How exactly does the rose force anyone to stop turtling and come to you? This move is not godlike or very useful by any means.
Picture this. You are against T. Hawk or another character with slow jumps and no fireball.
He is turtling. Timer is less than 40 seconds. You have the life lead. You throw like 7 roses at him in a row. He WILL start coming at you. You can then either stuff his distant jumps with more roses or get ready to welcome him…
Can also throw in a ex MGB between roses if you feel gutsy or do a taunt 1 fake out lol. It has its uses. I wonder if it can stuff full screen ultras…
I’ve been doing c.lp c.lk cl.p->lp MGB ->c.lp->MGB until they are conditioned to mash dp’s then I do c.lp->mk SSB. Sometimes I also mixup with c.lp->duck->c.lp. But all of these are pretty obvious tactics. I also like walking back after lp MGB then look of counter hit fmk or c.mp.
Right now, I’m testing out the rose. I’m amused by Ryu getting his Ultra 2 stuffed.
It is godlike if it can be used like it was in 3rd strike.
What? The roses do no damage on hit or block. Who cares if you have to block it? The roses are not the key part of this scenario. If you have the life lead the opponent can’t turtle. It has nothing to do with the roses, it has everything to do with you having the life lead. If you are losing instead who cares if someone throws some no damage projectile that offers no potential advantage on hit or block?
Anyone findind any good use on SSB? All setups that will make sense for this move doesnt work in ssfIV for example you cant short xx SSB or duck xxx SSB or they will grab you or hit you while mashing jabs. I have to try using it more but it doesnt seem like the move accomplishes its purpose…
i havent played the game yet but i was thikning maybe use cr. jab jab SWB to get people that mash sweep. What about on wakeup? Can you do it on Graplers wakeup and avoid Ultra SPD? Overall though it doesnt seeem to be very useful
If you can’t find a way to punish someone for mashing jab or throw then you probably shouldn’t be using a tool like SSB.
My point is, the move is supposed to be a throw/poke whiff punisher like it was in 3s but most of the time it doesnt work. Just wondering if anyone is finding a good use of the move.
build meter
Is it me or does Dudley’s cr.hk have NO RANGE in this game?I mean it’s like the opponent’s legs are holograms or something.Dudley’s hand pass right through them wtf.I think ryu’s sweep has more range than this,and this was supposed to be a mid range low poke, although i wiffs even in close range after like 2 cr.jabs.Wtf?
pretty much just neutral jumps into U2, bait out command throws on grapplers wake up, or in some rare instances playing up close footsies and punishing sweeps but thats risky.
Too bad you can’t do st. roundhouse xx short ssb anymore. That did such good damage and stun. Watch out for using the ssb in anything but things that guarantee a whiff as the part of the move that hits seems to come out slow as hell.
Has anyone found out if you can stop Ibuki after she does some kind of poke/blockstring into a cross-up dash? I have been trying to crouch jab it, but it doesn’t seem to work when on the other hand, I have crouch stronger the player out of it and standing roundhoused out of it.
o_O, st roundhouse to short ssb does connect on most.
Haha, you’re right! I was being stupid and doing it too far from the corner.
I don’t really use SSB for anything. Any good uses for it other than maybe as a counter-reversal?
Empty neutral jump or whiff overhead on wakeup to get them to stand up and then SSB to catch their throw tech.
The biggest thing is that unlike 3s Dudley actually moves forward from where he started after the whole move. I think it’ll work better if you space it so that it barely grazes the opponent.
Also s.hk xx lk ssb is a nice frame trap that combos on hit. Similar to s.hk xx lp MGB only with a gap between the two moves on block.
SSB is only really good as a throw fake out or part of a combo. Its FADCable so thats always nice.