"Removed!" - The Decapre Combo Thread

I realised this yesterday.

I thought RedFocus was terrible (To be fair I still think it’s awful when used in neutral) but I’ve started to notice that when used correctly it gives you a huge damage boost.
Yeah you can go TC1-Ultra 2, but what if you’re over half hp/don’t have ultra yet? Getting the most damage with the available resources is surely the important enough to have a combo that uses RFC in case the opportunity arises.

In that post I quoted, in the combo I quoted, ultra 2 is used.

I would love to see a red focus combo that doesn’t use ultra that isn’t total garbage, haven’t yet seen one. Have one?

I don’t get why I can’t edit my posts but as a baseline. s.MP -> cr.MP -> HP rapid dagger -> super does 443 damage for 4 bars.

Another thing is that, if you are at above 50% hp and if you aren’t losing, I truly cannot comprehend why you feel the need to spend your entire meter for extra damage. My first instinct would be to be as meter efficient in that situation. Of course, if it guarantees a kill, that’s the only exception.

Combo’s only worth it if you want to kill from close mp, or are so far behind you need damage. Replacing st.mp with st.hp does 451 btw. Target 1 combo is also unsafe and you can hitcheck this combo a lot more easily during frametraps situations.

I’m not that much of a fan of red focus so far either.

Meter makes a big difference to a lot of characters, look at Rufus or makoto

So far RFC definitely seems like a mechanic that benefits some characters way more than others either by making life infinitely simpler (e.g. Yun; RFC seems to have replaced Genei Jin) or allowing some truly ridiculous stuff (e.g. Zangief; …Green Hand RFC U1 xx LOL). With Decrape we have a character who can already hit people up pretty decently with just FADC combos and who can combo into either Ultra without too much trouble making RFC seem of dubious usefulness for her.

There is another thread dedicated to this question, which has a video tutorial on pianoing techniques.

Sometimes, when I’m playing a really strong opponent, I just want them on the ground. I don’t care if I start the next round with 1 meter instead of 4, I just want to guarantee the current round. Meter management is important, but it’s not nearly as important as securing the round.

EX Scramble xx Break xx jump cancel ~ (ex) air Spiral ~ ultra/EX Sting/MP Sting is possible if you wait long enough during the Scramble charge back. It works midscreen too. This will probably only be usable after a focus attack during an actual match.

514 damage with normal Spiral Arrow 572 with EX

Yeah i did that like last week

(apologies if already known.)

I’m willing to bet you can Stinger FADC>U2 based on this: [details=Spoiler]https://www.youtube.com/watch?v=Tg1AdnByeQA#t=50[/details]

(it’s already known that you can dash into Ultra 1, but I didn’t expect Haneyama to do it so quickly.)

Since (charge)D,UB+P>FADC while keeping hold of UB gives you enough charge to dash Ultra quickly, it should be the same for Ultra 2. Unfortunately, I can’t do it myself. Can anyone test it out?

You need down charge to do the upward version of U2. The upward version is the only one that juggles. Doing the Stinger removes that down charge.

http://www.youtube.com/watch?v=cVtP6U-endY

guile can do it, but it’s impractically hard and requires frame perfect inputs.

For some dumb reason, I figured it didn’t need a db charge and I could just end the back charge motion in uf+KKK, thanks guys.

I don’t know if anyone else has noticed, but you can combo cl.MP into EX Razor Edge Slicer.

yes, it does have insane amount of hitstun

ex spiral arrow is way too good.

I need safe jumps. anyone figure some out yet. if its already been posted just say so.

there are some vids around with set ups

there’s safejumps from lp hands and backthrow somewhere in the general thread, and some videos from other knockdowns in the video thread

just saw doopliss new character combo video, can someone test which characters cl.hp, cr.hp, stinger works on? standing/crouching and with/without jump in