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''Cammy's disguise wasn't working. Everyone could see it was her, even with the cool mask with glowing eyes and her old uniform, so she decided she'd just cut people up instead. Her dedication to fighting crime has prevented her from learning about fighting disease with proper mask usage by covering your mouth and nose.'' | ''Cammy's disguise wasn't working. Everyone could see it was her, even with the cool mask with glowing eyes and her old uniform, so she decided she'd just cut people up instead. Her dedication to fighting crime has prevented her from learning about fighting disease with proper mask usage by covering your mouth and nose.'' | ||
----- | ----- | ||
''Decapre'' is a full-on rushdown character, leaning on strong mobility and unique pressure to keep her opponents pinned down while she runs some of the scariest resets and mixups in the game with her infamous super 236PPP ''Psycho Stream''. | |||
In neutral, Decapre is extremely fast. A great walkspeed, dash, backdash, and her unique 236K/214K/j.236K command dashes with their followups let her approach in a myriad of different ways, keeping a defensive opponent on their toes. Forward moving specials like 214P ''Reverse Slash'' or 623P ''Stinger''. While her normals aren't the long range pokes that Cammy's are, they act as great counterpokes, with powerful hitboxes and fast frame data. 6HP ''Stab'' is a good example, being extremely fast for its range, and letting her convert off lights easily. | |||
On offense, Decapre really starts to shine. Her combos deal tons of damage and end in either powerful resets or hard knockdowns always. These situations can be pressed further with her unique ''Rebeat'' system, or her command dashes for more mixups. CC also allows her to get back in and keep the mixups going, giving her a great way to spend charge. However, her aforementioned super ''Psycho Stream'' is really what ties her offense together. A massive, comically active projectile that can set up unseeable left/right resets, make anything plus on block, and lead to a bunch of damage if it hits while dealing plenty of chip if blocked. It can even work as a reversal, trading with meaties while allowing Decapre to potentially get a full trade combo. | |||
Decapre's aforementioned range reliance can often hold her back. Characters with powerful buttons or zoning tools can effectively keep her out, making her rely much more on mindgames and movement mixups to get the first hit rather than outright footsies. While she isn't lacking in defensive options, her low health can absolutely lead to being blown up when she's put on the backfoot, in no small part due to the insane damage and mixups present in Remix's top tier. | |||
Decapre is a borderline top tier rushdown character, with amazing mixups and pressure, backed up by some of the best mobility in the game. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Mixups:''' With the variety of options she can present out of command dash, her amazing reset game, and the sheer power of Psycho Stream resets/setplay, blocking out Decapre's mix is impossible when she can make her resources count. | ||
* ''' | * '''Mobility:''' Decapre is fast in the ground and has a wide variety of command dashes, including a functional airdash. The followups out of these command dashes provide more layers to her movement, making her hard to pin down. | ||
* ''' | * '''Psycho Stream:''' One of the most powerful supers in the game, setting up unseeeable mix, making her extremely plus whenever needed, extending combos, and even acting as a reversal. | ||
* '''Damage:''' While her routes are difficult, Decapre can put out damage like a Remix top tier should, clearing 500 meterless in the corner and 600 with metered options. | |||
| cons = | | cons = | ||
* ''' | * '''Range:''' Her buttons are amazing as counterpokes, but many of them lack the range to contest some of the best normals in the game, making Decapre play a much more movement oriented neutral. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 16:21, 4 May 2024
Introduction
Cammy's disguise wasn't working. Everyone could see it was her, even with the cool mask with glowing eyes and her old uniform, so she decided she'd just cut people up instead. Her dedication to fighting crime has prevented her from learning about fighting disease with proper mask usage by covering your mouth and nose.
Decapre is a full-on rushdown character, leaning on strong mobility and unique pressure to keep her opponents pinned down while she runs some of the scariest resets and mixups in the game with her infamous super 236PPP Psycho Stream.
In neutral, Decapre is extremely fast. A great walkspeed, dash, backdash, and her unique 236K/214K/j.236K command dashes with their followups let her approach in a myriad of different ways, keeping a defensive opponent on their toes. Forward moving specials like 214P Reverse Slash or 623P Stinger. While her normals aren't the long range pokes that Cammy's are, they act as great counterpokes, with powerful hitboxes and fast frame data. 6HP Stab is a good example, being extremely fast for its range, and letting her convert off lights easily.
On offense, Decapre really starts to shine. Her combos deal tons of damage and end in either powerful resets or hard knockdowns always. These situations can be pressed further with her unique Rebeat system, or her command dashes for more mixups. CC also allows her to get back in and keep the mixups going, giving her a great way to spend charge. However, her aforementioned super Psycho Stream is really what ties her offense together. A massive, comically active projectile that can set up unseeable left/right resets, make anything plus on block, and lead to a bunch of damage if it hits while dealing plenty of chip if blocked. It can even work as a reversal, trading with meaties while allowing Decapre to potentially get a full trade combo.
Decapre's aforementioned range reliance can often hold her back. Characters with powerful buttons or zoning tools can effectively keep her out, making her rely much more on mindgames and movement mixups to get the first hit rather than outright footsies. While she isn't lacking in defensive options, her low health can absolutely lead to being blown up when she's put on the backfoot, in no small part due to the insane damage and mixups present in Remix's top tier.
Decapre is a borderline top tier rushdown character, with amazing mixups and pressure, backed up by some of the best mobility in the game.
Strengths | Weaknesses |
---|---|
|
|
Decapre | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 950 |
Chains | H>M>L |
Walkspeed | 2 (Very Fast) |
Forward Dash Duration | 17 frames |
Forward Dash Distance | 1.5 (Average) |
Backdash Duration | 17 frames |
Backdash Invuln | 9 frames |
Unique Movement | None |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |