Psychic Hotline: Rose Video Thread

plinking is cr. lp. cr lk crmp cr mp+cr.lp :D.

But I don’t like double tapping, too hard for me tbh.

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This is an old match that I had on. My execution wasn’t as good back then as you can see, but miraculously I won.

I don’t know if someone (or many for that matter) have already uploaded a video regarding this but here is a short frame trap option select for Rose. It should work with every character and everywhere in the screen. I tried to test all kinds of variations but to no avail (like doing a normal drill and then super in the corner, or doing cr.mp xx ex.fireball fadc U1). Normal drills would not work even with characters who have wide hit boxes.

Sorry if this is ancient tech…Just found this from another thread (user : lazyboy) and tried to tweak with the idea :slight_smile:

That’s fine and dandy, but lp fireball is -12 on block. It seems like a trick that would work like once in a set for me lol.

Yeah, it’s a nice trick, for the cr.mp xx EX spiral option select, but I rarely ever trade in a cr.lk cr.hp frame trap. I like cr.lk st.mp for a mid-screen frame trap much more because you can link it into cr.mp xx spiral. Or if I do use the cr.HP one I’ll do a HP spark afterwards and slide after for what’s basically one super long frame trap.

That´s true. For some reason I didn’t think about the recovery of the lp fireball at all. Should change it to hp or mp(?) spark atleast. I guess this is what happens when a new user tries to come up with option selects… would be more useful to learn how to not drop basic links first lol.

And it didn’t feel that useful to me either but I actually was hopeful that mp xx drill/ex.spark would work (and then you could maybe do a longer combo or focus cancel into ultra from there). But it is what it is.

Hard punch spark won’t combo. Medium will, but it’s still - on block.

If they’re mashing throw, they’ll throw you out of that frame trap lol.

DP characters also kill its use >.>

Yeah only worked against cr.tech or jab/mp mashing. -_-

It probably would have been useful once in a blue moon in the corner if it worked with normal drill.

I COME WITH MORE VIDEOS AND REQUESTS FOR CRITIQUE/PRAISE/SCRUB-CALLING

I got 2nd in Cleveland’s latest AE tournament. My final 3 matches were on the stream: http://www.twitch.tv/consolecombat/b/300547489

VS. Bison: 1:08:30
VS. Sagat: 1:15:00
VS. Fei Long: 1:27:30

I’m starting to feel the limits of Rose as a character. I think Rose definitely outspaces and beats Fei Long in terms of footsies, but the humongous gap in damage potential is utterly ridiculous. :S Definitely not an even matchup like I thought it was.

Also played casuals at another player’s house for a while the night before. I’m not going to give timestamps because it’s super long and has breaks and such but it has matches against Ryu, Fei, Bison, and some of my basic, scrubby Cammy. http://www.twitch.tv/consolecombat/b/300456344

Quit jumping in. Play patient. You’re Rose, you’ve got great footsies.

You didn’t look like you were prepared for your opponent to not quick rise so you gave up a lot of mixup and safejump oppurtunities. Gotta be ready for that stuff.

Reversal EX Chicken Wing and Flame Kicks should whiff against meaty cr. MK.

Don’t pick U1 against Fei. If you want to punish Chicken Wing, stick to EX Soul Throw. It’s more consistent.

This doesn’t exactly pertain to the matches at hand but you should incorporate more frame traps into your game. Your opponents picked the strangest times to push buttons - basically during your blockstrings when you were nowhere near them. And then they grabbed when you actually are. In the future against better opponents, you’ll need to learn how to frame-trap them properly. Course, there’s nothing wrong with sticking to what works and in this case, your blockstrings were excellent.

You got jumped in on a bunch of times. AA more.

You didn’t go for the max damage corner punish on several occasions and did cr. HP xx Spiral when you could’ve done cr. HP xx HP Reflect -> Soul Throw instead.

Otherwise, I don’t have much else to critique. Your opponents were pretty weak. Good job on nailing the Sako combo against that Bison. Good baiting against the Sagat player although she was horrible at choosing when to reversal and she pushed mad buttons.

I admit that I jumped in too much on the Sagat. It was mostly testing the waters and trying really hard to get in so I wouldn’t have to deal with her zoning. I need a lot more practice in that matchup.

I don’t really know why I’m not more on point with my AA. I think it’s because it looks slower and has less priority than it actually does, even though I know that it’s 5 frames and will beat pretty much anything that isn’t in s.hp range or a deep crossup. I need to instill that into my head subconsciously. I think my hesitation is warranted with Fei, though, because his j.hp(At least I think it’s j.hp) has a tendency to trade or even stuff cr.hp.

I didn’t even think of the reflect throw combo, haha. I’ll try and keep that in mind.

I put in some hard work on that Sako combo. It’s so good. You can use it from a frame trap and a fake crossup. Not to mention the reaction people have when they see Rose doing a ~40% combo. I don’t miss it very often in a tournament setting, unlike my cr.lk cr.mp link, haha.

@trike
You have to be able to read players and adjust to their timing. In this case, I’m talking about their tech timing but try to broaden it to their fireball timing and tick throw timing. I noticed that these guys were pressing the tech button pretty early. That means if you delay your grab or take a step back and grab, you’ll be able to throw their crouch tech. Also, that means you have to have tighter frame traps. Against pros who have later tech timing, you have to delay your frame traps a LOT more. Like it gets retarded how long you have to walk forward before you press sc.forward.

Against Sagat, you weren’t using that preemptive reflect trick. Once you’re around slide range, usually your three offensive options are jumping, sliding, or preemptive reflect. You knew to jump to punish his low tiger shots so he was hesitant. Your slides also forced him to be careful with knees. Reflect is another relatively safe option as long as you don’t fish with it for too long. It’ll reflect his fireball even if you throw it out first since his projectiles travel so fast.

Finally, I noticed I’ve been refering to HER as HIM. You get the point though.

WOAH MENTAL EDITED HIS POST

I don’t… know of any reliable safejump setups for 4-frame reversals. I’ve been just ducking and then jumping as a visual clue, but it’s not very stable. Are there any tight ones (i.e. s.lp, jump) of sorts? The Fei Long player will also just not quick-rise if he sees me going for crossups, so a lot of the time I’ll just push him to the corner and then do pressure or bait a flame kick. I safejumped the Bison player all day, though. Bison is beyond easy to safejump.

I tried the meaty cr.mk against flame kicks at the Fei player’s and I just can’t get it to work, so I just didn’t try it. I’m not really sure what I’m doing wrong. Maybe I’m doing it too late and it’s not actually meaty. Are there any tight setups for it?

I actually thought pretty hard about my ultra choice, but while both are pretty shitty for this matchup, I went with U1 in this particular case. I play the Fei player a LOT in casuals and he knows U2 bullshit in and out. I probably would’ve picked U2 against a Fei I didn’t know, but he knows how to deal with it. With U1 I can at least somewhat turtle him and he’ll be wary of using the 3rd rekka as a frame trap.

I do use frame traps. Quite liberally. cr.lk cr.lk, cr.lk cr.mk, cr.lk cr.hp, far heavy spiral into cr.mp etc. I’ve also been staggering my up close normals to work as frame traps. I’m not really sure what else I should be doing.

jason:

Yeah, I’ve been working on reading the opponent’s teching and reacting properly. The REALLY late techers mess me up a lot, haha. I’ll have to try working that weaving trick into my game too. I’ve been meaning to for quite a while. I’ll make it a point to test it out a lot next time I get to play.

She never really tried to throw Tiger Shots within normals range so I didn’t really bother with pre-emptive reflects, but point taken!

Yea. Delay tech in itself takes forever to learn. Delay tech, wakeup throw, extra extra delayed uppercut and shit like that are basically so hard to counter. I basically always delay my throw by a couple of frames to beat people that: reversal uppercut, wakeup throw, delayed throw, even somewhat delayed uppercut. If they scrub me out and wakeup throw or some shit like that, I can adjust. My friend seems to read me like a book and delays his uppercut so much it always catches my throw. Like how do you counter that?

I wish I knew. You can probably get a safe jump after a sweep if you jump instantly. I use an immediate slide to time my meaty cr. LK off a forward throw. Perhaps you could look into the frame data for the total amount of frames slide is then try to find a move with less frames to time the meaty cr. MK with.

That makes sense.

The problem with those strings is that they rely on your opponent to push buttons even though at that range they absolutely have no reason. You’re not going to catch them with frame traps unless you’re in the range to throw them. Jason has the right idea.

Delayed cl. MK is pretty effective after a crossup in my experience. I’ve seen Sako use delayed cr. LP after a safe j. HP. Cl. MK -> cr. HP xx EX Spark is a great trap in the corner. What frame traps you use really depends on how you’ve conditioned your opponents. I get the best results off forward throw because I can backdash a reversal if I read it, time that meaty cr. LK and throw them right afterwards or link it into cl. MP or cl. MK afterwards.

Unless they have a multi-hitting or armor breaking reversal, you can probably use FA to continue pressure. Or you could pull a Valle and dance in and out of their throw range to make them think twice about pressing buttons.

lol and then they OS low forward, low strong, or if they’re chun bison or cody, just low short and there goes your dancing.

Sucks for you.

Don’t jump against Fei, I’m seeing them say you are and just don’t.

Pick U1 against Fei, it should stop them from Chicken Winging at all; if they do, grab them, U2 doesn’t build much momentum especially because his cr. forward is REALLY good for tagging you (or any of his other crouch normals).

Delay techs really screw Rose up, but that just means you have to play solid.

I say keep it full screen, because that’s the only range Rose wins in. You may have better normals, but he can throw out his rekkas fairly liberally >.>

Fei Long should have NO FEAR against Rose so he could get away with a lot of random crap because Rose doesn’t punish big enough, and that’s the main reason it’s slightly in Fei’s favor; Rose does non-existant damage >.>

I only really jumped at Fei for wakeup crossups. I don’t know shit about auto-correcting reversals and which characters can do it on wakeup because Rose doesn’t have one and I haven’t gotten deep enough into Cammy to start trying them, but my opponent wasn’t doing it, so I didn’t bother not taking advantage of it. I’ll stop if I’m playing someone who has it in their arsenal. :> I did get into flowchart mode against Sagat and jumped like the ground was lava, though. Ate way too many uppercuts and I repent.

Ant, do you have any videos of you playing against a Fei? I just watched Jiban play a Fei and he played pretty much exactly the way I did, except he’s better of course, and the Fei wasn’t playing all that great. My gameplan is to just stay out of his range and try to whiff punish anything I can/harass him. I’m not really sure how you can play full screen against a Fei with Rose’s fireball being so slow and EX chicken wing going basically all the way across the screen. It sounds like you’d just be fishing for a U1 and cornering yourself. I’d love to see a video, though.