Execute! - Marshy's Guide to Decapre

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xxMarshy
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Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Sat May 17, 2014 3:53 pm

fffffImage
fffffffffffffffffffffffffffffffffNormals - Specials - Combos - Frame Traps - Strategy - Frame Data

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Decapre -

Story
fffffDecapre, a psycho power infused clone of Cammy, along with the other Dolls, is attacked by Juri in a secret Shadaloo mountain base and is easily defeated. She is placed in a stasis pod and loaded onto a plane alongside the other Dolls by Juri who takes them to Seth at an unknown location for him to perform experiments on. These stasis pods can be seen later in Super Street Fighter IV and later iterations in Seth's Crumbling Laboratory stage, although the identities of the occupants are not clearly visible. In Ultra Street Fighter IV, Decapre escapes her stasis pod with the intention to kill Killer Bee (Cammy) and destroy anyone who gets in her way. Decapre finds Cammy and tries to end her, but falls due to an illness of some kind, she is then taken away by M. Bison.

Character Overview
fffffDecapre is a character that excels in the mixup department, with her near full screen teleport, Scramble, she is constantly forcing the opponent to guess which way she is going to attack from, either high, low, front, or back. She can sit back and bait moves out with her Scramble feint then punish, she can just go for mixups with her ground slam and jumping normals, or she can safely start pressure by canceling scramble into Cannon Strike. Not only does she do well mixing her opponent up, but since she shares Cammy's normal move set, she also has great in your face pressure options, keeping the other player pinned down with light attacks which convert to big damage, and she even has an overhead to keep defensive players on their toes.

Strengths
- Insane mobility
- Quick mixups that lead to combos
- Damaging combos
- Excellent pressure
- Two great ultras with many uses
- Decent footsies game

Weaknesses
- Very weak to throws because of her lack of throw invincibility on any of her moves, making grapplers a nightmare
- Requires Rapid Dagger to fully utilize her, which can be a difficult thing to master for some players
- All of her teleport followups without using an unsafe ex groundpound are susceptible to focus attack punishes
- Projectiles can be hard to deal with against players who know the right time to throw them


Character Data
- 950 Stamina
- 950 Stun
- 18 Frame Forward Dash
- 22 Frame Back Dash
- 36 Frame Jump Duration

ffffffffffff

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Sat May 17, 2014 9:01 pm

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Normals -

Close Standing

:punch-light: - An alright normal to pressure with since it is very quick and leaves you at a frame advantage on block.

:punch-medium: - Used for frame traps, it anti-airs opponents jumping directly above you, and you can convert it into Target Combo 1.

:punch-hard: - Useful normal for punish combos, it's almost exactly like Vega's Cl.HP, it hits twice to break focus attacks and gives you plenty of hit stun to combo afterwards.

:kick-light: - Seems to be basically the same as Cl.LP, but it doesn't whiff on crouching opponents like Cl.LP does if you're far enough away, the link to combo after it is a little weird so whether you use this or Cl.LP is up to your preference.

:kick-medium: - Bad normal as far as I'm concerned, does same damage as Cr.MK, but obviously has less range and it is negative on block and hit.

:kick-hard: - I don't see too much use out of this normal unless it's used in her target combo 2.

Far Standing

:punch-light: - Like Cl.LP, this move can be used for some quick pressure because of it's advantage on block.

:punch-medium: - Great footsies tool, quick, has decent reach, and you can convert it to either her target combo 1 or cancel into Rapid Dagger.

:punch-hard: - For a heavy attack this move has insane start up so it's good for whiff punishing, the problem is it's recovery though which is tremendous so it would be wise not to throw this out haphazardly as a poke by itself.

:kick-light: - An alright normal, has decent range and is insanely fast, doesn't really do much of any damage so it's up to you if you want to use it or not to hit people before their pokes start up.

:kick-medium: - Pretty good range on this, so it can be used as a poke but there are better options I feel.

:kick-hard: - Just like Cammy's St.HK, this move is Decapre's main poke, great start up, range, and damage on it.

Crouching

:punch-light: - Good tool for starting combos, very fast and has enough hit stun to combo into a number of different moves. Most of your combos will start by hit confirming with this move.

:punch-medium: - Quick normal that is mainly used in combos either as the last hit before canceling to a special or to link into Cr.MK, good for frame traps, and the hit box on this move is fairly good so it can also be used to stuff certain opponents normals.

:punch-hard: - Not as good as Cammy's because it cannot combo into Cr.MK for a large amount of damage, it can still combo into Cr.LK but Cl.HP would be a better option for combos since it yields more damage. If you land this move as a counter hit however, you can link into her ground ultra 2.

:kick-light: - Quick, hits low, and can link into Cr.LP to combo with making this a pretty useful normal to punish players not blocking low during pressure or to trick people with empty jumps into it.

:kick-medium: - Very useful normal, has pretty good range so it can be used in footsies and cancel it into Rapid Dagger or her slide for extra damage, also can be used in combos where Cr.MP would whiff.

:kick-hard: - Pretty basic sweep, gets a hard knockdown on hit so if you want one to start your wakeup pressure and don't have the charge for Decapre's slide then you can combo into it from Cl.LP or just use it as a punish.

Neutral Jumping

:punch-light: - Not really any use for this normal, has practically no active frames, terrible hitbox whiffing against crouching opponents unless used right as you're about to touch the ground, very very little hit stun or block stun.

:punch-medium: - Can be used as a preemptive anti air, only really used if your opponent is above the hitbox of Decapre's Nj.HP and out of range for air throw.

:punch-hard: - Decapre's best neutral jumping attack by far, very fast, great downwards hitbox, does good damage, gives a ton of hit stun to combo into whatever you like after.

:kick-light: - A bit better version of her Nj.LP, bigger hit box and more active frames so it's a lot easier to hit crouching opponents, doesn't really start good combos but it can be used as a throw set up since you can immediately throw after it is blocked without waiting for any block stun so it can catch opponents off guard.

:kick-medium: - I guess if the opponent is above you as you're falling you can use this to hit them out of the air, I don't see this being used often.

:kick-hard: - Same deal as her Nj.MK but with more damage.

Diagonal Jumping

:punch-light: - As a jumping jab, obviously it's not going to be very useful, if you want you can use it to set up a throw since you don't have to wait for block stun just use it then throw as soon as you land.

:punch-medium: - Just a worse version of J.HP, don't bother with this normal.

:punch-hard: - Has great damage and a ton of hit stun so you can combo into anything you like and get a damaging combo from it, go for this for a big punish or after you dizzy the opponent.

:kick-light: - Decapre's cross up attack, doesn't give very much hit stun at all unless used really late in the jump, but still it is a cross up that can occasionally catch opponents blocking the wrong way then converting it into a combo starting with Cr.LP

:kick-medium: - I don't think there is much use in this normal at all, hard to hit opponents with it since it has very little active frames and a high hitbox, possibly whiff this to bait people into blocking a jumping attack then either go straight into a low attack or throw while they think they are waiting for the block stun to end.

:kick-hard: - Another great jumping attack to deal damage and start combos, like J.Hp but with more range but it pushes opponents further away on hit making certain combos not land. It has more lower body projectile invincibilty than J.HP so it is a better choice to use when punishing players who throw fireballs.

Special Input / Target Combos

Target Combo 1 (Close Standing) :punch-medium: :kick-hard: - Good target combo if you don't have a charge for Psycho Sting you can use this and jump cancel the last hit to combo into her air throw which is unique to Decapre.

Target Combo 2 (Far Standing) :punch-medium: :punch-hard: - I really like this target combo, it's useful in footsies battles because it's quick, has decent range, good damage, and since it hits twice it will break focus attacks.

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Sat May 17, 2014 9:02 pm

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Specials -

Psycho Sting
:joystick-charge-down: :joystick-up: :plus: :punch:
- Decapre does a grounded uppercut with her claw, launching the opponent into the air. During the startup of this move she is invincible, making this useful for stopping overzealous opponents in their tracks or to anti-air people who try to jump at you. Also a good move to end combos with, or if you fadc it you can juggle with her air throw.

Spiral Arrow
(In Air Only) :joystick-charge-left: :joystick-right: :plus: :kick:
- Decapre interrupts her jump to do a spinning dive towards her opponent. This is a strange move since it is a charge attack but can only be used in the air, so it will almost exclusively be used from a backwards jump. The regular version is unsafe on block but can be used to catch opponents that are chasing you down off guard. The EX version of this move is safe on block if it hits the opponent low enough it will have a good amount of blockstun to start pressure, EX version also goes under fireballs if you use TK it.

Rapid Dagger
:punch: :punch: :punch: :punch: :punch:
- Decapre unleashes a barrage of punches while moving forward and ends it with an attack that knocks the opponent away. This move seems like a very good choice to end combos with if you have the execution because it does great damage and moves them pretty far towards the corner. The move is unsafe on block, but it looks to be hard to punish because of push back and quick recovery.

Scramble
:joystick-charge-left: :joystick-right: :plus: :kick:
- Decapre teleports along the ground with the light version, at a 45 degree angle with the medium version, or at about a 70 degree angle with the heavy version, pressing a button during these teleports lets Decapre follow up with a specific action.

:kick-light: - During Decapre's light version teleport if she presses light punch she will return to where she started the move, if she presses medium punch she will stop halfway, if you press heavy punch you will travel through your opponent, and pressing any kick button will perform a slide that knocks the opponent down on hit.

:kick-medium: :kick-hard: :kick_2x: - With the medium and heavy version teleports, light and heavy punch follow ups are the same as the light version to be used as feints, pressing heavy punch will have Decapre do a ground slam which depending on the time the button is pressed will either hit in front or back, and pressing any kick during her air teleports will perform a Cannon Strike which can be comboed from if it hits the opponent low enough. Also worth noting that if you wait until her medium or heavy teleports end you can do a jumping attack as you're falling to start pressure safely. EX version seems to be the same as medium but has invincibility on startup and if you follow it up with a ground slam it puts the opponent in a juggle state.

Super: Strafe Dagger
:joystick-charge-left: :joystick-right: :joystick-left: :joystick-right: :plus: :punch:
- This is a pretty basic super, just adding on a good chunk of damage in combos, mainly used once you hit confirm with her Rapid Dagger. Better to save her meter for other moves unless you are guaranteed to end the round / game with it.

Ultra Combo 1: Psycho Stream
:joystick-charge-left: :joystick-right: :joystick-left: :joystick-right: :plus: :punch-3x:
- Decapre charges psycho power in her hand for a brief moment then unleashes it in the form of a slow moving, spinning ball of death. A lot like Dhalsim's Yoga Catastrophe ultra, this move is not used in combos but instead used to keep the opponent pinned down allowing you to freely use whatever attacks or mixups you wish to get a single hit on the opponent so that the rest of her ultra will damage them as well, or you can use that time to give yourself space if you want to play a more defensive game. The startup on this ultra is fairly long so it is very risky to use it from close range, try to use it from mid to full screen to avoid being punished, it travels very far so you don't need to worry about it not reaching.

Ultra Combo 2: DCM (Defensive Combat Maneuver)
(Ground) :joystick-charge-left: :joystick-right: :joystick-left: :joystick-right: :plus: :kick_3x:
- Since I used E. Honda with his terribly slow fireball punish ultra 1, I am absolutely in love with the ground version of this ultra. The startup on this is insanely fast and goes nearly full screen, so anywhere from 3/4 screen or less any character's fireballs will be punished by it even on reaction rather than a read. Also because of it's quick startup it can be used to punish certain moves that otherwise cannot be punished, for example, any of E. Honda's Sumo Headbutts or Blanka's light Rolling Attack.
(Anti-Air) :joystick-charge-down-left: :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :joystick-up-right: :plus: :kick_3x:
- Fantastic addition to her already great grounded ultra 2, this can catch people out of the air who are jumping 3/4 screen away and because of it's ridiculous startup even if they are starting to fall it will still catch them from that distance, using it against close jump ins is a gamble though, depends on the opposing character's jump arc a lot of times Decapre's ultra 2 will just slip right under them. This version is also great for in combos, there are several ways to combo into it, the main ways in which to do that are her EX ground slam which gives her plenty of time to charge no matter which side she hits them on, and also her target combo 2 but the timing is a little tricky they have to be almost hitting the ground to have a charge.

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Sat May 17, 2014 9:03 pm

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Combos -

Bread n Butter Combos
  • Cr.LK ~ Cr.LP ~ Cr.MP xx Psycho Sting / Rapid Dagger
  • Cr.LP ~ Cr.MP ~ Cr.MK xx Psycho Sting / Rapid Dagger
  • St.MP or Cr.MK xx Rapid Dagger
  • Cr.MP ~ Cr.MP xx Scramble xx Slide
  • Cl.HP (2 hits) ~ Cr.MK xx Psycho Sting
  • Target Combo 2 xx Jump Cancel ~ Air Throw
  • Ground Slam ~ Medium / Light Psycho Sting, Air Throw, or Anti-Air Ultra 2

Meter Usage Combos
  • EX Scramble xx Cannon Strike ~ Cr.LP ~ Cr.MP xx Psycho Sting
  • EX Scramble xx Ground Slam ~ Medium Psycho Sting ~ Anti-Air Ultra 2
  • Psycho Sting xx FADC ~ Air Throw
  • Heavy Rapid Dagger xx Red Focus Cancel ~ Cl.HP ~ Cr.MK xx Psycho Sting

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Sat May 17, 2014 9:03 pm

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Frame Traps -

fffffFrame traps are where you purposely use a specific sequence of normals that leave a gap in your pressure so that your opponent can push a button but their move will not start until your move has already hit them first, getting you a counter hit to either combo from or just to get a chunk of damage for punishing players who push too many buttons.

2 Frame Gap
(Will not be punished by any normal moves, so these are the safest frame traps there are besides for 1 frame gaps which are very difficult for the opponent to even hit a button during it.)
  • Cr.MP ~ Cr.MP
  • Cl.LP ~ Cr.HP
  • Cl.LP ~ Cr.MK

3 Frame Gap
(Most useful of the types of frame traps IMO, most characters do not have a 3 frame normal so you won't have to worry about being hit out of it and it leaves time for the opponent to easily try hitting a button.)
  • Cr.MP ~ Cr.MK
  • Cr.MP ~ Cr.HP
  • Cr.LP ~ Cr.HP
  • St.LP ~ Cr.HP
  • Cr.LP ~ Cr.MK
  • St.LP ~ Cr.MK
  • Cl.MP ~ Cr.LK
  • Cl.MP ~ St.LK

4 Frame Gap
(The most basic type of frame trap, a lot of time between hits for the opponent to press a button so it easy to trick them into pressing a button with these but most characters have a 4 frame light attack that will either beat you or trade in most cases.)
  • Cr.MP ~ Cr.HK
  • Cr.MP ~ St.HP
  • Cr.MP ~ St.MP
  • Cl.MP ~ Cr.MP
  • St.LP ~ St.MP
  • St.LK ~ Cr.HP

5 Frame Gap
(These types of frame traps generally aren't that great because it leaves so much time between the hits for the opponent to hit a button that can beat you if it's quick and gives most characters combo opportunities from them, but if you see that your opponent keeps trying to use slow normals or specials during your pressure then you can use these to get a good chunk of damage.)
  • Cl.MP ~ Cr.HP
  • Cl.MP ~ Cr.MK
  • Cr.MP ~ St.HK
  • St.LK ~ Cr.HK

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Sat May 17, 2014 9:04 pm

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Strategy -

Fighting Against Rush-Down
fffffRush-down is probably the hardest thing Decapre has to deal with, especially grapplers, but this depends on your opponents knowledge of Decapre. Her uppercut is very fast and isn't as punishable as other characters uppercuts so as long as you know when to use it, it will definitely save you against players who get too cocky with their pressure, but remember that it is still punishable and people will bait it out so be careful when you use it usually wait until you have 2 bars to fadc it. Decapre's main weakness I believe is throws, none of her moves are throw invincible including uppercut and teleport so your only option is to either tech it or jump away, neither of those will let you punish it though, if your opponent knows this and goes for many throws your best bet is to keep back dashing or jumping backwards because you'll want to keep your distance and poke them. Getting stuck in the corner by rush down characters can suck, but Decapre has a much easier time escaping than some other characters, your best bet in this position would be to wait for an opening and either stick out a cr.mk or other quick normal and cancel it into her medium teleport, this can catch opponents off guard and get you plenty of space away from them, or if you press medium punch during her teleport to drop down you will have your opponent in the corner instead as long as they aren't ready this.

Fighting Against Pokes / Footsies
fffffFootsies characters will give you the easiest time in my opinion. Decapre has pretty decent normals herself to keep up in a footsies battle with moves such as her st.mp, st.hp, st.hk, and cr.mk. She can also just ignore the the footsies game completely and instead go for her teleports moves, mainly Cannon Strike so you can start pressure, use feints to bait out any moves they may try to stop you with before you go in for the kill, just to determine what you can get away with. Her light Rapid Daggers will really help you out in these types of matches because it will chip them, lock them down, and put you close enough afterwards that you can keep pressuring. Also note that her focus attack is quick and has long range so if your opponent keeps out poking you this is another option to get your pressure started as long as their poke does not hit twice, make sure to practice absorb a hit and dashing forward as quickly as possible so you can catch your opponent off guard or punish.

Fighting Against Zoning
fffffBattling zoning characters is a drag, but it depends on the character (Sagat, Gouken, and Ryu are pretty easy to get in on imo) and how well your opponent can actually zone. Decapre's light teleport to slide will definitely be your favorite tool in these matches since it goes through fireballs and ends with a kick that knocks the opponent down, this move can even punish characters who throw fireballs from full screen without using any meter, but it's not quick enough to do it on reaction from this distance so you'll want to get a good read on the opponent and start the move before they throw the fireball. Also the fireball invincibility does not start until a little after you start the teleport so be careful not to try going through fireballs that are right in front of you it would be better just to neutral jump over them or focus absorb. If you start the move but your opponent doesn't actually throw a fireball or if they fadc it have no fear as you can react and press light punch during your teleport to return back to where you started. If your opponent decides not to throw out fireballs in fear of getting punished by the slide and resorts to using normals instead then you can fight against them like you would a footsies character as I described in the last paragraph, although against zoning character it is important to try pressuring at all times so they can't escape so instead of playing a poking war with them I believe it would be best to go for a focus attack since it has long range and is quick it will punish plenty and if you can't you can always absorb their normal and quickly dash forward going for a throw or whatever else you like.

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Thu May 29, 2014 11:03 pm

ffffffffffffffffffffffffffffffffffffffffffffffffffff- Frame Data -

Close Standing Normals
Spoiler: show
---
:punch-light: Damage: 25 - Stun: 50 - Start Up: 3 - Active: 2 - Recovery: 5 - On Hit: +7 - On Block: +4
:punch-medium: Damage: 70 - Stun: 100 - Start Up: 4 - Active: 4 - Recovery: 13 - On Hit: +6 - On Block: +1
:punch-hard: Damage: 40/50 - Stun: 50/50 - Start Up: 9 - Active: 3/6/3 - Recovery: 23 - On Hit: +6 - On Block: +1
:kick-light: Damage: 25 - Stun: 50 - Start Up: 4 - Active: 2 - Recovery: 8 - On Hit: +4 - On Block: +1
:kick-medium: Damage: 65 - Stun: 100 - Start Up: 4 - Active: 3 - Recovery: 17 - On Hit: -3 - On Block: -6
:kick-hard: Damage: 110 - Stun: 200 - Start Up: 12 - Active: 5 - Recovery: 19 - On Hit: -2 - On Block: -6
---



Far Standing Normals
Spoiler: show
---
:punch-light: Damage: 25 - Stun: 50 - Start Up: 3 - Active: 3 - Recovery: 5 - On Hit: +6 - On Block: +3
:punch-medium: Damage: 70 - Stun: 100 - Start Up: 7 - Active: 4 - Recovery: 14 - On Hit: -1 - On Block: -4
:punch-hard: Damage: 90 - Stun: 150 - Start Up: 7 - Active: 4 - Recovery: 23 - On Hit: 0 - On Block: -4
:kick-light: Damage: 30 - Stun: 50 - Start Up: 4 - Active: 3 - Recovery: 6 - On Hit: +5 - On Block: +2
:kick-medium: Damage: 70 - Stun: 100 - Start Up: 7 - Active: 2 - Recovery: 13 - On Hit: +2 - On Block: -1
:kick-hard: Damage: 110 - Stun: 200 - Start Up: 8 - Active: 2 - Recovery: 23 - On Hit: -3 - On Block: -7
---


Crouching Normals
Spoiler: show
---
:punch-light: Damage: 20 - Stun: 50 - Start Up: 3 - Active: 2 - Recovery: 6 - On Hit: +6 - On Block: +3
:punch-medium: Damage: 65 - Stun: 100 - Start Up: 5 - Active: 4 - Recovery: 7 - On Hit: +6 - On Block: +3
:punch-hard: Damage: 100 - Stun: 200 - Start Up: 6 - Active: 3 - Recovery: 18 - On Hit: +5 - On Block: 0
:kick-light: Damage: 25 - Stun: 50 - Start Up: 4 - Active: 3 - Recovery: 9 - On Hit: +2 - On Block: -1
:kick-medium: Damage: 65 - Stun: 100 - Start Up: 6 - Active: 4 - Recovery: 12 - On Hit: +1 - On Block: -2
:kick-hard: Damage: 95 - Stun: 100 - Start Up: 7 - Active: 2 - Recovery: 24 - On Hit: KD - On Block: -8
---


Neutral Jumping Normals
Spoiler: show
---
:punch-light: Damage: 50 - Stun: 50 - Start Up: 4 - Active: 4
:punch-medium: Damage: 80 - Stun: 100 - Start Up: 5 - Active: 4
:punch-hard: Damage: 110 - Stun: 200 - Start Up: 6 - Active: 5
:kick-light: Damage: 30 - Stun: 50 - Start Up: 5 - Active: 5
:kick-medium: Damage: 70 - Stun: 100 - Start Up: 5 - Active: 7
:kick-hard: Damage: 100 - Stun: 200 - Start Up: 5 - Active: 3
---


Diagonal Jumping Normals
Spoiler: show
---
:punch-light: Damage: 50 - Stun: 50 - Start Up: 4 - Active: 5
:punch-medium: Damage: 80 - Stun: 100 - Start Up: 5 - Active: 3
:punch-hard: Damage: 100 - Stun: 200 - Start Up: 5 - Active: 4
:kick-light: Damage: 30 - Stun: 50 - Start Up: 4 - Active: 7
:kick-medium: Damage: 70 - Stun: 100 - Start Up: 5 - Active: 4
:kick-hard: Damage: 100 - Stun: 200 - Start Up: 6 - Active: 5
---


Unique Attacks
Spoiler: show
---
Target Combo 1 Damage: 70/70 - Stun: 100/100 - Start Up: 4 - Active: 4/4/5 - Recovery: 22 - On Hit: Juggle - On Block: -9

Target Combo 2 Damage: 70/80 - Stun: 100/100 - Start Up: 4/7 - Active: 4/7/4 - Recovery: 26 - On Hit: -5 - On Block: -11

Fox Tail (Overhead) Damage: 80 - Stun: 100 - Start Up: 17 - Active: 3 - Recovery: 15 - On Hit: +2 - On Block: -3
---


Focus Attack
Spoiler: show
---
Focus lv.1 Damage: 60 - Stun: 100 - Start Up: 10+11 - Active: 2 - Recovery: 35 - On Hit: -21/-2 - On Block: -21/-2

Focus lv.2 Damage: 80 - Stun: 150 - Start Up: 18+11 - Active: 2 - Recovery: 35 - On Hit: Crumple - On Block: -15/+4

Focus lv.3 Damage: 120 - Stun: 200 - Start Up: 66 - Active: 2 - Recovery: 35 - On Hit: Crumple - On Block: Crumple

Red Focus lv.1 Damage: 90 - Stun: 100 - Start Up: 10+11 - Active: 2 - Recovery: 35 - On Hit: -21/-2 - On Block: -21/-2

Red Focus lv.2 Damage: 120 - Stun: 150 - Start Up: 18+11 - Active: 2 - Recovery: 35 - On Hit: Crumple - On Block: -15/+4

Red Focus lv.3 Damage: 180 - Stun: 200 - Start Up: 66 - Active: 2 - Recovery: 35 - On Hit: Crumple - On Block: Crumple
---

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Mon Jun 09, 2014 3:02 pm

Any one else on these forums interested in Decapre? Post about her here, questions, comments, suggestions, whatever.

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Re: Execute! - Marshy's Guide to Decapre

Postby ChipsLight » Mon Jun 09, 2014 4:15 pm

When I'll get Ultra, I'll try to help you with your guide by giving new combos or tactics.
If I do like her tho, since I still haven't played her.
Icon by Ztagger.
Image
Spoiler: show
Image

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Re: Execute! - Marshy's Guide to Decapre

Postby xxMarshy » Mon Jun 09, 2014 4:50 pm

Thanks that'll be a big help, all I really have in the way of combos are really basic so it would be nice to have some cool looking ones on there too if you find any. Strategy will help too, I think I have a good idea on what to write but I want to wait until I know I am good with her.


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