Psychic Hotline: Rose Video Thread

[LIST]
[]You didn’t absorb any of his fireballs. Dee jay doesn’t have a super fast fireball so there’s no reason you should ever have to focus. Focus’ing fireballs IMO is reserved for characters with varying speeds or in situations where you couldn’t react in time with a reflect/absorb. Well spaced fireballs force you to focus bdash. Badly spaced fireballs allow you to focus forward dash. Full screen fireballs = free meter.
[
]Most wakeup pressure should involve meaty shorts, sc. forward, sc. strong, blocking, throws, etc etc.
[]In fireball situations, medium reflect should work. Heavy reflect works in some instances but if you read a jump after he follows up his fireball, instead of trying to block the fireball, try jumping over it to air to air him. That or absorb and focus bdash.
[
]You can’t cross him up so instead go for the bthrow --> walk back a tick --> jump fierce OS w/e. That safejump should work iirc.
[]It’s harder for him to approach you than you him. His wakeup pressure on you is a bit better than yours on him but you have a way better ground game. Play to rose’s strengths.
[
]Don’t do risky/random spirals. His slide IMO is the secret counter to rose. It didn’t seem Hatrify knew, but DJ’s slide basically counters nearly EVERYTHING rose can throw at him. It beats/trades with Spiral, EX Spiral, Slide, st. forward, st. roundhouse iirc, and a couple of other moves that I don’t remember. Any situation where it trades means it’s in his favor since he gets the knockdown and a ghetto vortex followup.
[*]Only throw out U2 when you have them cornered. Characters with fireballs are harder to lockdown and gimmick out with U2. All the have to do is throw fireballs from a safe distance and you losing your orbs by doing anything be jump OR reflect. In the corner, their options are limited to a select few crouching normals. They’re usually cr. short, cr. forward, cr. strong, and MAYBE cr. jab.
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I’ve had some experience against a local DJ so I know it can be tough if he plays smart.

@Saqs & Jason87 – Thanks!!:slight_smile:

Ohhh, I found the SB match that I lost against a Honda. Behold the power that is Rose’s bullshit Ultra 1:

[media=youtube]M3Ch6AlfcJI[/media]

WATCH THE ULTRA WATCH THE ULTRA WATCH THE ULTRA jumps anyway, is saved by bullshit. twice.

I would appreciate critique and anti-Honda tech. :frowning: I really shouldn’t have lost to this guy. makes snow angels in a pile of salt

You stopped anti airing near the end :frowning:

Be more aggressive when Honda has no meter, otherwise treat it as the Balrog matchup and stay away fullscreen chucking fireballs. A good Honda would’ve headbutted through your slides and drill blockstrings every time >_>

Jesus Christ that Honda’s friend was annoying. Had to mute that shit so I could finish watching the match.

That aside, your match reminded me why I don’t use U1 in that matchup. Fuck that shit. I hate this matchup since Honda can play like a retard and still get away with stupid shit. Not much Rose can do to punish headbutts unfortunately. I suppose crossup worked on EX Headbutt since your opponent doesn’t know how to auto-correct it. If he has meter, just bait it out and make him burn it. You overextended your block strings several times and ate EX Headbutt so be careful about that in the future.

You should just focus the butt splash. I’ll take the lvl. 1 focus over having to block it. You missed a lot of AAs you shouldn’t have. Even after whiffing a cr. MP or even a st. MK, you’ll recover quick enough to cr. HP them. Gotta be on point with that, don’t let that fat fuck in on you.

I think there are two ranges where Rose is pretty strong at in this matchup. First is the safe fireball range obviously but you only want to stay there if you’ve got a substantial life lead. Secondly would be slightly outside his st. HK and st. HP range. Great for whiff-punishing. Any closer though and you have to deal with cr. LP xx HHS bullshit.

Not much other advice I can offer really. I usually run Fei against Honda since I can punish all his headbutts as well as random buttsplashes and poke and counter-poke the shit out of him all fucking day.

His friend was way, way more annoying in person. He was right by my ear too, ugh. And he did that with every match he had, not just mine. Camcorder right behind the players and obnoxious cheering.

I don’t think U2 is viable in this matchup at all. As unreliable as U1 is for Honda, U2 is even more unreliable. I used U1 in Super for this matchup, too.

I noticed the AA missing. I’m definitely way too cautious with my cr.hp and eat unnecessary pressure. :frowning:

Yeah, I should just learn to turtle and stay at s.hk range. I just want to get in and pressure everyone, though that’s not what lost this match for me. That. Fucking. Ultra. I was so rattled between the ultra and his friend that I started getting dumb. :confused: Salty forever.

But point taken. Turtle and whiff punish, only rush when he has no meter. Oh scrub Hondas, you are the bane of my existence.

The problem against anti airing Honda is, his j.mp and neutral jump fierce can stuff your cr.HP.

There’s also no reason to not jump against Rose with Honda, risk/reward ratio is too skewed in Honda’s favor. He can take like 2-3 fierces, land one j.mp and get massive damage. After Honda lands HHS on you, you have to deal with his stupid HK/ochio/j.HP mixup.

shit was way worse in super. WAY WAY worse. You had all the tools to keep him out. But risk reward TOTALLY in his favor.

one jump in mp, jab to hundred hand slap + hk = 5 Rose cr. fierces I tell you.

U1 is much better for Honda.

The first time, you did it obviously too early.

Second time you were too close to activate it while he was THAT HIGH.

It’s just improper use :/. It’s good in that match up.

There’s nothing bad to nicely space away to honda (about slide range) and just down back. He walks forward, he loses his charge, you can go for a forward or something, if he headbutts with heavy, fine, if he does a buttslam, anti air, if he jumps, anti air.

It’s not a big deal. >.>

Lol, that’s if the hundred hand slap hits full on Rose; and it doesn’t >.>

It’s still bullshit and Rose players shouldn’t be expected to make sure such tight requirements for the ultra to hit are met. The ultra is gimpy as shit. It’s supposed to be a jump punish ultra, yet it comes out in an ungodly amount of frames, can be hit out of, and whiffs if the jumping opponent hits a fireball? Do they want us to use it as a FA punish instead? Where did I do it too early, though? I see where I did it too close. Do you mean too late? Or do you mean the ultra in the last round that didn’t work because Honda bounced off of the fireball?

Thanks for the reminder about his charge though. I tend to forget that Honda is a charge character. I watch Chuns’ and Bisons’ charge like a hawk, but I tend to overlook that in Rogs and Hondas.

zangief 2k has a couple of matches against our local Honda, I will try to have them up by Monday if I can find them. They may be able to help.

I need help against rushdown Sakuras (other than “mix it up and don’t rely on slide too much” and "stop landing on c. :hp: " :lol: :sad:), first time to have really spent some time against one.



Can we EX Spiral out of corner meaty charged/EX hadoukens? I really don’t know how to get around those.

Even if you could EX Spiral through them, Sakura can probably recover quickly enough to punish you. Just take the chip and block the mixup.

That Sakura was average at best. No footsies, weak mixup.

You ate a lot of nj. HK for some stupid reason. Why did you Spiral at point black range? Stop it.

Also, you need to quit jumping in and play more patiently. Let Sakura come to you. She’s going to have to eventually. Rose wins the footsies game so play to the character’s advantage.

I noticed you respected Sakura’s wakeup way more than you should have. Sakura doesn’t have crap for reversals outside of EX Shooken. Only time you should respect her wakeup is when she has the bar to FADC that since it’s safe and leads to a fuck ton of damage. Don’t play scared and don’t give up those mixup oppurtunities.

that’s funny because I just played against a sakura player that beat MarliePie in a match(it was a recent tournament but don’t remember which one.)

And surprisingly, I was in the situation where he cornered me and charged his hadouken. I did EX spiral and I went through the fireball and scored a knockdown on sakura. Unfortunately this situation only happened once so I don’t know if its a reliable tactic.

It’s possible you could have hit him while he was walking forward to pressure you and had already recovered from the fireball. That or he fucked up the timing. What did the setup look like?

Going to be on stream today for a big team tournament in Texas.

Wish me luck!

Yes it is possible because after he knocked me down and released his charged hadouken she tried to use Sakura’s overhead attack. But I still remember really going trough the fireball. I literally just did EX spiral on wake up even if the fireball was still there so its possible that he missed the timing and the moment I input the command of EX spiral the active frames of the hadouken were already gone

That paints a clearer picture. Now my question is - did he backdash after the two hit Otoshi or did he just do charge fireball?

yes he did backdash.
He did the normal setup that sakura players do. I think he just didn’t charge enough or charge too much the hadouken.