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{{USFIVCharacterHeader|Decapre|Decapre| | {{USFIVCharacterHeader|Decapre|Decapre| | ||
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. | 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 | 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. | ||
}} | |||
'''Players to Watch''' | |||
[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) | |||
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Decapre/Omega|Click for Omega SF4 version]] | |||
== Ultra SFIV Changes == | == Ultra SFIV Changes == | ||
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Decapre Decapre SF4 Changelist] | |||
== Character Specific Data == | == Character Specific Data == | ||
Decapre{{USFIVCharacterData|950|950| | Decapre{{USFIVCharacterData|950|950|60%|0.055|0.045|1.76|40 (4+36)|1.925|1.925|1.4367|18|1.4|22|6|11|5|0.79|0.79|32|21|Fox Tail|Crouch LK, Crouch MK, Crouch HK, Razor Edge Slicer, EX Razor Edge Slicer |Crouch HK, Razor Edge Slicer, EX Razor Edge Slicer|Psycho Sting, EX Psycho Sting, EX Razor Edge Slicer, DCM|21|28|66|-2|-6|+4|0|Close MP, Crouch HP, Rapid Daggers (2nd to Last Hit)|}} | ||
== Frame Data (At A Glance) == | == Frame Data (At A Glance) == | ||
{{USFIVFrameDataGlanceTableHeader}} | {{USFIVFrameDataGlanceTableHeader}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|25|50|20|HL|ch/sp/su|3|2|5|9|11|14|4|7|Can be canceled to Rapid Daggers on whiff or chain.||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [ | {{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|70[60]|100|40|HL|sp/su|4|4|13|20|18|23|1|6|[] refers to active frames 3~4||||||Reset|Reset|-|-|-|-|-|-|3~4F JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|40*50|50*50|20*40|HL|sp/su*-|9|3(6)3|23|43|27|32|1|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|25|50|20|HL|ch/sp/su|4|2|8|13|11|14|1|4|||||[1st hit] Forces Stand|[1st hit] Forces Stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|65|100|40|HL|sp/su|4|3|17|23|14|17|-6|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|-|12|5|19|35|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|25|50|20|HL|ch/sp/su|3|3|5|10|11|14|3|6|Can be canceled to Rapid Daggers on whiff or chain.||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|sp/su|5|4|14|22|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|90|150|60|HL|-|7|4|23|33|23|27|-4|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|4|3|6|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|7|2|13|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|8|2|22|31|17|21|-7|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|{{d}} + {{lp}}||Crouch {{lp}}|20|50|20|HL|ch/sp/su|3|2|6|10|11|14|3|6|Can be canceled to Rapid Daggers on whiff or chain.||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|{{d}} + {{mp}}||Crouch {{mp}}|65|100|40|HL|sp/su|5|4|7|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|{{d}} + {{hp}}||Crouch {{hp}}|100|200|60|HL|su|6|3|18|26|21|26|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|{{d}} + {{lk}}||Crouch {{lk}}|25|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|{{d}} + {{mk}}||Crouch {{mk}}|65|100|40|L|sp/su|6|4|12|21|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|{{d}} + {{hk}}||Crouch {{hk}}|95|100|60|L|-|7|2|24|32|18|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Fox Tail|Fox Tail|{{df}} + {{mk}}||{{Downright}} + {{mk}}|80|100|40|H|-|17|3|15|34|15*|20*|-3|2|Blockstun is 15/14/13 for 1st/2nd/3rd active frames. Hitstun is 20/19 for 1st/2nd active frames; 3rd active frame hitstun is 19 vs. stand, 20 vs. crouch|||||No additional frame advantage on first 2 active frames|Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Target Combo | {{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|close {{mp}} ---- hk||(TC1) Close {{mp}} > {{hk}}|70|100|60|HL|jc|4|5|22|30|18|-|-9|-|Forward jump cancelable on hit only.||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|{{mp}} ---- {{hp}}||(TC2) {{mp}} > {{hp}}|80|100|60|HL|-|7|4|26|36|19|25|-11|-5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}||Neutral Jump {{lp}}|50|50|20|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|{{u}} + {{mp}}||Neutral Jump {{mp}}|80|100|40|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}||Neutral Jump {{hp}}|110|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}||Neutral Jump {{lk}}|30|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|{{u}} + {{mk}}||Neutral Jump {{mk}}|70|100|40|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|{{u}} + {{hk}}||Neutral Jump {{hk}}|100|200|60|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|{{ub}} / {{uf}} + {{lp}}||Angled Jump {{lp}}|50|50|20|H|-|4|5|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|{{ub}} / {{uf}} + {{mp}}||Angled Jump {{mp}}|80|100|40|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|{{ub}} / {{uf}} + {{hp}}||Angled Jump {{hp}}|100|200|60|H|-|5|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|{{ub}} / {{uf}} + {{lk}}||Angled Jump {{lk}}|30|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|{{ub}} / {{uf}} + {{mk}}||Angled Jump {{mk}}|70|100|40|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|{{ub}} / {{uf}} + {{hk}}||Angled Jump {{hk}}|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100||||10+ | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|{{mp}} + {{mk}}||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.2|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F |-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150||||18+10|2|35| | {{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|{{mp}} + {{mk}}||Level 2 Focus|80|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 2.2||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus| | {{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|{{mp}} + {{mk}}||Level 3 Focus|120|200|60|-|-|66|2|35|102|-|-|-|-|Range: 2.2, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.2, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 3 Red Focus|180|200|-500/0|-|-|66|2|35|102|-|-|-|-|Range: 2.2, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~66F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Shadow Suplex|Forward Throw|f or n + lp + lk||Forward Throw|140|130||||3|2|20|24||||||||||||||||||||}} | {{USFIVFrameDataGlanceRow|Shadow Suplex|Forward Throw|{{f}} or {{n}} + {{lp}} + {{lk}}||Forward Throw|140|130|40|0.79|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Frakensteiner|Back Throw|{{b}} + {{lp}} + {{lk}}||Back Throw|135|140|40|0.79|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Flying Neck Hunt|Air Throw|(in air) lp + lk||Air Throw|150[130]|150||||||||||||[] | {{USFIVFrameDataGlanceRow|Flying Neck Hunt|Air Throw|(in air) {{lp}} + {{lk}}||Air Throw|150[130]|150|40|1|-|5|2|-|-|-|-|-|-|[] Refers to juggle version|||X|-|-|Hard Knockdown|-|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Psycho Sting| | {{USFIVFrameDataGlanceRow|Psycho Sting|Sting|{{d}} (charge) {{u}} + {{p}} {{ex}} {{armorbreak}}||Psycho Sting {{lp}}|120|180|30/40|HL|su|5|9|36|49|17|-|-28|-|charge 42F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|All: 1~8F|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Psycho Sting | {{USFIVFrameDataGlanceRow|||||Psycho Sting {{mp}}|140|180|30/40|HL|su|5|9|36|49|17|-|-28|-|charge 42F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~8F|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Psycho Sting | {{USFIVFrameDataGlanceRow|||||Psycho Sting {{hp}}|160|180|30/40|HL|su|5|9|36|49|17|-|-28|-|charge 42F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|All: 1~8F|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|EX Psycho Sting|EX | {{USFIVFrameDataGlanceRow|EX Psycho Sting|EX Sting|||Psycho Sting {{EX}}|160|200|-250|HL|su|5|9|36|49|21|-|-24|-|charge 42F, opponent gains 20 meter on hit|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8F|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|Rapid Dagger |Daggers, Hands |||Rapid Dagger {{lp}}|16x3*32|20x2*30*50|20/10x4|HL|su|9|2(4)2(6)<br>2(11)2|18|55|17|-|-3|-|Requires 5 button presses||||[4th hit]: Soft Knockdown|[4th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x4, Last hit JS: 5|}} | ||
{{USFIVFrameDataGlanceRow||||| | {{USFIVFrameDataGlanceRow|||||Rapid Dagger {{mp}}|10x5*40|20x4*30*50|20/10x6|HL|su|9|2(5)2(6)2(4)<br>2(5)2(12)2|19|71|16|-|-5|-|Requires 5 button presses||||[6th hit]: Soft Knockdown|[6th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x6, Last hit JS: 5|}} | ||
{{USFIVFrameDataGlanceRow|||||Rapid Dagger {{hp}}|10x7*30|20x6*30*50|20/10x8|HL|su|9|2(5)2(6)2(4)<br>2(6)2(4)2(5)<br>2(10)2|20|84|15|-|-7|-|Requires 5 button presses||||[8th hit]: Soft Knockdown|[8th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x8, Last hit JS: 5|}} | |||
{{USFIVFrameDataGlanceRow|EX Rapid Dagger|EX Daggers|press {{p}} repeatedly ex|Requires 5 button presses|Rapid Dagger {{EX}}|15x6*10*60|20x6*30*100|-250|HL|su|9|2(5)2(6)2(4)<br>2(6)2(4)2(5)<br>2(11)2|15|80|17|-|0|-|Requires 5 button presses, opponent gains 5x7*10 meter on hit||||[8th hit]: Soft Knockdown|[8th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x8, Last hit JS: 10|}} | |||
{{USFIVFrameDataGlanceRow|Rapid Dagger| | {{USFIVFrameDataGlanceRow|Spiral Arrow|Spiral Arrow|{{b}} (charge) {{f}} + {{k}} ex||Spiral Arrow|100|100|30/30|HL|-|8|until ground|after landing 18|26+|-|-|2|-|Charge 42F, Height restriction: 0.7, L/M/H go at different speeds. Frame advantage based on maximum possible.||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow||||| | {{USFIVFrameDataGlanceRow|EX Spiral Arrow|EX Spiral Arrow|||Spiral Arrow {{EX}}|120|200|-250/0|Hl|-|8|until ground|after landing 18|26+|-|-|9|-|Charge 42F, No height restriction, Frame advantage based on maximum possible, opponent gains 15 meter on hit, 10 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|1F~landing recovery|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow||||| | {{USFIVFrameDataGlanceRow|Scramble (Ground)|Scramble, Teleport|{{b}} (charge) {{f}} + {{lk}},{{f}} + {{lk}} + {{mk}} ex||Scramble {{lk}}|-|-|0/0|-|-|13|26|40|79|-|-|-|-|Charge 42F, Can cancel into followups 13F~39F.||||||||-|All: 13~39F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|EX Scramble (Ground)|EX Scramble, Teleport|||Scramble {{EX}} ({{lk}}+{{mk}})|-|-|-250/-|-|-|7|25|40|72|-|-|-|-|Charge 42F, Can cancel into followups 7F~32F.||||||||-|All: 7~32F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Scramble|Scramble| | {{USFIVFrameDataGlanceRow|Break (Ground)|Break, Stop|{{p}} during ground scramble ex||Break {{lp}} |-|-|0/0|-|-|-|-|25|25|-|-|-|-|Backwards movement 1~10F||||||||-|-|-|-|2~3F|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Break {{mp}} |-|-|0/0|-|-|-|-|20|20|-|-|-|-|||||||||-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|||||Break {{hp}}|0/0|-|-|-|-|32|32|-|-|-|-|Can pass through opponents 1~15F||||||||-|All: 1~15F|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|EX Break (Ground)||||Break {{EX}} {{lp}}|-|-|0/0|-|-|-|-|25|25|-|-|-|-|||||||||-|All: 1~23F|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|||||Break {{EX}} {{mp}}|-|-|0/0|-|-|-|-|20|20|-|-|-|-|||||||||-||-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|||||Break {{EX}} {{hp}}|0/0|-|-|-|-|32|32|-|-|-|-|Can pass through opponents 1~15F||||||||-|All: 1~15F|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|Razor Edge Slicer|Slide|ex||Razor Edge Slicer|80|100|10/60|L|su|13+2|6|21|41|17|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-||-|14~15F|JP: 1|}} | |||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|EX Razor Edge Slicer||armor break||Razor Edge Slicer {{EX}}|80*90|0*200|0/30*30|L|-|7+10|14|28|58|21|-|-21|-|First hit locks in place.|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: 1~30F|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow||| | {{USFIVFrameDataGlanceRow|Scramble (Air)|Scramble, Teleport|{{b}} (charge) {{f}} + {{mk}} [{{f}} + {{lk}} + {{hk}}] or {{f}} + {{hk}} [{{f}} + {{mk}} + {{hk}}] ex||Scramble (Air) {{EX}} ({{mk}}) or ({{lk}}+{{hk}})|-|-|0/0 [-250/0]|-|-|18|18+20|14|70|-|-|-|-|[] refers to EX version, 35F~ cancellable||||-|-|-|-|-|All: 13~35F|-|-|-|-|-|}} | ||
{{ | {{USFIVFrameDataGlanceRow|||||Scramble (Air) {{EX}} ({{hk}}) or ({{mk}}+{{hk}})|-|-|0/0 [-250/0]|-|-|18|18+20|14|70|-|-|-|-|[] refers to EX version, 35F~ cancellable||||-|-|-|-|-|All: 13~35F|-|-|-|-|-|}} | ||
{{ | {{USFIVFrameDataGlanceRow|Break (Air)|Feint back|{{p}} during air scramble {{ex}} ( {{ex}} {{hp}} {{{{armorbreak}}}} )||Break (Air) {{lp}}|-|-|0/0|-|-|||Total 19|19|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow||Fake Ground Pound|||Break (Air) {{mp}}|-|-|0/0|-|-|-|-|Total 21|21|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow||Ground Pound|||Break (Air) {{hp}}|120|180|30/30|HL|su/jc|18+12|9|12|50|12|-|-9|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1~8F|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow| | {{USFIVFrameDataGlanceRow|EX Break (Air)|Feint back|||Break (Air) {{EX}} {{lp}}|-|-|0/0|||||Total 19|19|-|-|-|-|||||-|-|-|-|-|All: 1~20F|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow||Fake Ground Pound|||Break (Air) {{EX}} {{mp}}|-|-|0/0|||||Total 14|14|-|-|-|-|||||-|-|-|-|-|All: 1~15F|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow||Ground Pound|{{armorbreak}}||Break (Air) {{EX}} {{hp}}|120|150|0/30|HL|su/jc|18+12|9|12|50|12|-|-9|-|Forward jump cancelable on hit only.|X|||Free Juggle|Free Juggle|Free Juggle|Free Juggle|-|All: 1~6F|-|-|-|1~8F|JP: 1|}} | |||
{{USFIVFrameDataGlanceRow|Cannon Strike|Dive Kick|||Cannon Strike|60|100|10/20|HL|-|18+12|11|After landing 5F|45|-|-|6[4]|16[14]|Frame Advantage based on lowest possible hit. When performed from Medium Scramble, Cannon Strike will have 3F less frame advantage when hitting at the same position as from a Heavy Scramble. [] Refers to max when performed from Medium Scramble||||-|-|Reset|Reset|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceRow|||||Cannon Strike {{EX}}|80|100|0/20|HL|-|18+12|11|After landing 5F|45|-|-|17[15]|17[15]|Frame Advantage based on lowest possible hit. When performed from L+H Scramble, EX Cannon Strike will have 3F less frame advantage when hitting at the same position as from a M+H Scramble. [] Refers to max when performed from M+H Scramble. Frame advantage on Counterhit is the same regardless of Scramble used.||||-|-|Reset|Reset|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Strafe Dagger| | {{USFIVFrameDataGlanceRow|Strafe Dagger||{{b}} (charge) {{f}} {{b}} {{f}} + p||Super Combo|30x9*90|0|-1000/-|HL|-|1+2|3(9)44(4)<br>2(17)3|60|144|13|-|-50|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5F|-|All: 1~84F|-|-|All Hits JP: 1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Psycho Stream| | {{USFIVFrameDataGlanceRow|Psycho Stream||{{b}} (charge) {{f}} {{b}} {{f}} + 3p||Ultra Combo 1|33x9|0|0/0|HL|-|0+15|300|20|34|-|-|39|-|No other move can juggle after airborne hit||||[9th Hit]: Free Juggle, Hard Knockdown|[9th Hit]: Free Juggle, Hard Knockdown|[9th Hit]: Hard Knockdown|[9th Hit]: Hard Knockdown|-|-|-|-|-|-|All hits JP: 127|}} | ||
