st hp hitbox got buffed in ssf4, its good against honda coz it can stuff some random headbutt, and scare him to do them since mp, lp, ex Headbutt are safe T_T.
Those of Jeff are great but the one from Luffy finally shows me how to handle a Guile. I needed this…
Did the matchup change or was this always the way to go? Seems like easier reflects could make this strategy somewhat more useful.
Great video, your zoning is amazing… I guess u lost against Yama ?
J’ai pas pu participer à ce bushido car je main Rose depuis 2 semaines, trop hate d etre au prochain avec le perso en main…
good showing again luffy !
am i mistaken or did dieminion fail the switch to ssf4 in terms of guile gameplay ? his use of ultra was BAD, and he kept to sonic boom zoning instead of abusing the much better normals he got…
i feel like the match-up SHOULD have changed, but this video kinda showed it didn’t.
This matchup definitely seems 6-4 for Rose. She just gains tons more meter than guile and he can’t get in. He’ll have to be really good at dash ultra to pose a threat.
Luffy, you’re 10 times more solid than me, but I’m wondering… why no HP reflects of the booms? It covers both the immediate area in front of you as well as if he tries to jump in. Can even soul throw him after.
Meter is super important obviously, but you can Also FADC the reflect to really put the pressure on.
That honda match seems to suck ass. Can’t really do anything offensive b/c of EX headbutt fear. And hands/buttflops/ochios all seem to work well up close against her. In that match you posted, it seemed you outskilled him by quite a margin, yet it was a close match.
He was getting EX hands a ton. He wasn’t doing hands hands combos or strings. He didn’t really seem to use Ultra 1 well at all. Granted, you stopped a lot of block strings, but you did far range C.MP into drill a bunch, and he didn’t bust out ultra once. After blocking drill, he should have mixed up his responses between EX ochio, LP->hands, or EX headbutt. Buttflop wouldn’t have been bad either.
However, I wonder if honda’s ultra 2 may have greater utility in the matchup. still grab blockstrings, punish drills for free, be really freaking scary up close. Poopy range though.
Luffy, what do you think are Rose’s best and worst matchups? I think she does really well against guile, ryu/ken/akuma, dee jay, gouken.
I think she kinda sucks against abel, bison, balrog, honda, and Chun Li.
I’m really on the fence about how she does against Rufus/Juri. buffs on C.HP and EX soul throw really help inthose matches.
If i HP reflect the boom he is doing, the boom is so slow that with the angle it’ll go up, it wont hit guile as he jump in. I’ll consider fadc’ing the reflect though ^^, never though of that lol!
She do ok against most of the cast now, i think Akuma, Honda, Juri, Ryu, Boxer, Dictator are hard for her.
I didn’t knew since yesterday that Ryu’s HadoTrap was this strong, cant jump, and be cheaped to death on corner, added to the fact that the ryu can react to every spiral throwed by a MP srk, it’s hard.
Akuma… get vortex’d, u2 can minimize the dmg, but still an hard matchup.
Honda is really hell as his c.lp beat everypoke Rose can do, followed by hands to chip, and headbutt deals a LOT of dmg on counter hit, and is safe, comes up his better U1 against fireball, and U2 for some funny mindgame after a buttslam or even fadc hands.
Dictator… i dont even know what to do against that man as his EX PC is ultra safe now, i cant pressure him on his wakeup, he just do it then get away, i can OS EX ST to beat it, but if he TP’d instead i’m fucked :(. Then comes his safe SK that push you in the corner + SK corner trap. cool.
I didnt fought any pro Juri yet, but Rose can’t reflect/FB coz she can get dive kicked, Juri’s J.HP or smtg (the move that hit like a hammer) can beat C.HP if timed well, her Wheel isn’t safe, but u can punish it only with C.mp EX spiral (a regular spiral will be blocked).
Abel isn’t hard, St.MK is unthrowable, you must ABUSE that on his wakeup, it beat everything outside EX COD and Ultra which is very risky to do on wakeup.
Chun… hmm i didnt fought a good chun in SSF4 yet, but i didnt had that much prob in SF4, if she doesnt have meter, you can cmp spiral for days, she cant do anything.
