Ultra Street Fighter IV/Decapre

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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 of 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 the obvious visual similarities to Cammy, Decapre plays very differently. 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 her 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 her mobility issues. Decapre's execution is a bit challenging with some strict charge times and quick piano inputs, but she is rewarded with high damage and consistent frame trap pressure.


Players to Watch

Infiltration (KR), Uryo (JP), NuckleDu (US)

Click for Omega SF4 version

Ultra SFIV Changes

Decapre SF4 Changelist


Character Specific Data

Decapre

VITALS
Health: 950 Stun: 950 W-Ultra Scaling: 60%
WALKING DASHING
Forward Walk Speed: 0.055 Forward Dash Distance: 1.4367
Back Walk Speed: 0.045 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.4
Jump Height Apex: 1.76 Back Dash Total Frames: 22
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 6
Forward Jump Distance: 1.925 Back Dash Airborne: 11
Back Jump Distance 1.925 Back Dash Recovery: 5
THROWS WAKE-UP TIMING
Forward Throw Range: 0.79 Face Up Total Frames: 32
Back Throw Range: 0.79 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Fox Tail Hard Knockdowns: Crouch HK, Razor Edge Slicer, EX Razor Edge Slicer
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Razor Edge Slicer, EX Razor Edge Slicer Armor Breakers: Psycho Sting, EX Psycho Sting, EX Razor Edge Slicer, DCM
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close MP, Crouch HP, Rapid Daggers (2nd to Last Hit)
Level 2 Focus Startup Frames: 28
Level 3 Focus Startup Frames: 66
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -6 L2 FA Back Dash (On Block): 0

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
Close LP Close Lp.png 25 50 20 HL ch/sp/su 3 2 5 4 7
Close MP Close Mp.png 70[60] 100 40 HL sp/su 4 4 13 1 6
Close HP Close Hp.png 40*50 50*50 20*40 HL sp/su*- 9 3(6)3 23 1 6
Close LK Close Lk.png 25 50 20 HL ch/sp/su 4 2 8 1 4
Close MK Close Mk.png 65 100 40 HL sp/su 4 3 17 -6 -3
Close HK Close Hk.png 110 200 60 HL - 12 5 19 -6 -2
Far LP Far Lp.png 25 50 20 HL ch/sp/su 3 3 5 3 6
Far MP Far Mp.png 70 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Hp.png 90 150 60 HL - 7 4 23 -4 0
Far LK Far Lk.png 30 50 20 HL sp/su 4 3 6 2 5
Far MK Far Mk.png 70 100 40 HL - 7 2 13 -1 2
Far HK Far Hk.png 110 200 60 HL - 8 2 22 -7 -3
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 6 3 6
Crouch MP Crouch Mp.png 65 100 40 HL sp/su 5 4 7 3 6
Crouch HP Crouch Hp.png 100 200 60 HL su 6 3 18 0 5
Crouch LK Crouch Lk.png 25 50 20 L ch/sp/su 4 3 9 -1 2
Crouch MK Crouch Mk.png 65 100 40 L sp/su 6 4 12 -2 1
Crouch HK Crouch Hk.png 95 100 60 L - 7 2 24 -8 -
Fox Tail Downright.gif + Mk.png 80 100 40 H - 17 3 15 -3 2
Target Combo 1 (TC1) Close Mp.png > Hk.png 70 100 60 HL jc 4 5 22 -9 -
Target Combo 2 (TC2) Mp.png > Hp.png 80 100 60 HL - 7 4 26 -11 -5
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 4 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 4 - - -
Neutral Jump HP Neutral Jump Hp.png 110 200 60 H - 6 5 - - -
Neutral Jump LK Neutral Jump Lk.png 30 50 20 H - 5 5 - - -
Neutral Jump MK Neutral Jump Mk.png 70 100 40 H - 5 7 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 5 3 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 5 - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 3 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 4 - - -
Angled Jump LK Angled Jump Lk.png 30 50 20 H - 4 7 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 4 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 5 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 120 200 60 - - 66 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 180 200 -500/0 - - 66 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shadow Suplex Forward Throw 140 130 40 0.79 - 3 2 20 - -
Frakensteiner Back Throw 135 140 40 0.79 - 3 2 20 - -
Flying Neck Hunt Air Throw 150[130] 150 40 1 - 5 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Psycho Sting Psycho Sting Lp.png 120 180 30/40 HL su 5 9 36 -28 -
Psycho Sting Mp.png 140 180 30/40 HL su 5 9 36 -28 -
Psycho Sting Hp.png 160 180 30/40 HL su 5 9 36 -28 -
EX Psycho Sting Psycho Sting Ex.png 160 200 -250 HL su 5 9 36 -24 -
Rapid Dagger Rapid Dagger Lp.png 16x3*32 20x2*30*50 20/10x4 HL su 9 2(4)2(6)
2(11)2
18 -3 -
Rapid Dagger Mp.png 10x5*40 20x4*30*50 20/10x6 HL su 9 2(5)2(6)2(4)
2(5)2(12)2
19 -5 -
Rapid Dagger Hp.png 10x7*30 20x6*30*50 20/10x8 HL su 9 2(5)2(6)2(4)
2(6)2(4)2(5)
2(10)2
20 -7 -
EX Rapid Dagger Rapid Dagger Ex.png 15x6*10*60 20x6*30*100 -250 HL su 9 2(5)2(6)2(4)
2(6)2(4)2(5)
2(11)2
15 0 -
Spiral Arrow Spiral Arrow 100 100 30/30 HL - 8 until ground after landing 18 2 -
EX Spiral Arrow Spiral Arrow Ex.png 120 200 -250/0 Hl - 8 until ground after landing 18 9 -
Scramble (Ground) Scramble Lk.png - - 0/0 - - 13 26 40 - -
EX Scramble (Ground) Scramble Ex.png (Lk.png+Mk.png) - - -250/- - - 7 25 40 - -
Break (Ground) Break Lp.png - - 0/0 - - - - 25 - -
Break Mp.png - - 0/0 - - - - 20 - -
Break Hp.png 0/0 - - - - 32 32 - Can pass through opponents 1~15F
EX Break (Ground) Break Ex.png Lp.png - - 0/0 - - - - 25 - -
Break Ex.png Mp.png - - 0/0 - - - - 20 - -
Break Ex.png Hp.png 0/0 - - - - 32 32 - Can pass through opponents 1~15F
Razor Edge Slicer Razor Edge Slicer 80 100 10/60 L su 13+2 6 21 -10 -
EX Razor Edge Slicer Razor Edge Slicer Ex.png 80*90 0*200 0/30*30 L - 7+10 14 28 -21 -
Scramble (Air) Scramble (Air) Ex.png (Mk.png) or (Lk.png+Hk.png) - - 0/0 [-250/0] - - 18 18+20 14 - -
Scramble (Air) Ex.png (Hk.png) or (Mk.png+Hk.png) - - 0/0 [-250/0] - - 18 18+20 14 - -
Break (Air) Break (Air) Lp.png - - 0/0 - - Total 19 - -
Break (Air) Mp.png - - 0/0 - - - - Total 21 - -
Break (Air) Hp.png 120 180 30/30 HL su/jc 18+12 9 12 -9 -
EX Break (Air) Break (Air) Ex.png Lp.png - - 0/0 Total 19 - -
Break (Air) Ex.png Mp.png - - 0/0 Total 14 - -
Break (Air) Ex.png Hp.png 120 150 0/30 HL su/jc 18+12 9 12 -9 -
Cannon Strike Cannon Strike 60 100 10/20 HL - 18+12 11 After landing 5F 6[4] 16[14]
Cannon Strike Ex.png 80 100 0/20 HL - 18+12 11 After landing 5F 17[15] 17[15]
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Strafe Dagger Super Combo 30x9*90 0 -1000/- HL - 1+2 3(9)44(4)
2(17)3
60 -50 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Psycho Stream Ultra Combo 1 33x9 0 0/0 HL - 0+15 300 20 39 -
DCM (Ground) Ultra Combo 2 (Ground) 30*60*
30x7*60x2
0 0/0 HL - 0+7 4 56 -40 -
DCM (Air) Ultra Combo 2 (Air) 30*60*
30x7*60x2
0 0/0 HL - 0+4 4 53 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

