Advertisement
carnoustie

Decapre finalized

Sep 19th, 2014
1,379
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.64 KB | None | 0 0
  1. Decapre
  2. Preferred ultras: U1 for setups, U2 for anti-fireball, punishes, and confirms
  3. Entry level difficulty: [4/10]
  4. Advanced difficulty: [5/10]
  5.  
  6. Anti airs:
  7. LP psycho sting
  8. EX psycho sting
  9. crouch HP
  10. neutral jump HP
  11. far HK (afar)
  12. air throw
  13. anti air U2 (afar, or neutral jumps)
  14. straight U2 (close)
  15. jump back spiral arrow (vs divekick chars)
  16. anti air U2 (divekick or neutral jump)
  17.  
  18. Anti focus:
  19. far MP xx HP
  20. cr.mk xx stinger
  21. cr.mk xx rapid daggers
  22. stinger
  23. cr.mk xx EX scramble divekick/pound
  24.  
  25. Anti fireball:
  26. U2 (ground)
  27. EX spiral arrow
  28. regular spiral arrow
  29. scramble fake vs slide
  30. medium scramble > pull back vs medium scramble (fireball), divekick, combo
  31. super
  32. medium DP (meter build)
  33. (low forward fireball) medium DP
  34. rose u2 chasing vs runaway decapre medium/MK+HK scramble (idle)
  35.  
  36. Reversals/Invincibility:
  37. light stinger (5f hits)
  38. medium stinger (5f fireballs)
  39. hard stinger (5f throws)
  40. ex stinger (5f total)
  41. u2
  42. super
  43.  
  44. Punishing combos
  45. 3f punish with cr. LP
  46. Hawk dive to slide
  47. blanka ball slide
  48. ex dive ultra
  49. blanka ball ultra
  50. focus forward dash to close HP, cr. MP xx stinger
  51. focus backdash to MK scramble break, stinger
  52. focus backdash to ex scramble break, stinger fadc air throw
  53. close HP, cr. MK xx stinger
  54. stand MP xx HK, air throw (no charge/easy)
  55. crouch HP, stinger
  56. close HP, crouch HP, stinger (some characters)
  57. crouch MK xx HP daggers (afar/no charge)
  58. crouch MP, crouch MP xx stinger fadc U1
  59. stand HP, cr. MK xx super
  60.  
  61. Confirm combos
  62. cr. LK, cr. LP, cr. MP xx stinger
  63. cr. LP, cr. LK, cr. LP, cr. MK xx dash slide
  64. cr. LK, cl. LP, cr. HK
  65. cr. MP, cr. MP, stinger
  66. cr. MP, cr. MP, cr. MK xx dash slide
  67. cl MP, cr. MK xx HP daggers
  68. j. LK, cr. LP, TC2 jump air throw
  69. cr. MK xx light daggers xx super
  70. cr. MP, cr. MK xx hard daggers, EX red focus, MP xx HK, u2
  71.  
  72. Important Juggles
  73. stinger FADC air throw
  74. stinger FADC u1
  75. anti air stinger, U2
  76. scramble > pound, air throw
  77. trade stinger, dash air throw
  78. pound, u1
  79. pound into scramble slide
  80.  
  81. Corner only
  82. spiral arrow, stinger
  83. EX spiral arrow, stinger
  84. EX daggers (corner), U1
  85. EX pound, stinger, stinger
  86. grounded U1, stinger, stinger
  87. EX pound, stinger, U2
  88. EX pound, stinger fadc u1
  89.  
  90. Ultra setups
  91. stand MP xx HK, U2
  92. (focus backdash) scramble>pound, U2
  93. EX cannon strike, U2
  94. backthrow, u1
  95. sweep, u1
  96. DP fadc air throw, u1
  97. TC2, late air throw, u1
  98.  
  99. Footsies
  100. show max range overhead
  101. LP daggers unsafe to 3f reversals (shoryuken), far 3f normals (cody crouch LK,
  102.  
