/anticipation overall, but EX scramble is a great tool if you know when to alternate between M Break/H Break/Cannon strike. And worse case if you’re not sure of what to do you can retreat back for 0 commitment (at the cost of a bar)

Never assume you’re going to frame-perfect a blockstring; you want buffer because you’ll probably do it late. Stick with cr. LP into cl MP. Even if you don’t get the trap you’re still plus on cl mp and in a perfectly fine position. Cr HP is a good one too; 5 frames, can low crush and if it counterhits you can link C. MK xx hands (or U2 if your reactions are good)

Frame traps are just something you do against players based on their tendencies. Knowing frames and which moves give the best blockstun, least pushback, etc is all important, but really you’re just trying to hit buttons a split second before your opponent does. If it’s just moves like Decapre’s jabs and mediums that you’re using, you can feel this stuff out. Like Zansam said, you want to do it early.

the only thing i dont like about cl.mp is the +1 on block

just for that i like to use cr.mp (+3) or even cr.hp (+0) after a blocked cl.lp (+4)

but yeah CH cl.mp is the tits

I’m trying to get a better feel for cr HP frame traps because of how the damage potential is off them. Cr HP counterhit >> cr MK xx Hands feels fantastic.

Has anyone found any real use for EX Razor Edge Slicer? It has really high damage but its startup means it can’t be used in combos (perhaps it’s the ideal follow up from a FA backdash in neutral?), it is ridiculously unsafe on block and not even that invincible to fireballs except for the teleport part (which isn’t exclusive to EX scramble and with that high startup, you have to straight up read the fireball). It sucks because it might just be her coolest looking move. Any help? Thanks!

You can combo into ex res from cl.mp, besides that I haven’t found any use for it. Agree that it’s her coolest move

Not even worth it from FA Backdash since you can do EX scramble Break, Spiral arrow, MP Sting for 1 meter and scramble Break - air throw with no meter.

Isn’t the first combo corner only, though?

If you land u1 midscreen ex RES is pretty optimal over psycho sting off the free juggle

No, it works anywhere on screen. You can combo into Ultra 2 as well instead of MP sting.

You can do closeMP > EX RES but yeah… not worth it

after you land a rapid dagger against a shoto/3fr dp character - anyone have any good ways to make DP’s whiff? preferably using a jump. getting too scared to go in, all ive come up with so far is just scramble MP and mixing up ranges. i think HK scrambles could work too i havent played with it yet though.

you could dash up and meaty them (you know, like in street fighter) and not completely rely on tech for everything

After a knock down you can do a quick MK scramble feint and DPS will whiff. HK scramble M break is also good as it leaves you closer and you won’t get hit by DPs. Also just walk up and block and punish either DP/DP FADC

It armor breaks.

So do EX break and Spiral Arrow. If you’re gonna burn the bar to catch someone focusing in neutral or using an armored move, aren’t you better off going for both these options over RES?