{{USFIVFrameDataGlanceRow|DCM ( | {{USFIVFrameDataGlanceRow|DCM (Ground)||{{b}} (charge) {{f}} {{b}} {{f}} + {{3k}} {{armorbreak}}||Ultra Combo 2 (Ground)|30*60*<br>30x7*60x2|0|0/0|HL|-|0+7|4|56|66|20|-|-40|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|DCM ( | {{USFIVFrameDataGlanceRow|DCM (Air)||{{db}} (charge) {{df}} {{db}} {{uf}} + {{3k}} {{armorbreak}}||Ultra Combo 2 (Air)|30*60*<br>30x7*60x2|0|0/0|HL|-|0+4|4|53|60|-|-|-|-|Cannot hit grounded|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
|} | |} | ||
== Moves == | == Moves == | ||
Line 105: | Line 118: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|CloseLP| | {{USFIVMoveListRow|Decapre|CloseLP| | ||
Close LP|Close Jab|Close lp|| | Close LP|Close Jab|Close {{lp}}|| | ||
Great frame advantage on hit and block. On hit can link into target combo 1 for easy damage. Tick throw setup. | Great frame advantage on hit and block. On hit can link into target combo 1 for easy damage. Tick {{throw}} setup. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CloseMP| | {{USFIVMoveListRow|Decapre|CloseMP| | ||
Close MP|Close Strong|Close mp| | Close MP|Close Strong|Close {{mp}}|Target combo with close HK| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CloseHP| | {{USFIVMoveListRow|Decapre|CloseHP| | ||
Close HP|Close Fierce|Close hp|2 hits | Close HP|Close Fierce|Close {{hp}}|2 hits| | ||
Breaks normal focus attack. Enough frame advantage to link afterwards for a combo. However the range decides the followup. Most consistent is | Breaks normal focus attack. Enough frame advantage to link afterwards for a combo. However the range decides the followup. Most consistent is crouching MK although it is a 1F link. +1 on block. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CloseLK| | {{USFIVMoveListRow|Decapre|CloseLK| | ||
Close LK|Close Short|Close lk|| | Close LK|Close Short|Close {{lk}}|| | ||
Good for tick throw setups in place of lp for variety and mixups. | Good for tick {{throw}} setups in place of {{lp}} for variety and mixups. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CloseMK| | {{USFIVMoveListRow|Decapre|CloseMK| | ||
Close MK|Close Forward|Close mk| | Close MK|Close Forward|Close {{mk}}|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CloseHK| | {{USFIVMoveListRow|Decapre|CloseHK| | ||
Close HK|Close Roundhouse|Close hk|| | Close HK|Close Roundhouse|Close {{hk}}|| | ||
Mainly ignored in favor of the target combo version. Possibly catches neutral jumps but not very effective. | Mainly ignored in favor of the target combo version. Possibly catches neutral jumps but not very effective. | ||
}} | }} | ||
Line 134: | Line 147: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|FarLP| | {{USFIVMoveListRow|Decapre|FarLP| | ||
Far LP|Far Jab|lp| | Far LP|Far Jab|{{lp}}|| | ||
Good frame advantage | Good frame advantage | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FarMP| | {{USFIVMoveListRow|Decapre|FarMP| | ||
Far MP|Far Strong|mp| | Far MP|Far Strong|{{mp}}|| | ||
Good poke and on hit give you target combo 2 which is okay for normal focus break and decent damage. Good cancel into "Hands"/Razor Slashes. | Good poke and on hit give you target combo 2 which is okay for normal focus break and decent damage. Good cancel into "Hands"/Razor Slashes. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FarHP| | {{USFIVMoveListRow|Decapre|FarHP| | ||
Far HP|Far Fierce|hp|| | Far HP|Far Fierce|{{hp}}|| | ||
Can catch sloppy jump ins. | Can catch sloppy jump ins. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FarLK| | {{USFIVMoveListRow|Decapre|FarLK| | ||
Far LK|Far Short|lk|| | Far LK|Far Short|{{lk}}|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FarMK| | {{USFIVMoveListRow|Decapre|FarMK| | ||
Far MK|Far Forward|mk|| | Far MK|Far Forward|{{mk}}|| | ||
Decent anti air and good poke. Longest horizontal range. | Decent anti air and good poke. Longest horizontal range. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FarHK| | {{USFIVMoveListRow|Decapre|FarHK| | ||
Far HK|Far Roundhouse|hk|| | Far HK|Far Roundhouse|{{hk}}|| | ||
Good poke and whiff punish tool. Heavy damage. | Good poke and whiff punish tool. Heavy damage. | ||
}} | }} | ||
Line 163: | Line 176: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|CrouchLP| | {{USFIVMoveListRow|Decapre|CrouchLP| | ||
Crouch LP|Crouch Jab|d + lp| | Crouch LP|Crouch Jab|{{d}} + {{lp}}|| | ||
Great frame advantage leading to cr.MP, BnBs, and tick throw setups. Enough time to link into target combo 1 for damage. | Great frame advantage leading to cr.MP, BnBs, and tick {{throw}} setups. Enough time to link into target combo 1 for damage. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CrouchMP| | {{USFIVMoveListRow|Decapre|CrouchMP| | ||
Crouch MP|Crouch Strong|d + mp| | Crouch MP|Crouch Strong|{{d}} + {{mp}}|| | ||
Good poke. Link into CrouchMK for combo although it is 1 frame link. Cancel also link itself although it has short range. | Good poke. Link into CrouchMK for combo although it is 1 frame link. Cancel also link itself although it has short range. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CrouchHP| | {{USFIVMoveListRow|Decapre|CrouchHP| | ||
Crouch HP|Crouch Fierce|d + hp|| | Crouch HP|Crouch Fierce|{{d}} + {{hp}}|| | ||
Situational anti air. Able to link Stinger afterwards or CrouchLK to Stinger this is spacing dependent and most consistent in the corner. Whiffs on crouching characters a lot even if somewhat close. | Situational anti air. Able to link Stinger afterwards or CrouchLK to Stinger this is spacing dependent and most consistent in the corner. Whiffs on crouching characters a lot even if somewhat close. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CrouchLK| | {{USFIVMoveListRow|Decapre|CrouchLK| | ||
Crouch LK|Crouch Short|d + lk| | Crouch LK|Crouch Short|{{d}} + {{lk}}|rapid fire is not a true blockstring| | ||
Links well into CrouchLP and Stinger for punish/link off of heavy normals. | Links well into CrouchLP and Stinger for punish/link off of heavy normals. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CrouchMK| | {{USFIVMoveListRow|Decapre|CrouchMK| | ||
Crouch MK|Crouch Forward|d + mk| | Crouch MK|Crouch Forward|{{d}} + {{mk}}|| | ||
It's all about "Hands" heavily used to cancel into Razor slashes. Good link off of normals especially since CrouchMP to CrouchMP whiffs alot. Tough link however as it is only 1 frame. Decent low profile against jump in attacks. | It's all about "Hands" heavily used to cancel into Razor slashes. Good link off of normals especially since CrouchMP to CrouchMP whiffs alot. Tough link however as it is only 1 frame. Decent {{low}} profile against jump in attacks. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CrouchHK| | {{USFIVMoveListRow|Decapre|CrouchHK| | ||
Crouch HK|Crouch Roundhouse|d + hk|| | Crouch HK|Crouch Roundhouse|{{d}} + {{hk}}|| | ||
Decent sweep although it has poor range. Possibility to low profile certain jump in attacks. | Decent {{sweep}} although it has poor range. Possibility to {{low}} profile certain jump in attacks. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
Line 192: | Line 205: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|NeutralLP| | {{USFIVMoveListRow|Decapre|NeutralLP| | ||
Neutral Jump LP|Neutral Jump Jab|u + lp|| | Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|NeutralMP| | {{USFIVMoveListRow|Decapre|NeutralMP| | ||
Neutral Jump MP|Neutral Jump Strong|u + mp|| | Neutral Jump MP|Neutral Jump Strong|{{u}} + {{mp}}|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|NeutralHP| | {{USFIVMoveListRow|Decapre|NeutralHP| | ||
Neutral Jump HP|Neutral Jump Fierce|u + hp|| | Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}|| | ||
Great hit advantage and catches a lot of people crouching or standing. Does not catch people behind her however. | Great hit advantage and catches a lot of people crouching or standing. Does not catch people behind her however. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|NeutralLK| | {{USFIVMoveListRow|Decapre|NeutralLK| | ||
Neutral Jump LK|Neutral Jump Short|u + lk|| | Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}|| | ||
Instant overhead on some characters. Low block/hit stun from throws etc. afterwards. | Instant overhead on some characters. Low block/hit stun from throws etc. afterwards. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|NeutralMK| | {{USFIVMoveListRow|Decapre|NeutralMK| | ||
Neutral Jump MK|Neutral Jump Forward|u + mk|| | Neutral Jump MK|Neutral Jump Forward|{{u}} + {{mk}}|| | ||
Good air to air/anti-air? | Good air to air/anti-air? | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|NeutralHK| | {{USFIVMoveListRow|Decapre|NeutralHK| | ||
Neutral Jump HK|Neutral Jump Roundhouse|u + hk|| | Neutral Jump HK|Neutral Jump Roundhouse|{{u}} + {{hk}}|| | ||
Still figuring out what this move is really good for. It can possibly an opponent who neutral jumps with you and on big characters. | Still figuring out what this move is really good for. It can possibly an opponent who neutral jumps with you and on big characters. | ||
}} | }} | ||
Line 221: | Line 234: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|DiagonalLP| | {{USFIVMoveListRow|Decapre|DiagonalLP| | ||
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp|| | Diagonal Jump LP|Diagonal Jump Jab|{{ub}} / {{uf}} + {{lp}}|| | ||
No real uses but you may get this off an execution error for air throw. Decent air to air given its fast startup. | No real uses but you may get this off an execution error for air throw. Decent air to air given its fast startup. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DiagonalMP| | {{USFIVMoveListRow|Decapre|DiagonalMP| | ||
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp|| | Diagonal Jump MP|Diagonal Jump Strong|{{ub}} / {{uf}} + {{mp}}|| | ||
(No uses/strategies) | (No uses/strategies) | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DiagonalHP| | {{USFIVMoveListRow|Decapre|DiagonalHP| | ||
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp|| | Diagonal Jump HP|Diagonal Jump Fierce|{{ub}} / {{uf}} + {{hp}}|| | ||
Great move for jump back and premptive attack against jumpers. Crosses up fairly with certain setups and in the corner. Done early in the jump allows for a throw afterwards, done late allows for a backdash and Slashes afterwards. | Great move for jump back and premptive attack against jumpers. Crosses up fairly with certain setups and in the corner. Done early in the jump allows for a {{throw}} afterwards, done late allows for a backdash and Slashes afterwards. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DiagonalLK| | {{USFIVMoveListRow|Decapre|DiagonalLK| | ||
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk|| | Diagonal Jump LK|Diagonal Jump Short|{{ub}} / {{uf}} + {{lk}}|| | ||
Most consistent crossup although the hit and block advantage is low. On hit link to CrouchLP which will link to target combo 1 to air throw leading back to same mixup. On block good for tick throw setups. On counterhit and hitting a crouching character you can just simply cancel into target combo 1 for damage/setups. | Most consistent crossup although the hit and block advantage is low. On hit link to CrouchLP which will link to target combo 1 to air {{throw}} leading back to same mixup. On block good for tick {{throw}} setups. On {{counterhit}} and hitting a crouching character you can just simply cancel into target combo 1 for damage/setups. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DiagonalMK| | {{USFIVMoveListRow|Decapre|DiagonalMK| | ||
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk|| | Diagonal Jump MK|Diagonal Jump Forward|{{ub}} / {{uf}} + {{mk}}|| | ||
Decent air to air and puts Decapres hurtboxes at weird places. A good way to preemptively hit your opponent out of the air on Decapre's way up. Done late in the jump it has pretty long reach so Decapre can avoid grabs for the most part from a grounded opponent. | Decent air to air and puts Decapres hurtboxes at weird places. A good way to preemptively hit your opponent out of the air on Decapre's way up. Done late in the jump it has pretty long reach so Decapre can avoid grabs for the most part from a grounded opponent. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DiagonalHK| | {{USFIVMoveListRow|Decapre|DiagonalHK| | ||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk|| | Diagonal Jump HK|Diagonal Jump Roundhouse|{{ub}} / {{uf}} + {{hk}}|| | ||
Basic jump in, long range but cannot crossup. Good air to air on premptive jumps and such. | Basic jump in, long range but cannot crossup. Good air to air on premptive jumps and such. | ||
}} | }} | ||
Line 250: | Line 263: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|TargetCombo1| | {{USFIVMoveListRow|Decapre|TargetCombo1| | ||
Target Combo 1|Target Combo 1|mp --- hk| | Target Combo 1|Target Combo 1|{{mp}} {{---}} {{hk}}|can jump cancel on hit, but not on block.| | ||
Deadly. Combos easily into air throw and leaves the opponent long in the air for a setup. Unsafe on block but great on hit as it allows for Decapre to gain control. Also breaks normal focus and easy to combo provided CloseMP can be linked. | Deadly. Combos easily into air {{throw}} and leaves the opponent long in the air for a setup. Unsafe on block but great on hit as it allows for Decapre to gain control. Also breaks normal focus and easy to combo provided CloseMP can be linked. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|TargetCombo2| | {{USFIVMoveListRow|Decapre|TargetCombo2| | ||
Target Combo 2|Target Combo 2|mp --- hp|| | Target Combo 2|Target Combo 2|{{mp}} {{---}} {{hp}}|| | ||
Good normal focus break but pretty unsafe on block. Like a poor version of E.Ryu's target combo since it does not knockdown. Work off of Close and Far MP however where target combo 1 only works off of closeMP. Using st.MP as a poke allow for damage off of random hits during footsies. | Good normal focus break but pretty unsafe on block. Like a poor version of E.Ryu's target combo since it does not knockdown. Work off of Close and Far MP however where target combo 1 only works off of closeMP. Using st.MP as a poke allow for damage off of random hits during footsies. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FoxTail| | {{USFIVMoveListRow|Decapre|FoxTail| | ||
Fox Tail|Overhead|df + mk|| | Fox Tail|Overhead|{{df}} + {{mk}}|| | ||
Overhead has a lot of range and properly spaced/meaty allows for combos off of it. Be aware that the command means you cannot press forward with down charge and MK at all. The kick can be thrown out of or be out of range leading to long whiff recovery, it gets annoying real fast. | Overhead has a lot of range and properly spaced/meaty allows for combos off of it. Be aware that the command means you cannot press forward with down charge and MK at all. The kick can be thrown out of or be out of range leading to long whiff recovery, it gets annoying real fast. | ||
}} | }} | ||
Line 267: | Line 280: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|FocusAttack( | {{USFIVMoveListRow|Decapre|FocusAttack( | ||
Level1)|Focus Attack (Level 1)|Level 1 Focus|mp + mk|| | Level1)|Focus Attack (Level 1)|Level 1 Focus|{{mp}} + {{mk}}|| | ||
Great range! | Great range! | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FocusAttack( | {{USFIVMoveListRow|Decapre|FocusAttack( | ||
Level2)|Focus Attack (Level 2)|Level 2 Focus|mp + mk|| | Level2)|Focus Attack (Level 2)|Level 2 Focus|{{mp}} + {{mk}}|| | ||
Great range! Good advantage on block! Backdash allows for charge although timing is strict. | Great range! Good advantage on block! Backdash allows for charge although timing is strict. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FocusAttack( | {{USFIVMoveListRow|Decapre|FocusAttack( | ||
Level3)|Focus Attack (Level 3)|Level 3 Focus|mp + mk|| | Level3)|Focus Attack (Level 3)|Level 3 Focus|{{mp}} + {{mk}}|| | ||
Great range! Unblockable. Back or forward dashing allows for charge although timing is still strict. | Great range! Unblockable. Back or forward dashing allows for charge although timing is still strict. | ||
}} | }} | ||
Line 284: | Line 297: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|ShadowSuplex| | {{USFIVMoveListRow|Decapre|ShadowSuplex| | ||
Shadow Suplex|Forward Throw|f or n + lp + lk| | Shadow Suplex|Forward Throw|{{f}} or {{n}} + {{lp}} + {{lk}}|1| | ||
Leaves the opponent farther than back throw. Range is mediocre but enhanced with kara cancelling. Kara throw range is minimal but still deadly give her variety of tick throw setups. | Leaves the opponent farther than back throw. Range is mediocre but enhanced with kara cancelling. Kara {{throw}} range is minimal but still deadly give her variety of tick {{throw}} setups. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|Frankensteiner| | {{USFIVMoveListRow|Decapre|Frankensteiner| | ||
Frankensteiner|Back Throw|b + lp + lk| | Frankensteiner|Back Throw|{{b}} + {{lp}} + {{lk}}|| | ||
Leaves opponent closer for easy setups. 5 less damage for no apparent reason, possibly beacuse of the ability for setups afterwards. Easier to crossup the opponent after this. | Leaves opponent closer for easy setups. 5 less damage for no apparent reason, possibly beacuse of the ability for setups afterwards. Easier to crossup the opponent after this. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|FlyingNeckHunt| | {{USFIVMoveListRow|Decapre|FlyingNeckHunt| | ||
Flying Neck Hunt|Air Throw|(in air) lp + lk| | Flying Neck Hunt|Air Throw|(in air) {{lp}} + {{lk}}|Can cause oppponent to lose back charge.| | ||
Easily to combo into and works well against jump happy people. Decapre continues the jump arc she initiated to get the move. Neutral jump to air throw has Decapre land directly downward, forward jump has Decapre land forward etc. Ideal to forward jump as the distance Decapre has between her and the opponent afterswards allows for setups. Decapre can even land on the other side sometimes during throwing people. | Easily to combo into and works well against jump happy people. Decapre continues the jump arc she initiated to get the move. Neutral jump to air {{throw}} has Decapre land directly downward, forward jump has Decapre land forward etc. Ideal to forward jump as the distance Decapre has between her and the opponent afterswards allows for setups. Decapre can even land on the other side sometimes during throwing people. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
Line 301: | Line 314: | ||
{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|PsychoSting| | {{USFIVMoveListRow|Decapre|PsychoSting| | ||
Psycho Sting|Uppercut|d (charge) u + p ex armorbreak|5f startup LP is strike invincible MP is projectile invincible HP is throw invincible ex is fully invincible|LP is your goto anti air. MP good to catch characters with weaker fireballs like Ken. MP is also good after a regular HP Break for better damage than LP. HP is the most damage and good against grapplers who try to abuse throws. FADC from Stinger will allow you to combo into air throw therefore doing so from HP Sting nets the best damage. Should you land an anti-air Sting you have enough time to charge up and use Ultra 2 (DCM). The moves slow startup may seem like a weakness but it is helped with its down up charge. With practice you can hit people who try to cross you up thinking you lose charge. Although playing footsies with grapplers is more dangerous since you do lose charge then, in those matchups cr.HP st.MK and others should be explored.| | Psycho Sting|Uppercut|{{d}} (charge) {{u}} + {{p}} {{ex}} {{armorbreak}}|5f startup LP is strike invincible MP is projectile invincible HP is {{throw}} invincible {{ex}} is fully invincible|LP is your goto anti air. MP good to catch characters with weaker fireballs like Ken. MP is also good after a regular HP Break for better damage than LP. HP is the most damage and good against grapplers who try to abuse throws. FADC from Stinger will allow you to combo into air {{throw}} therefore doing so from HP Sting nets the best damage. Should you land an anti-air Sting you have enough time to charge up and use Ultra 2 (DCM). The moves slow startup may seem like a weakness but it is helped with its down up charge. With practice you can hit people who try to cross you up thinking you lose charge. Although playing footsies with grapplers is more dangerous since you do lose charge then, in those matchups cr.HP st.MK and others should be explored.| | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|SpiralArrow| | {{USFIVMoveListRow|Decapre|SpiralArrow| | ||
Spiral Arrow|Drill|(in air) b (charge) f + k ex|ex is projectile invincible instant air spiral arrow possible|Spaced properly leaves you at advantage. Try not to whiff this move as the recovery is very long for this move. Which also why if you are close to the opponent you should opt to do the ex as it will leave you safe at all ranges for the most part. This move does make you airborne, so you can avoid grabs for the most part but anti air Ultras will catch you! A good option to abuse the projectile invincibility of the ex version against the Shotos and other fireball characters. Done at the lowest possible height will help negate the long whiff recovery of the move and sometimes catch people off guard. People neutral jumping will avoid the Instant Air version of this move. A decent air to air given the range, how far back you can be to activated i.e. you jump back with charge and an opponent jumps after you IASA will usually catch them. A great guide on safety is here: http://forums.shoryuken.com/discussion/190759/decapre-s-cannon-strike-spiral-arrow-hit-block-advantage-charts| | Spiral Arrow|Drill|(in air) {{b}} (charge) {{f}} + {{k}} {{ex}}|ex is projectile invincible {{instant}} air spiral arrow possible|Spaced properly leaves you at advantage. Try not to whiff this move as the recovery is very long for this move. Which also why if you are close to the opponent you should opt to do the {{ex}} as it will leave you safe at all ranges for the most part. This move does make you airborne, so you can avoid grabs for the most part but anti air Ultras will catch you! A good option to abuse the projectile invincibility of the {{ex}} version against the Shotos and other fireball characters. Done at the lowest possible height will help negate the long whiff recovery of the move and sometimes catch people off guard. People neutral jumping will avoid the Instant Air version of this move. A decent air to air given the range, how far back you can be to activated i.e. you jump back with charge and an opponent jumps after you IASA will usually catch them. A great guide on safety is here: http://forums.shoryuken.com/discussion/190759/decapre-s-cannon-strike-spiral-arrow-hit-block-advantage-charts| | ||
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Unlike its air based counterparts, the Instant EX Spiral Arrow stays active whilst it is on the floor and is -1 on block from point blank range | |||
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{{USFIVMoveListRow|Decapre|RapidDagger| | {{USFIVMoveListRow|Decapre|RapidDagger| | ||
Rapid Dagger|Rapid Slash|press p repeatedly ex|On block LP is -3 MP is -5 HP is -7 ex is 0| | Rapid Dagger|Rapid Slash|press {{p}} repeatedly {{ex}}|On block LP is -3 MP is -5 HP is -7 {{ex}} is 0| | ||
Similar to a "Hands"style move from E.Honda or Gen and the electric move from Blanka. You have to understand that you are never really "safe" with this move, outside of ex. Shotos can punish the LP version if it is not spaced properly. Then there is the execution barrier of canceling into this move from your normals. Practice this move since locking it away leaves Decapre without a good meter building tool on hit and block. Canceling this move from long normals like cr.MK helps Decapre get in, unload easy chip damage on the opponent, and build meter well. Not to mention the combo opportunities in the corner with this move. Usually you want to opt for the LP version unless you can hit confirm into the higher versions. ex is always nice chip granted the meter loss in doing so. This is essentially a footsie tool upclose like how fireballs are to shotos. A good tutorial can be found here: http://forums.shoryuken.com/discussion/190473/hands-it-s-about-hands/p1| | Similar to a "Hands"style move from E.Honda or Gen and the electric move from Blanka. You have to understand that you are never really "safe" with this move, outside of ex. Shotos can punish the LP version if it is not spaced properly. Then there is the execution barrier of canceling into this move from your normals. Practice this move since locking it away leaves Decapre without a good meter building tool on hit and block. Canceling this move from long normals like cr.MK helps Decapre get in, unload easy chip damage on the opponent, and build meter well. Not to mention the combo opportunities in the corner with this move. Usually you want to opt for the LP version unless you can hit confirm into the higher versions. {{ex}} is always nice chip granted the meter loss in doing so. This is essentially a footsie tool upclose like how fireballs are to shotos. A good tutorial can be found here: http://forums.shoryuken.com/discussion/190473/hands-it-s-about-hands/p1| | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|Scramble| | {{USFIVMoveListRow|Decapre|Scramble| | ||
Scramble|Scramble|b (charge) f + k ex|lk teleports her forward along the ground; mk charges her into the air at a ~30 degree angle; hk charges her into the air at a ~60 degree angle; for ex version, use lk + mk , mk + hk , and lk + hk repectively for those angles; after Scramble that puts her airborne, the teleport naturally finishes and she keeps the momentum resulting in a downward float that allows you to use your jump normals albeit not the neutral ones. The recovery seems longer although it will have to be tested more.| | Scramble|Scramble|{{b}} (charge) {{f}} + {{k}} {{ex}}|lk teleports her forward along the ground; {{mk}} charges her into the air at a ~30 degree angle; {{hk}} charges her into the air at a ~60 degree angle; for {{ex}} version, use {{lk}} + {{mk}} , {{mk}} + {{hk}} , and {{lk}} + {{hk}} repectively for those angles; after Scramble that puts her airborne, the teleport naturally finishes and she keeps the momentum resulting in a {{downward}} float that allows you to use your jump normals albeit not the neutral ones. The recovery seems longer although it will have to be tested more.| | ||
The ground teleport is projectile invincible which is good but the startup and transitions are not. When Decapre inputs a move like the LK break from LK Scramble she is vulnerable to projectiles during the transition. LK Scramble is also character dependent meaning it stops in front of the opponent, this is not Guy's run stop, you will be heavily punished for this move without inputting a command. Inputting the scramble while the opponent is jumping at you is dangerous, the scramble stops right in front of the opponent so if you do not input a command before that you eat a free jump in and combo afterwards. The ground teleport gives you an easy option to advance and keep the pressure on your opponent. | The ground teleport is projectile invincible which is good but the startup and transitions are not. When Decapre inputs a move like the LK break from LK Scramble she is vulnerable to projectiles during the transition. LK Scramble is also character dependent meaning it stops in front of the opponent, this is not Guy's run stop, you will be heavily punished for this move without inputting a command. Inputting the scramble while the opponent is jumping at you is dangerous, the scramble stops right in front of the opponent so if you do not input a command before that you eat a free jump in and combo afterwards. The ground teleport gives you an easy option to advance and keep the pressure on your opponent. | ||
The air versions thankfully are not character dependent and simply keep moving. The versions have been used for crossup setups given the float state after the teleport finishes. The forward movement is decent but the ground allows for better approach since the air Scrambles can be weak against anti-airs. The MP/HP/ex breaks from Scramble however can cross up the opponents.| | The air versions thankfully are not character dependent and simply keep moving. The versions have been used for crossup setups given the float state after the teleport finishes. The forward movement is decent but the ground allows for better approach since the air Scrambles can be weak against anti-airs. The MP/HP/ex breaks from Scramble however can cross up the opponents.| | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|Break(Ground)| | {{USFIVMoveListRow|Decapre|Break(Ground)| | ||
Break (Ground)|Break (Ground)|p|Perform during lk Scramble; lp teleports her backwards; mp makes her stop in place; hp makes her teleport forward (able to pass through opponent)| | Break (Ground)|Break (Ground)|{{p}}|Perform during {{lk}} Scramble; {{lp}} teleports her backwards; {{mp}} makes her stop in place; {{hp}} makes her teleport forward (able to pass through opponent)| | ||
The ground break is great for baiting. Teleporting through fireballs and inputting break makes you safer than using Slicer/Slide. The HP has some recovery but good to throw in since it reverses direction and actually works like a teleport where Decapre is off screen, the distance is locked so practice understanding what that is. MP allows you to approach safely since you can stop before you get too close and not sacrifice the distance would LP lose for you. MP stops where Decapre is when you input the command so it can work as a bait although LP can sometimes work better depending on the distance from the opponent. HP is great since it is an actual advancing teleport, Decapre is untouchable albeit the recovery can seem long and you can switch sides with the opponent.| | The ground break is great for baiting. Teleporting through fireballs and inputting break makes you safer than using Slicer/Slide. The HP has some recovery but good to {{throw}} in since it reverses direction and actually works like a teleport where Decapre is off screen, the distance is locked so practice understanding what that is. MP allows you to approach safely since you can stop before you get too close and not sacrifice the distance would LP lose for you. MP stops where Decapre is when you input the command so it can work as a bait although LP can sometimes work better depending on the distance from the opponent. HP is great since it is an actual advancing teleport, Decapre is untouchable albeit the recovery can seem long and you can switch sides with the opponent.| | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|Break(Air)| | {{USFIVMoveListRow|Decapre|Break(Air)| | ||
Break (Air)|Break (Air)|p armorbreak|Perform during mk or hk Scramble; armorbreak only on hp Break from ex Scramble; lp teleports her back to where she started; mp teleports her straight down; hp causes her to perform a slam attack. HP is a launch move| | Break (Air)|Break (Air)|{{p}} {{armorbreak}}|Perform during {{mk}} or {{hk}} Scramble; {{{{armorbreak}}}} only on {{hp}} Break from {{ex}} Scramble; {{lp}} teleports her back to where she started; {{mp}} teleports her straight down; {{hp}} causes her to perform a slam attack. HP is a {{launch}} move| | ||
Similar to the ground Scramble Breaks, this is where the mixup aspect of Decapre stems from. | Similar to the ground Scramble Breaks, this is where the mixup aspect of Decapre stems from. | ||
Normal Break: LP is a good way to bait opponents attacks but keeping in mind the distance from the opponent when you do this move. Obviously if the opponent is farther away the bait could still work but the punish is more difficult. Stuck in the corner you can pretend to try to escape with MK/HK Scramble only to land back and trick your opponent to punish the supposed jump. | Normal Break: LP is a good way to bait opponents attacks but keeping in mind the distance from the opponent when you do this move. Obviously if the opponent is farther away the bait could still work but the punish is more difficult. Stuck in the corner you can pretend to try to escape with MK/HK Scramble only to land back and trick your opponent to punish the supposed jump. | ||
MP is a really fast fake ground pound where the real fun baiting happens. Decapre lands downward from where she was during the scramble, not only does Decapre her forward movement the recovery is negligible. This is great to bait a wakeup attack from the opponent or setup a throw since the recovery is so fast. You can also time the ground pound to crossup, granted you produce no hit, the mixup pressure is really good. | MP is a really fast fake ground pound where the real fun baiting happens. Decapre lands {{downward}} from where she was during the scramble, not only does Decapre her forward movement the recovery is negligible. This is great to bait a wakeup attack from the opponent or setup a {{throw}} since the recovery is so fast. You can also time the ground pound to crossup, granted you produce no hit, the mixup pressure is really good. | ||
HP is an actual ground pound that is unsafe on block. You want to set this move up on your opponents wakeup as a meaty attack in order to make it safe. You can also crossup with this and can catch unsuspecting opponents but granted you are still unsafe regardless of crossup. This move also does not break armor, focus attacks will simply eat the damage and slam you during the long recovery of the move. | HP is an actual ground pound that is unsafe on block. You want to set this move up on your opponents wakeup as a meaty attack in order to make it safe. You can also crossup with this and can catch unsuspecting opponents but granted you are still unsafe regardless of crossup. This move also does not break armor, focus attacks will simply eat the damage and slam you during the long recovery of the move. | ||
EX Break: LP is a faster version or the regular version and for right now the real fun comes with the EX MP and HP versions. | EX Break: LP is a faster version or the regular version and for right now the real fun comes with the EX MP and HP versions. | ||
MP: Take the already good bait move and make even better. It is invincibility on the way down and you recovery instantly. There is 0 recovery on the move meaning ultras aside from grabs of course can blocked and avoided for the latter. Super fast and deadly to confuse opponents. | MP: Take the already good bait move and make even better. It is invincibility on the way down and you recovery instantly. There is 0 recovery on the move meaning ultras aside from grabs of course can blocked and avoided for the latter. Super fast and deadly to confuse opponents. | ||
HP: Same concept and taking an already cool move and making it better. The move is now far safer on block, forward jump cancelable and it breaks armor. The launch arc is higher as well giving well enough time for Sting, Ultra, air throw, etc.| | HP: Same concept and taking an already cool move and making it better. The move is now far safer on block, forward jump cancelable and it breaks armor. The {{launch}} arc is higher as well giving well enough time for Sting, Ultra, air throw, etc.| | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|RazorEdgeSlicer| | {{USFIVMoveListRow|Decapre|RazorEdgeSlicer| | ||
Razor Edge Slicer|Slide|k ( ex version armorbreak )|Perform during lk Scramble| | Razor Edge Slicer|Slide|{{k}} ( {{ex}} version {{armorbreak}} )|Perform during {{lk}} Scramble| | ||
This low profiles projectiles but is not invincible I believe. Keep in mind the transition startup of this move from scramble. Inputting this move should an opponent jump at you allows you to continue the forward movement. The move is pretty unsafe granted it hits low. You can space it out to be safer, pretty much the same as with most of Decapre's specials. Not abusable but still deadly. The knockdown leaves Decapre really close to opponent so you might want to back up slightly before going for a crossup afterwards. The move works really well as a combo ender as a lot of Decapre's normals go into it well. Again do not spam this move, it does not break armor and is easily baited. | This {{low}} profiles projectiles but is not invincible I believe. Keep in mind the transition startup of this move from scramble. Inputting this move should an opponent jump at you allows you to continue the forward movement. The move is pretty unsafe granted it hits low. You can space it out to be safer, pretty much the same as with most of Decapre's specials. Not abusable but still deadly. The {{knockdown}} leaves Decapre really close to opponent so you might want to back up slightly before going for a crossup afterwards. The move works really well as a combo ender as a lot of Decapre's normals go into it well. Again do not spam this move, it does not break armor and is easily baited. | ||
EX is the more fun one again Decapre kicks ass with meter. The move still hits low and now breaks armor as well as having a really cool slam animation. The drawback is I do not think there is any range where this move is safe. On block the EX version is TERRRIBLE. Use to catch backdash, or break people who spam focus attack. The knockdown on hit leaves you at a pretty good situation to setup stuff afterwards. | EX is the more fun one again Decapre kicks ass with meter. The move still hits {{low}} and now breaks armor as well as having a really cool slam animation. The drawback is I do not think there is any range where this move is safe. On block the EX version is TERRRIBLE. Use to catch backdash, or break people who spam focus attack. The {{knockdown}} on hit leaves you at a pretty good situation to setup stuff afterwards. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|CannonStrike| | {{USFIVMoveListRow|Decapre|CannonStrike| | ||
Cannon Strike|Dive Kick|k|Perform during mk or hk Scramble| | Cannon Strike|Dive Kick|k|Perform during {{mk}} or {{hk}} Scramble| | ||
Similar to Cammy dive kick. Use this move to pressure an opponent. Hitting the upper body will not usually allow for a combo but you can continue pressure or simply throw. Hitting the lower body usually allows for a combo. A really amazing person decided to do some testing for both Cannon Strike and Spiral Arrow. The information can be found here: http://forums.shoryuken.com/discussion/190759/decapre-s-cannon-strike-spiral-arrow-hit-block-advantage-charts | Similar to Cammy dive kick. Use this move to pressure an opponent. Hitting the upper body will not usually allow for a combo but you can continue pressure or simply throw. Hitting the lower body usually allows for a combo. A really amazing person decided to do some testing for both Cannon Strike and Spiral Arrow. The information can be found here: http://forums.shoryuken.com/discussion/190759/decapre-s-cannon-strike-spiral-arrow-hit-block-advantage-charts | ||
}} | }} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|StrafeDagger| | {{USFIVMoveListRow|Decapre|StrafeDagger| | ||
Strafe Dagger|Super Combo|b (charge) f b f + p|2f startup| | Strafe Dagger|Super Combo|{{b}} (charge) {{f}} {{b}} {{f}} + {{p}}|2f startup| | ||
Strafe Dagger should only be used for one purpose: adding additional hits to Rapid Dagger. If you are close to winning the round and Rapid Dagger won't garentee a victory, then cancel the final hit of Rapid Dagger into Strafe Dagger. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|Decapre|PsychoStream| | {{USFIVMoveListRow|Decapre|PsychoStream| | ||
Psycho Stream|Ultra Combo I|b (charge) f b f + 3p|9 Hits Travels fulls screen| | Psycho Stream|Ultra Combo I|{{b}} (charge) {{f}} {{b}} {{f}} + {{3p}}|9 Hits Travels fulls screen| | ||
This is Yoga Catastrophe on Psycho Steroids. It has 9 hits meaning it absorbs everything! Granted it can be red focus absorbed. This move locks down opponents. There are 2 main ways of using this move, on opponents wakeup and on a cornered opponent. On opponents wakeup you can force them to block the move for free chip and abuse a high/low mixup since one hit is all you need for the Ultra connect afterwards. You can also pressure your opponent for free, baiting them into punishing you only to be hit by the Ultra. Keep in mind cinematic Ultras and command grabs will avoid the move and that it is still a projectile so projectile invincible attacks will still avoid it. On a cornered opponent use the Ultra at a distance where you can walk forward. Should the opponent try to jump out you can hit them out of the air and into the Ultra. Force the oppoent into punishing by using whatever move you feel like making sure the Orb is close if not on top of you so the opponent will be hit by it should they try to punish. This move works really well against beefy characters like Grapplers or Rufus, Hakan, etc. Here is a thread focusing on how to setup the move: http://forums.shoryuken.com/discussion/190276/summoning-the-power-psycho-stream-set-up-thread | This is Yoga Catastrophe on Psycho Steroids. It has 9 hits meaning it absorbs everything! Granted it can be red focus absorbed. This move locks down opponents. There are 2 main ways of using this move, on opponents wakeup and on a cornered opponent. On opponents wakeup you can force them to block the move for free chip and abuse a high/low mixup since one hit is all you need for the Ultra connect afterwards. You can also pressure your opponent for free, baiting them into punishing you only to be hit by the Ultra. Keep in mind cinematic Ultras and command grabs will avoid the move and that it is still a projectile so projectile invincible attacks will still avoid it. On a cornered opponent use the Ultra at a distance where you can walk forward. Should the opponent try to jump out you can hit them out of the air and into the Ultra. Force the oppoent into punishing by using whatever move you feel like making sure the Orb is close if not on top of you so the opponent will be hit by it should they try to punish. This move works really well against beefy characters like Grapplers or Rufus, Hakan, etc. Here is a thread focusing on how to setup the move: http://forums.shoryuken.com/discussion/190276/summoning-the-power-psycho-stream-set-up-thread | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DCM( | {{USFIVMoveListRow|Decapre|DCM( | ||
Anti-Ground)|DCM (Anti-Ground)|Ultra Combo II (Anti-Ground)|b (charge) f b f + 3k armorbreak|7f startup| | Anti-Ground)|DCM (Anti-Ground)|Ultra Combo II (Anti-Ground)|{{b}} (charge) {{f}} {{b}} {{f}} + {{3k}} {{armorbreak}}|7f startup| | ||
Really fast and travels relatively far. This will punish most opponent's attacks in the air provided they are not high above your head already or they did not use a safe jump. Neutral jumps are caught pretty well. Be wary of opponents jumping too close to you as an opponent close to you and higher than you will avoid the Ultra at certain angles. This version is also the one that connects more after FADC, Focus Attack Crumple, and should Sting anti air hit the opponent high enough Ultra 2 will have enough time to charge and connect. | Really fast and travels relatively far. This will punish most opponent's attacks in the air provided they are not {{high}} above your head already or they did not use a safe jump. Neutral jumps are caught pretty well. Be wary of opponents jumping too close to you as an opponent close to you and higher than you will avoid the Ultra at certain angles. This version is also the one that connects more after FADC, Focus Attack Crumple, and should Sting anti air hit the opponent {{high}} enough Ultra 2 will have enough time to charge and connect. | ||
}} | }} | ||
{{USFIVMoveListRow|Decapre|DCM( | {{USFIVMoveListRow|Decapre|DCM( | ||
Anti-Air)|DCM (Anti-Air)|Ultra Combo II (Anti-Air)|db (charge) df db u + 3k armorbreak|7f startup| | Anti-Air)|DCM (Anti-Air)|Ultra Combo II (Anti-Air)|{{db}} (charge) {{df}} {{db}} {{u}} + {{3k}} {{armorbreak}}|7f startup| | ||
