Rafeed Kahn (talk | contribs) |
Rafeed Kahn (talk | contribs) |
||
Line 181: | Line 181: | ||
{{USFIVMoveListRow|Decapre|CrouchMK| | {{USFIVMoveListRow|Decapre|CrouchMK| | ||
Crouch MK|Crouch Forward|d + mk|speccancel| | Crouch MK|Crouch Forward|d + mk|speccancel| | ||
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. | 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. | Decent sweep although it has poor range. Possibility to low profile certain jump in attacks. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} |
Revision as of 15:58, 28 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. | ||||
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. Heavy damage. |
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. Decent low profile against jump in attacks. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Decent sweep although it has poor range. Possibility to low profile certain jump in attacks. |
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:
]] |
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 |
~~ Uses and Strategies ~~ | ||||
[[File:
]] |
Spiral Arrow |
Drill | (in air) b (charge) f + k ex | ex is projectile invincible instant air spiral arrow possible |
~~ Uses and Strategies ~~ | ||||
[[File:
]] |
Rapid Dagger |
Rapid Slash | press p repeatedly ex | On block LP is -3 MP is -5 HP is -7 ex is 0 |
~~ 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. 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. | ||||
[[File:
]] |
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. |
~~ 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. However they do not possess any notable invincibility outside of ex. 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) | 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 ~~ 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. | ||||
[[File:
]] |
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 |
~~ Uses and Strategies ~~ Similar to the ground Scramble Breaks, this is where the mixup aspect of Decapre stems from. LP is great to bait anti air/anti air ultras since it is practically instant especially ex. MP allows you to advance on the opponent and the recovery is really short, its similarity to HP break can also make people too scared to punish/act afterwards or bait an attack like Shoryuken etc. Keep in mind the closer you use MP the closer range you are in for grapplers and normal throws even. HP break is the fancy toy that looks good but can be gimmicky. It is unsafe on block, doing this raw will get you punished granted you might get away with it on unaware opponents. You want to use the ex version should you do it regularly unless you know the opponent is not expecting the move. On hit the opponent is launched backwards in a short arc. You can then combo with LP/MP/ex sting afterwards or with proper timing combo into air throw. In the corner you can also juggle with st. MP. MP and HP Breaks can also crossup the opponent adding another mixup tool. The safer application of this move comes with meaty setups or hitting the opponent just as they wakeup but your move is close to finishing its recovery, the setup makes HP break far safer and allows for more pressure from upclose. ex break or break from ex scramble are far better versions of their respective moves. LP and MP have thier recovery drastically cut essentially becoming instant teleports. HP break becomes a really good tool. It is safe on block and jump cancelable allowing as well as launching the opponent higher allowing for more damage combos including Ultra 2. Not to mention you still have the crossup to make the move even more danger given people's propensity to eat crossup moves. ex also breaks armor including the annoying red focus attacks. mp will allow you to recover and throw the opponent. | ||||
File:No image.png |
Razor Edge Slicer |
Slide | k ( ex version armorbreak ) | Perform during lk Scramble |
~~ Uses and Strategies ~~ 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. | ||||
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 | 2f startup |
~~ 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