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Revision as of 11:25, 26 June 2014

Decapre
Decapre is a member of Bison's "Dolls" project, where teenage girls have been kidnapped and brainwashed to become a group od 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 looking like and having 90% of the same Normal Move set, Decapre plays very different from Cammy. 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 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 any lack of mobility while trying to charge up Special Moves.
Being a new character Decapre is still being explored in gameplay aspects. While her mixups exist, Scramble leaves her usually risk without proper setups. People are showing she has Cammy's potential to frame trap and keep pressure on the opponent with her various Razor moves and it is well known of her good damage potential. Her air throw properly timed kills your opponent's approach from the air. While Decapre's execution is a bit more on the challenging side, players will be rewarded with an aggressive monster of character whose flexibility allows her to takedown a variety of opponents.
Ultra SFIV Changes
- Added
Character Specific Data
Decapre
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 950 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.055 | Forward Dash Distance: | |||
Back Walk Speed: | 0.045 | Forward Dash Total Frames: | |||
JUMPING | Back Dash Distance: | ||||
Jump Height Apex: | Back Dash Total Frames: | ||||
Jump Total Frames: | Back Dash Invincibility: | ||||
Forward Jump Distance: | Back Dash Airborne: | ||||
Back Jump Distance | Back Dash Recovery: | ||||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | Face Up Total Frames: | ||||
Back Throw Range: | Face Down Total Frames: | ||||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Hard Knockdowns: | ||||
Low Attacks: | Armor Breakers: | ||||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | L1 EX Red Focus Attack Combo Lead-Ins: | ||||
Level 2 Focus Startup Frames: | |||||
Level 3 Focus Startup Frames: | |||||
L1 Focus Attack Forward Dash: | L2 FA Forward Dash (On Block): | ||||
L1 Focus Attack Back Dash: | L2 FA Back Dash (On Block): |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ Great frame advantage on hit and block. On hit can link into target combo 1 for easy damage. Tick throw setup. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel target combo with ClHK |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | 2 hits, 1st hit speccancel |
~~ 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 cr.MK although it is a 1 frame link. +1 on block. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ Good for tick throw setups in place of lp for variety and mixups. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | speccancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ 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 | lp | speccancel |
~~ Uses and Strategies ~~ Good frame advantage | ||||
File:No image.png |
Far MP |
Far Strong | mp | speccancel |
~~ 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 | hp | |
~~ Uses and Strategies ~~ Can catch sloppy jump ins. Good poke. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Decent anti air and good poke. Longest horizontal range. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Good poke and whiff punish tool. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | speccancel |
~~ Uses and Strategies ~~ Great frame advantage leading to cr.MP, BnBs, and tick throw setups. Enough time to link into target combo 1 for damage. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | speccancel |
~~ 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 | d + hp | |
~~ Uses and Strategies ~~ Situational anti air. Able to link Stinger afterwards or CrouchLK to Stinger (this is spacing dependent). Whiff on crouching characters a lot even if somewhat close. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel |
~~ Uses and Strategies ~~ Links well into CrouchLP and Stinger for punish/link off of heavy normals. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | speccancel |
~~ 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. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Decent sweep although it has poor range. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ 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 | u + lk | |
~~ Uses and Strategies ~~ Instant overhead on some characters. | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ Good air to air/anti-air? | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ Great move for jump back and premptive attack against jumpers. Crosses up fairly with certain setups and in the corner. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ 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 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. | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Decent air to air and puts Decapres hurtboxes at weird places. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ 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 | mp --- hk | jumpcancel |
~~ Uses and Strategies ~~ 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 links off of whatever CloseMP links off of. | ||||
File:No image.png |
Target Combo 2 |
Target Combo 2 | mp --- hp | |
~~ 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. | ||||
File:No image.png |
Fox Tail |
Overhead | df + mk | |
~~ Uses and Strategies ~~ Overhead has a lot of range and properly spaced/meaty allows for combos off of it. Be aware that if you have forward down charge for whatever reason, pressing MK will mess it up. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ Great range! | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ 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 | mp + mk | |
~~ 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 | f or n + lp + lk | 140 |
~~ Uses and Strategies ~~ Leaves the opponent farther than back throw. Range is mediocre but enhanced with kara cancelling. | ||||
File:No image.png |
Frankensteiner |
Back Throw | b + lp + lk | 135 damage |
~~ Uses and Strategies ~~ Leaves opponent closer for easy setups. 5 less damage for no apparent reason, possibly beacuse of the ability for setups afterwards. | ||||
File:No image.png |
Flying Neck Hunt |
Air Throw | (in air) lp + lk | Decapre jumps and throws the opponent ahead of her. |
~~ 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 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. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Psycho Sting |
Uppercut | d (charge) u + p ex armorbreak | |
~~ Uses and Strategies ~~ LP the go to anti air since it is the only meterless one that won't trade too much with jump in attacks, a pretty consistent anti air move with a trade off of low damage. MP can sometimes work well against fireball characters but very situational, better damage however. HP has the most meterless damage and great against grapplers who get too grab happy. FADC from Psycho Sting allows for air throw to combo afterwards. You can juggle the opponent with LP and MP Stingers after HP break from regular scramble. The HP Sting is inconsistent as a followup. An anti air hit from Sting can allow for anti air U2 to follow up for a combo. LP can sometimes hit people who jump over but it is not consistent. | ||||
File:No image.png |
Spiral Arrow |
Drill | (in air) b (charge) f + k ex | |
~~ Uses and Strategies ~~ Properly spaced the normal one leaves Decapre at +2 and ex left at +9. Basically hitting the opponent with just the tip leaves Decapre at a good situation to continue pressure. The ex is good since its projectile invincibility lasts quite a long time and is safe from distances you use it. Throwing this move out is dangerous as the recovery lasts a long time. Provided the opponent does not have a anti air grab, the move does well in air to air hits as it starts up relatively fast. Can catch opponents off guard who dash in too much and/or go grab happy. Charging back or backdownwards, jumping backwards and immediately pressing forward + k creates an instant air version of the move when done as fast as possible. This version is low to the ground and more difficult to punish as Decapre does not hang in the air as long. Should you jump backwards and the opponent follows with a jump forward you can input this move to catch them, provided you have charged enough to do so. | ||||
File:No image.png |
Rapid Dagger |
Rapid Slash | press p repeatedly ex | |
~~ Uses and Strategies ~~ Similar to a "Hands"style move from E.Honda or Gen and the electric move from Blanka. | ||||
File:No image.png |
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, after the teleport naturally finishes, she keeps the momentum and you can perform normal Jump Attacks on the way down |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
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) |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
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 |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Razor Edge Slicer |
Slide | k ( ex version armorbreak ) | Perform during lk Scramble |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Cannon Strike |
Dive Kick | k | Perform during mk or hk Scramble |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Strafe Dagger |
Super Combo | b (charge) f b f + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Psycho Stream |
Ultra Combo I | b (charge) f b f + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | DCM (Anti-Ground) | Ultra Combo II (Anti-Ground) | b (charge) f b f + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | DCM (Anti-Air) | Ultra Combo II (Anti-Air) | db (charge) df db u + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data