It’s one way for Juri to do quick damage. It’s not a great attack on paper (hitboxes aren’t much different from other jumping attacks, it just hits more downward than usual), but it’s amazing because the frame before is this one: http://bruylandt.com/shrimp/jump0270.jpeg
One of the fastest attacks if you consider the hitbox reach in 1-frame. This means she probably hits you before your C HP is active or reaches upwards.
The data tells me to try and stuff her earlier with C HP. Unless she spaces her to be right above you before this one gets active, you should win. But yes, she can space this so that she at least always trades.
Man, you got pounded by those drills getting SRK’d. Does he react to the drills or does he sometimes SRK empty air after c.mp?
I did find out that if you do a max range c.mk xx HP soul spark, the SRK will whiff if he does it as a reversal. If he does it late, then only the 2nd hit will hit your arm. This may work with MP spark too, i didn’t test it. The point is that he goes up in the air during your windup, and you get a free punish. It also helps that the startup frames for fireball and drill look the same, she spins around w/ her scarf.
Also, max range c.mk xx EX Drill will trade with HP SRK, if he’s doing those. MP SRK will beat it clean, however. judging by the video, he’s doing MP shoryus.
Couple of other things: You don’t really do absorb much, why is that? At the beginning of the first round, you could have easily filled you meter w/ one or two absorbs. It also increases the damage on the super, which brings me to my next point.
This Ryu was throwing fireballs all day at midrange when you had full super, did you think about supering through them? Or at least EX Drill on reaction through them isn’t very hard.
Also, super can punish the runaway hurricane kicks like he did at 4:59. Would have given you a chance to win that match.
Do you ever cancel C.HP anti air into drill (for cross under/not cross under), fireball (for them to land on), or reflect (for meter)? I didn’t see you do it in the honda or ryu matches.
Again, you’re certainly better than me, these are just things I noticed watching the video.
When we were at far range, he was doing hadoken when i was doing a spark. And he was doing hado at a close range where i couldnt react in time to reflect.
Yeah, i just went in train room, Far cmp max range x LP spark will trade with mp srk. I didnt tried with HP spark, but if it whiff… that’s insanely good to know. He react to the spiral, i did many cmp, nothing came out :). Hmm, since the HP spark have a long startup, doesnt Ryu have the time to react to the startup and jump in?
I’ll use super/ex drill against fireball later on as well, good idea thanks!
Nop i never cancel the C.hp anti air, i’ll do a reflect for meter from now on :).
Hopefully she won’t be too high in the tier list. I love Rose so far, and I have made only one mirror match on XBOX live this week… it’s pretty cool to have a “rare” caracter and to face people who don’t know the match up, just hope it will stay this way…
Against Ryu’s mid/close range fireballs, isn’t focus dash forward (through the fireball) into throw a very good option for Rose? Since her dash is so fast and long-reaching, she should reach Ryu before he recovers.
I mostly see Saqs cancel the C.HP anti air into drill to continue pressure. Fireball is ok if they’re not on top of you, and reflect is just for meter. (even though fireball gives more and drill gives the same).
C.MK has slightly more range than C.MP, so it may be necessary to use to cancel into fireball so you don’t get tagged. work on it in the training room.
Correct, HP Spark has a huge startup time. You’re banking on him doing reversal MP SRK and it whiffing so you get a huge punish. That way, the next time the situation comes up, he may think twice about mashing DP (he may try super/ultra). He can’t really jump in, because he’ll be in block stun from the C.MK for 12 frames or so, and it takes about 30-40 to jump.
It’s definitely more of a parlor trick than a sound strategy. I’d do it w/ ultra or super stocked to maximize damage.
Supering/EX Drilling through Fireballs works great.
Another question about the Ryu matchup, in Luffy’s match I noticed he was not going for crossups after backthrow, which is what I always do. Is there a reason for that? I think with the right spacing Ryu’s shoryuken whiffs and by mixing jump mk with jump hp it becomes a 50/50 mixup which he’s forced to block. But maybe he can do an auto-correct shoryu if he times it a little later?
not only is it safe (as long as they don’t SRK the drill), it can act as a counter-hit frame-trap in footsies from that range. It’s a pretty good setup for super: slide, c.mp CH xx spiral xx Super. I don’t remember if it works like that on block or hit, but I’ve been successful with that tactic more than a few times.