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

If super won’t chip/kill it’s generally less meter efficient than a rfc combo or even a combo ending in dp fadc air throw.

In a simple whiff punish situation off of cr.mk you sacrifice 47 damage with rfc(in a 4 bar combo), but gain 290ish stun, and 100 meter midscreen. close to the corner this goes to 17, 322, 120, making it way more efficient with the primary loss being the hard knockdown.

RFC is also great in conjunction with u1 if you have the execution for it as you are able to rfc, u1, cr.hp/mp(while they are still grounded), then get your 2 hits off of the juggle state as normal.

I would LOVE to know what button does that, lmao

Yeah I was wondering what button this is, I’d love to know that.

https://www.youtube.com/watch?v=PFkAAvDkj9k is all I was thinking reading that lol

Edit: Oh nuts and I was gonna troll him. since he is unable to listen to reason I just wanted to leave this for him

That causes additional scaling does it not? The first few hits of the ultra do the normal scaling then the hits after your normal do 30% less. How much more damage does adding a normal do?

And therein lies the problem, considering that I only get to hit RFC of HP hands/EX Hands about 33% of the time I try it.

unfamiliar with the timing?

It’s not just that, it’s surprisingly strict in my experience. It is only possible after the second to last hit and you have to do it as soon as that hit connects or the rfc will drop.

It’s really not that difficult at all, just have to keep in mind which strength of hands you’re doing and just press RFC accordingly…
lp = on the third hit, mp = on the 5th hit, hp/ex = on the 7th hit

you can also eyeball the animation since the second to last hit looks different than the others.

maybe he was talking about nj.hk from chun

but yeah lol

I have been searching the forums all day but I really can’t find that video anymore with the crossup setups. I remember a while back seeing a video where Decapre could time the LK scramble crossup teleports in a way so reversal DP’s would whiff.

Does anyone still have a link or something ?

I find myself in a fair share of situations where I have full super and do cr mk xx hands xx super. Largely depends on my opponent’s tendencies and whether or not I’m put in situations where I want to use meter for EX moves or not.

I’m too busy burning it all on EX Scramble and FADCing Sting to ever use her super really…

I don’t understand the inputs for this character. I am not getting the anti-air ultra ever in the corner after connecting ex. ground smash and dp, even though I end the charge with up+back. The normal version is not even supposed to come out when you end it like that from time to time it happens even in neutral positions. Am I the only one getting this?

-_-

In case you’re unaware (and you are), the anti-air version of U2 and her Stinger got a charge nerf. 52 frames instead of 42. It was a mistake and it will be fixed at some point.

yeah almost 10 days and that “unintentional” shit is still there

I’m sorry if this has been discussed to death, I just can’t comprehend how it can happen considering the inputs. Even if what you are saying is true, and it is of course, what kind of horribad coding results in the wrong ultra coming out? When you end the motion with up+back and get the grounded version, it is essentially the same as if I was using both ultras with Ryu and I would get the shoryuken one with three punches. I have my doubts as to how unintentional that can be, feels like someone is trolling me, but hopefully they can sort it out.

Honestly given how, let’s charitably call them, disorganized Capcom is I wouldn’t count on them actually ever “fixing” this. My money is on them waiting it out until people adjust to it and/or forget about it.

They’ll probably fix the inputs at some point, while accidentally making characters pop out of the animation if activated from the corner.