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Frame Data Decapre

FRaccie edited this page Oct 20, 2026 · 4 revisions

Decapre frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
3 2 5 +7° +4° 9 14 11
Far LP
far.LP
3 3 5 +6 +3 10 14 11
Close LK
cl.LK
4 2 8 +4° +1° 13 14 11
Far LK
far.LK
4 3 6 +5° +2° 12 14 11
Close MP
cl.MP
4 4 13 +6° +1° 20 23 18
Far MP
far.MP
5 4 15 -2° -5° 23 17 14
Close MK
cl.MK
4 3 17 -3° -6° 23 17 14
Far MK
far.MK
7 2 13 +2° -1° 21 17 14
Close HP
cl.HP
9 3(6)3 23 +6° +1° 43 32 27
Far HP
far.HP
7 4 23 0° -4° 33 27 23
Close HK
cl.HK
12 5 19 -2° -6° 35 22 18
Far HK
far.HK
8 2 23 -3° -7° 32 22 18
Crouch LP
cr.LP
3 2 6 +6° +3° 10 14 11
Crouch LK
cr.LK
4 3 9 +2° -1° 15 14 11
Crouch MP
cr.MP
5 4 7 +6° +3° 15 17 14
Crouch MK
cr.MK
6 4 12 +1° -2° 21 17 14
Crouch HP
cr.HP
6 3 18 +5° 0° 26 26 21
Crouch HK
cr.HK
7 2 24 KD -8° 32 - 18
Neutral Jump LP
nj.LP
4 4 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
5 5 5 -23 -26 Air · Whiffs cr. - 12 9
Neutral Jump MP
nj.MP
5 4 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
5 7 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
6 5 5 - -16 Air · Whiffs cr. · No hit - - 18
Neutral Jump HK
nj.HK
5 3 5 - - Air · No hit - - -
Angled Jump LP
j.LP
4 5 5 -24 -27 Air · Whiffs cr. - 12 9
Angled Jump LK
j.LK
4 7 5 -24 -27 Air · Whiffs cr. - 12 9
Angled Jump MP
j.MP
5 3 5 -19 -23 Air · Whiffs cr. - 16 12
Angled Jump MK
j.MK
5 4 5 - - Air · No hit - - -
Angled Jump HP
j.HP
5 4 5 -16 -19 Air · Whiffs cr. - 19 16
Angled Jump HK
j.HK
6 5 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Fox Tail
3+MK
17 3 15 +2° -3 Whiffs cr. 34 20 15

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Shadow Suplex
5+LP+LK
3 2 20 - - 24 - -
Frankensteiner
4+LP+LK
3 2 20 - - 24 - -
Flying Neck Hunt
j.LP+LK
5 2 5 - - Air - - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Scramble LK
[4]6+LK
- - - - - No hit · Inv 13-39 full 79 - -
Scramble MK
[4]6+MK
- - - - - No hit · Inv 13-35 full 70 - -
Scramble HK
[4]6+HK
- - - - - No hit · Inv 13-35 full 70 - -
EX Scramble
[4]6+LK+MK
- - - - - No hit · Inv 7-33 full 73 - -
EX Scramble
[4]6+MK+HK
- - - - - No hit · Inv 4-35 full 70 - -
EX Scramble
[4]6+LK+HK
- - - - - No hit · Inv 4-35 full 70 - -
Psycho Sting LP
[2]8+LP
5 9 36 KD -28° Inv 1-8 strike 49 - 17
Psycho Sting MP
[2]8+MP
5 9 36 KD -28° Inv 1-8 projectile 49 - 17
Psycho Sting HP
[2]8+HP
5 9 36 KD -28° Inv 1-8 throw 49 - 17
EX Psycho Sting
[2]8+PP
5 9 36 KD -24° Inv 1-8 full 49 - 21
Rapid Dagger LP
5+LP(mash)
9 2(4)2(6)2(11)2 18 KD -3° 55 - 17
Rapid Dagger MP
5+MP(mash)
9 6 hits ⁽ᵗ⁾ 19 KD -5° 71 - 16
Rapid Dagger HP
5+HP(mash)
9 8 hits ⁽ᵗ⁾ 20 KD -7° 84 - 15
EX Rapid Dagger
5+PP(mash)
9 8 hits ⁽ᵗ⁾ 15 KD 0° 80 - 17

Full active timing ⁽ᵗ⁾:

  • Rapid Dagger MP 5+MP(mash): 2(5)2(6)2(4)2(5)2(12)2
  • Rapid Dagger HP 5+HP(mash): 2(5)2(6)2(4)2(6)2(4)2(5)2(10)2
  • EX Rapid Dagger 5+PP(mash): 2(5)2(6)2(4)2(6)2(4)2(5)2(11)2

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Strafe Dagger
[4]646+P
1+2 5 hits ⁽ᵗ⁾ - - - No hit · Inv 1-5 full, 6-96 projectile - - -

Full active timing ⁽ᵗ⁾:

  • Strafe Dagger [4]646+P: 3(9)44(4)2(17)3(7)5

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Psycho Stream
[4]646+PPP
0+14 - 21 - +35 Proj · Cinematic 35 - 25

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
DCM - anti-ground
[4]646+KKK
0+7 4 55 - -39° No hit · Cinematic · Inv 1-10 full 65 - 21
DCM - anti-air
[1]319+KKK
0+4 4 52 - - No hit · Cinematic · Inv 1-7 full 59 - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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