It seems to me that a decent amount of raw air scramble options can be stopped with cr. jab. Break, ground pound get intercepted before they hit the ground and air reset, no matter what side. The answer is divekick but you might be able to just react considering the pause before she comes down.
This is why ex mp break is so important, scrambles are hyper vulnerable and I think trying to be offensive with scrambles outside of knockdowns should be about 95% ex
Even EX MP break would seem to only drop you down into being jabbed and interrupted from pressure. I guess scramble is looking more and more like what I originally thought it was, a teleport version of Guy’s elbow drop, with divekick being the elbow drop. That’s just me though.
It’s really funny to see bad Decapres try to spam ground pound repeatedly and just end up eating jabs and dying though.
if u read my post above i tell you you can ex scramble MP break outside of their jab range, you hit them with cr mk xx hands. now they are afraid to press jab so you go right in and go for a throw or a string starting with cr lk (+cr lp in case they throw). of course you can just divekick too and start a string that way this is the entire mind game and why the move is actually really good. there is an option to beat literally everything if you know what they are going to do and most of the time you will at least get in if you guess wrong.
i saw you guys were talking about buffering into hands, like you mean whiffing a jab and going into hands, i did this a lot as honda and it was pretty scrubby tactic so i figured the same woul dgo for dekappre but she moves across the screen much faster and will scoot underneath forward jumps so its actually not horrible. you can catch people off guard pretty fast. seems pretty safe too because it doesnt leave you so close up. i have been getting away with it a lot. sometimes even starting rounds with ex dagger to put myself in 50-50
so I’ve been messing about and trying to get my head round the post update U2 nerf and practicing the new method to do EX Ground Pound, Psycho Sting into U2, For those of you who don’t know, you do from down back to up back, back to down back again and then press the punch button to increase your charge time. The type of stinger you use is character specific, some use H, others use L.
Now this method can be applied to other situations to psycho sting into U2 however you cannot do this without inputting a move or if you are knocked down. One of the big nerfs Decapre had was that she could no longer use Psycho Sting as an AA and go into U2. The way I found to beat this is to whiff a cr.jab and do your DB-UB-DB motion while the move is out and then press the punch button again to do the psycho sting. This gives you enough charge time to do a U2 leading to more damage.
This isn’t a perfect solution mind as you need an additional 16 frames or something for the cr.jab to whiff and an additional 5 frames for the stinger to activate. However, this does beat very bad jumpins that are obvious to beat. I believe you can also do this on reversal as well from a knockdown if they do a very bad jump in or incorrectly timed safe jump.
going db ub db does not increase your charge time at all because the move requires down back charge so as soon as you leave the down direction you have killed your charge for AA u2. the travel distance on the stick is the same from any point on the stick from any up direction to down back.
will be fixed in a couple months and off a ground pound it has to hit a certain way for everything to connect i dont think its crazy detrimental to your game… the main thing i miss is that combo from TC! that was huge
It’s charging, pressing up (during a jab), start charging again, press punch as late as possible after pressing up to get a DP, and by the time the DP is over, you have finished charging a second time.
do the dp motion, but end with db, during a jab, then press p again after the jab has recovered to perform the dp. you’ll start the charge for u2 before the dp has been activated. the point of the jab is to stop you from jumping while you let the stored inputs for the dp linger.
I didn’t say anything about the jab whiff i was simply stating that it actually doesn’t matter going to UB or any other spot on the gate in this situation… the only time you need to go to up-back from down-back is if you are requiring only a back charge (a down back charge requires exactly down back nothing else counts, so you kill it the instant you leave that spot on the gate) i.e. balrog headbutt to ultra 1, guile flash kick fadc U2
Best example would be Sonic Boom. You go charge back > front (no button) > back+punch. You effectively start charging back for more booms the very instant you are back to… back.
For Decapre you go db > whiff something so you don’t jump > ub > db+punch. Fire the stinger+start charging for U2.
edit: not specifically directed to robertson, just thought a more clear example would be to use boom.
I’ll use that edit to thank you guys for all the advices i can find on those forums. -Shadaloo salute-
yo anyone know exactly what the frame (dis)advantage is when you FADC forward hands? and does it change depending on what hit of hands you cancel on? seems about -3 off of the first hit anyway, I played around with it last night an SPD will definitely eat you, we tested against hakan (however whether they guess the exact timing you are going to cancel the hands is another story) seems like a much more viable mixup than honda’s hands FADC simlpy because of the greater cancel window and her dash speed.
Was testing out hands FADC all of them seem actually really unsafe like maybe even -5 was able to hit st lp super easy with hakan not even frame perfect timing didn’t seem to make a difference when you cancel
I got cody sweep to hit decapres hands to fadc. I fadc’d the hands during the part where red focus cancel would combo on hit. 90% sure I cancelled it properly