
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 and absolutely demolish them with meter. It is ridiculous how good Decapre with meter is.
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 | |
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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. | ||||
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Close MP |
Close Strong | Close mp | speccancel target combo with ClHK |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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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. | ||||
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Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ Good for tick throw setups in place of lp for variety and mixups. | ||||
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Close MK |
Close Forward | Close mk | speccancel |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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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 | |
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Far LP |
Far Jab | lp | speccancel |
~~ Uses and Strategies ~~ Good frame advantage | ||||
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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. | ||||
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Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Can catch sloppy jump ins. | ||||
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Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Decent anti air and good poke. Longest horizontal range. | ||||
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Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Good poke and whiff punish tool. Heavy damage. |
Crouching Normals
Name | Nickname | Command | Notes | |
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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. | ||||
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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. | ||||
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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 and most consistent in the corner. Whiffs on crouching characters a lot even if somewhat close. | ||||
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Crouch LK |
Crouch Short | d + lk | speccancel |
~~ Uses and Strategies ~~ Links well into CrouchLP and Stinger for punish/link off of heavy normals. | ||||
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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. | ||||
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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 | |
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Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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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. | ||||
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Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ Instant overhead on some characters. | ||||
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Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ Good air to air/anti-air? | ||||
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Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
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Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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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. | ||||
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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. | ||||
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Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Decent air to air and puts Decapres hurtboxes at weird places. | ||||
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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 | |
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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. | ||||
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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. | ||||
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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 the command means you cannot press forward with down charge and MK at all. You lose charge and the kick can be throw or be out of range with its 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 | 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 | |
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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. | ||||
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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. | ||||
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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 | |
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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 ~~ | ||||
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Spiral Arrow |
Drill | (in air) b (charge) f + k ex | ex is projectile invincible instant air spiral arrow possible |
~~ Uses and Strategies ~~ | ||||
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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. A good tutorial can be found here: http://forums.shoryuken.com/discussion/190473/hands-it-s-about-hands/p1 | ||||
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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. 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. | ||||
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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. | ||||
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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. 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. 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. 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. | ||||
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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. 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. | ||||
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Cannon Strike |
Dive Kick | k | Perform during mk or hk Scramble |
~~ 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 | |
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Strafe Dagger |
Super Combo | b (charge) f b f + p | 2f startup |
~~ Uses and Strategies ~~ Honestly the best thing you can do is not use this move. Decapre gains way too much with meter to warrant using this move. It can be blocked high and the chip damage can better achieved with meterless Hands/Slash pressure. Save the meter for EX Daggers, Spiral Arrow, Break, etc. If you must use this move, hit confirm into it given it is highly unsafe. |
Ultra Combos
Name | Nickname | Command | Notes | |
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Psycho Stream |
Ultra Combo I | b (charge) f b f + 3p | 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) | 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