Great frame advantage on hit and block. On hit can link into target combo 1 for easy damage. Tick Throw.png setup.

File:No image.png

Close MP

Close Strong Close Mp.png Target combo with close HK

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close Hp.png 2 hits

~~ 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 crouching MK although it is a 1F link. +1 on block.

File:No image.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

Good for tick Throw.png setups in place of Lp.png for variety and mixups.

File:No image.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close Hk.png

~~ 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.png

~~ Uses and Strategies ~~

Good frame advantage

File:No image.png

Far MP

Far Strong Mp.png

~~ 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.png

~~ Uses and Strategies ~~

Can catch sloppy jump ins.

File:No image.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

Decent anti air and good poke. Longest horizontal range.

File:No image.png

Far HK

Far Roundhouse Hk.png

~~ 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.png + Lp.png

~~ Uses and Strategies ~~

Great frame advantage leading to cr.MP, BnBs, and tick Throw.png setups. Enough time to link into target combo 1 for damage.

File:No image.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ 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.png + Hp.png

~~ 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.

File:No image.png

Crouch LK

Crouch Short D.png + Lk.png rapid fire is not a true blockstring

~~ 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.png + Mk.png

~~ 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.png profile against jump in attacks.

File:No image.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

Decent Sweep.png although it has poor range. Possibility to Low.png profile certain jump in attacks.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ 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.png + Lk.png

~~ Uses and Strategies ~~

Instant overhead on some characters. Low block/hit stun from throws etc. afterwards.

File:No image.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

Good air to air/anti-air?

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

Still figuring out what this move is really good for. It can possibly an opponent who neutral jumps with you and on big characters.

Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

No real uses but you may get this off an execution error for air throw. Decent air to air given its fast startup.

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

Great move for jump back and premptive attack against jumpers. Crosses up fairly with certain setups and in the corner. Done early in the jump allows for a Throw.png afterwards, done late allows for a backdash and Slashes afterwards.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ 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.png leading back to same mixup. On block good for tick Throw.png setups. On Counterhit.png 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.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

Decent air to air and puts Decapres hurtboxes at weird places. A good way to preemptively hit your opponent out of the air on Decapre's way up. Done late in the jump it has pretty long reach so Decapre can avoid grabs for the most part from a grounded opponent.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ 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.png ---.png Hk.png can jump cancel on hit, but not on block.

~~ Uses and Strategies ~~

Deadly. Combos easily into air Throw.png 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 easy to combo provided CloseMP can be linked.

File:No image.png

Target Combo 2

Target Combo 2 Mp.png ---.png Hp.png

~~ 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. Using st.MP as a poke allow for damage off of random hits during footsies.

File:No image.png

Fox Tail

Overhead Df.png + Mk.png

~~ 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. The kick can be thrown out of or be out of range leading to 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.png + Mk.png

~~ Uses and Strategies ~~

Great range!

File:No image.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ 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.png + Mk.png

~~ 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.png or N.png + Lp.png + Lk.png 1

~~ Uses and Strategies ~~

Leaves the opponent farther than back throw. Range is mediocre but enhanced with kara cancelling. Kara Throw.png range is minimal but still deadly give her variety of tick Throw.png setups.

File:No image.png

Frankensteiner

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

Leaves opponent closer for easy setups. 5 less damage for no apparent reason, possibly beacuse of the ability for setups afterwards. Easier to crossup the opponent after this.

File:No image.png

Flying Neck Hunt

Air Throw (in air) Lp.png + Lk.png Can cause oppponent to lose back charge.

~~ 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.png 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.png (charge) U.png + P.png Ex.png Armorbreak.png 5f startup LP is strike invincible MP is projectile invincible HP is Throw.png invincible Ex.png is fully invincible

~~ Uses and Strategies ~~
LP is your goto anti air. MP good to catch characters with weaker fireballs like Ken. MP is also good after a regular HP Break for better damage than LP. HP is the most damage and good against grapplers who try to abuse throws. FADC from Stinger will allow you to combo into air Throw.png therefore doing so from HP Sting nets the best damage. Should you land an anti-air Sting you have enough time to charge up and use Ultra 2 (DCM). The moves slow startup may seem like a weakness but it is helped with its down up charge. With practice you can hit people who try to cross you up thinking you lose charge. Although playing footsies with grapplers is more dangerous since you do lose charge then, in those matchups cr.HP st.MK and others should be explored.

[[File:

Unlike its air based counterparts, the Instant EX Spiral Arrow stays active whilst it is on the floor and is -1 on block from point blank range ]]

Spiral Arrow

Drill (in air) B.png (charge) F.png + K.png Ex.png ex is projectile invincible Instant.png air spiral arrow possible

~~ Uses and Strategies ~~
Spaced properly leaves you at advantage. Try not to whiff this move as the recovery is very long for this move. Which also why if you are close to the opponent you should opt to do the Ex.png as it will leave you safe at all ranges for the most part. This move does make you airborne, so you can avoid grabs for the most part but anti air Ultras will catch you! A good option to abuse the projectile invincibility of the Ex.png version against the Shotos and other fireball characters. Done at the lowest possible height will help negate the long whiff recovery of the move and sometimes catch people off guard. People neutral jumping will avoid the Instant Air version of this move. A decent air to air given the range, how far back you can be to activated i.e. you jump back with charge and an opponent jumps after you IASA will usually catch them. A great guide on safety is here: http://forums.shoryuken.com/discussion/190759/decapre-s-cannon-strike-spiral-arrow-hit-block-advantage-chartsvc

[[File:

]]

Rapid Dagger

Rapid Slash press P.png repeatedly Ex.png On block LP is -3 MP is -5 HP is -7 Ex.png 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.png 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

[[File:

]]

Scramble

Scramble B.png (charge) F.png + K.png Ex.png lk teleports her forward along the ground; Mk.png charges her into the air at a ~30 degree angle; Hk.png charges her into the air at a ~60 degree angle; for Ex.png version, use Lk.png + Mk.png , Mk.png + Hk.png , and Lk.png + Hk.png repectively for those angles; after Scramble that puts her airborne, the teleport naturally finishes and she keeps the momentum resulting in a Downward.png 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.

[[File:

]]

Break (Ground)

Break (Ground) P.png Perform during Lk.png Scramble; Lp.png teleports her backwards; Mp.png makes her stop in place; Hp.png 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.png 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.png Armorbreak.png Perform during Mk.png or Hk.png Scramble; {{{{armorbreak}}}} only on Hp.png Break from Ex.png Scramble; Lp.png teleports her back to where she started; Mp.png teleports her straight down; Hp.png causes her to perform a slam attack. HP is a Launch.png 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.png 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.png 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.png arc is higher as well giving well enough time for Sting, Ultra, air throw, etc.

File:No image.png

Razor Edge Slicer

Slide K.png ( Ex.png version Armorbreak.png ) Perform during Lk.png Scramble

~~ Uses and Strategies ~~

This Low.png 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.png 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.png 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.png on hit leaves you at a pretty good situation to setup stuff afterwards.

File:No image.png

Cannon Strike

Dive Kick k Perform during Mk.png or Hk.png 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
File:No image.png

Strafe Dagger

Super Combo B.png (charge) F.png B.png F.png + P.png 2f startup

~~ Uses and Strategies ~~

Strafe Dagger should only be used for one purpose: adding additional hits to Rapid Dagger. If you are close to winning the round and Rapid Dagger won't garentee a victory, then cancel the final hit of Rapid Dagger into Strafe Dagger.

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Psycho Stream

Ultra Combo I B.png (charge) F.png B.png F.png + 3p.png 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.png (charge) F.png B.png F.png + 3k.png Armorbreak.png 7f startup

~~ Uses and Strategies ~~

Really fast and travels relatively far. This will punish most opponent's attacks in the air provided they are not High.png above your head already or they did not use a safe jump. Neutral jumps are caught pretty well. Be wary of opponents jumping too close to you as an opponent close to you and higher than you will avoid the Ultra at certain angles. This version is also the one that connects more after FADC, Focus Attack Crumple, and should Sting anti air hit the opponent High.png enough Ultra 2 will have enough time to charge and connect.

File:No image.png DCM (Anti-Air) Ultra Combo II (Anti-Air) Db.png (charge) Df.png Db.png U.png + 3k.png Armorbreak.png 7f startup

~~ Uses and Strategies ~~

A great fireball punish. Charge time does not allow for focus attack Crumple.png ultra to connect you have to use the air version for that. A Cinematic attack that breaks focus so it is useful for red focus and parries with armor.

The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre (Mirror)
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

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
Close LP Close Lp.png 25 50 20 HL ch/sp/su 3 2 5 9 4 7 11 14 Can be canceled to Rapid Daggers on whiff or chain. Reset Reset - - - - - - -
Close MP Close Mp.png 70[60] 100 40 HL sp/su 4 4 13 20 1 6 18 23 [] refers to active frames 3~4 Reset Reset - - - - - - 3~4F JP: 1
Close HP Close Hp.png 40*50 50*50 20*40 HL sp/su*- 9 3(6)3 23 43 1 6 27 32 Reset Reset - - - - - - -
Close LK Close Lk.png 25 50 20 HL ch/sp/su 4 2 8 13 1 4 11 14 [1st hit] Forces Stand [1st hit] Forces Stand Reset Reset - - - - - - -
Close MK Close Mk.png 65 100 40 HL sp/su 4 3 17 23 -6 -3 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 110 200 60 HL - 12 5 19 35 -6 -2 18 22 Reset Reset - - - - - - -
Far LP Far Lp.png 25 50 20 HL ch/sp/su 3 3 5 10 3 6 11 14 Can be canceled to Rapid Daggers on whiff or chain. Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 90 150 60 HL - 7 4 23 33 -4 0 23 27 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 7 2 13 21 -1 2 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 8 2 22 31 -7 -3 17 21 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Can be canceled to Rapid Daggers on whiff or chain. Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 65 100 40 HL sp/su 5 4 7 15 3 6 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL su 6 3 18 26 0 5 21 26 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 25 50 20 L ch/sp/su 4 3 9 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 65 100 40 L sp/su 6 4 12 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 95 100 60 L - 7 2 24 32 -8 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Fox Tail Downright.gif+Mk.png 80 100 40 H - 17 3 15 34 -3 2 15* 20* Blockstun is 15/14/13 for 1st/2nd/3rd active frames. Hitstun is 20/19 for 1st/2nd active frames; 3rd active frame hitstun is 19 vs. stand, 20 vs. crouch No additional frame advantage on first 2 active frames Reset Reset - - - - - - JP: 1
Target Combo 1 (TC1) Close Mp.png > Hk.png 70 100 60 HL jc 4 5 22 30 -9 - 18 - Forward jump cancelable on hit only. Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Target Combo 2 (TC2) Mp.png > Hp.png 80 100 60 HL - 7 4 26 36 -11 -5 19 25 Reset Reset - - - - - - -
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
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump Hp.png 110 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump LK Neutral Jump Lk.png 30 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Mk.png 70 100 40 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 5 3 - 7 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 3 - 7 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 4 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump LK Angled Jump Lk.png 30 50 20 H - 4 7 - 10 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - -
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
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.2 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.2 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 120 200 60 - - 66 2 35 102 - - - - Range: 2.2, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.2, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 180 200 -500/0 - - 66 2 35 102 - - - - Range: 2.2, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~66F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 2.2, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
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
Shadow Suplex Forward Throw 140 130 40 0.79 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Frakensteiner Back Throw 135 140 40 0.79 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Flying Neck Hunt Air Throw 150[130] 150 40 1 - 5 2 - - - - - - [] Refers to juggle version X - - Hard Knockdown - - - - - - - JP: 1
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
Psycho Sting Psycho Sting Lp.png 120 180 30/40 HL su 5 9 36 49 -28 - 17 - charge 42F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~8F - - - JP: 1
Psycho Sting Mp.png 140 180 30/40 HL su 5 9 36 49 -28 - 17 - charge 42F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~8F - - JP: 1
Psycho Sting Hp.png 160 180 30/40 HL su 5 9 36 49 -28 - 17 - charge 42F X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - All: 1~8F - JP: 1
EX Psycho Sting Psycho Sting Ex.png 160 200 -250 HL su 5 9 36 49 -24 - 21 - charge 42F, opponent gains 20 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8F - - - - JP: 1
Rapid Dagger Rapid Dagger Lp.png 16x3*32 20x2*30*50 20/10x4 HL su 9 2(4)2(6)
2(11)2
18 55 -3 - 17 - Requires 5 button presses [4th hit]: Soft Knockdown [4th hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1x4, Last hit JS: 5
Rapid Dagger Mp.png 10x5*40 20x4*30*50 20/10x6 HL su 9 2(5)2(6)2(4)
2(5)2(12)2
19 71 -5 - 16 - Requires 5 button presses [6th hit]: Soft Knockdown [6th hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1x6, Last hit JS: 5
Rapid Dagger Hp.png 10x7*30 20x6*30*50 20/10x8 HL su 9 2(5)2(6)2(4)
2(6)2(4)2(5)
2(10)2
20 84 -7 - 15 - Requires 5 button presses [8th hit]: Soft Knockdown [8th hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1x8, Last hit JS: 5
EX Rapid Dagger Rapid Dagger Ex.png 15x6*10*60 20x6*30*100 -250 HL su 9 2(5)2(6)2(4)
2(6)2(4)2(5)
2(11)2
15 80 0 - 17 - Requires 5 button presses, opponent gains 5x7*10 meter on hit [8th hit]: Soft Knockdown [8th hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1x8, Last hit JS: 10
Spiral Arrow Spiral Arrow 100 100 30/30 HL - 8 until ground after landing 18 26+ 2 - - - Charge 42F, Height restriction: 0.7, L/M/H go at different speeds. Frame advantage based on maximum possible. Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Spiral Arrow Spiral Arrow Ex.png 120 200 -250/0 Hl - 8 until ground after landing 18 26+ 9 - - - Charge 42F, No height restriction, Frame advantage based on maximum possible, opponent gains 15 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - 1F~landing recovery - - -
Scramble (Ground) Scramble Lk.png - - 0/0 - - 13 26 40 79 - - - - Charge 42F, Can cancel into followups 13F~39F. - All: 13~39F - - - - -
