"Removed!" - The Decapre Combo Thread

Still not much more that I feel needs to be added, I still check everyday, any ideas or suggestions, or even a list of combos can be put here or PMed to me and I will add them as they come. Keep it up everyone.

Also. no harm in someone asking what an abbreviation means, not everyone new to the forums is aware of the Newbie Dojo, it really is not necessary to be snide towards them. The purpose in the site and community is to help others out.

It’s pretty much only useful as combo fodder though; it’s slower than her ultra.

it has 2 frames startup

I was actually thinking about this last night. So her super starts up in 2 frames, which is amazing. DCM starts up in 7(?) which is still hardly bad. But then take in to account distance and unless you’re point blank, DCM will hit before super does.

Long story short, while it starts up 5 frames faster in some situations DCM will actually be “Faster”. I’m planning to test later/tomorrow but I’m almost certain that that the above statement is correct. (If it is correct I will work out the exact distance although I’m sure it would change against some characters hurtboxes)

I really doubt Decapre’s super is actually 2 frames.

Same. Was trying to punish close range fireballs yesterday with…unfortunate results. Hell, even if it is 2 frames (unlikely) it doesn’t actually move forward that quickly. So far I’m finding that if I have meter for super that something has gone seriously wrong.

it’s most certainly 2 frames, but it travels so slowly that its effectivly not

First hit is 2f, but the range of that first hit is very small.

Cancel hands into super or something, you’ll see it.

Super doesn’t connect after cr.hp(+5?). So only for combos and point blank punishes I guess.

I’ve been experimenting with decapre’s super and I think it actually is 2 frames but the hitbox is odd. It punishes all of balrog’s special punchs including light straight and TAP lvl 1 as well as stuff like Ryu’s sweep and cody’s OH and ruffian kicks but it’s not perfect. It doesn’t beat ryu’s OH or cr.MK, honda’s st.HK or st.HP like chun’s super would do.

in other words. It a 2 framer but it’s no chun li super. Still useful in certain situations though. Good against balrog and rekka characters thinking that they’re safe.

doesn’t have to be meaty works quite well actually(even into regular stinger) you just have to be closish for everything to hit smoothly.

i do cr.mp to cr.mp quite a bit out of habit so i find it to be a pretty easy link.

Works on standing Blanka as well as some crouching like Honda. If the 3rd cr.mp can’t connect you can substitute in cr.mk, but it likely won’t combo to Sting.

tested it on entire cast, standing and crouching, updated the character specific combo thread

i know the 2fr link from LP to MP is not that hard to hit, but i have found this a little easier:

cr LP, cr LP, cr LP xx Stinger

very similar to boxer, bison, etc. less damage but great for newer players to get some damage on the board

It’s always advisable so start a hitconfirm with a low, so c.lk , c.lp , c.mp/mk xx wtv is/should be your bnb. It’s easy ^^

Target combo into MP stinger midscreen 252 damage 344 stun

You have to take a tiny step forward before the stinger to connect it on many characters. EX/LP stinger also works.

Could not get it to connect on Adon, Honda, Dudley, Deejay, Cody, Hakan and Guile

Fei was really hard. Not reliable on him.

Should work on everyone in the corner

double post

I don’t really see a reason to use three cr.mp’s in a row. It should be better to use cl.mp, cr.mp, cr.mp/cr.mk xx ender because this combo does more damage, starts up faster (small bit more practical), and it should work on more characters because cl.mp has less pushback than cr.mp.

Because it sets up the range for HP stinger to hit on the last active frames.

hey can someone help me out

how do you do ex spiral arrow into u2