"Removed!" - The Decapre Combo Thread

Combo at 2:15

https://youtu.be/bmkrjG5YoOM?t=2m13s

How is this possible? The frames don’t add up for me. Does the evil ryu costume give a larger hurtbox than regular evil ryu?

yeah whats the problem

you can do that against a few characters, some even w/o the nj.fierce

The c.hp hits on later frames so you get a extra frame or two to connect ultra, happens on a couple characters where you can even hit 2 c.fp w/o counter hit.

you can do the meaty cr.hp after a focus crumple on some characters too because of the way their hurtbox reels during it.

Hello guys,

I can’t seem to find the “search” option in the Decapre section. Which leads me to asking my question rather than looking it up :pensive:

I’m trying to pull off the following combo

FA(crumble)-> backdash -> ex scramble +HP -> air spiral arrow -> psycho sting

Most of the time I mess up the air spiral arrow, if not then the psycho sting will whiff. I don’t know if it’s character specific, right now I’m just in the lab doing combos for fun :expressionless:

My questions are

  1. What does one input after the scramble slam to successfully pull off this combo consistently?
  2. What strength do I use for psycho sting?
  3. Is this combo character specific?

Thank you for helping me out, your words&&time is greatly appreciated.

  1. make sure you charge so delay your stomp late. also remember you can spiral too early. rolling from back to uf to df works pretty okay.

  2. MP or EX

  3. Some characters need to be MK or HK spiral, but you can use either on most characters.

For some reason is easier to plink mk and hk

Using plink i get spiral 9 of 10

But sometimes i get ex spiral

But is more dmg and i get the combo anyways so we

tbh if i was okay with burning bars on a crumple i’d rather do a cr.hp fadc combo.

Close hp crhp fadc has become my favorite 2 meter punisher.

Also close hp into far mp xx hp hands fadc… into combo into hp hands…

massive corner push.

i hate hands fadc combos because the timing on some of the hands hits is spacing/character/standing/crouching specific so it’s hard to get in muscle memory as the hands not only goes so long, but doesn’t hit consistently changing the timing.

yeah i know

but swag points are more important

Hello,

since patch 1.05 I was wondering what input is required to perform ultra 2 after target combo 1 (MP>HK)?

Thanks for the tricks, delaying my stomp really helps me to charge for the spiral arrow. I noticed that I spiral arrow too quick so it whiffs most of the time, I’ve been trying to do your trick by rolling from back to uf to df, but it’s not as late as I wished it could be. Should I input slower after stomp?

mp (charge db)hk > u2

Does anyone use Hands FADC combos? Just recently discovered this is possible

https://www.youtube.com/watch?v=0KiujREFh4Y

I use it only if it kill. Otherwise not worth it imo.

cr.hp FADC is more efficient if it’s not from a footsie cr.mk/st.mp and it’s easier to execute.

hands is really finnicky to fadc off of because it’s basically impossible to develop a rhythm to do so with because the hands tend to hit on different frames messing up the fadc window to hit the link after. I usually just RFC them if i need to win the round even though it’s meter inefficient because of the execution ease.

what ves said

good to confirm into ultra 2 but the scaling is too much. cr.hp fadc are more efficient.

fadc Comboing into a slide might also be a possibility but the scaling becomes too much.

if you can unblockable the character and you can guarantee that with a slide, i’ll burn 3 bars on it, cause you might just win off of the mixup.

https://www.youtube.com/watch?v=F8PPqfEulpA#t=9m41s

At the 9:40 mark KBrad does c MK > LP Rapid Dagger > Red Focus Dash Cancel > b,f+HK,HP > DCM

How did he do a red focus into f,f dash cancel them go immediately into b,f+HK,HP? Wouldn’t the b,f+HK not be possible since he just forward dashed so he would lose his charge?