Ultra Street Fighter IV/Decapre

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

Decapre

SSFIV-Decapre Face.jpg

Decapre is a member of Bison's "Dolls" project, where teenage girls have been kidnapped and brainwashed to become a group od 12 elite assassins for M.Bison. Decapre, however, has a more mysterious background, as she seems to be a direct clone of Cammy, so despite having a Russian accent and name, her origins still remain a mystery. Her mask is said to cover a disfigured face, but any attempts to uncover the truth about Decapre will most likely lead to a disfigured face of your own, as she enjoys taking down victims with her retractable energy claw.


In a nutshell

Despite looking like and having 90% of the same Normal Move set, Decapre plays very different from Cammy. The main difference is that she is a Charge character, so she loses a lot of options while walking and trying to play a ground game. However, don't underestimate mobility: even when not charged, she still has Cammy's great walk-speed and strong set of Normal Attacks, and her mix-up potential off of Scramble more than makes up for any lack of mobility while trying to charge up Special Moves.

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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 25 50 3 2 8
Close MP Close Strong.gif 70 100 4 2 20
Close HP Close Fierce.gif
Close LK Close Short.gif 25 50 4 2 8
Close MK Close Forward.gif 65 100 4 3 17
Close HK Close Roundhouse.gif 110 200 12 5 19
Far LP Far Jab.gif 25 50 3 3 11
Far MP Far Strong.gif 70 100 7 4 14
Far HP Far Fierce.gif 90 150 7 2 22
Far LK Far Short.gif 30 50 4 3 6
Far MK Far Forward.gif 70 100 7 2 13
Far HK Far Roundhouse.gif 110 200 8 2 23
Crouch LP Crouch Jab.gif 20 50 3 2 8
Crouch MP Crouch Strong.gif 65 100 5 4 11
Crouch HP Crouch Fierce.gif 100 200 6 3 18
Crouch LK Crouch Short.gif 25 50 4 3 9
Crouch MK Crouch Forward.gif 65 100 6 4 12
Crouch HK Crouch Roundhouse.gif 95 100 7 2 24
Target Combo 1 Strong.gif+Roundhouse.gif 70 100 ju 5 5 22
Target Combo 2 Strong.gif+Fierce.gif 70 120 6 2 25
Fox Tail Downright.gif+Forward.gif 80 100 17 3 15
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 4 4 -
Neutral Jump MP Neutral Jump Strong.gif 80 100 5 4 -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 6 5 -
Neutral Jump LK Neutral Jump Short.gif 30 50 5 5 -
Neutral Jump MK Neutral Jump Forward.gif 70 100 5 7 -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 5 3 -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 H - 4 5 -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 H - 5 3 -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 H - 5 4 -
Diagonal Jump LK Diagonal Jump Short.gif 30 50 H - 4 7 -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 H - 5 4 -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 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 10+10 2 35
Focus Attack (Level 2) Level 2 Focus 80 150 18+10 2 35
Focus Attack (Level 3) Level 3 Focus 120 200 66 2 35
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shadow Suplex Forward Throw 140 130 3 2 20
Frankensteiner Back Throw 135 140 3 2 20
Flying Neck Hunt Air Throw
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Psycho Sting Psycho Sting Jab.gif 120 180 5 9 36
Psycho Sting Strong.gif 140 180 5 9 36
Psycho Sting Fierce.gif 160 180 5 9 36
EX Psycho Sting Psycho Sting EX.gif 160 200 5 9 36
Spiral Arrow Spiral Arrow Short.gif 100 100 7 19 -
Spiral Arrow Forward.gif 100 150 7 19 -
Spiral Arrow Roundhouse.gif 120 180 7 19 -
EX Spiral Arrow Spiral Arrow EX.gif 160 200 7 19 19
Rapid Dagger Rapid Slash Jab.gif 9 18
Rapid Slash Strong.gif 9 19
Rapid Slash Fierce.gif 9 21
Rapid Dagger Rapid Slash EX.gif 9 15
Scramble Scramble Short.gif - - - -
Scramble Forward.gif - - - -
Scramble Roundhouse.gif - - - -
EX Scramble Scramble EX.gif - - - -
Break (Ground) Break Jab.gif - - - -
Break Strong.gif - - - -
Break Fierce.gif - - - -
Break (Air) Break Jab.gif - - - -
Break Strong.gif - - - -
Break Fierce.gif 120 180 12 9 12
Razor Edge Slicer Razor Edge Slicer 80 100 L 2 6 21
EX Razor Edge Slicer Razor Edge Slicer EX.gif L
Cannon Strike Cannon Strike 60 100 HL 12 11 -
EX Cannon Strike Cannon Strike EX.gif 80 100 HL 12 11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Strafe Dagger Strafe Dagger
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Psycho Stream Psycho Stream
DCM (Anti-Ground) DCM (Anti-Ground)
DCM (Anti-Air) DCM (Anti-Air)
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

~~ Uses and Strategies ~~

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

File:No image.png

Close MP

Close Strong Close mp speccancel target combo with ClHK

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp 2 hits, 1st hit speccancel

~~ Uses and Strategies ~~

Breaks normal focus attack. Enough frame advantage to link afterwards for a combo. However the range decides the followup. Most consistent is cr.MK although it is a 1 frame link. +1 on block.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

Good for tick throw setups in place of lp for variety and mixups.

File:No image.png

Close MK

Close Forward Close mk speccancel

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

Mainly ignored in favor of the target combo version. Possibly catches neutral jumps but not very effective.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp speccancel

~~ Uses and Strategies ~~

Good frame advantage

File:No image.png

Far MP

Far Strong mp speccancel

~~ Uses and Strategies ~~

Good poke and on hit give you target combo 2 which is okay for normal focus break and decent damage. Good cancel into "Hands"/Razor Slashes.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Can catch sloppy jump ins.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Decent anti air and good poke. Longest horizontal range.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Good poke and whiff punish tool. Heavy damage.

Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp speccancel

~~ Uses and Strategies ~~

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

File:No image.png

Crouch MP

Crouch Strong d + mp speccancel

~~ Uses and Strategies ~~

Good poke. Link into CrouchMK for combo although it is 1 frame link. Cancel also link itself although it has short range.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

Situational anti air. Able to link Stinger afterwards or CrouchLK to Stinger this is spacing dependent 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 + lk speccancel

~~ Uses and Strategies ~~

Links well into CrouchLP and Stinger for punish/link off of heavy normals.

File:No image.png

Crouch MK

Crouch Forward d + mk speccancel

~~ Uses and Strategies ~~

It's all about "Hands" heavily used to cancel into Razor slashes. Good link off of normals especially since CrouchMP to CrouchMP whiffs alot. Tough link however as it is only 1 frame. Decent low profile against jump in attacks.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Decent sweep although it has poor range. Possibility to low profile certain jump in attacks.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

Great hit advantage and catches a lot of people crouching or standing. Does not catch people behind her however.

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

Instant overhead on some characters.

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

Good air to air/anti-air?

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)

Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

Great move for jump back and premptive attack against jumpers. Crosses up fairly with certain setups and in the corner.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

Most consistent crossup although the hit and block advantage is low. On hit link to CrouchLP which will link to target combo 1 to air throw leading back to same mixup. On block good for tick throw setups. On counterhit and hitting a crouching character you can just simply cancel into target combo 1 for damage/setups.

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

Decent air to air and puts Decapres hurtboxes at weird places.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

Basic jump in, long range but cannot crossup. Good air to air on premptive jumps and such.

Unique Attacks

  Name Nickname Command Notes
File:No image.png

Target Combo 1

Target Combo 1 mp --- hk jumpcancel

~~ Uses and Strategies ~~

Deadly. Combos easily into air throw and leaves the opponent long in the air for a setup. Unsafe on block but great on hit as it allows for Decapre to gain control. Also breaks normal focus and links off of whatever CloseMP links off of.

File:No image.png

Target Combo 2

Target Combo 2 mp --- hp

~~ Uses and Strategies ~~

Good normal focus break but pretty unsafe on block. Like a poor version of E.Ryu's target combo since it does not knockdown. Work off of Close and Far MP however where target combo 1 only works off of closeMP.

File:No image.png

Fox Tail

Overhead df + mk

~~ Uses and Strategies ~~

Overhead has a lot of range and properly spaced/meaty allows for combos off of it. Be aware that 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
File:No image.png

Shadow Suplex

Forward Throw f or n + lp + lk 140

~~ Uses and Strategies ~~

Leaves the opponent farther than back throw. Range is mediocre but enhanced with kara cancelling.

File:No image.png

Frankensteiner

Back Throw b + lp + lk 135 damage

~~ Uses and Strategies ~~

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

File:No image.png

Flying Neck Hunt

Air Throw (in air) lp + lk Decapre jumps and throws the opponent ahead of her.

~~ Uses and Strategies ~~

Easily to combo into and works well against jump happy people. Decapre continues the jump arc she initiated to get the move. Neutral jump to air throw has Decapre land directly downward, forward jump has Decapre land forward etc. Ideal to forward jump as the distance Decapre has between her and the opponent afterswards allows for setups. Decapre can even land on the other side sometimes during throwing people.

Special Moves

  Name Nickname Command Notes
[[File:

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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 ~~
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 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:

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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 ~~
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 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 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-charts

[[File:

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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

[[File:

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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.

[[File:

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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.

[[File:

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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.

File:No image.png

Razor Edge Slicer

Slide k ( ex version armorbreak ) Perform during lk Scramble

~~ Uses and Strategies ~~

This low profiles projectiles but is not invincible I believe. Keep in mind the transition startup of this move from scramble. Inputting this move should an opponent jump at you allows you to continue the forward movement. 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.

File:No image.png

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
File:No image.png

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
File:No image.png

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

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 Jab.gif 25 50 3 2 8 12
Close MP Close Strong.gif 70 100 4 2 20 25
Close HP Close Fierce.gif 0
Close LK Close Short.gif 25 50 4 2 8 13
Close MK Close Forward.gif 65 100 4 3 17 23
Close HK Close Roundhouse.gif 110 200 12 5 19 35
Far LP Far Jab.gif 25 50 3 3 11 16
Far MP Far Strong.gif 70 100 7 4 14 24
Far HP Far Fierce.gif 90 150 7 2 22 30
Far LK Far Short.gif 30 50 4 3 6 12
Far MK Far Forward.gif 70 100 7 2 13 21
Far HK Far Roundhouse.gif 110 200 8 2 23 32
Crouch LP Crouch Jab.gif 20 50 3 2 8 12
Crouch MP Crouch Strong.gif 65 100 5 4 11 19
Crouch HP Crouch Fierce.gif 100 200 6 3 18 26
Crouch LK Crouch Short.gif 25 50 4 3 9 15
Crouch MK Crouch Forward.gif 65 100 6 4 12 21
Crouch HK Crouch Roundhouse.gif 95 100 7 2 24 32
Target Combo 1 Strong.gif+Roundhouse.gif 70 100 ju 5 5 22 31 Can only use Forward Jump to cancel on hit
Target Combo 2 Strong.gif+Fierce.gif 70 120 6 2 25 32
Fox Tail Downright.gif+Forward.gif 80 100 17 3 15 34
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 Jab.gif 50 50 4 4 - 7
Neutral Jump MP Neutral Jump Strong.gif 80 100 5 4 - 8
Neutral Jump HP Neutral Jump Fierce.gif 110 200 6 5 - 10
Neutral Jump LK Neutral Jump Short.gif 30 50 5 5 - 9
Neutral Jump MK Neutral Jump Forward.gif 70 100 5 7 - 11
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 5 3 - 7
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 H - 4 5 - 8
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 H - 5 3 - 7
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 H - 5 4 - 8
Diagonal Jump LK Diagonal Jump Short.gif 30 50 H - 4 7 - 10
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 H - 5 4 - 8
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 H - 6 5 - 10
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 10+10 2 35 56
Focus Attack (Level 2) Level 2 Focus 80 150 18+10 2 35 64
Focus Attack (Level 3) Level 3 Focus 120 200 66 2 35 102
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 3 2 20 24
Frankensteiner Back Throw 135 140 3 2 20 24
Flying Neck Hunt Air Throw
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 Jab.gif 120 180 5 9 36 49
Psycho Sting Strong.gif 140 180 5 9 36 49
Psycho Sting Fierce.gif 160 180 5 9 36 49
EX Psycho Sting Psycho Sting EX.gif 160 200 5 9 36 49
Spiral Arrow Spiral Arrow Short.gif 100 100 7 19 - 25
Spiral Arrow Forward.gif 100 150 7 19 - 25
Spiral Arrow Roundhouse.gif 120 180 7 19 - 25
EX Spiral Arrow Spiral Arrow EX.gif 160 200 7 19 19
Rapid Dagger Rapid Slash Jab.gif 9 18
Rapid Slash Strong.gif 9 19
Rapid Slash Fierce.gif 9 21
Rapid Dagger Rapid Slash EX.gif 9 15
Scramble Scramble Short.gif - - - -
Scramble Forward.gif - - - -
Scramble Roundhouse.gif - - - -
EX Scramble Scramble EX.gif - - - -
Break (Ground) Break Jab.gif - - - -
Break Strong.gif - - - -
Break Fierce.gif - - - -
Break (Air) Break Jab.gif - - - -
Break Strong.gif - - - -
Break Fierce.gif 120 180 12 9 12 When performed from an EX Scramble, you can Jump Cancel only with a Forward Jump on hit
Razor Edge Slicer Razor Edge Slicer 80 100 L 2 6 21
EX Razor Edge Slicer Razor Edge Slicer EX.gif L
Cannon Strike Cannon Strike 60 100 HL 12 11 -
EX Cannon Strike Cannon Strike EX.gif 80 100 HL 12 11 -
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 Strafe Dagger
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 Psycho Stream
DCM (Anti-Ground) DCM (Anti-Ground)
DCM (Anti-Air) DCM (Anti-Air)
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: