Ultra Street Fighter IV/Decapre: Difference between revisions

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MK & HK Scramble (Air)|MK & HK Scramble|b (charge) f + mp or hp|mk version goes 120% screen distance, hp version goes 45% screen distance. mk + hk for ex far, lk and mk for ex short. lp during Scramble (air) for backward movement, mp for feint earthquake, hp for earthquake ( hp ex version jump cancelable armorbreak ), causes limited juggle state. k during Scramble (air) for Cannon Strike ex |
MK & HK Scramble (Air)|MK & HK Scramble|b (charge) f + mp or hp|mk version goes 120% screen distance, hp version goes 45% screen distance. mk + hk for ex far, lk and hk for ex short. lp during Scramble (air) for backward movement, mp for feint earthquake, hp for earthquake ( hp ex version jump cancelable armorbreak ), causes limited juggle state. k during Scramble (air) for Cannon Strike ex |
(No uses/strategies)
(No uses/strategies)
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Revision as of 13:58, 13 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Decapre

SSFIV-Decapre Face.jpg

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.


Ultra SFIV Changes

TBW


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

To Be Created


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png mp --- d + hk 2nd hit causes juggle state and soft knockdown, 2nd hit is forward jump cancelable on hit only

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp --- hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png df + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png d (charge) u + p ex armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b (charge) f + k ex (in air)

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png press p repeatedly ex Requires 5 button presses

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b (charge) f + lk ( lk + mk for ex version armorbreak ) lp during lk Scramble for 10 frames backward evasive movement, mp during lk Scramble to stop Scramble motion, hp during lk Scramble to move forward 15 frames, can also pass through foes during movement period

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b (charge) f + mp or hp mk version goes 120% screen distance, hp version goes 45% screen distance. mk + hk for ex far, lk and hk for ex short. lp during Scramble (air) for backward movement, mp for feint earthquake, hp for earthquake ( hp ex version jump cancelable armorbreak ), causes limited juggle state. k during Scramble (air) for Cannon Strike ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png b (charge) f b f + p Requires 41 frames of backcharge

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png b (charge) f b f + 3p Last hit causes free juggle state against on ground foes

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b (charge) f b f + 3k (anti- ground), db (charge) df db uf + 3k (anti-air)

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

The Basics

Combos

Strategy

Matchups

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

To Be Created


Notes: