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- Decapre
- Preferred ultras: U1 for setups, U2 for anti-fireball, punishes, and confirms
- Entry level difficulty: [4/10]
- Advanced difficulty: [5/10]
- Anti airs:
- LP psycho sting
- EX psycho sting
- crouch HP
- neutral jump HP
- far HK (afar)
- air throw
- anti air U2 (afar, or neutral jumps)
- straight U2 (close)
- jump back spiral arrow (vs divekick chars)
- anti air U2 (divekick or neutral jump)
- Anti focus:
- far MP xx HP
- cr.mk xx stinger
- cr.mk xx rapid daggers
- stinger
- cr.mk xx EX scramble divekick/pound
- Anti fireball:
- U2 (ground)
- EX spiral arrow
- regular spiral arrow
- scramble fake vs slide
- medium scramble > pull back vs medium scramble (fireball), divekick, combo
- super
- medium DP (meter build)
- (low forward fireball) medium DP
- rose u2 chasing vs runaway decapre medium/MK+HK scramble (idle)
- Reversals/Invincibility:
- light stinger (5f hits)
- medium stinger (5f fireballs)
- hard stinger (5f throws)
- ex stinger (5f total)
- u2
- super
- Punishing combos
- 3f punish with cr. LP
- Hawk dive to slide
- blanka ball slide
- ex dive ultra
- blanka ball ultra
- focus forward dash to close HP, cr. MP xx stinger
- focus backdash to MK scramble break, stinger
- focus backdash to ex scramble break, stinger fadc air throw
- close HP, cr. MK xx stinger
- stand MP xx HK, air throw (no charge/easy)
- crouch HP, stinger
- close HP, crouch HP, stinger (some characters)
- crouch MK xx HP daggers (afar/no charge)
- crouch MP, crouch MP xx stinger fadc U1
- stand HP, cr. MK xx super
- Confirm combos
- cr. LK, cr. LP, cr. MP xx stinger
- cr. LP, cr. LK, cr. LP, cr. MK xx dash slide
- cr. LK, cl. LP, cr. HK
- cr. MP, cr. MP, stinger
- cr. MP, cr. MP, cr. MK xx dash slide
- cl MP, cr. MK xx HP daggers
- j. LK, cr. LP, TC2 jump air throw
- cr. MK xx light daggers xx super
- cr. MP, cr. MK xx hard daggers, EX red focus, MP xx HK, u2
- Important Juggles
- stinger FADC air throw
- stinger FADC u1
- anti air stinger, U2
- scramble > pound, air throw
- trade stinger, dash air throw
- pound, u1
- pound into scramble slide
- Corner only
- spiral arrow, stinger
- EX spiral arrow, stinger
- EX daggers (corner), U1
- EX pound, stinger, stinger
- grounded U1, stinger, stinger
- EX pound, stinger, U2
- EX pound, stinger fadc u1
- Ultra setups
- stand MP xx HK, U2
- (focus backdash) scramble>pound, U2
- EX cannon strike, U2
- backthrow, u1
- sweep, u1
- DP fadc air throw, u1
- TC2, late air throw, u1
- Footsies
- show max range overhead
- LP daggers unsafe to 3f reversals (shoryuken), far 3f normals (cody crouch LK,
- sakura far LK)
- demonstrate spaced daggers vs ryu
- use ex daggers to be safe
- LP dagger FADC (bait reversal)
- knockdown > medium scramble > neutral to escape corner
- jump back vs grappler super, spiral punish
- ex spiral being safe, ex spiral anti pressure
- ex break armorbreak
- TC2 > late air throw, LP daggers on landing
- instant overhead jump back HP
- characters w/ AA normals might have a hard time AAing break or divekick
- Pressure:
- blockstring to scramble
- blockstring to scramble fake (bait uppercuts)
- blockstring to scramble divekick vs crossups
- meaty divekick vs meaty scramble feint to bait reversal
- rapid daggers FADC close strong
- double EX spiral arrow
- U2 (brief pause) up forward safe jump
- FADC air throw to MK dash meaty pound (safe)
- stinger fadc air throw to MK dash meaty pound (safe)
- run slide to scramble pound (safe)
- pound jump air throw to scramble divekick (more plus than non-meaty) or crossup pound (looping)
- cr. mk into MK scramble into break, throw
- Cr. MK xx LP daggers mixups:
- cr.MK xx LP daggers (or far MP xx LP daggers)
- - LP Psycho Sting
- - Reaction focus dash, (if forward, st. MP)
- - (Another) cr.MK to LP Rapid Dagger
- - On block, guess again
- - On hit, red focus to EX scramble, HP sting, MP sting
- - Guard
- - Backdash
- - Back jump
- - air spiral arrow/EX
- st. MP reset into MK scramble to LP (bait shoryu)
- st. MP reset into LK scramble to LP (bait SPD)
- U1 to low short
- U1 to neutral jump short
- U1 to far cr. mk
- U1 to far overhead
- U1 to crossup scramble
- U1 to light scramble, HP
- Mixups (examples):
- Crossup corner LK vs non crossup
- spiral arrow to throw vs spiral arrow, stinger
- cr LK, cr. LP walk in throw vs walk in close MP, cr. MK hard daggers
- crossup LK, cr. MP, throw vs stinger
- ex divekick, cr. LP walk in throw vs walk in crouch HP CH, into u2
- crossup LK, crouch jab, walk in throw vs crossup LK, crouch jab, walk in CH MP
- walk in TC2 air throw
- scramble divekick > throw vs scramble divekick into scramble break
- backthrow > scramble break (crossup) vs divekick (non crossup)
- TC2 to st. MP into scramble break (crossup) vs divekick (non crossup)
- stinger fadc st. MP reset into forward dash close strong (either side)
- st. MP reset into low vs meaty overhead
- Notes:
- - 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)
- - uppercuts are light for strike invulnerability, medium for fireball invulnerability,
- and hard for throw invulnerability. EX has all three. Light, medium, and EX have
- juggle potential, but hard requires a free juggle state
- - When doing combos into anti air Ultra 2, do the motion d/b, d/f, d/b, u/b. This
- has no input overlap with the grounded U2 motion and thus you'll never get
- ground U2 on accident.
- - A meaty pound is not only safer but it's also easier to get follow ups
- Pros:
- Uryo
- Knuckledu
- K-Brad
- PoeM
- Ask or answer any questions about Decapre here in the comments, be it
- execution, optimization, or matchups.
- Recorded scenarios: 158
- Total recorded time: 1 hour 36 minutes 51 seconds
- Total time devoted to making video: 14 hours
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