Target annihilated: the Decapre video thread

It’s been a while since I’ve posted anything but I’ve been playing a fair bit of Decapre.

Can anyone tell me where I was going wrong in this 1st to 5:

http://youtu.be/XMXymweottU

(still processing, should be done in 2mins)

I realised that he wasn’t blocking breaks that much so I went in on them a bit more than I usually would, I was having problem getting daggers consistently so I hardly used them at all and I think that may be part of my downfall.

I want to be aggressive but I found it hard containing his movement. The other problem is once I get in the corner when I get impatient trying to escape I lose about 30%.

Any suggestions from anyone who feel a bit more confident in the matchup?

Instead of trying to use scramble so much in the neutral game, try just standing at far roundhouse range. When Juri charges a fireball, you can roundhouse for free (can also ultra 2 if you have charge). You kept using U1 in a “well I have low health better just use it” sense and this was usually a bad idea. The opponent was generally not in the corner and you tended to take more damage rushing forward after the U1 than he did from anything while U1 was out.

And you should learn daggers, it’s pretty much the only way to reliably stay within poking range with Juri, I’ve found.

watched the first fight in its entirety and skipped around a bit so ima just give advice about what i saw. u scramble WAY too much like u almost never walk if there is any distance between u two u aren’t really playing footsies u just keep tping until you are next to him and then try to combo him. also u under utilize ur ultra when u get him in a good setup like in the first fight u sent it out and then correctly predicted him tping up and u knockedh im back down into it then did NOTHING if u overheaded u could have probably got the rest to hit him and then air threw him or something rather than just sit there waiting for the chip to end. and seriously STOP SCAMBLING u keep going for unsafe strikes and hp breaks like CONSTANTLY and he notices this and is just punishing u so hard being agressive doesn’t mean spamming scamble. and yeah the hands would help and also just walking the only way u ever close distance with him is with scambles or spiral arrows like just walk man u are letting yourself get punished way too much

im super unqualified to give advice but ama gonna do it anyways because it’s 2014 and every dingus is an expert at everything

you don’t have to go in superhard on juri right off the bat, especially with u1. it’s a ticket in, either by absorbing enough fireballs to build up the bar or by convincing the juri that it’s a bad idea to keep feeding you ultra, which means less fireballs to traverse.

mk scramble cancels are good in the sense that they get your opponent used to the idea that the scrambles are only used to create an illusion of activity, which will allow you to use divekicks, which are otherwise a bit too telegraphed, i think. they are, however, not your number one mobility option; walking is. it seemed like you lacked confidence in your neutral game in general as every approach was a scramble, RES, air spiral, jump etc.

you gave up almost every opportunity for pressure by doing hp or lp breaks on his wakeup. decapre has great pressure with high damage frametraps, hands pressure, comboable overhead, divekicks and ex spirals. any time hands connect (any version against juri except for ex) you get an automatic safejump by just holding up/forward and do a late j hk after the hands. after the knockdowns in which you didn’t scramble, you did a tick throw almost everytime. you need to cash the tick throws out with frametraps because getting tossed by decapre isn’t very scary at the moment.

ex hands is a pretty bad combo ender when not in the corner(unless it stuns) as you lose all pressure.

regular air spiral isn’t all that great and it’s not a tool for getting. ex air spiral is, however, a tool for extending already earned pressure, especially in the corner, and it’s great.

you should also be more ready to confirm stuff. like, you hit like j.hk but instead of comboing you walk up and try to throw. or hit two jabs then walk up and throw.

i don’t mean to be super harsh and overly critical, but i also do a lot of these mistakes, and more, so i’m projecting a little bit

You guys are completely right, I play Dee Jay and Balrog and I’m completely at ease with their normals and ranges. With Decapre I’ve found myself pressing the wrong buttons at the wrong time and that’s probably why you see me forgo normal pressuree for gimmicks.

I think my key focus over the next few days will be on walking more, less scrambles and breaks on wake-up and more frame traps and hands action.

I guess the more I play the less I will have to think about ranges and normals, and I’ll know what to press instinctively.

Thanks for the critique, I’ll try and put your advice into action today and see of I can get more success.

Ayup! Once you are ‘at ease’ with her normals/ranges you’ll stop paying attention to what you’re doing but what the opponent is trying to do. Hence that, you’ll able to react faster and more accurate than before.

FT5 between VRyu Sensei (former Makoto player) and RAID ZaMuL (Rolento):

https://www.youtube.com/watch?v=tkAJQf5BbPk

twitch.tv/piyoppia/b/543546250 Over 20 minutes of Uryo the sakura player using Decapre against a top online Sagat. Start around the 1:37:00 mark.

NICE

Infiltration’s gameplay:
https://www.youtube.com/watch?v=lNkVFIXFWJo

latif v alioune
https://www.youtube.com/watch?v=sO6mqA0Towc&list=UUHhl2p0Z0lPwXs3v3NwyKHQ

YHCmochi vs some decapre
https://www.youtube.com/watch?v=VU07aCc4n2o
i thought 2:16 was really clever, using the ultra freeze to charge spiral and change the jump arc

i just saw that on youtube and that’s exactly what i thought, i would have simply landed on that ultra, lol

other thing i never do is using Sting if the slide whiffs because of a neutral jump

My matches after initial pools at EVO:

https://www.youtube.com/watch?v=7FZbGa2f6Bk

https://www.youtube.com/watch?v=aWNfUoYtulY

https://www.youtube.com/watch?v=n-9QrRMukUo

https://www.youtube.com/watch?v=_NDyEEwxjuE

Please critique me to death!

regarding the guile match:
i think you went in a little too hard. i like to hang back a bit more and absorb booms for psycho stream (if the guile allows me), and use the stream to get in rather than saving it for some setup or whatever. after lp hands you have a safe jump by just holding uf and do late jump hk. i saw you get tagged by the upside down kick once. a trick you can do is to jab crouchtech by plinking jab~short, as the upside down kick can’t high profile the jab. abusing lp daggers against guile is absolutely the right thing to do as he can’t punish them at any spacing. i feel you did way too many yolo rse and hp breaks.

against standing fuerte, you never really had an opportunity to do so, but you can connect cr.mp, cr.mp, cr.mp xx hp psycho sting for a free u2/mp sting juggle. just a heads up in case you didn’t know.

i’m really bad at this game so take the judgment call type advice with a grain of salt.

Yeah I got to play way more patient. It’s been a problem for me since forever. Focusing for ultra sounds like a good plan.

Thanks for the safe jump. This whole time I thought I had to delay the jump after hands. smh

Next time I’ll either do plink jab short, or just mp throw tech for that.

I’m a lover of the yolo breaks. I just like to show that I will do it, keeps them thinking about all the options. I’m assuming RSE means the slide Razor Edge Slicer? Most of the time I’m trying to react to booms. Other times, I’m just an idiot. lol

I gotta check out that elf combo. Thanks!

General Notes:

-Overall, your risk/reward for offensive pressure paid off. You got punished for it sometimes but generally you gained more than you loss. That’s a great sign if you can incorporate other aspects of her gameplan. The big exception to this is Guile, which I’ll go into later

-Your adaptation is excellent. In almost every game the first round or two I thought to myself “Man, Vu needs to be doing <x> instead of <y>” and you picked up on it naturally. Given your overall success this doesn’t surprise me, but it’s good to see that it extends beyond marvel. Nicely done.

-I’d throw out Ultra 1 in neutral more often. You did it a few times which is great, but you also did it off forward throw several times. The recovery on forward throw means you can maybe get a high/low and one hit of the ultra but the rest is chip. As long as you’re past the halfway point of the stage, your opponent is forced to deal with U1 at some point. IMO its greatest strength is forcing behavior rather than a knockdown mixup. It can also be a get off me/forward moving tool if you need the space even if they don’t have to block it. Of course, still respect an opponent’s options to throwing it out in neutral (Hakan can likely slide punish at several ranges).

VS Hakan

-You ran away scared a bit too much. I know his footsies are better than they used to be in oil/that he starts the match oiled, but you gave him so much space that he had no problems re-oiling as needed.

-You never really established a ground game. He punished an unsafe hands early on and it deterred you from using it much else. I imagine since hands were out of the equation you were scared of his forward moving focus attack, which is understandable. But you still have options; EX hands is neutral on block (and gives great corner push), EX slide armor breaks, and Target combo has decent range and will armor break regular focus.

-Speaking of hands, I think you could’ve gotten a lot more utility out of them. Raw hands (whiff LP >> however you input L hands) from the right ranges will make contact on the first dagger (10 frames for the whiffed jab, 9 startup for hands. Not exactly “speedy” but still 1/3rd of a second and forces the opponent to react solely on the whiffed L) and push you out of his command throw range. Combine that with the fact that he went for a command throw after an unsafe daggers (even though you FADC’d it) makes me think you could’ve gotten him to go for a command throw on pretty much every range since he probably didn’t know the difference. Big punishes available if you get him to whiff a command throw.

