Thing is he had two solid opportunities in the beginning of rounds two and three to confirm Spiral into Super and he didn’t. I’m going to assume he didn’t react in time to confirm it because he had no reason not to. He shouldn’t have been too concerned about saving meter because Rose gains bar very quickly and he had the rest of the round to spend building meter.
I can understand why he didn’t try to chip out Ken with Soul Spark at the end of the round two because if LeviStrauss had been mashing Super he might be able to mount a comeback. It wasn’t a bad choice. As for the end of round three, it looks like he tried to go for LP Spark FADC U2 and ended up getting HP Reflect instead. That would explain why he didn’t combo into Soul Throw or Ultra 2 because he didn’t expect that move to come out, much less hit.
I think he sossm played quite well otherwise. Good anti-airs. I always love to see Rose players sniping down neutral jumps with Soul Piede. Very sexy.
Hi triasNT thanks for the suggestion really much appreciated, I did try to ex-drill on my wakeup when chunli is jumping on me but I get a confirmed combo instead which is bad. I would try to avoid using ex-drill on my wakeup on her jump attempts, I think even using FA cancel would still hit me with that damaging combo luckily she cant follow up with U1 on me .Regarding m soulsparks yeah sometimes I used it alot without consideration ill be carefull with those.
Since sf4AE dec patch came out I’ve been using U2 alot for U1 depends on enemy and this is my list of characters that U1 is needed imo.
zangief
adon
ibuki
viper
blanka
ehonda
cammy
chunli
@ironlung: are you on psn too? XD dont use u2 half away from screen! its only a waste, use it for knockdowns, anti air, punish and for pressure.
Yeah, I’m on PSN. Add me and send me an invite sometime.
I usually use U2 as an anti-air or after back throw; but there are times where I know I’m being outplayed severely and I’m trying to make up the life gap as best I can. Not the smartest moves, but I’ve since learned.
I’m going to try to get new matches up here; since the matches I’ve posted above, I’d like to think my game improved somewhat in the sense that I’m more confident in my play and managing my footsies a little more solid.
Those are actually extremely good punishes. Would c.HK > Reflect suffice for the c.HP? I’m assuming so but I’m not sure which does more damage.
Maybe the people online are a lot worse than their BP stands for. I pull mad deep slides into BT like no tomorrow. I guess it’s my gimmick per se, especially against good players who don’t know Rose’s capabilities. It teaches them not to come at Rose so quickly. I can sense jump-ins and air tatsu’s better than anything.
If I could get better at sliding under projectiles, I wouldn’t have too much of an issue with shotos…but the timing is so strict. Zoning gets sort of lame to me. I’m used to rushdown so learning zoning techniques is new and refreshing but in combat, it gets stale. I don’t bother with MP or HP too much unless needed or to put mental pressure on the thought of jumping in or staying idle. Usually I just absorb like no tomorrow and retaliate randomly with a EX Spark to mix things up.
But great advice nonetheless, lord knows I needed all the help I could get. XD
You really have to think twice about throwing Sparks against a Chun with ultra, man. She can dash U1 through those, and even a standard Ultra 1 punish if she’s close enough. Edit- and that’s what happened in Round 2. lol @ the Chun taking like three throws in a row before that.
What’s with the random EX Soul Throws? Botches? I also think you gotta work on your simple combos to Spark/Spiral a little more. Same with anti-airing. Well-spaced Sparks can work, but eventually people will catch on with regards to their lol recovery.
I think you need to consider using more reflects as well.
More at the old arcade, derp herple casuals. Trading wins against a friend’s shotos. Once I get a better 360 stick and/or get AE PC proper up and running I’ll do more Rose training for sure.
Cl.HK has the same damage as cr.HP but it does more stun. I personally would not recommend comboing into HP Reflect unless you are in the corner and can juggle it into Soul Throw or have the meter to FADC. Rose gets better spacing or a safe jump after comboing into HP Reflect but you do give up a good 50 damage. It’s up to you to decide whether that’s a smart tradeoff or not.
I would never give 50 damage for a safe-jump setup because Rose isn’t that great at keeping pressure. Also, Rose has a hard time building up damage, so every 50 does count for her.
It may be personal, but I don’t feel Rose pressure game being that bad. Natural frame-traps in her blockstrings, meaty H-Spirals and slides are great tools for me. But that’s not the topic.
Maybe it’s not worth indeed, I only see it as a stage of my training, to get used to land those 'cause they get really damaging when she has meter/U2 stocked. But I’m still curious about it. =)
Walk forward and jump basically. Takes a little timing but that’s it. I wouldn’t recommend using that setup though because, again, you’ll be giving up valuable damage.
So I tried it, and I was half satisfied with the timing… I got nailed by reversals half of the time, and empty jumping the other half. I’m also a Claw player, so I like precise setups. So I tried to improve it to make it a bit more reliable. My setup would be :
— H-reflect
— Forward jump as soon as Rose crouches
— Quickstanding opponent
— Late jHP
It was safe against 4 framers, like Yuns DP for example. Stuffs anything non invincible on hit.
Dunno if there are other adepts of meterless reflect, but a safe-jump can offer you a free jump-in combo, or a punish… so to me it’s worth a try.
This setup might be worthwhile if Rose lands the HP Reflect just outside of the corner range where she can juggle with Soul Throw. Should offer good positional advantage. I don’t think I’m going to be using it much otherwise.
Well… Claw has very precise setups for all his safe jumps, all of them are immediate or done with a whiffed normal. Coming from that, imagine for example what I thought when i saw the cHK safe-jump setup « wait ». I was like OMG, what is that thing, how am i supposed to beat 4 framers with that ? So yeah, if i can’t whiff a normal to make sure to get a 1-frame reliability, I get frustrated.
But as you can see, I adapt. ^^
Yep.
Of course, into the corner there is no way I give up 280 pts of damage for a safe-jump opportunity. =D