A great fireball punish. Charge time does not allow for focus attack crumple ultra to connect you have to use the air version for that. A Cinematic attack that breaks focus so it is useful for red focus and parries with armor. | A great fireball punish. Charge time does not allow for focus attack {{crumple}} ultra to connect you have to use the air version for that. A Cinematic attack that breaks focus so it is useful for red focus and parries with armor. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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==Matchups== | ==Matchups== | ||
{{#vardefine:player|Decapre}}<!-- | |||
--->{{#vardefine:spacing|-0.75em}}<!-- | |||
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Abel</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character = Abel | |||
| icon =Abel | |||
| favorability = | |||
| data = | |||
}}</div> | |||
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=====<font style="visibility:hidden; float:right">Adon</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Adon | |||
| icon =Adon | |||
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| data = | |||
}}</div> | |||
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=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Akuma | |||
| icon =Akuma | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Balrog | |||
| icon =Balrog | |||
| favorability = | |||
| data = | |||
}}</div> | |||
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=====<font style="visibility:hidden; float:right">Blanka</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Blanka | |||
| icon =Blanka | |||
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}}</div> | |||
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=====<font style="visibility:hidden; float:right">C. Viper</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =C. Viper | |||
| icon =CViper | |||
| favorability = | |||
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}}</div> | |||
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=====<font style="visibility:hidden; float:right">Cammy</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Cammy | |||
| icon =Cammy | |||
| favorability = | |||
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}}</div> | |||
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=====<font style="visibility:hidden; float:right">Chun-Li</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Chun-Li | |||
| icon =ChunLi | |||
| favorability = | |||
| data = | |||
}}</div> | |||
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=====<font style="visibility:hidden; float:right">Cody</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Cody | |||
| icon =Cody | |||
| favorability = | |||
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}}</div> | |||
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=====<font style="visibility:hidden; float:right">Dan</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dan | |||
| icon =Dan | |||
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}}</div> | |||
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=====<font style="visibility:hidden; float:right">Decapre (Mirror)</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Decapre | |||
| icon =Decapre | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Dee Jay</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Deejay | |||
| icon =DeeJay | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Dhalsim</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dhalsim | |||
| icon =Dhalsim | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Dudley</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Dudley | |||
| icon =Dudley | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">E. Honda</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =E. Honda | |||
| icon =EHonda | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">El Fuerte</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =El Fuerte | |||
| icon =ElFuerte | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Elena</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Elena | |||
| icon =Elena | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Evil Ryu</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Evil Ryu | |||
| icon =Evil_Ryu | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Fei Long</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Fei Long | |||
| icon =FeiLong | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Gen</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Gen | |||
| icon =Gen | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Gouken</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Gouken | |||
| icon =Gouken | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Guile</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Guile | |||
| icon =Guile | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Guy</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Guy | |||
| icon =Guy | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Hakan</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Hakan | |||
| icon =Hakan | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Hugo</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Hugo | |||
| icon =Hugo | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Ibuki</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ibuki | |||
| icon =Ibuki | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Juri</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Juri | |||
| icon =Juri | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Ken</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ken | |||
| icon =Ken | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =M. Bison | |||
| icon =MBison | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Makoto</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Makoto | |||
| icon =Makoto | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Oni</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Oni | |||
| icon =Oni | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Poison</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Poison | |||
| icon =Poison | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Rolento</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rolento | |||
| icon =Rolento | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Rose</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rose | |||
| icon =Rose | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Rufus</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Rufus | |||
| icon =Rufus | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Ryu</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Ryu | |||
| icon =Ryu | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Sagat</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Sagat | |||
| icon =Sagat | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Sakura</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Sakura | |||
| icon =Sakura | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Seth</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Seth | |||
| icon =Seth | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">T. Hawk</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =T. Hawk | |||
| icon =THawk | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Vega/Claw</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Vega | |||
| icon =Vega | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Yang</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Yang | |||
| icon =Yang | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Yun</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Yun | |||
| icon =Yun | |||
| favorability = | |||
| data = | |||
}}</div> | |||
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}"> | |||
=====<font style="visibility:hidden; float:right">Zangief</font>===== | |||
{{MatchupData-USF4 | player ={{#var:player}} | |||
| character =Zangief | |||
| icon =Zangief | |||
| favorability = | |||
| data = | |||
}}</div> | |||
==Frame Data== | ==Frame Data== | ||
{{USFIVFrameDataTableHeader}} | {{USFIVFrameDataTableHeader}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close | {{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|25|50|20|HL|ch/sp/su|3|2|5|9|11|14|4|7|Can be canceled to Rapid Daggers on whiff or chain.||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [ | {{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|70[60]|100|40|HL|sp/su|4|4|13|20|18|23|1|6|[] refers to active frames 3~4||||||Reset|Reset|-|-|-|-|-|-|3~4F JP: 1|}} | ||
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close | {{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|40*50|50*50|20*40|HL|sp/su*-|9|3(6)3|23|43|27|32|1|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close | {{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|25|50|20|HL|ch/sp/su|4|2|8|13|11|14|1|4|||||[1st hit] Forces Stand|[1st hit] Forces Stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close | {{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|65|100|40|HL|sp/su|4|3|17|23|14|17|-6|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close | {{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|-|12|5|19|35|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far | {{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|25|50|20|HL|ch/sp/su|3|3|5|10|11|14|3|6|Can be canceled to Rapid Daggers on whiff or chain.||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far | {{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|70|100|40|HL|sp/su|5|4|14|22|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far | {{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|90|150|60|HL|-|7|4|23|33|23|27|-4|0|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far | {{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|sp/su|4|3|6|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far | {{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|7|2|13|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far | {{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|8|2|22|31|17|21|-7|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch | {{USFIVFrameDataRow|Crouch LP|Crouch Jab|{{d}} + {{lp}}||Crouch {{lp}}|20|50|20|HL|ch/sp/su|3|2|6|10|11|14|3|6|Can be canceled to Rapid Daggers on whiff or chain.||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch | {{USFIVFrameDataRow|Crouch MP|Crouch Strong|{{d}} + {{mp}}||Crouch {{mp}}|65|100|40|HL|sp/su|5|4|7|15|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch | {{USFIVFrameDataRow|Crouch HP|Crouch Fierce|{{d}} + {{hp}}||Crouch {{hp}}|100|200|60|HL|su|6|3|18|26|21|26|0|5|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch | {{USFIVFrameDataRow|Crouch LK|Crouch Short|{{d}} + {{lk}}||Crouch {{lk}}|25|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch | {{USFIVFrameDataRow|Crouch MK|Crouch Forward|{{d}} + {{mk}}||Crouch {{mk}}|65|100|40|L|sp/su|6|4|12|21|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch | {{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|{{d}} + {{hk}}||Crouch {{hk}}|95|100|60|L|-|7|2|24|32|18|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Fox Tail|Fox Tail|{{df}} + {{mk}}||{{Downright}}+{{mk}}|80|100|40|H|-|17|3|15|34|15*|20*|-3|2|Blockstun is 15/14/13 for 1st/2nd/3rd active frames. Hitstun is 20/19 for 1st/2nd active frames; 3rd active frame hitstun is 19 vs. stand, 20 vs. crouch|||||No additional frame advantage on first 2 active frames|Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Target Combo | {{USFIVFrameDataRow|Target Combo 1|Target Combo 1|close {{mp}} ---- hk||(TC1) Close {{mp}} > {{hk}}|70|100|60|HL|jc|4|5|22|30|18|-|-9|-|Forward jump cancelable on hit only.||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Target Combo 2|Target Combo 2|{{mp}} ---- {{hp}}||(TC2) {{mp}} > {{hp}}|80|100|60|HL|-|7|4|26|36|19|25|-11|-5|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}||Neutral Jump {{lp}}|50|50|20|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|{{u}} + {{mp}}||Neutral Jump {{mp}}|80|100|40|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}||Neutral Jump {{hp}}|110|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}||Neutral Jump {{lk}}|30|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|{{u}} + {{mk}}||Neutral Jump {{mk}}|70|100|40|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump | {{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|{{u}} + {{hk}}||Neutral Jump {{hk}}|100|200|60|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|{{ub}} / {{uf}} + {{lp}}||Angled Jump {{lp}}|50|50|20|H|-|4|5|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|{{ub}} / {{uf}} + {{mp}}||Angled Jump {{mp}}|80|100|40|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|{{ub}} / {{uf}} + {{hp}}||Angled Jump {{hp}}|100|200|60|H|-|5|4|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|{{ub}} / {{uf}} + {{lk}}||Angled Jump {{lk}}|30|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|{{ub}} / {{uf}} + {{mk}}||Angled Jump {{mk}}|70|100|40|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|{{ub}} / {{uf}} + {{hk}}||Angled Jump {{hk}}|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100||||10+ | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|{{mp}} + {{mk}}||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.2|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F |-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150||||18+10|2|35| | {{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|{{mp}} + {{mk}}||Level 2 Focus|80|150|40|HL|-|18+11|2|35|65|22|-|-15|-|Range: 2.2||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus| | {{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|{{mp}} + {{mk}}||Level 3 Focus|120|200|60|-|-|66|2|35|102|-|-|-|-|Range: 2.2, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~65F|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 1 Red Focus|90|100|-500/0|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.2, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 2 Red Focus|120|150|-500/0|HL|-|18+11|2|35|65|22|-|-15|-|Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 3 Red Focus|180|200|-500/0|-|-|66|2|35|102|-|-|-|-|Range: 2.2, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~66F (99 hits)|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|{{lp}} + {{mp}} + {{mk}}||Level 1 EX Red Focus|90|100|-750/0|HL|-|10+11|2|35|57|22|-|-15|-|Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Shadow Suplex|Forward Throw|f or n + lp + lk||Forward Throw|140|130||||3|2|20|24||||||||||||||||||||}} | {{USFIVFrameDataRow|Shadow Suplex|Forward Throw|{{f}} or {{n}} + {{lp}} + {{lk}}||Forward Throw|140|130|40|0.79|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Frakensteiner|Back Throw|{{b}} + {{lp}} + {{lk}}||Back Throw|135|140|40|0.79|-|3|2|20|24|-|-|-|-||||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Flying Neck Hunt|Air Throw|(in air) lp + lk||Air Throw|150[130]|150||||||||||||[] | {{USFIVFrameDataRow|Flying Neck Hunt|Air Throw|(in air) {{lp}} + {{lk}}||Air Throw|150[130]|150|40|1|-|5|2|-|-|-|-|-|-|[] Refers to juggle version|||X|-|-|Hard Knockdown|-|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Psycho Sting| | {{USFIVFrameDataRow|Psycho Sting|Sting|{{d}} (charge) {{u}} + {{p}} {{ex}} {{armorbreak}}||Psycho Sting {{lp}}|120|180|30/40|HL|su|5|9|36|49|17|-|-28|-|charge 42F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|All: 1~8F|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Psycho Sting | {{USFIVFrameDataRow|||||Psycho Sting {{mp}}|140|180|30/40|HL|su|5|9|36|49|17|-|-28|-|charge 42F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1~8F|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Psycho Sting | {{USFIVFrameDataRow|||||Psycho Sting {{hp}}|160|180|30/40|HL|su|5|9|36|49|17|-|-28|-|charge 42F|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|All: 1~8F|-|JP: 1|}} | ||
{{USFIVFrameDataRow|EX Psycho Sting|EX | {{USFIVFrameDataRow|EX Psycho Sting|EX Sting|||Psycho Sting {{EX}}|160|200|-250|HL|su|5|9|36|49|21|-|-24|-|charge 42F, opponent gains 20 meter on hit|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~8F|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Rapid Dagger |Daggers, Hands |||Rapid Dagger {{lp}}|16x3*32|20x2*30*50|20/10x4|HL|su|9|2(4)2(6)<br>2(11)2|18|55|17|-|-3|-|Requires 5 button presses||||[4th hit]: Soft Knockdown|[4th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x4, Last hit JS: 5|}} | ||
{{USFIVFrameDataRow||||| | {{USFIVFrameDataRow|||||Rapid Dagger {{mp}}|10x5*40|20x4*30*50|20/10x6|HL|su|9|2(5)2(6)2(4)<br>2(5)2(12)2|19|71|16|-|-5|-|Requires 5 button presses||||[6th hit]: Soft Knockdown|[6th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x6, Last hit JS: 5|}} | ||
{{USFIVFrameDataRow|||||Rapid Dagger {{hp}}|10x7*30|20x6*30*50|20/10x8|HL|su|9|2(5)2(6)2(4)<br>2(6)2(4)2(5)<br>2(10)2|20|84|15|-|-7|-|Requires 5 button presses||||[8th hit]: Soft Knockdown|[8th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x8, Last hit JS: 5|}} | |||
{{USFIVFrameDataRow|EX Rapid Dagger|EX Daggers|press {{p}} repeatedly ex|Requires 5 button presses|Rapid Dagger {{EX}}|15x6*10*60|20x6*30*100|-250|HL|su|9|2(5)2(6)2(4)<br>2(6)2(4)2(5)<br>2(11)2|15|80|17|-|0|-|Requires 5 button presses, opponent gains 5x7*10 meter on hit||||[8th hit]: Soft Knockdown|[8th hit]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1x8, Last hit JS: 10|}} | |||
{{USFIVFrameDataRow|Spiral Arrow|Spiral Arrow|{{b}} (charge) {{f}} + {{k}} {{ex}}||Spiral Arrow|100|100|30/30|HL|-|8|until ground|after landing 18|26+|-|-|2|-|Charge 42F, Height restriction: 0.7, L/M/H go at different speeds. Frame advantage based on maximum possible.||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow||||| | {{USFIVFrameDataRow|EX Spiral Arrow|EX Spiral Arrow|||Spiral Arrow {{EX}}|120|200|-250/0|Hl|-|8|until ground|after landing 18|26+|-|-|9|-|Charge 42F, No height restriction, Frame advantage based on maximum possible, opponent gains 15 meter on hit, 10 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|1F~landing recovery|-|-|-|}} | ||
{{USFIVFrameDataRow||||| | {{USFIVFrameDataRow|Scramble (Ground)|Scramble, Teleport|{{b}} (charge) {{f}} + {{lk}},{{f}} + {{lk}} + {{mk}} ex||Scramble {{lk}}|-|-|0/0|-|-|13|26|40|79|-|-|-|-|Charge 42F, Can cancel into followups 13F~39F.||||||||-|All: 13~39F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|EX Scramble (Ground)|EX Scramble, Teleport|||Scramble {{EX}} ({{lk}}+{{mk}})|-|-|-250/-|-|-|7|25|40|72|-|-|-|-|Charge 42F, Can cancel into followups 7F~32F.||||||||-|All: 7~32F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Scramble|Scramble| | {{USFIVFrameDataRow|Break (Ground)|Break, Stop|{{p}} during ground scramble {{ex}}||Break {{lp}} |-|-|0/0|-|-|-|-|25|25|-|-|-|-|Backwards movement 1~10F||||||||-|-|-|-|2~3F|-|-|}} | ||
{{USFIVFrameDataRow|||||Break {{mp}} |-|-|0/0|-|-|-|-|20|20|-|-|-|-|||||||||-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|||||Break {{hp}}|0/0|-|-|-|-|32|32|-|-|-|-|Can pass through opponents 1~15F||||||||-|All: 1~15F|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|EX Break (Ground)||||Break {{EX}} {{lp}}|-|-|0/0|-|-|-|-|25|25|-|-|-|-|||||||||-|All: 1~23F|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|||||Break {{EX}} {{mp}}|-|-|0/0|-|-|-|-|20|20|-|-|-|-|||||||||-||-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|||||Break {{EX}} {{hp}}|0/0|-|-|-|-|32|32|-|-|-|-|Can pass through opponents 1~15F||||||||-|All: 1~15F|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|Razor Edge Slicer|Slide|ex||Razor Edge Slicer|80|100|10/60|L|su|13+2|6|21|41|17|-|-10|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-||-|14~15F|JP: 1|}} | |||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|EX Razor Edge Slicer||armor break||Razor Edge Slicer {{EX}}|80*90|0*200|0/30*30|L|-|7+10|14|28|58|21|-|-21|-|First hit locks in place.|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|All: 1~30F|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow||| | {{USFIVFrameDataRow|Scramble (Air)|Scramble, Teleport|{{b}} (charge) {{f}} + {{mk}} [{{f}} + {{lk}} + {{hk}}] or {{f}} + {{hk}} [{{f}} + {{mk}} + {{hk}}] ex||Scramble (Air) {{EX}} ({{mk}}) or ({{lk}}+{{hk}})|-|-|0/0 [-250/0]|-|-|18|18+20|14|70|-|-|-|-|[] refers to EX version, 35F~ cancellable||||-|-|-|-|-|All: 13~35F|-|-|-|-|-|}} | ||
{{ | {{USFIVFrameDataRow|||||Scramble (Air) {{EX}} ({{hk}}) or ({{mk}}+{{hk}})|-|-|0/0 [-250/0]|-|-|18|18+20|14|70|-|-|-|-|[] refers to EX version, 35F~ cancellable||||-|-|-|-|-|All: 13~35F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|Break (Air)|Feint back|{{p}} during air scramble {{ex}} ( {{ex}} {{hp}} {{{{armorbreak}}}} )||Break (Air) {{lp}}|-|-|0/0|-|-|||Total 19|19|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow||Fake Ground Pound|||Break (Air) {{mp}}|-|-|0/0|-|-|-|-|Total 21|21|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow||Ground Pound|||Break (Air) {{hp}}|120|180|30/30|HL|su/jc|18+12|9|12|50|12|-|-9|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1~8F|JP: 1|}} | ||
{{USFIVFrameDataRow| | {{USFIVFrameDataRow|EX Break (Air)|Feint back|||Break (Air) {{EX}} {{lp}}|-|-|0/0|||||Total 19|19|-|-|-|-|||||-|-|-|-|-|All: 1~20F|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow||Fake Ground Pound|||Break (Air) {{EX}} {{mp}}|-|-|0/0|||||Total 14|14|-|-|-|-|||||-|-|-|-|-|All: 1~15F|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow||Ground Pound|{{armorbreak}}||Break (Air) {{EX}} {{hp}}|120|150|0/30|HL|su/jc|18+12|9|12|50|12|-|-9|-|Forward jump cancelable on hit only.|X|||Free Juggle|Free Juggle|Free Juggle|Free Juggle|-|All: 1~6F|-|-|-|1~8F|JP: 1|}} | |||
{{USFIVFrameDataRow|Cannon Strike|Dive Kick|||Cannon Strike|60|100|10/20|HL|-|18+12|11|After landing 5F|45|-|-|6[4]|16[14]|Frame Advantage based on lowest possible hit. When performed from Medium Scramble, Cannon Strike will have 3F less frame advantage when hitting at the same position as from a Heavy Scramble. [] Refers to max when performed from Medium Scramble||||-|-|Reset|Reset|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataRow|||||Cannon Strike {{EX}}|80|100|0/20|HL|-|18+12|11|After landing 5F|45|-|-|17[15]|17[15]|Frame Advantage based on lowest possible hit. When performed from L+H Scramble, EX Cannon Strike will have 3F less frame advantage when hitting at the same position as from a M+H Scramble. [] Refers to max when performed from M+H Scramble. Frame advantage on Counterhit is the same regardless of Scramble used.||||-|-|Reset|Reset|-|-|-|-|-|-|-|}} | |||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Strafe Dagger| | {{USFIVFrameDataRow|Strafe Dagger||{{b}} (charge) {{f}} {{b}} {{f}} + p||Super Combo|30x9*90|0|-1000/-|HL|-|1+2|3(9)44(4)<br>2(17)3|60|144|13|-|-50|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5F|-|All: 1~84F|-|-|All Hits JP: 1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Psycho Stream| | {{USFIVFrameDataRow|Psycho Stream||{{b}} (charge) {{f}} {{b}} {{f}} + 3p||Ultra Combo 1|33x9|0|0/0|HL|-|0+15|300|20|34|-|-|39|-|No other move can juggle after airborne hit||||[9th Hit]: Free Juggle, Hard Knockdown|[9th Hit]: Free Juggle, Hard Knockdown|[9th Hit]: Hard Knockdown|[9th Hit]: Hard Knockdown|-|-|-|-|-|-|All hits JP: 127|}} | ||
{{USFIVFrameDataRow|DCM ( | {{USFIVFrameDataRow|DCM (Ground)||{{b}} (charge) {{f}} {{b}} {{f}} + {{3k}} {{armorbreak}}||Ultra Combo 2 (Ground)|30*60*<br>30x7*60x2|0|0/0|HL|-|0+7|4|56|66|20|-|-40|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|DCM ( | {{USFIVFrameDataRow|DCM (Air)||{{db}} (charge) {{df}} {{db}} {{uf}} + {{3k}} {{armorbreak}}||Ultra Combo 2 (Air)|30*60*<br>30x7*60x2|0|0/0|HL|-|0+4|4|53|60|-|-|-|-|Cannot hit grounded|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
|- | |- | ||
Line 458: | Line 921: | ||
=====Notes | =====Notes===== | ||
[[Category: Ultra Street Fighter IV]] | {{Navbox-USFIV}} | ||
[[Category:Ultra Street Fighter IV]] |
Latest revision as of 23:42, 8 December 2022

Decapre
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.
In a nutshell
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.
Players to Watch
Infiltration (KR), Uryo (JP), NuckleDu (US)
Ultra SFIV Changes
Character Specific Data
Decapre
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 950 | W-Ultra Scaling: | 60% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | 1.4367 | ||
Back Walk Speed: | 0.045 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 1.4 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 22 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 6 | ||
Forward Jump Distance: | 1.925 | Back Dash Airborne: | 11 | ||
Back Jump Distance | 1.925 | Back Dash Recovery: | 5 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.79 | Face Up Total Frames: | 32 | ||
Back Throw Range: | 0.79 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Fox Tail | Hard Knockdowns: | Crouch HK, Razor Edge Slicer, EX Razor Edge Slicer | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Razor Edge Slicer, EX Razor Edge Slicer | Armor Breakers: | Psycho Sting, EX Psycho Sting, EX Razor Edge Slicer, DCM | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close MP, Crouch HP, Rapid Daggers (2nd to Last Hit) | ||
Level 2 Focus Startup Frames: | 28 | ||||
Level 3 Focus Startup Frames: | 66 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -6 | L2 FA Back Dash (On Block): | 0 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
25 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 5 | 4 | 7 |
Close MP | Close ![]() |
70[60] | 100 | 40 | HL | sp/su | 4 | 4 | 13 | 1 | 6 |
Close HP | Close ![]() |
40*50 | 50*50 | 20*40 | HL | sp/su*- | 9 | 3(6)3 | 23 | 1 | 6 |
Close LK | Close ![]() |
25 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 8 | 1 | 4 |
Close MK | Close ![]() |
65 | 100 | 40 | HL | sp/su | 4 | 3 | 17 | -6 | -3 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | - | 12 | 5 | 19 | -6 | -2 |
Far LP | Far ![]() |
25 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 5 | 3 | 6 |
Far MP | Far ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 4 | 14 | -4 | -1 |
Far HP | Far ![]() |
90 | 150 | 60 | HL | - | 7 | 4 | 23 | -4 | 0 |
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 3 | 6 | 2 | 5 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 7 | 2 | 13 | -1 | 2 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 8 | 2 | 22 | -7 | -3 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 3 | 6 |
Crouch MP | Crouch ![]() |
65 | 100 | 40 | HL | sp/su | 5 | 4 | 7 | 3 | 6 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | su | 6 | 3 | 18 | 0 | 5 |
Crouch LK | Crouch ![]() |
25 | 50 | 20 | L | ch/sp/su | 4 | 3 | 9 | -1 | 2 |
Crouch MK | Crouch ![]() |
65 | 100 | 40 | L | sp/su | 6 | 4 | 12 | -2 | 1 |
Crouch HK | Crouch ![]() |
95 | 100 | 60 | L | - | 7 | 2 | 24 | -8 | - |
Fox Tail | ![]() ![]() |
80 | 100 | 40 | H | - | 17 | 3 | 15 | -3 | 2 |
Target Combo 1 | (TC1) Close ![]() ![]() |
70 | 100 | 60 | HL | jc | 4 | 5 | 22 | -9 | - |
Target Combo 2 | (TC2) ![]() ![]() |
80 | 100 | 60 | HL | - | 7 | 4 | 26 | -11 | -5 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 4 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 4 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 5 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
30 | 50 | 20 | H | - | 5 | 5 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
70 | 100 | 40 | H | - | 5 | 7 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 3 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 5 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 5 | 3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 5 | 4 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
30 | 50 | 20 | H | - | 4 | 7 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 5 | 4 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 6 | 5 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 120 | 200 | 60 | - | - | 66 | 2 | 35 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 180 | 200 | -500/0 | - | - | 66 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Shadow Suplex | Forward Throw | 140 | 130 | 40 | 0.79 | - | 3 | 2 | 20 | - | - |
Frakensteiner | Back Throw | 135 | 140 | 40 | 0.79 | - | 3 | 2 | 20 | - | - |
Flying Neck Hunt | Air Throw | 150[130] | 150 | 40 | 1 | - | 5 | 2 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Psycho Sting | Psycho Sting ![]() |
120 | 180 | 30/40 | HL | su | 5 | 9 | 36 | -28 | - |
Psycho Sting ![]() |
140 | 180 | 30/40 | HL | su | 5 | 9 | 36 | -28 | - | |
Psycho Sting ![]() |
160 | 180 | 30/40 | HL | su | 5 | 9 | 36 | -28 | - | |
EX Psycho Sting | Psycho Sting ![]() |
160 | 200 | -250 | HL | su | 5 | 9 | 36 | -24 | - |
Rapid Dagger | Rapid Dagger ![]() |
16x3*32 | 20x2*30*50 | 20/10x4 | HL | su | 9 | 2(4)2(6) 2(11)2 |
18 | -3 | - |
Rapid Dagger ![]() |
10x5*40 | 20x4*30*50 | 20/10x6 | HL | su | 9 | 2(5)2(6)2(4) 2(5)2(12)2 |
19 | -5 | - | |
Rapid Dagger ![]() |
10x7*30 | 20x6*30*50 | 20/10x8 | HL | su | 9 | 2(5)2(6)2(4) 2(6)2(4)2(5) 2(10)2 |
20 | -7 | - | |
EX Rapid Dagger | Rapid Dagger ![]() |
15x6*10*60 | 20x6*30*100 | -250 | HL | su | 9 | 2(5)2(6)2(4) 2(6)2(4)2(5) 2(11)2 |
15 | 0 | - |
Spiral Arrow | Spiral Arrow | 100 | 100 | 30/30 | HL | - | 8 | until ground | after landing 18 | 2 | - |
EX Spiral Arrow | Spiral Arrow ![]() |
120 | 200 | -250/0 | Hl | - | 8 | until ground | after landing 18 | 9 | - |
Scramble (Ground) | Scramble ![]() |
- | - | 0/0 | - | - | 13 | 26 | 40 | - | - |
EX Scramble (Ground) | Scramble ![]() ![]() ![]() |
- | - | -250/- | - | - | 7 | 25 | 40 | - | - |
Break (Ground) | Break ![]() |
- | - | 0/0 | - | - | - | - | 25 | - | - |
Break ![]() |
- | - | 0/0 | - | - | - | - | 20 | - | - | |
Break ![]() |
0/0 | - | - | - | - | 32 | 32 | - | Can pass through opponents 1~15F | ||
EX Break (Ground) | Break ![]() ![]() |
- | - | 0/0 | - | - | - | - | 25 | - | - |
Break ![]() ![]() |
- | - | 0/0 | - | - | - | - | 20 | - | - | |
Break ![]() ![]() |
0/0 | - | - | - | - | 32 | 32 | - | Can pass through opponents 1~15F | ||
Razor Edge Slicer | Razor Edge Slicer | 80 | 100 | 10/60 | L | su | 13+2 | 6 | 21 | -10 | - |
EX Razor Edge Slicer | Razor Edge Slicer ![]() |
80*90 | 0*200 | 0/30*30 | L | - | 7+10 | 14 | 28 | -21 | - |
Scramble (Air) | Scramble (Air) ![]() ![]() ![]() ![]() |
- | - | 0/0 [-250/0] | - | - | 18 | 18+20 | 14 | - | - |
Scramble (Air) ![]() ![]() ![]() ![]() |
- | - | 0/0 [-250/0] | - | - | 18 | 18+20 | 14 | - | - | |
Break (Air) | Break (Air) ![]() |
- | - | 0/0 | - | - | Total 19 | - | - | ||
Break (Air) ![]() |
- | - | 0/0 | - | - | - | - | Total 21 | - | - | |
Break (Air) ![]() |
120 | 180 | 30/30 | HL | su/jc | 18+12 | 9 | 12 | -9 | - | |
EX Break (Air) | Break (Air) ![]() ![]() |
- | - | 0/0 | Total 19 | - | - | ||||
Break (Air) ![]() ![]() |
- | - | 0/0 | Total 14 | - | - | |||||
Break (Air) ![]() ![]() |
120 | 150 | 0/30 | HL | su/jc | 18+12 | 9 | 12 | -9 | - | |
Cannon Strike | Cannon Strike | 60 | 100 | 10/20 | HL | - | 18+12 | 11 | After landing 5F | 6[4] | 16[14] |
Cannon Strike ![]() |
80 | 100 | 0/20 | HL | - | 18+12 | 11 | After landing 5F | 17[15] | 17[15] | |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Strafe Dagger | Super Combo | 30x9*90 | 0 | -1000/- | HL | - | 1+2 | 3(9)44(4) 2(17)3 |
60 | -50 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Psycho Stream | Ultra Combo 1 | 33x9 | 0 | 0/0 | HL | - | 0+15 | 300 | 20 | 39 | - |
DCM (Ground) | Ultra Combo 2 (Ground) | 30*60* 30x7*60x2 |
0 | 0/0 | HL | - | 0+7 | 4 | 56 | -40 | - |
DCM (Air) | Ultra Combo 2 (Air) | 30*60* 30x7*60x2 |
0 | 0/0 | HL | - | 0+4 | 4 | 53 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close ![]() |
|
~~ Uses and Strategies ~~ Great frame advantage on hit and block. On hit can link into target combo 1 for easy damage. Tick | ||||
File:No image.png |
Close MP |
Close Strong | Close ![]() |
Target combo with close HK |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close ![]() |
2 hits |
~~ Uses and Strategies ~~ Breaks normal focus attack. Enough frame advantage to link afterwards for a combo. However the range decides the followup. Most consistent is crouching MK although it is a 1F link. +1 on block. | ||||
File:No image.png |
Close LK |
Close Short | Close ![]() |
|
~~ Uses and Strategies ~~ Good for tick | ||||
File:No image.png |
Close MK |
Close Forward | Close ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close ![]() |
|
~~ Uses and Strategies ~~ Mainly ignored in favor of the target combo version. Possibly catches neutral jumps but not very effective. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | ![]() |
|
~~ Uses and Strategies ~~ Good frame advantage | ||||
File:No image.png |
Far MP |
Far Strong | ![]() |
|
~~ Uses and Strategies ~~ Good poke and on hit give you target combo 2 which is okay for normal focus break and decent damage. Good cancel into "Hands"/Razor Slashes. | ||||
File:No image.png |
Far HP |
Far Fierce | ![]() |
|
~~ Uses and Strategies ~~ Can catch sloppy jump ins. | ||||
File:No image.png |
Far LK |
Far Short | ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | ![]() |
|
~~ Uses and Strategies ~~ Decent anti air and good poke. Longest horizontal range. | ||||
File:No image.png |
Far HK |
Far Roundhouse | ![]() |
|
~~ Uses and Strategies ~~ Good poke and whiff punish tool. Heavy damage. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ Great frame advantage leading to cr.MP, BnBs, and tick | ||||
File:No image.png |
Crouch MP |
Crouch Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ Good poke. Link into CrouchMK for combo although it is 1 frame link. Cancel also link itself although it has short range. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ Situational anti air. Able to link Stinger afterwards or CrouchLK to Stinger this is spacing dependent and most consistent in the corner. Whiffs on crouching characters a lot even if somewhat close. | ||||
File:No image.png |
Crouch LK |
Crouch Short | ![]() ![]() |
rapid fire is not a true blockstring |
~~ Uses and Strategies ~~ Links well into CrouchLP and Stinger for punish/link off of heavy normals. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ It's all about "Hands" heavily used to cancel into Razor slashes. Good link off of normals especially since CrouchMP to CrouchMP whiffs alot. Tough link however as it is only 1 frame. Decent | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Decent |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ Great hit advantage and catches a lot of people crouching or standing. Does not catch people behind her however. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ Instant overhead on some characters. Low block/hit stun from throws etc. afterwards. | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ Good air to air/anti-air? | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Still figuring out what this move is really good for. It can possibly an opponent who neutral jumps with you and on big characters. |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ No real uses but you may get this off an execution error for air throw. Decent air to air given its fast startup. | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Great move for jump back and premptive attack against jumpers. Crosses up fairly with certain setups and in the corner. Done early in the jump allows for a | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Most consistent crossup although the hit and block advantage is low. On hit link to CrouchLP which will link to target combo 1 to air | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Decent air to air and puts Decapres hurtboxes at weird places. A good way to preemptively hit your opponent out of the air on Decapre's way up. Done late in the jump it has pretty long reach so Decapre can avoid grabs for the most part from a grounded opponent. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Basic jump in, long range but cannot crossup. Good air to air on premptive jumps and such. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Target Combo 1 |
Target Combo 1 | ![]() ![]() ![]() |
can jump cancel on hit, but not on block. |
~~ Uses and Strategies ~~ Deadly. Combos easily into air | ||||
File:No image.png |
Target Combo 2 |
Target Combo 2 | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Good normal focus break but pretty unsafe on block. Like a poor version of E.Ryu's target combo since it does not knockdown. Work off of Close and Far MP however where target combo 1 only works off of closeMP. Using st.MP as a poke allow for damage off of random hits during footsies. | ||||
File:No image.png |
Fox Tail |
Overhead | ![]() ![]() |
|
~~ Uses and Strategies ~~ Overhead has a lot of range and properly spaced/meaty allows for combos off of it. Be aware that the command means you cannot press forward with down charge and MK at all. The kick can be thrown out of or be out of range leading to long whiff recovery, it gets annoying real fast. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ Great range! | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ Great range! Good advantage on block! Backdash allows for charge although timing is strict. | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ Great range! Unblockable. Back or forward dashing allows for charge although timing is still strict. |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Shadow Suplex |
Forward Throw | ![]() ![]() ![]() ![]() |
1 |
~~ Uses and Strategies ~~ Leaves the opponent farther than back throw. Range is mediocre but enhanced with kara cancelling. Kara | ||||
File:No image.png |
Frankensteiner |
Back Throw | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Leaves opponent closer for easy setups. 5 less damage for no apparent reason, possibly beacuse of the ability for setups afterwards. Easier to crossup the opponent after this. | ||||
File:No image.png |
Flying Neck Hunt |
Air Throw | (in air) ![]() ![]() |
Can cause oppponent to lose back charge. |
~~ Uses and Strategies ~~ Easily to combo into and works well against jump happy people. Decapre continues the jump arc she initiated to get the move. Neutral jump to air |
Special Moves
Name | Nickname | Command | Notes | |
[[File:
]] |
Psycho Sting |
Uppercut | ![]() ![]() ![]() ![]() ![]() |
5f startup LP is strike invincible MP is projectile invincible HP is ![]() ![]() |
~~ Uses and Strategies ~~ | ||||
[[File:
Unlike its air based counterparts, the Instant EX Spiral Arrow stays active whilst it is on the floor and is -1 on block from point blank range ]] |
Spiral Arrow |
Drill | (in air) ![]() ![]() ![]() ![]() |
ex is projectile invincible ![]() |
~~ Uses and Strategies ~~ | ||||
[[File:
]] |
Rapid Dagger |
Rapid Slash | press ![]() ![]() |
On block LP is -3 MP is -5 HP is -7 ![]() |
~~ Uses and Strategies ~~ Similar to a "Hands"style move from E.Honda or Gen and the electric move from Blanka. You have to understand that you are never really "safe" with this move, outside of ex. Shotos can punish the LP version if it is not spaced properly. Then there is the execution barrier of canceling into this move from your normals. Practice this move since locking it away leaves Decapre without a good meter building tool on hit and block. Canceling this move from long normals like cr.MK helps Decapre get in, unload easy chip damage on the opponent, and build meter well. Not to mention the combo opportunities in the corner with this move. Usually you want to opt for the LP version unless you can hit confirm into the higher versions. | ||||
[[File:
]] |
Scramble |
Scramble | ![]() ![]() ![]() ![]() |
lk teleports her forward along the ground; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ The ground teleport is projectile invincible which is good but the startup and transitions are not. When Decapre inputs a move like the LK break from LK Scramble she is vulnerable to projectiles during the transition. LK Scramble is also character dependent meaning it stops in front of the opponent, this is not Guy's run stop, you will be heavily punished for this move without inputting a command. Inputting the scramble while the opponent is jumping at you is dangerous, the scramble stops right in front of the opponent so if you do not input a command before that you eat a free jump in and combo afterwards. The ground teleport gives you an easy option to advance and keep the pressure on your opponent. The air versions thankfully are not character dependent and simply keep moving. The versions have been used for crossup setups given the float state after the teleport finishes. The forward movement is decent but the ground allows for better approach since the air Scrambles can be weak against anti-airs. The MP/HP/ex breaks from Scramble however can cross up the opponents. | ||||
[[File:
]] |
Break (Ground) |
Break (Ground) | ![]() |
Perform during ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ The ground break is great for baiting. Teleporting through fireballs and inputting break makes you safer than using Slicer/Slide. The HP has some recovery but good to | ||||
[[File:
]] |
Break (Air) |
Break (Air) | ![]() ![]() |
Perform during ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ Similar to the ground Scramble Breaks, this is where the mixup aspect of Decapre stems from.
Normal Break: LP is a good way to bait opponents attacks but keeping in mind the distance from the opponent when you do this move. Obviously if the opponent is farther away the bait could still work but the punish is more difficult. Stuck in the corner you can pretend to try to escape with MK/HK Scramble only to land back and trick your opponent to punish the supposed jump.
MP is a really fast fake ground pound where the real fun baiting happens. Decapre lands | ||||
File:No image.png |
Razor Edge Slicer |
Slide | ![]() ![]() ![]() |
Perform during ![]() |
~~ Uses and Strategies ~~ This | ||||
File:No image.png |
Cannon Strike |
Dive Kick | k | Perform during ![]() ![]() |
~~ Uses and Strategies ~~ Similar to Cammy dive kick. Use this move to pressure an opponent. Hitting the upper body will not usually allow for a combo but you can continue pressure or simply throw. Hitting the lower body usually allows for a combo. A really amazing person decided to do some testing for both Cannon Strike and Spiral Arrow. The information can be found here: http://forums.shoryuken.com/discussion/190759/decapre-s-cannon-strike-spiral-arrow-hit-block-advantage-charts |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Strafe Dagger |
Super Combo | ![]() ![]() ![]() ![]() ![]() |
2f startup |
~~ Uses and Strategies ~~ Strafe Dagger should only be used for one purpose: adding additional hits to Rapid Dagger. If you are close to winning the round and Rapid Dagger won't garentee a victory, then cancel the final hit of Rapid Dagger into Strafe Dagger. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Psycho Stream |
Ultra Combo I | ![]() ![]() ![]() ![]() ![]() |
9 Hits Travels fulls screen |
~~ Uses and Strategies ~~ This is Yoga Catastrophe on Psycho Steroids. It has 9 hits meaning it absorbs everything! Granted it can be red focus absorbed. This move locks down opponents. There are 2 main ways of using this move, on opponents wakeup and on a cornered opponent. On opponents wakeup you can force them to block the move for free chip and abuse a high/low mixup since one hit is all you need for the Ultra connect afterwards. You can also pressure your opponent for free, baiting them into punishing you only to be hit by the Ultra. Keep in mind cinematic Ultras and command grabs will avoid the move and that it is still a projectile so projectile invincible attacks will still avoid it. On a cornered opponent use the Ultra at a distance where you can walk forward. Should the opponent try to jump out you can hit them out of the air and into the Ultra. Force the oppoent into punishing by using whatever move you feel like making sure the Orb is close if not on top of you so the opponent will be hit by it should they try to punish. This move works really well against beefy characters like Grapplers or Rufus, Hakan, etc. Here is a thread focusing on how to setup the move: http://forums.shoryuken.com/discussion/190276/summoning-the-power-psycho-stream-set-up-thread | ||||
File:No image.png | DCM (Anti-Ground) | Ultra Combo II (Anti-Ground) | ![]() ![]() ![]() ![]() ![]() ![]() |
7f startup |
~~ Uses and Strategies ~~ Really fast and travels relatively far. This will punish most opponent's attacks in the air provided they are not | ||||
File:No image.png | DCM (Anti-Air) | Ultra Combo II (Anti-Air) | ![]() ![]() ![]() ![]() ![]() ![]() |
7f startup |
~~ Uses and Strategies ~~ A great fireball punish. Charge time does not allow for focus attack |
The Basics
Combos
Strategy
Matchups
Abel
Abel[No Data] [character page] |
---|
Adon
Adon[No Data] [character page] |
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Akuma/Gouki
Akuma[No Data] [character page] |
---|
Balrog/Boxer
Balrog[No Data] [character page] |
---|
Blanka
Blanka[No Data] [character page] |
---|
C. Viper
C. Viper[No Data] [character page] |
---|
Cammy
Cammy[No Data] [character page] |
---|
Chun-Li
Chun-Li[No Data] [character page] |
---|
Cody
Cody[No Data] [character page] |
---|
Dan
Dan[No Data] [character page] |
---|
Decapre (Mirror)
Decapre[No Data] [character page] |
---|
Dee Jay
Deejay[No Data] [character page] |
---|
Dhalsim
Dhalsim[No Data] [character page] |
---|
Dudley
Dudley[No Data] [character page] |
---|
E. Honda
E. Honda[No Data] [character page] |
---|
El Fuerte
El Fuerte[No Data] [character page] |
---|
Elena
Elena[No Data] [character page] |
---|
Evil Ryu
Evil Ryu[No Data] [character page] |
---|
Fei Long
Fei Long[No Data] [character page] |
---|
Gen
Gen[No Data] [character page] |
---|
Gouken
Gouken[No Data] [character page] |
---|
Guile
Guile[No Data] [character page] |
---|
Guy
Guy[No Data] [character page] |
---|
Hakan
Hakan[No Data] [character page] |
---|
Hugo
Hugo[No Data] [character page] |
---|
Ibuki
Ibuki[No Data] [character page] |
---|
Juri
Juri[No Data] [character page] |
---|
Ken
Ken[No Data] [character page] |
---|
M. Bison/Dictator
M. Bison[No Data] [character page] |
---|
Makoto
Makoto[No Data] [character page] |
---|
Oni
Oni[No Data] [character page] |
---|
Poison
Poison[No Data] [character page] |
---|
Rolento
Rolento[No Data] [character page] |
---|
Rose
Rose[No Data] [character page] |
---|
Rufus
Rufus[No Data] [character page] |
---|
Ryu
Ryu[No Data] [character page] |
---|
Sagat
Sagat[No Data] [character page] |
---|
Sakura
Sakura[No Data] [character page] |
---|
Seth
Seth[No Data] [character page] |
---|
T. Hawk
T. Hawk[No Data] [character page] |
---|
Vega/Claw
Vega[No Data] [character page] |
---|
Yang
Yang[No Data] [character page] |
---|
Yun
Yun[No Data] [character page] |
---|
Zangief
Zangief[No Data] [character page] |
---|
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
25 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 5 | 9 | 4 | 7 | 11 | 14 | Can be canceled to Rapid Daggers on whiff or chain. | Reset | Reset | - | - | - | - | - | - | - | |||||
Close MP | Close ![]() |
70[60] | 100 | 40 | HL | sp/su | 4 | 4 | 13 | 20 | 1 | 6 | 18 | 23 | [] refers to active frames 3~4 | Reset | Reset | - | - | - | - | - | - | 3~4F JP: 1 | |||||
Close HP | Close ![]() |
40*50 | 50*50 | 20*40 | HL | sp/su*- | 9 | 3(6)3 | 23 | 43 | 1 | 6 | 27 | 32 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close LK | Close ![]() |
25 | 50 | 20 | HL | ch/sp/su | 4 | 2 | 8 | 13 | 1 | 4 | 11 | 14 | [1st hit] Forces Stand | [1st hit] Forces Stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close MK | Close ![]() |
65 | 100 | 40 | HL | sp/su | 4 | 3 | 17 | 23 | -6 | -3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | - | 12 | 5 | 19 | 35 | -6 | -2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LP | Far ![]() |
25 | 50 | 20 | HL | ch/sp/su | 3 | 3 | 5 | 10 | 3 | 6 | 11 | 14 | Can be canceled to Rapid Daggers on whiff or chain. | Reset | Reset | - | - | - | - | - | - | - | |||||
Far MP | Far ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 4 | 14 | 22 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
90 | 150 | 60 | HL | - | 7 | 4 | 23 | 33 | -4 | 0 | 23 | 27 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 3 | 6 | 12 | 2 | 5 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 7 | 2 | 13 | 21 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 8 | 2 | 22 | 31 | -7 | -3 | 17 | 21 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 10 | 3 | 6 | 11 | 14 | Can be canceled to Rapid Daggers on whiff or chain. | Reset | Reset | - | - | - | - | - | - | - | |||||
Crouch MP | Crouch ![]() |
65 | 100 | 40 | HL | sp/su | 5 | 4 | 7 | 15 | 3 | 6 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | su | 6 | 3 | 18 | 26 | 0 | 5 | 21 | 26 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
25 | 50 | 20 | L | ch/sp/su | 4 | 3 | 9 | 15 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
65 | 100 | 40 | L | sp/su | 6 | 4 | 12 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
95 | 100 | 60 | L | - | 7 | 2 | 24 | 32 | -8 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Fox Tail | ![]() ![]() |
80 | 100 | 40 | H | - | 17 | 3 | 15 | 34 | -3 | 2 | 15* | 20* | Blockstun is 15/14/13 for 1st/2nd/3rd active frames. Hitstun is 20/19 for 1st/2nd active frames; 3rd active frame hitstun is 19 vs. stand, 20 vs. crouch | No additional frame advantage on first 2 active frames | Reset | Reset | - | - | - | - | - | - | JP: 1 | ||||
Target Combo 1 | (TC1) Close ![]() ![]() |
70 | 100 | 60 | HL | jc | 4 | 5 | 22 | 30 | -9 | - | 18 | - | Forward jump cancelable on hit only. | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
Target Combo 2 | (TC2) ![]() ![]() |
80 | 100 | 60 | HL | - | 7 | 4 | 26 | 36 | -11 | -5 | 19 | 25 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 5 | 4 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
110 | 200 | 60 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~5F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
30 | 50 | 20 | H | - | 5 | 5 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
70 | 100 | 40 | H | - | 5 | 7 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 5 | 3 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 5 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 40 | H | - | 5 | 3 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 5 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
30 | 50 | 20 | H | - | 4 | 7 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 5 | 4 | - | 8 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
100 | 200 | 60 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~5F | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 60 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 2.2 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.2 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 120 | 200 | 60 | - | - | 66 | 2 | 35 | 102 | - | - | - | - | Range: 2.2, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | -500/0 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 2.2, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | -500/0 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 180 | 200 | -500/0 | - | - | 66 | 2 | 35 | 102 | - | - | - | - | Range: 2.2, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~66F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | -750/0 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Shadow Suplex | Forward Throw | 140 | 130 | 40 | 0.79 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Frakensteiner | Back Throw | 135 | 140 | 40 | 0.79 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Flying Neck Hunt | Air Throw | 150[130] | 150 | 40 | 1 | - | 5 | 2 | - | - | - | - | - | - | [] Refers to juggle version | X | - | - | Hard Knockdown | - | - | - | - | - | - | - | JP: 1 | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Psycho Sting | Psycho Sting ![]() |
120 | 180 | 30/40 | HL | su | 5 | 9 | 36 | 49 | -28 | - | 17 | - | charge 42F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | All: 1~8F | - | - | - | JP: 1 | ||
Psycho Sting ![]() |
140 | 180 | 30/40 | HL | su | 5 | 9 | 36 | 49 | -28 | - | 17 | - | charge 42F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | All: 1~8F | - | - | JP: 1 | |||
Psycho Sting ![]() |
160 | 180 | 30/40 | HL | su | 5 | 9 | 36 | 49 | -28 | - | 17 | - | charge 42F | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | All: 1~8F | - | JP: 1 | |||
EX Psycho Sting | Psycho Sting ![]() |
160 | 200 | -250 | HL | su | 5 | 9 | 36 | 49 | -24 | - | 21 | - | charge 42F, opponent gains 20 meter on hit | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~8F | - | - | - | - | JP: 1 | ||
Rapid Dagger | Rapid Dagger ![]() |
16x3*32 | 20x2*30*50 | 20/10x4 | HL | su | 9 | 2(4)2(6) 2(11)2 |
18 | 55 | -3 | - | 17 | - | Requires 5 button presses | [4th hit]: Soft Knockdown | [4th hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1x4, Last hit JS: 5 | |||
Rapid Dagger ![]() |
10x5*40 | 20x4*30*50 | 20/10x6 | HL | su | 9 | 2(5)2(6)2(4) 2(5)2(12)2 |
19 | 71 | -5 | - | 16 | - | Requires 5 button presses | [6th hit]: Soft Knockdown | [6th hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1x6, Last hit JS: 5 | ||||
Rapid Dagger ![]() |
10x7*30 | 20x6*30*50 | 20/10x8 | HL | su | 9 | 2(5)2(6)2(4) 2(6)2(4)2(5) 2(10)2 |
20 | 84 | -7 | - | 15 | - | Requires 5 button presses | [8th hit]: Soft Knockdown | [8th hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1x8, Last hit JS: 5 | ||||
EX Rapid Dagger | Rapid Dagger ![]() |
15x6*10*60 | 20x6*30*100 | -250 | HL | su | 9 | 2(5)2(6)2(4) 2(6)2(4)2(5) 2(11)2 |
15 | 80 | 0 | - | 17 | - | Requires 5 button presses, opponent gains 5x7*10 meter on hit | [8th hit]: Soft Knockdown | [8th hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1x8, Last hit JS: 10 | |||
Spiral Arrow | Spiral Arrow | 100 | 100 | 30/30 | HL | - | 8 | until ground | after landing 18 | 26+ | 2 | - | - | - | Charge 42F, Height restriction: 0.7, L/M/H go at different speeds. Frame advantage based on maximum possible. | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | |||
EX Spiral Arrow | Spiral Arrow ![]() |
120 | 200 | -250/0 | Hl | - | 8 | until ground | after landing 18 | 26+ | 9 | - | - | - | Charge 42F, No height restriction, Frame advantage based on maximum possible, opponent gains 15 meter on hit, 10 on block | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | 1F~landing recovery | - | - | - | |||
Scramble (Ground) | Scramble ![]() |
- | - | 0/0 | - | - | 13 | 26 | 40 | 79 | - | - | - | - | Charge 42F, Can cancel into followups 13F~39F. | - | All: 13~39F | - | - | - | - | - | |||||||
EX Scramble (Ground) | Scramble ![]() ![]() ![]() |
- | - | -250/- | - | - | 7 | 25 | 40 | 72 | - | - | - | - | Charge 42F, Can cancel into followups 7F~32F. | - | All: 7~32F | - | - | - | - | - | |||||||
Break (Ground) | Break ![]() |
- | - | 0/0 | - | - | - | - | 25 | 25 | - | - | - | - | Backwards movement 1~10F | - | - | - | - | 2~3F | - | - | |||||||
Break ![]() |
- | - | 0/0 | - | - | - | - | 20 | 20 | - | - | - | - | - | - | - | - | - | - | - | |||||||||
Break ![]() |
0/0 | - | - | - | - | 32 | 32 | - | - | Can pass through opponents 1~15F | - | - | - | All: 1~15F | - | - | - | - | - | {{{33}}} | |||||||||
EX Break (Ground) | Break ![]() ![]() |
- | - | 0/0 | - | - | - | - | 25 | 25 | - | - | - | - | - | All: 1~23F | - | - | - | - | - | ||||||||
Break ![]() ![]() |
- | - | 0/0 | - | - | - | - | 20 | 20 | - | - | - | - | - | - | - | - | - | - | ||||||||||
Break ![]() ![]() |
0/0 | - | - | - | - | 32 | 32 | - | - | Can pass through opponents 1~15F | - | - | - | All: 1~15F | - | - | - | - | - | {{{33}}} | |||||||||
Razor Edge Slicer | Razor Edge Slicer | 80 | 100 | 10/60 | L | su | 13+2 | 6 | 21 | 41 | -10 | - | 17 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | 14~15F | JP: 1 | |||||
EX Razor Edge Slicer | Razor Edge Slicer ![]() |
80*90 | 0*200 | 0/30*30 | L | - | 7+10 | 14 | 28 | 58 | -21 | - | 21 | - | First hit locks in place. | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | All: 1~30F | - | - | JP: 1 | ||
Scramble (Air) | Scramble (Air) ![]() ![]() ![]() ![]() |
- | - | 0/0 [-250/0] | - | - | 18 | 18+20 | 14 | 70 | - | - | - | - | [] refers to EX version, 35F~ cancellable | - | - | - | - | - | All: 13~35F | - | - | - | - | - | |||
Scramble (Air) ![]() ![]() ![]() ![]() |
- | - | 0/0 [-250/0] | - | - | 18 | 18+20 | 14 | 70 | - | - | - | - | [] refers to EX version, 35F~ cancellable | - | - | - | - | - | All: 13~35F | - | - | - | - | - | ||||
Break (Air) | Break (Air) ![]() |
- | - | 0/0 | - | - | Total 19 | 19 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | ||||||
Break (Air) ![]() |
- | - | 0/0 | - | - | - | - | Total 21 | 21 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |||||
Break (Air) ![]() |
120 | 180 | 30/30 | HL | su/jc | 18+12 | 9 | 12 | 50 | -9 | - | 12 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 1~8F | JP: 1 | |||||
EX Break (Air) | Break (Air) ![]() ![]() |
- | - | 0/0 | Total 19 | 19 | - | - | - | - | - | - | - | - | - | All: 1~20F | - | - | - | - | - | ||||||||
Break (Air) ![]() ![]() |
- | - | 0/0 | Total 14 | 14 | - | - | - | - | - | - | - | - | - | All: 1~15F | - | - | - | - | - | |||||||||
Break (Air) ![]() ![]() |
120 | 150 | 0/30 | HL | su/jc | 18+12 | 9 | 12 | 50 | -9 | - | 12 | - | Forward jump cancelable on hit only. | X | Free Juggle | Free Juggle | Free Juggle | Free Juggle | - | All: 1~6F | - | - | - | 1~8F | JP: 1 | |||
Cannon Strike | Cannon Strike | 60 | 100 | 10/20 | HL | - | 18+12 | 11 | After landing 5F | 45 | 6[4] | 16[14] | - | - | Frame Advantage based on lowest possible hit. When performed from Medium Scramble, Cannon Strike will have 3F less frame advantage when hitting at the same position as from a Heavy Scramble. [] Refers to max when performed from Medium Scramble | - | - | Reset | Reset | - | - | - | - | - | - | - | |||
Cannon Strike ![]() |
80 | 100 | 0/20 | HL | - | 18+12 | 11 | After landing 5F | 45 | 17[15] | 17[15] | - | - | Frame Advantage based on lowest possible hit. When performed from L+H Scramble, EX Cannon Strike will have 3F less frame advantage when hitting at the same position as from a M+H Scramble. [] Refers to max when performed from M+H Scramble. Frame advantage on Counterhit is the same regardless of Scramble used. | - | - | Reset | Reset | - | - | - | - | - | - | - | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Strafe Dagger | Super Combo | 30x9*90 | 0 | -1000/- | HL | - | 1+2 | 3(9)44(4) 2(17)3 |
60 | 144 | -50 | - | 13 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~5F | - | All: 1~84F | - | - | All Hits JP: 1 | ||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Psycho Stream | Ultra Combo 1 | 33x9 | 0 | 0/0 | HL | - | 0+15 | 300 | 20 | 34 | 39 | - | - | - | No other move can juggle after airborne hit | [9th Hit]: Free Juggle, Hard Knockdown | [9th Hit]: Free Juggle, Hard Knockdown | [9th Hit]: Hard Knockdown | [9th Hit]: Hard Knockdown | - | - | - | - | - | - | All hits JP: 127 | |||
DCM (Ground) | Ultra Combo 2 (Ground) | 30*60* 30x7*60x2 |
0 | 0/0 | HL | - | 0+7 | 4 | 56 | 66 | -40 | - | 20 | - | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | JP: 1 | |||
DCM (Air) | Ultra Combo 2 (Air) | 30*60* 30x7*60x2 |
0 | 0/0 | HL | - | 0+4 | 4 | 53 | 60 | - | - | - | - | Cannot hit grounded | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | JP: 1 | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |