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