  103. sakura far LK)
  104. demonstrate spaced daggers vs ryu
  105. use ex daggers to be safe
  106. LP dagger FADC (bait reversal)
  107. knockdown > medium scramble > neutral to escape corner
  108. jump back vs grappler super, spiral punish
  109. ex spiral being safe, ex spiral anti pressure
  110. ex break armorbreak
  111. TC2 > late air throw, LP daggers on landing
  112. instant overhead jump back HP
  113. characters w/ AA normals might have a hard time AAing break or divekick
  114.  
  115. Pressure:
  116. blockstring to scramble
  117. blockstring to scramble fake (bait uppercuts)
  118. blockstring to scramble divekick vs crossups
  119. meaty divekick vs meaty scramble feint to bait reversal
  120. rapid daggers FADC close strong
  121. double EX spiral arrow
  122. U2 (brief pause) up forward safe jump
  123. FADC air throw to MK dash meaty pound (safe)
  124. stinger fadc air throw to MK dash meaty pound (safe)
  125. run slide to scramble pound (safe)
  126. pound jump air throw to scramble divekick (more plus than non-meaty) or crossup pound (looping)
  127. cr. mk into MK scramble into break, throw
  128.  
  129. Cr. MK xx LP daggers mixups:
  130. cr.MK xx LP daggers (or far MP xx LP daggers)
  131. - LP Psycho Sting
  132. - Reaction focus dash, (if forward, st. MP)
  133. - (Another) cr.MK to LP Rapid Dagger
  134. - On block, guess again
  135. - On hit, red focus to EX scramble, HP sting, MP sting
  136. - Guard
  137. - Backdash
  138. - Back jump
  139. - air spiral arrow/EX
  140.  
  141. st. MP reset into MK scramble to LP (bait shoryu)
  142. st. MP reset into LK scramble to LP (bait SPD)
  143.  
  144. U1 to low short
  145. U1 to neutral jump short
  146. U1 to far cr. mk
  147. U1 to far overhead
  148. U1 to crossup scramble
  149. U1 to light scramble, HP
  150.  
  151. Mixups (examples):
  152. Crossup corner LK vs non crossup
  153. spiral arrow to throw vs spiral arrow, stinger
  154. cr LK, cr. LP walk in throw vs walk in close MP, cr. MK hard daggers
  155. crossup LK, cr. MP, throw vs stinger
  156. ex divekick, cr. LP walk in throw vs walk in crouch HP CH, into u2
  157. crossup LK, crouch jab, walk in throw vs crossup LK, crouch jab, walk in CH MP
  158.  
  159. walk in TC2 air throw
  160. scramble divekick > throw vs scramble divekick into scramble break
  161. backthrow > scramble break (crossup) vs divekick (non crossup)
  162. TC2 to st. MP into scramble break (crossup) vs divekick (non crossup)
  163. stinger fadc st. MP reset into forward dash close strong (either side)
  164. st. MP reset into low vs meaty overhead
  165.  
  166. Notes:
  167. - Sting and Spiral Arrow will have more frame advantage the lower they are when they connect. You can use EX Spiral Arrow to Sting for chip (ground pound is safe when meaty, can block 3f shoryuken, jump out of 2f SPD, etc)
  168.  
  169. - uppercuts are light for strike invulnerability, medium for fireball invulnerability,
  170.  
  171. and hard for throw invulnerability. EX has all three. Light, medium, and EX have
  172.  
  173. juggle potential, but hard requires a free juggle state
  174.  
  175. - When doing combos into anti air Ultra 2, do the motion d/b, d/f, d/b, u/b. This
  176.  
  177. has no input overlap with the grounded U2 motion and thus you'll never get
  178.  
  179. ground U2 on accident.
  180.  
  181. - A meaty pound is not only safer but it's also easier to get follow ups
  182.  
  183. Pros:
  184. Uryo
  185. Knuckledu
  186. K-Brad
  187. PoeM
  188.  
  189. Ask or answer any questions about Decapre here in the comments, be it
  190.  
  191. execution, optimization, or matchups.
  192.  
  193. Recorded scenarios: 158
  194. Total recorded time: 1 hour 36 minutes 51 seconds
  195. Total time devoted to making video: 14 hours
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement