You CAN cross up EX SBK, you just have to time the jumping forward later, but, it won’t keep them on the ground, they’ll flip over to face you, and depending on the chun, either block your string, EX legs, or mash short (Chun’s short is godlike).
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Skip to 17:45 for Rose.
did he just do cr.HP to stop Cody’s EXes or a kind of OS ?
seems like a straight cr.HP to me =/
and at the end that’s why I love spirals invincibility haha
That play at the end was a work of art. My god.
Cody went for EX Criminal Upper, which isn’t exactly a bad reversal since it starts up fast enough to beat meaties, it’s completely throw invincible, has some strike invincibility and is safer than on EX Zonk Knuckle. Kawaguuchi read it all the way though. Really smart stuff.
He did really damn well against both Momochi and Uryo. That empty jump setup into cl.MK was gutsy as hell, especially since Sakura had enough meter to throw out an EX Shouken and get away with it if Rose had just landed and blocked.
Reaction EX Spiral against Rocks into dash and Soul Throw was awesome. Momochi bet it all that Kawaguuchi couldn’t react in time but he did and took the match. Super sick. I want to see more of this guy in action.
I was wondering during all fight that he did really well defending without EX spiral… and that at the end, this move was really to be avoided.
But Kawaguuchi proved us there could be a use to EX spiral ! =D
btw, look at how many BP those guys do have… X_X
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in my book he won lol
I’m tempted to agree with you but there were so many moments where Keshikaran could have taken the round but didn’t. Disappointed me. He made a few clutch plays though. I need to start buffering EX Soul Throw after I throw out pokes in case people jump over them.
Hi guys I need your c&c on this one, sorry for the lousy video im using my hand to record thru my phone.
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Hi, Noround.
I’m not that much more skilled than you are, but still if there are a few things i could point out :
— Wake-up : aside from EX S-Throw (which does only works against sloppy jump-ins, not safe-jumps) she hasn’t viable reversals, thus you should block jump-ins most of the time. Reversal attempts get beaten most of the time at wake-up. That’s the hard truth, Rose wake-up game is pretty weak in fact.
— Soul spark : this is a nice zoning tool, but recovery is too slow for Rose to spam them, 'cause they’re punishable. Key thing is not to get predictable, and you were often doing two in a row.
— Reflects : IMO, should always be done in reaction (even if you highly suspect another projectile), 'cause a lot of opponents will try to get you reflecting something while they’re already jumping at you
— Neutral jumps spammers : EX S-Throw/cHP are great for punishing that, and that chun-li did a lot of njHK
Aside from that, you had good jump-ins combos, and you knew well enough how to land U1. ^^
Okay guys, I have a few videos of mine that I’m throwing on the chopping block.
Any sort of critiquing would be a great help. I tried to mix and match Rose’s wins and losses and against some characters I’m having trouble with (cue Ryu and Sagat)
:NOTE: I’m sorry for the shitty setup; I just moved and am trying to break in the new house so this was a rushed project and there IS NO in-game sound. The mic I used to record with seemed to pick up any ominous sound so you might wanna turn your speakers down a little. It’s also my first videos uploaded to YT via this method. Sorry =D
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EDIT: Can anyone PM me how to put the videos in a spoiler tag? I know having all these videos must slow down the page’s loading time a considerable amount and I’d like to clean it up.
Against Ryu :
— Too much jumps, my friend. The more skilled the Ryu, the closer to impossible will be jumping at him outside of knockdown. And the one you fought knew that : he didn’t throw that much projectiles, in fact just enought to bait you to jump. He also had good footsies, and played very safe, although he’s not confident in combos yet (first time I see a Ryu not attempt fHP + shoryu after a crumple). He choked at the end too (random U1 attempt, WTH ?).
— Don’t know what you tried at 0.44. Empty jump ? if so you can OS crouch tech, thus a cLK would come out if he blocked, and a tech if he throwed. Mistimed cross-up ? If jumping, I would have gone straight for it, it beats most reversals.
— csMK + throw will miss if you’re out of range, and fail if your throw is immediate (you can’t throw when in hitstun). Why not go into a combo (cLP cLK cMP + something) instead ? If you’re in a tick-throw mood, cLK or cLP would be better IMO.
— It’s a matter of choice, but i would not go into cHK after a jMK. On hit, hitstun could be insufficient to combo ; on block (of the jMK) you could be thrown at startup. In fact, personally, I do avoid this move as much as I can (-10 on block, and even more dangerous on whiff…).
— I would use H-Spiral instead of M one after fMK cMP, to avoid whiffs and to get better blockstun on block.
