(Created page with "== Introduction == Decapre is a member of Bison's "Dolls" project, where teenage girls have been kidnapped and brainwashed to become a group of 12 elite assassins for M.Bison. Decapre, however, has a more mysterious background, as she seems to be a direct clone of Cammy, so despite having a Russian accent and name, her origins still remain a mystery. Her mask is said to cover a disfigured face, but any attempts to uncover the truth about Decapre will most likely lead to...") |
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[http://www.youtube.com/results?search_query=Infiltration+Decapre+USF4 Infiltration] (KR), [http://www.youtube.com/results?search_query=Uryo+Decapre+USF4 Uryo] (JP), [http://www.youtube.com/results?search_query=NuckleDu+Decapre+USF4 NuckleDu] (US) | [http://www.youtube.com/results?search_query=Infiltration+Decapre+USF4 Infiltration] (KR), [http://www.youtube.com/results?search_query=Uryo+Decapre+USF4 Uryo] (JP), [http://www.youtube.com/results?search_query=NuckleDu+Decapre+USF4 NuckleDu] (US) | ||
== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Decapre Decapre SF4 Changelist] | [https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Decapre Decapre SF4 Changelist] | ||
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<center>{{FrameDataKey-USFIV}}</center> | |||
<noinclude> | <noinclude> |
Latest revision as of 14:14, 28 June 2025
Introduction
Decapre is a member of Bison's "Dolls" project, where teenage girls have been kidnapped and brainwashed to become a group of 12 elite assassins for M.Bison. Decapre, however, has a more mysterious background, as she seems to be a direct clone of Cammy, so despite having a Russian accent and name, her origins still remain a mystery. Her mask is said to cover a disfigured face, but any attempts to uncover the truth about Decapre will most likely lead to a disfigured face of your own, as she enjoys taking down victims with her retractable energy claw.
Despite the obvious visual similarities to Cammy, Decapre plays very differently. The main difference is that she is a Charge character, so she loses a lot of options while walking and trying to play a ground game. However, don't underestimate her mobility - even when not charged, she still has Cammy's great walk speed and strong set of Normal Attacks, and her mix-up potential off of Scramble more than makes up for her mobility issues. Decapre's execution is a bit challenging with some strict charge times and quick piano inputs, but she is rewarded with high damage and consistent frame trap pressure.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
Infiltration (KR), Uryo (JP), NuckleDu (US)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
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