VS Akuma

-You never lost a match so you didn’t get the chance, but I would’ve switched to U2. Lets you punish sweep and he showed how easily Akuma can get out of U1 stuff.

-Got punished for an unsafe hands range, then never got punished for it again since you spaced it properly. Nice

VS Fuerte

-I really like the shift from mixup to overall pressure after the first round. Fuerte players are less likely to block than most in my experience but they’re evasive. Nice job forcing him to block lp/mk/hands etc and punishing him for trying to move rather than giving him mixups he can evade.

-Small side note, Fuerte can never punish L hands. Doesn’t have a 3 framer at all.

-You got hit by every Q bomb except the first, so you never really got to deter him from it. As a reference, Q bomb punishes are as follows: slight walk forward Roundhouse (most damage beyond U2 or meter combos), Reversal Daggers (all 4 versions), U2, and Slide. Slide doesn’t work on a max range Q bomb though, and the EX slide never works because it has more startup.

-Dunno about U1 in this matchup because of his movement options. Last set I played with a Fuerte I used U2 which gave me some punish options. I could be wrong though

VS Guile

-Like Fuerte, Guile can never punish hands (except super, which is highly unlikely). Range doesn’t matter.

-As mentioned previously, focusing booms is a great way to combat this matchup. U1 forces behavior changes from guile, and even if you’re focusing >> back dashing Decapre can usually evade the corner via M scramble. Feel free to dance around the screen and leverage your superior mobility. Knuckledu isn’t stupid though and he plays Decapre himself; if you let yourself get cornered he may know the range to deter escape. That said, that range is feasible and you can always attempt to bait

-You did slide too much to try to punish booms. With Guile’s recovery it’s clearly a read and not a reaction. Sometimes it worked, many times it didn’t. Knuckledu knows this, and likely wasn’t deterred since he could tell he wasn’t being read.

-Knuckledu had a 100% success rate on flash kicks. That’s really bad; if you can’t deter him from Flash kicking then you’re at a serious disadvantage all across the board. Think of how many majors you’d win if nobody blocked Lariat! :wink:

-I would’ve used meter primarily for EX scramble. Decapre can alter EX cannon strike between flash kick and C HP ranges and still be safe (I think, would have to double check the frame data), which forces him to either take a risk or block. This is a great way to force the situation and get in. You only really did M feint into throw which he was looking for.

-Last round Du switched to rushdown and took you completely off guard. I don’t fault you on that; he repped defense the rest of the set and the change was dramatic. Still, if you had been able to react that (or even anticipate it which would’ve been amazing) you likely would’ve taken the set.

Hope this helps.

I’m not sure how to approach the Hakan matchup. It was the first time honestly. I would have picked Rufus if I wasn’t forced to blind pick (which worked out in my favor cause he just pooped on my rusty Rufus).

I’m thinking from now on, I’ll try to play defensive but also stay in range to punish oil. Otherwise all the hands at max range except ex is punishable with spd. Also was a bad idea to even jump at oil hakan with his focus dash cancel short.

As for using U2 on fuerte, I’m still unsure of which ultra to use for each matchup. I usually either use U1 or W. U1 seems to good not to have at all times.

Against nuckledu, the flash kicks on wakeup really threw me off. If I baited one or two of them, it could have been a 2-0 I think.

Thanks a bunch Zansam!

Don’t forget that Hakan loses command grab range when his oil wears out; that’d likely increase the ranges in which you can use c. mk xx hands. Also, “max distance” for hands can be a little arbitrary. Hands don’t have a fixed hitbox (they’re based solely on the animation) so depending on where/how many of the daggers make contact it can push the opponent to different ranges. Max distance C. MK xx hands is fixed, but raw hands can push away a lot further (you can get pushed out of Gief’s SPD range for example). I imagine most players won’t understand hands that extensively, so if you get a sense of how to make hands push out of command throw range it’ll give a huge edge in any grappler matchup. it’s hardest with Gief though naturally.

As for fuerte ultra selection, I could totally be wrong. I ran a long set earlier this week with a local Fuerte who’s played him since super and I thought U2 was the way to go. I’ll definitely try U1/Double next time and see if it changes anything.

And you’re welcome, I always enjoy doing match analysis :).

https://www.youtube.com/watch?v=xrocJMQyjiM&feature=youtu.be

who needs mk hands when you have scramble pressure thank you online, feel free to analyze my drunk gameplay