Aside of that, nice Rose, CHIEF. I like the way you waited to see his reactions to your U2, then slided it right into his legs. ^^
Use those at the beginning and the end of your spoiler :
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I let better Rose players answer you about Sagat. =)
Your play is incredibly sloppy.
You’re welcome to abuse the slide into throw gimmick but know that against smarter opponents you’ll just get punished. Quit it with the random midscreen slides. You got lucky a couple of times because your opponent jumped over you and you were able to throw them afterwards but don’t make a habit out of it. Again, better players will punish you for it.
You need to work on your anti-airs for obvious reasons. I don’t think I saw you land cr.HP a single time.
Learn how to punish properly. There were several occasions where you either let your opponent get away completely or only punished with a throw. That’s not going to cut it; you absolutely need to maximize your damage output as Rose.
Learn your safe jump setups. Rose has a harder time landing hard knockdowns and setting up mixups than most so when you does land a back throw or EX Soul Throw, you need to make it count. Unless you’re sitting on a life lead and want to play it safe or if your opponent’s character has a 3f reversal there’s absolutely no reason you shouldn’t be going for the safe jump. Again, you need to maximize your damage output.
Don’t activate Ultra 2 unless you absolutely need a way in, have a setup for it, or can chip out the opponent. You’re simply wasting it otherwise. At best, your opponent will panic and press a button and you get 120+ damage, which is still a fraction of what you can do with it if you have the correct setup. In most cases though, all you’re going to get out of randomly activating U2 is chip.
And finally, do try to block once in a while. EX Spiral and EX Soul Throw are not good reversals. Use the former against frame traps and fireball blockstrings; use the latter against mistimed safe jumps. If you insist on not blocking, you’re better off using FA backdash.
Thank for the praise. I’m pretty new to Rose, coming from Sakura. I’m now realizing that my mistakes spawn from impatience. I run into stupid mistakes pretty often, especially against Ryu players after a full screen zoning battle. I’m trying my hardest to nail cr.LP, cr.LP, cr.LK ~ cr.MP > Spiral. On auto-guard in training, plinking the cr.MP consistently is my downfall, maybe 20% if I’m lucky? Usually cr.MP gets blocked and nothing happens.
To make up for my not-so-extensive combo list in my arsenal, my gameplan is too out-slide them per se. Using that to control space and when it lands deeper than max range, it’s mostly a free back throw (I don’t trust regular throws anymore, I get too overwhelmed to do a meaty cr.LK on wakeup into throw and usually get DP’d easily). I’m trying to nail down my zoning game, but I’m weary of sudden mistakes and long recovery on projectiles.
Other than that, I’m in your debt for the knowledge.
Word.
Duly noted. Most of this I answered in my response to Trias, but you deliver another perspective. I can’t maximize my damage output without plinking on a regular basis and there’s certainly no easy button for that. I like Rose too much to give up though. I’m having a big problem of thinking too much which gets me either in the corner or stunned very quickly.
I’m in your debt as well.
True. Just realizing that will make you much better, I had to face the same thing myself recently. ^^
It will come with time.
Personally, my problem is different : if I plink, I get the link most of the time but then that damn input leniency goes into S-Spark half of the time. If I don’t plink, I get the link 40% of the time but i successfully cancel into spiral. Dunno if veterans have tricks to solve that. =D
But the answer of your punish problem is simpler than this. Simply going into cMP L-Spiral, or cHP H-reflect from closer will allow you to get a knockdown, and much more damage with experience. cMP L-Spiral will cancel into super, cHP H-reflect will juggle into S-throw. I’m sure that is what Heavy Mental meant, and though his words are more straight foward than mind, it was a really good advice.I can’t imagine how much more he would destroy me if I posted one of my matches as well ^^
Don’t bother with cLP cLP cLP cMP spiral on punishes, its more designed like a blockstring and a hit-confirm when you’re not sure you can punish.
It’s not. If you’re close enough to land a throw, then you’re at frame disadvantage, meaning any normals done by your opponent will stuff your throw. Slide is good when doing it meaty (max range), 'cause then you’re at frame advantage and you can follow up by a cMP xx spiral. =)
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Sosmm at 16:34. =)
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Nothing shockingly impressive in this match (even some missed punishes =D), but great footsies/zoning from Sosmm.
Sosmm really isn’t fond of using meter is he? Peculiar.
Now that you say it, it’s true he kept his super bar untouched half of the time.
Maybe was he hoping to cancel a spiral into super ?
What i don’t understand is why did he let Levistrauss live after his ultra at second round, and why he didn’t Soul throw or at least combo into U2 at the end of the third round. Aside of that, his ground game seems pretty solid to me.