Let the Spirits Guide You - The AE v.2012 Rose Matchup Guide

I’m not reacting here. It’s an automatic option select.

If spark1 is blocked hp spark comes out.

If he uses ex chicken wing to go thru. Far hp comes out (beats it).

Applicable to meaty spark

Example:

Combo hp reflect, fadc st, backdash, ex (or regular) spark, hp spark (os far hp)

Edit: after any aa ex st too.

okay i get it now ._.

That’s pretty similar to Ryu’s OS fireball on Rose’s wakeup lol.

If Ryu does a meaty fireball and do another qcf + HP, if Rose wakes up with ex spiral do go through that first fireball Ryu will get a solar plexus instead and it will beat the ex spiral. After that, Ryu gets a full a combo ;_;

My friend did that to me as an accident once, and that happened to me in grand finals of a tournament.

The Solar Plexus sometimes doesn’t beat out the EX Spiral though so it’s a risk you have to be willing to take lol.

frame trap/block string vs ryu/ken:

mid screen & corner meterless:

on their wakeup, crlk, stand mk, crmp, lk spiral (safe)

corner:

on their wakeup crlk, stand mk, ex spark, crmp, lk spiral (safe)

close mk beats stand/crouch tech (tech+mp gives you ch too).

these are the kind of things that I’m missing in my gameplay or that I do without realizing it and I’m sure I’m not the only one here :stuck_out_tongue:

How do you guys feel about the fei mu?? I feel it’s 5-5. sometimes I feel it’s slightly in roses favor 5.5.

In AE, I always felt that Fei was one of Rose’s more manageable bad matchups. Rose can keep up with Fei’s footsies and she can prevent him from abusing Focus Attack or Chicken Wing and Fei’s mixups are not ambiguous outside of certain corner setups. On the other hand, Fei had ridiculous damage output (cl.MP xx HK Chicken Wing -> HP Rekka) and could bulldog Rose with 2-hit Rekka. I’m not scared of Fei’s mixup as I am of his pressure; once Rose gets put in the corner, she has to fight like hell to get out.

I haven’t played any strong Fei players since 2012 dropped but I’m liking the fact that Fei does less damage and his 2nd hit Rekka can be punished if spaced incorrectly. I’m not sure if he still has his crossup Chicken Wing shenanigans but few people seem to know the setups so I’ll disregard them for now.

well from what I can read in the ae2012 change list:
Rekkukyaku: Stopped hit connecting after cross up for all versions

Either that means after the hits in cross up, Fei can no longer link cr.lp xx rekka
Or it means after the 1st hit of a cross up Rekkukyaku, the rest doesn’t connect anymore

Both sound fine by me. If I remember correctly, sometimes crossup Chicken Wing actually leaves Fei on negative frames so even if he does connect it, Rose can get a free punish. At least, that seems to be the case when a non-crossup Chicken Wing whiffs hits, much like EX Messiah.

chicken wing is no longer broken :sweat:.

if its not spaced properly:

  1. it goes over you = free punish/sweep
  2. if they whiff it infront of you, its easily punishable on whiff.
  3. spaced

lk CW is punishable on block, crlp into combo. deep punish clp, crlk, crmp, lk spiral. far = at least you can clp xx lk spiral.

hk is slow and you can react with crhp/ U1 or EX ST. same for naked EX CW.

IMO CW only usable in combos FK FADC Chicken wing. and ex to go through fireballs. also they use it to escape some setups on wakeup as a reversal.

and theres no such thing as safe second hit rekka vs Rose anymore. even if it looks “spaced” and hits by the very tip. just crmp xx ex spiral for the punish.

Chicken Wing has never been a problem for Rose, outside of the occasional crossup setup. Even as a reversal tool, Rose could still punish it if she guessed right and used cr.MK to low profile EX Chicken Wing. I was never worried about that.

Didn’t know 2nd hit Rekka could be punished even at max-range. Goes to show few Fei players there are in Hong Kong, much less good ones.

Do you guys have a list of characters for the corner fake cross up???

Since we are discussing fei long. Rose(cornered), back throw, whiff crlp, j.lk, results:

  1. block front: j.lk is a cross up, but you always land front.
  2. block cross up: fie walks away, j.lk whiff.

From the same setup you can j.hp cross up. Back throw, whiff crlp, j.hp. Uncrouchable. Fie doesn’t walk away from it. But can be dp’d.

Don’t have a console to test it but if you could do that it would be great.

Played a FT50 against a top 3 player in my community, here’s some Fei Long notes in addition to the google doc in the first post:

Fei Long

  • Light Chicken Wing (CW) can be punished with jab-drill.
  • First rekka can also be punished with jab-drill, maybe c.mp. Depends on the spacing, obviously.
  • Limit the drills. Jab-rekka owns that shit. FADC if you have to.
  • Watch the spacing of lp fireball. Fei can punish it on hit.
  • cs.mk traps fail 9 out of 10 times. Fei’s c.lk is too fast and reaches too far to stuff it.
  • Keep out of the corner and turn the match into cat-and-mouse.
  • Limit the focus. Rekka and CW own that shit.
  • Watch your block strings. Good Feis will CW through c.mp -> drill/fireball … Personally, I need to find a way to stuff this or get out of it safely.
  • Most Feis will have a sort of pattern for their corner pressure, and along the way will either do overhead or cancel a normal into CW. That’s your chance to get out. EX drill to stuff the overhead, U1 to beat CW. Slide makes both whiff and you can punish accordingly.
  • If you can’t react to CW with Soul Throw, c.hp works just fine. Stuffing EX CW is tricky with c.hp though, so you’ll have to be careful otherwise it’ll be a counterhit combo for huge damage.

Once a Fei gets used to Rose’s block strings, it becomes straight stupid. Cancel c.mp into anything, and a CW will be waiting for you. Even if you don’t cancel into anything, he’ll throw it out anyway and the pressure switches back on you.

I actually thought about researching the fake crossup on the whole cast yesterday, so I’ll do it now.

Formula: Back throw (into corner), cr.LP (whiff), j.lk

Works on:
Ryu
Ken
E.Honda
Ibuki
Makoto
Dudley
Gouken
Akuma
Gen
Dan
Oni
Yun
Chun-Li
Dhalsim
Abel
C.Viper
Sagat
Cammy
Deejay
Cody
Hakan
Yang
Evil Ryu
Guile
Blanka
Zangief
Rufus
Vega
Balrog
T.Hawk
Adon
Rose

Fails on:
Seth
Sakura
Juri
M.Bison
Guy
El Fuerte
Fei Long

Tested by holding forward. The characters who the crossup fail on are able to walk out of it.

Can LP Rekka be punished on the first hit with cr.LP xx Spiral outside of point-blank spacing?
Which versions of Spiral are punishable by cr.LP xx Rekka and at what spacing?
What situations can Fei punish LP Spark in?
Cl.MK works fine. Yes, Fei’s cr.LK is quite fast and has good range but that should matter less when Rose is frame-trapping *him. *
Which versions of Chicken Wing will beat Spiral and Spark blockstrings?
What’s the timing for using EX Spiral to beat Fei’s overhead? Does Rose have to react to it or predict it and do EX Spiral at the same time as Fei does his overhead? What’s the timing for sliding under Chicken Wing and overhead?

Good shit. Added.

Back with another treat. My local Dhalsim player is one of the best in the country, and he finally played a long set with me a couple days ago instead of practicing with his subs. Here’s what I got from it:

Dhalsim matchup

[details=Spoiler]Matchup Figure: 4 - 6 (Dhalsim’s favor)

General Strategy
While this match got a lot better in 2012 due to Rose’s improved cl.MK, meter gain, and EX Spiral damage, it’s still quite tough IMO. But here’s what you need to know: GET IN AND STAY IN.

Picking Ultras
While both ultras are very, very good in this matchup, I personally prefer Ultra 1.

Ultra 1: Shuts down MANY of Dhalsim’s options and deals a huge amount of damage that is crucial for this matchup and Rose in general. Ultra 1 will catch fireballs thrown at a reasonable distance, can punish naked a naked Yoga Catastrophe done by Dhalsim, and can be option selected on his wakeup.

Ultra 2: Depending on what kind of Dhalsim you’re playing, this will either be a “get in for free” card, or your opponent will risk taking free damage trying to poke you out of it. You can also use this for big damage combos and mixups.

The Far-Range/Fireball Game
Far range against Dhalsim means outside of his st.HP range. This is a tricky place to be. You can throw fireballs at this range, but you have to be careful. If Dhalsim anticipates a fireball, he can teleport behind you and get a free combo. If you throw a fireball too close, he can inch up and trade with st.HP in his favor. As far as I know, reflecting and absorbing isn’t too much of a problem, but I’m not too sure. Hopefully someone can correct me if I’m wrong, but I can’t recall ever having too much trouble with getting punished for reflecting.

If your opponent is getting obvious with his st.HP’s, you can tag them with st.MK for minimal damage. You can also pre-emptively focus absorb and crumple Dhalsim if he throws out a st.HP and you land a level 2. Focus absorb forward dash is not very good if your opponent is using Dhalsim’s faster normals that recover before your dash ends.

But the main objective here is to get in. As with pretty much every other character, your objective is to get in against Dhalsim or die trying. You will take damage trying to get in against Dhalsim, it’s normal, but you have to avoid taking unnecessary damage. Unnecessary damage means walking into his pokes or jumping wrecklessly. You can try slowly walking him into the corner, focus crumpling his st.HP’s, baiting him into teleporting, taking a risk and jumping unexpectedly, focus dash, Ultra 2, etc. You need to be patient, but try to make good reads and once you get in, stay in.

The Midrange/Footsies Game
You do NOT want to be here. No one does. Dhalsim has so many normals to control this area, it’s horrible. If you somehow end up here, just block and let him push you out, or watch for a fireball and Ultra 1 on reaction.

Anti-Air
Extremely tricky. Dhalsim’s jump is horribly high and floaty, and he can teleport in mid-air, so Ultra 1 is not viable for anti-airing him. It’s also difficult to anti-air him with cr.HP. If you catch Dhalsim in the air, EX Soul Throw is your answer. You can, however, catch his air drills with Ultra 1.

Punishing
Ultra 1 punishes many of Dhalsim’s options.

If Dhalsim throws out his Ultra 1 when you aren’t knocked down or in block stun from a fireball, you can throw out your own Ultra 1. If you’re in range, it’ll catch Dhalsim before his ultra gets to you.

Dhalsim’s super can be as little as -5 on block, does a respectable amount of chip damage, and pushes you back quite a bit, so your best option if you happen to bait out his super is to Ultra 1 immediately after the flash. If not, cr.MP xx EX Spiral him after you block.

Yoga fire has a lot of recovery on it and can be caught with Ultra 1.

If Dhaslsim ever teleports right next to you, st.LP or st.MP will knock him out of the air before he can do anything to you, unless you threw a fireball or something of the sort.

Handling Pressure
Believe it or not, Dhalsim has somewhat of an up-close pressure game. Just block it or Ultra 1 if you read his Yoga Flames/Yoga Fires. If you are hit, he can hit you with a super. Dhalsim’s walk speed is too slow for him to have any viable tick throw setups, so blocking is your number 1 priority.

Dhalsim’s Yoga Tower is also a deceptively amazing tool against Rose. It makes Spirals, most of her normals, and throws whiff. If you whiff something against Yoga Tower, Dhalsim gets a free throw. If you catch Dhalsim doing a Yoga Tower, Soul Piede (And possibly cr.HP?) will catch him.

Applying Pressure
You have to be on point with your pressure. This is the only way to beat Dhalsim. If you only know how to play footsies with Rose and don’t know how to properly frame trap and read your opponent, you will lose.

Dhalsim has a few wakeup options. None of them are particularly good except his Super. A lot of Dhalsims are quite reckless with their Super, and for good reason. It starts up in 3 frames and is invincible, making it impossible to safe jump and a viable wakeup option. If your opponent has Super stocked and you knock him down, be careful. Punish accordingly if you bait it out.

Dhalsim’s other wakeup options are his backdash and teleports. His backdash is easily OSed with sweep, though sweep will not punish his teleport. You can, however, catch his teleport with an OS’d EX Spiral and Ultra 1. Ultra 1 will miss if your opponent reads you and decides to teleport behind you instead of away from you, so be careful.

Not necessarily a wakeup option, but stand teching with Dhalsim is VERY strong. If Dhalsim throws you, he either throws you across the screen, or knocks you straight down, giving him an opportunity to mix you up or teleport away, making you start all over again. If you suspect that your opponent is going to stand tech, start frame trapping them with cl.MK.

Don’t bother too much with Soul Spiral frame traps. A Dhalsim that knows anything about Rose will just block them, as she’ll eventually push herself out into footsies range, letting him push her back out.

Option Selects

cr.LP ~ cr.HK (Will catch backdash)
cr.LP ~ Ultra 1 (Will catch backdash and back teleports, will lose if he teleports behind you.)
j.HP ~ Ultra 1 (^^)
j.HP ~ EX Spiral (Will catch backdash and teleport, may also auto-correct if he teleports behind you?)

Videos
N/A

Concluding Tips

Be patient. Dhalsim is a frustrating character to play against, but if you get flustered and start jumping around like an idiot and go into flowchart mode, a competent Dhalsim will read and punish you each and every time.

THINK. This is a match where you have to think and read your opponent. If you know his options and can guess what he’s going to do, you will do a lot better. The Dhalsim matchup will make you think more than any other matchup in the game.

Use option selects if you knock him down mid-screen. They’re not needed in the corner.

Be careful of his Super, it’s a 3 frame reversal.

Make sure your frame traps are tight.[/details]

I’ve only had experience with said local Dhalsim player, so feel free to point out anything missing or even outright wrong.

Spent some time in the lab, here’s your answers. As a note, I did do this on PC without the 2012 updates. It shouldn’t matter, since none of the frame data for each of Fei’s Chicken Wings and first hit of rekkaken here have been messed with. The damage for HK CW was lowered, but that’s it.

Yes. Actually, you can punish with c.mp spiral, but naturally, it’s pretty tight timing. For a c.mp->EX spiral punish, you have to be about a Training Stage block away. Any farther and EX Spiral will whiff, even if c.mp hits. For a jab->spiral punish, I believe you can be about half a block away.

All punish timing is reversal timing unless otherwise noted.

  • EX Spiral is pretty dangerous if blocked. If you mess up a c.lp, c.lk, c.mp, EX Drill link, he can do cs.hp rekka to punish since she hits in deep. Max range blocked c.mp to EX Spiral can get jab-rekka’d.
  • HK Spiral is safe at the tip or near it … if you want a reference point, if you’re in training stage, HK spiral is safe if you throw it a whole block away. Any closer and it’s punishable.
  • MK Spiral is a lot trickier to make safe, so I don’t recommend it. At the very very tip of spiral, it’s safe against all rekka reversals and makes jab whiff. Any closer than that tip will be hit.
  • LK Spiral results were about the same as MK Spiral, but more unsafe because of its limited range. Having the drill whiff after a c.mp means rekka city and anything blocked deeper than the tip will be punished.

A point-blank c.mp, lp spark can get punished by reversal lp rekka … however, if they delay the second hit of the rekka, it will often whiff. Rapid succession rekkas are a full punish. Any farther than that is pretty safe.

Noted. Looking back, I was probably timing it a little too slow for him to be trapped.

All punish timing is reversal timing unless otherwise noted.
Each blockstring was started with c.lp, c.lk, c.mp, (special here).

HK Spiral

  • HK CW gets hit, LK and MK stuffs Spiral. MK CW reversal timing will only hit once and will fly over Rose. Non-reversal stuffs it completely. EX CW Reversal will fly over Rose. Non-reversal, sometimes flies over Rose, sometimes stuffs it completely.

MK Spiral

  • HK CW gets hit, LK and MK stuffs Spiral. Reversal EX completely whiffs, but non-reversal EX will stuff Spiral.

LK Drill

  • Point-blank, CW will not come out since I guess it’s a tight blockstring. Keep in mind, doesn’t mean it’s safe. If c.mp hits at the tip, EX, LK and MK CW will stuff drill, HK gets stuffed with a counterhit.

LP Spark

  • Beats every CW except EX

MP Spark

  • Same results as lp Spark

HP Spark

  • LK and MK beats HK spark about 80% of the time, HK usually gets stuffed. LK CW will counterhit Rose.
  • Sliding under CW is pretty brain-dead easy. Like I said, you gotta look for patterns. When he has me trapped in a corner, my friend likes to jab then cancel that into CW, which at that point I can slide under him and c.hp, hp Reflect, Soul Throw him. You can do this on reaction as well. You just gotta look for that tiny rock back animation that starts up during CW. If you don’t think you can react to it, you can. If I can c.mk U1 his CWs with Akuma’s Raging Demon, you sure as hell can slide under him using just forward-down MK. The timing to slide under all of them is pretty easy. I don’t recommend EX Spiral for CWs into the corner. It provides a way out of the corner against MK, HK and EX CW but can trade with LK CW, keeping you trapped. Plus you’re spending a valuable meter …

  • The reverse is true for overhead. I’ll have to take back what I said about sliding under it. It’s pretty fast, so it’s unlikely you can slide under it in time for a punish. Actually, it’s unlikely you can counter it at all on reaction, just block it. But if you read an overhead coming, you can easily EX Spiral through it. You’d have to input the same time Fei does overhead.

If you want videos of anything in particular, let me know. I’ll record it on PC so it’ll be HQ and such.

Fighting against Gen is like Chun on steroids ._.

He has her sweep and he convert any poke into big damage.

And that jump arc >_>

Dhalsim matchup added. I’ll add the information on Fei in a bit.