I meant the raw air ultra without crouching, but yeah I’m with you on that too. People just want an easy mode character. Yun sure did a lot of damage in this game.
As for the matchups question, I’ll leave that to someone else. I was learning Decapre but I haven’t played for a good while. I don’t think I ever played a good Elena as Decapre. As for Guile, I just walked him into the corner, until I get a knockdown. Then went for mixups since Decapre doesn’t rely on charge like him… Or yolo j.hp.
Decapre should give Abel a hard time. When he has no meter you can pretty much do whatever you want, and you have 3 frame jabs that always gives Abel a hard time. He can’t punish hands spam at all and bad wheel kicks can be punished with Ultra 2.
Ultra 1 is useable in this match even with EX roll. Any block CoD is a free c.lp to TC xx air grab.
The only bad thing in the match is the damage you take if he has meter and hits you with f+mk. Light punch will beat f+mk to TT, but as usual it is a guessing game. Walking jabs pressure is good. As for Elena I only played a good one once, for a good set, before I deployed. Tough match as it is hard to get around her c.lp. Take U2 or W for this match to punish her break dance move. React to overhead by looking for the yellow flash as Elena won’t randomly though out any of EX move and punish woth c.lp to combo of choice. Elena can punish jab hands pressure (depends on your spacing), so use accordingly to your opponents ability to punish.
Ok. Sounds like I’m being too defensive against Abel. Against Elena though it’s not even EX Mallet Smash that’s the issue it’s the difficulty in timing anti-airs against her, getting out poked and her command normal overheads that are giving me issues.
i certainly don’t think she’s useless regardless of the loss. her w ultra is probably in the top 5 in the game although the damage isn’t the best. even if you take ultra 2 away entirely, ultra 1 is surprisingly useful even against characters with teleports/escapes etc.
no i totally agree this match isn’t fun. not as bad as when i have to use guile though lol.
yeah her damage is actually top tier, it’s just that combos are character specific. double dp stuff only works on 5 characters, double cr.hp stuff only works on a handful, etc.
haha i am not using any of that crazy shit in a match, but regardless i think the damage is good even on the universals like double mp xx stinger and cl fp, cr mk xx stinger.
why is it that cr LP cannot combo to slide? it is +6 just like cr MP, is it because there is not as much hit stun on cr LP?
starting to come around to realize how important it is to combo to slide instead of stinger. comboing to stinger really isnt worth the extra damage to have to do work all over again to get back in. i think its OK once you are in the corner to always go stinger though.
Speaking of dive kick matchups I was curious what people thought of Infiltration’s play of Decapre in a couple of those this past weekend at Toryuken. Other than the fact that he is still largely getting away with murder (un/under-punished Scramble~HP Break) the thing I found most interest about his play is his choice of combo routes. He almost completely prioritizes knockdown over damage in that his go to BnB was cr./cl. LP, TC1 > Air Throw with rare appearances by cr.LP, c.LP, st.LP, st./cr.MP, LK Scramble~K and cr.MP, cr.MP, HP Sting. I forget if it was against Justin or K-Brad but I even saw cr.LP, TC2 as I assume he’s using the LP and MP to hit confirm and then go with the appropriate target combo route. I also noticed that he actually bothered mapping a dedicated throw button during button checks which I found interesting (didn’t catch to what button but without knowing his sticks layout it’s not particularly helpful to know this). As I said at the beginning here I’m curious about people’s thoughts on how he’s approaching both these sorts of matchups and in how he’s playing the character.
Everytime I ever watch any decapre they get away with hp breaks. It’s dumb, if it’s not meaty its free punish. Also the knockdown over damage because you wanna keep pressure unless you want to lame it out or playing someone you dont care to keep close.
I think that with HP Break people aren’t (somehow after ~1 year of it) used to a move that has as much blockstun as it does and yet is still insanely negative. I mostly use it to catch opponent who’re coming towards me with something. I’m still waiting on the super salty message for when I do this into U2 without the person sending the message realizing that if I don’t know which side I’m going to end up on that I wouldn’t have been able to ultra them. My generally judicious use of HP Break also would likely explain why I don’t do so well in the mirror match online.
comboing to slide, tc air throw, or hands is almost always optimal.
DP is useful vs. characters without reversals, or if you’re stun counting, but the momentumgain otherwise is too strong. Being able to do looping pressure in sf4 is important especially with how small the damage differences are usually.
What I don’t get is how online players tend to punish this but the higher calibre players still don’t.
Watching Infiltration play is often a chore for me. He’s good but watching him do loads of unsafe stuff and it never getting punished is frustrating as hell to watch.
The answer for this is really easy. Online players are used to online Decapre player who use HP Break as the most integral part of her offense. I’ve played against people online who are shooting for HP Break 4-6x per round. You either learn how to block and punish that or you lose. In short I think the high caliber offline players are trying to be too smart in their approach.
the thing is depending on how far away you are when you land hp break and whether you use EX or not will determine how meaty it hits / how safe you are. obviously many instances are not punishable. if you are smart with it you will mix it up and make it really hard for them to react in time… if you just blocked a regular one then blocked an ex one you are likely going to try and punish using the exact same window and press the button too early or late. it can be hard to punish espeically if you are forced to use a nomral and not a dp. then you just start mixing up the MP version and setting up low or throw or divekicking.
probably using the throw button for some sort of OS perhaps for DP maybe you cant be thrown if you do LP Stinger with LK