EX Scramble (Ground) Scramble Ex.png (Lk.png+Mk.png) - - -250/- - - 7 25 40 72 - - - - Charge 42F, Can cancel into followups 7F~32F. - All: 7~32F - - - - -
Break (Ground) Break Lp.png - - 0/0 - - - - 25 25 - - - - Backwards movement 1~10F - - - - 2~3F - -
Break Mp.png - - 0/0 - - - - 20 20 - - - - - - - - - - -
Break Hp.png 0/0 - - - - 32 32 - - Can pass through opponents 1~15F - - - All: 1~15F - - - - - {{{33}}}
EX Break (Ground) Break Ex.png Lp.png - - 0/0 - - - - 25 25 - - - - - All: 1~23F - - - - -
Break Ex.png Mp.png - - 0/0 - - - - 20 20 - - - - - - - - - -
Break Ex.png Hp.png 0/0 - - - - 32 32 - - Can pass through opponents 1~15F - - - All: 1~15F - - - - - {{{33}}}
Razor Edge Slicer Razor Edge Slicer 80 100 10/60 L su 13+2 6 21 41 -10 - 17 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - 14~15F JP: 1
EX Razor Edge Slicer Razor Edge Slicer Ex.png 80*90 0*200 0/30*30 L - 7+10 14 28 58 -21 - 21 - First hit locks in place. X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~30F - - JP: 1
Scramble (Air) Scramble (Air) Ex.png (Mk.png) or (Lk.png+Hk.png) - - 0/0 [-250/0] - - 18 18+20 14 70 - - - - [] refers to EX version, 35F~ cancellable - - - - - All: 13~35F - - - - -
Scramble (Air) Ex.png (Hk.png) or (Mk.png+Hk.png) - - 0/0 [-250/0] - - 18 18+20 14 70 - - - - [] refers to EX version, 35F~ cancellable - - - - - All: 13~35F - - - - -
Break (Air) Break (Air) Lp.png - - 0/0 - - Total 19 19 - - - - - - - - - - - - - - -
Break (Air) Mp.png - - 0/0 - - - - Total 21 21 - - - - - - - - - - - - - - -
Break (Air) Hp.png 120 180 30/30 HL su/jc 18+12 9 12 50 -9 - 12 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1~8F JP: 1
EX Break (Air) Break (Air) Ex.png Lp.png - - 0/0 Total 19 19 - - - - - - - - - All: 1~20F - - - - -
Break (Air) Ex.png Mp.png - - 0/0 Total 14 14 - - - - - - - - - All: 1~15F - - - - -
Break (Air) Ex.png Hp.png 120 150 0/30 HL su/jc 18+12 9 12 50 -9 - 12 - Forward jump cancelable on hit only. X Free Juggle Free Juggle Free Juggle Free Juggle - All: 1~6F - - - 1~8F JP: 1
Cannon Strike Cannon Strike 60 100 10/20 HL - 18+12 11 After landing 5F 45 6[4] 16[14] - - Frame Advantage based on lowest possible hit. When performed from Medium Scramble, Cannon Strike will have 3F less frame advantage when hitting at the same position as from a Heavy Scramble. [] Refers to max when performed from Medium Scramble - - Reset Reset - - - - - - -
Cannon Strike Ex.png 80 100 0/20 HL - 18+12 11 After landing 5F 45 17[15] 17[15] - - Frame Advantage based on lowest possible hit. When performed from L+H Scramble, EX Cannon Strike will have 3F less frame advantage when hitting at the same position as from a M+H Scramble. [] Refers to max when performed from M+H Scramble. Frame advantage on Counterhit is the same regardless of Scramble used. - - Reset Reset - - - - - - -
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
Strafe Dagger Super Combo 30x9*90 0 -1000/- HL - 1+2 3(9)44(4)
2(17)3
60 144 -50 - 13 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5F - All: 1~84F - - All Hits JP: 1
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
Psycho Stream Ultra Combo 1 33x9 0 0/0 HL - 0+15 300 20 34 39 - - - No other move can juggle after airborne hit [9th Hit]: Free Juggle, Hard Knockdown [9th Hit]: Free Juggle, Hard Knockdown [9th Hit]: Hard Knockdown [9th Hit]: Hard Knockdown - - - - - - All hits JP: 127
DCM (Ground) Ultra Combo 2 (Ground) 30*60*
30x7*60x2
0 0/0 HL - 0+7 4 56 66 -40 - 20 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
DCM (Air) Ultra Combo 2 (Air) 30*60*
30x7*60x2
0 0/0 HL - 0+4 4 53 60 - - - - Cannot hit grounded X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
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


Notes

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