Ultra Street Fighter IV/Decapre/Omega: Difference between revisions

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'''Punishes''':
'''Punishes''':
 
* 308/390, 0 bar -- 4HP, 5MP xx HP Psycho Sting
* 268/360, 0 bar -- 4MP, 5MP xx HP Psycho Sting
* 395/580, 1 bar -- 4HP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, HK Black Widow
** Point blank only, character specific
** Can also end with AA Ultra 2 (527/440)
* 391/540, 2 bar -- 4HP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP xx HP Psycho Sting
* 484/300, 1 bar -- 4MP xx EX Psycho Sting ~ jump cancel, whiff Divekick, AA U2
* 592/390, 4 bar -- 4HP, 2MP xx HP Psycho Sting xx Super





Revision as of 06:12, 30 October 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Decapre

SSFIV-Decapre Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Decapre
Detailed Frame Data with USF4 Comparisons - Decapre

  • Throw: slightly shorter range, new animation with much worse oki
  • Movement Changes:
    • Forward Dash: 2f faster (18f > 16f), slightly shorter distance
    • Backdash: 1f faster (22f > 21f), much shorter distance
  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:
    • Super does more damage, is easier to use since it doesn't require charge, and is a bit safer
    • Ultra 2 (ground) is slower
  • Moves with ending Frame Buffer:

Character Specific Data

Decapre

VITALS
Health: 950 Stun: 950
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.45
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.40
Back Dash Frames: 21 Back Dash Distance: 0.86
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-14 FA + Back Dash Airborne: 4-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png 3 1 7 3 6 25 50 M Sp Su Can link into 7f normals (2MP, 2HK), likely due to bug in buffer system
5MP st. Mp.png 6 4 11 -1 2 70 100 M Sp Su -
5HP st. Hp.png 6 4 19 -3 -1 100 200 M - -
5LK st. Lk.png 3 1 7 3 6 25 50 M Sp Su -
5MK st. Mk.png 5 1*5 13 -4 -1 70*50 100x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK st. Hk.png 9 2 22 -6 -2 110 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 6 3 6 20 50 M Ch Sp Su Can link into 7f normals (2MP, 2HK), likely due to bug in buffer system
2MP Down.gifMp.png 7 4 7 3 6 65 100 M Sp Su -
2HP Down.gifHp.png 5 1*2 23 -7 -3 70*60 150*100 M Su / - 2 hits, only 1st is cancellable
2LK Down.gifLk.png 4 3 10 -2 1 25 50 L Ch Sp Su -
2MK Down.gifMk.png 6 4 13 -3 1 65 100 L Sp Su -
2HK Down.gifHk.png 7 2 24 -8 KD 110 200 L - KD Adv: +16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Back MP Left.gifMp.png 4 4 12 2 7 70 100 M TC Sp Su Really strong close range anti-air
Back HP Left.gifHp.png 8 1(9)1 13 4 8 70*40 80*50 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit knocks down vs. airborne, allowing possible juggle
Back HK Left.gifHk.png 6 3(1)6 19 -7 KD 70*60 150*100 M - Launches opponent into juggle state; KD Adv: +40 if no juggle
Fox Tail
(Overhead)
Downright.gifMk.png 17 3 15 -3 2 80 100 H - 1st active frame hits above Decapre (no difference in Frame Adv. if it hits)
Steal Saber
(Slide)
Downright.gifHk.png 10 11 27 -20(-10) KD 110 200 L - 6-20f low profile (slides under most projectiles); KD Adv: +4~14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo Left.gifMp.png>Hk.png
4MP > HK
- - - -17 KD 65*55 100x2 M J Su Jump cancel on hit only; KD Adv: +38 (+72 from earliest jump cancel timing)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 5 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 5 4 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 7 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 5 4 - - - 70 100 H - -
j.HK (angled) Upright.gifHk.png 6 5 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 4 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 6 5 - - - 110 200 H - -
j.LK (neutral) Up.gifLk.png 5 5 - - - 30 50 H - -
j.MK (neutral) Up.gifMk.png 5 7 - - - 70 100 H - -
j.HK (neutral) Up.gifHk.png 5 3 - - - 100 200 H - -
Hidden Dive
(Fake Stomp)
Air Down.gifMp.png - - 35 - - - - - - Strike invuln 18f until landing
Break Dive
(Stomp)
Air Down.gifHp.png 27(28) 15 9 -10 KD 100 200 M - Startup varies slightly depending on height; KD Adv: +52
Shadow Needle
(Divekick)
Air Down.gifMk.png 14 until land 7 land -11(4) -9(12) 70 100 M - Advantage depends on opponent height and stand/crouch
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 85 150 M Dash KD Adv: +9; +28 after Forward Dash, +27 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 66 2 35 crumple crumple 120 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Concealed Kill Advance
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +5~8
Concealed Kill Invert
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +32
Concealed Kill Hover
(Air Throw)
Up.gif+Lp.pngLk.png 3 2 4 land - KD 180
(130)
250
(200)
T - KD Adv: +23~24; (when juggled into)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Invisible Ray
(Fireball)
Qcf.pngLp.png
236+LP
16 - 32 -8 -4 60 100 M Su -
MP Invisible Ray
(Fireball)
Qcf.pngMp.png
236+MP
15 - 33 -9 -5 60 100 M Su -
HP Invisible Ray
(Fireball)
Qcf.pngHp.png
236+HP
14 - 34 -10 -6 60 100 M Su -
Ex.png Invisible Ray
(Fireball)
Qcf.png2p.png
236+PP
11 - 32 -4 KD 40*60 50*150 M FA KD Adv: +36~50
LP Psycho Sting Qcb.pngLp.png
214+LP
5 7 23 -13 KD 120 200 M Su Decent utility as an early anti-air; in the corner, can juggle afterward with no FADC
MP Psycho Sting Qcb.pngMp.png
214+MP
9 7 25 -13 KD 100*50 150*50 M Su -
HP Psycho Sting Qcb.pngHp.png
214+HP
13 7 25 -13 KD 100*40*20 150*30*20 M Su -
Ex.png Psycho Sting Qcb.png2p.png
214+PP
18 1(11)2
(19)4
40 -26 KD 20x2*60*20 0*200 M J* FA Jump cancel on hit only; combos from 4MP or the 1st hit of 2HP/4HP; all stun occurs on 3rd hit
LK Black Widow
(Upkick)
Dp.pngLk.png
623+LK
4 13 34 -26 KD 140 200 M - 1-3f full invuln; KD Adv: +22
MK Black Widow
(Upkick)
Dp.pngMk.png
623+MK
4 14 44 -39 KD 100*50 150*50 M - 1-6f full invuln; KD Adv: +12
HK Black Widow
(Upkick)
Dp.pngHk.png
623+HK
8 20 47 -48 KD 100*40*20 150*30*20 M - 1-10f full invuln; KD Adv: +11
Ex.png Black Widow
(Upkick)
Dp.png2k.png
623+KK
4 20 40 -41 KD 80*20*
10x4*80
0*200 M FA 1-8f full invuln; all stun occurs on final hit; KD Adv: +13
LK Hidden Creep
(Teleport)
Qcf.pngLk.png
236+LK
- - 39 - - - - - - 15-23f full invuln
MK Hidden Creep
(Teleport)
Qcf.pngMk.png
236+MK
- - 47 - - - - - - 15-31f full invuln
HK Hidden Creep
(Teleport)
Qcf.pngHk.png
236+HK
- - 52 - - - - - - 15-36f full invuln
Ex.png Hidden Creep
(Teleport)
Qcf.png2k.png
236+KK
- - 41 - - - - - - 1-14f strike/projectile invuln, 15-27f full invuln
Psycho Transaction
(Meter Build)
3p.png (hold) 10 - 11 - - - - - - HP starts draining on frame 10, meter starts building on frame 16. Can cause self-KO
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Strafe Dagger
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+2 3(9)32 19 -13(-6) KD 70*50x4*150 - M - 1-25f full invuln, entire animation projectile invuln; Block Adv. depends on distance; KD Adv: +95
Psycho Stream
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+15 - 18 42 KD 33x9 - M - Launches opponent into free juggle state on hit; KD Adv: +148 if no juggle (from point blank connect)
DCM
(Ground Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+10 3 57 -39 KD 30x9*89*60 - M - 1-12f full invuln; KD Adv: +39
DCM
(AA Ultra 2)
Qcb.pngQcb.png3k.png
214214+KKK
0+7 4 53 - KD 30x9*89*60 - - - 1-10f full invuln; only hits airborne opponents; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Note: 4HP, 2HP (1st hit) is character specific; used for combos into EX Psycho Sting or to add 50 stun to punish routes

  • Works on Abel, Adon, Decapre, Dee Jay (crouch), Dhalsim, E. Honda, Gouken, Guile, Guy, Hakan, Hugo, Ibuki, M. Bison, Rose (crouch), Sagat (stand), Yun (stand)


Confirms:


-- Corner Only --

  • 355/530, 0 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting
  • 425/616, 1 bar -- 4MP, 2MP xx LP Psycho Sting, EX Black Widow
    • Extra damage for 1 bar, EX Black Widow won't juggle after two LP Stings
  • 607/530, 4 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting, Super
    • Can also end in 2MP xx HP Psycho Sting, Super for similar damage but less stun
  • 445/765, 1 bar -- 4HP, 2HP xx EX Psycho Sting ~ jump cancel, whiff Divekick, 4HK, 4HK
    • For a 2-bar combo, add EX Black Widow at the end (515/865)
  • 432/790, 1 bar -- Break Dive (j.2HP), 4HK, 4HK, EX Black Widow
    • If using EX Psycho Sting ~ Break Dive, omit one 4HK
    • Example: 4HP, 2HP xx EX Psycho Sting ~ Break Dive, 4HK, EX Black Widow (494/830, 2 bar, char-specific)
  • 576/495, 1 bar -- Ultra 1 (grounded hit), 4HK, 4HK, EX Black Widow


Punishes:

  • 308/390, 0 bar -- 4HP, 5MP xx HP Psycho Sting
  • 268/360, 0 bar -- 4MP, 5MP xx HP Psycho Sting
  • 395/580, 1 bar -- 4HP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, HK Black Widow
    • Point blank only, character specific
    • Can also end with AA Ultra 2 (527/440)
  • 391/540, 2 bar -- 4HP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP xx HP Psycho Sting
  • 484/300, 1 bar -- 4MP xx EX Psycho Sting ~ jump cancel, whiff Divekick, AA U2
  • 592/390, 4 bar -- 4HP, 2MP xx HP Psycho Sting xx Super


-- Ranged Punishes --

  • 225/300, 0 bar -- 2MP xx HP Psycho Sting
  • 321/460, 2 bar -- 2MP xx LP Psycho Sting xx FADC, HK Black Widow
  • 479/300, 2 bar -- 2MP xx LP Psycho Sting xx FADC, AA U2


Counterhit Confirms:

  • CH 4MP, Ground U2
  • CH 4MP, 4HP, 2MP xx HP Psycho Sting
  • CH 2MK, 2LP (no buffer, so true 1f link)


Ultra Setups:

  • EX Psycho Sting, whiff Divekick, juggle U1 or AA U2
  • LP Psycho Sting xx FADC, AA U2
  • Break Dive (j.2HP), juggle U1 or AA U2
  • 4HK (1st hit trade), AA U2

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief