Did you do the hard trials? You can also do these with a Level 2 focus attack instead of FADC. Thats more damage I guess.
I was playing the other day and found an odd and useless glitch. It was an online match against akuma, and i went up to soul throw him, but he hit me out of it with an air fireball just as a i grabbed him. rose fell down but akuma was also sent flying downward in the same trajectory as a soul throw but without blue flames on him - it didn’t do any damage
1st post updated, a bit unorganized forgive me, I’m trying to play catch up.
I was playing SF4 the other with Rose since it’s my main and I’ve found a way to link the ultra, not sure if it has been said anywhere…I checked every pages of this thread and didn’t find it so:
jumping + HP, ultra
The jumping + HP MUST be a counter hit or else it won’t turn into a 7 hit combo. It’s not the best combo ever, but I was able to land it a couple times against CPU mostly. Against player I would advise of not using it against character with a good anti-air special move. Hopefully it will help some Rose players ^^
Works with J. HK as well.
Actually alotta characters can do this…I usually do this on shotos. Or when I jump a grab. You don’t need a CH sometimes it can be a deep hit as well.
Actually if you have a beefed up super then you would still get more damage from the combo in comparison since you would still have the two bars left and the crossup chance after the drill. If you want the immediate beefed up damage sure why the hell not but id go with the prior and use the combo that saves me meter.
also I forgot to note some of those combos contributed by me are big man combos used against sagat the damage is probably about the same on others but the combos are modified a tad since clp clk cmp lp spark won’t combo on regular sized characters.
not really a big discovery but mp spark combos off of shk not sure if the different sparks have different stun though but i know they all do the same damage unfortunately. if it causes more stun though it could maybe be used to make the timing a little less strict to combo into her ultra. i cant do that combo on pad so someone else needs to test it :sad:
Let me correct myself since I noticed it ain’t make sense after I posted it.
I’m trying to save meter but optimize on damage. Its probably doubtful given the character but if mp spark has enough stun to combo into ultra off s.hk then damage scaling won’t kick in till after the ultra starts unless you did a crossup first. Allowing you to save the extra meter for another combo
Not sure if its been stated but apparently slide beats chuns super. It just randomly occured to me while playing the computer
slides also beat Ken’s ultra (in dodging it, not stuffing). Helps me bait Ken’s in so many times. But Gouken’s drop a lot lower than Ken’s so it doesnt work that way against him, which i found out the hard way the other night against someone i shouldv’e beat. -_=
Chuns C HK (sweep) beats a lot of Roses MK and HK pokes though It’s so good it requires me to change my poking strings against Chun
Can’t remember if it was Krayzie or Shinkuu now, but apparently we can slide under our own ultra. I did this for a hit.
actually let me make another correction i meant ultra not super :lol: im going to test it though to see if it still works though. on another note roses ex drill trades with gens ultra and its a good trade i might add. comp just did it to counter my ex drill (to which you could see was starting up in his ultra animation) im thinking “fuck” then it traded for a small bit of damage on my part he ate the full damage and ended up falling down to the ground with the flames on him. useful if you see someone throwing out random ultras.
I took 7 of these combos and I’m hoping I can get 5 of these down before I give up on Rose…thank you to EVERYONE that posted these…I’ll keep you guys posted…
Was messing around with Rose last night and tried this randomly:
Jumping Fierce, Fierce Soul Reflect to Aura Soul Spark.
I find it works better if you use a crossup j.mk, s.wp, Fierce Reflect to Aura Soul Spark.
It works better if you don’t do reflect > super at all. Drill > super does more damage and you don’t have to hit as deep, so if you’re hitting with a jump-in, you can use whatever cancelable normal > drill > super. Close HK does the most damage, but it whiffs crouching characters.
Still don’t understand why people want to reflect > super. 'Cause it looks cool I guess.
if you really want to do reflect super i would suggest fhk (anti air) super puts them in the same state as reflect does and allows for extra damage off a bad jump in. situational of course.
It’s the only reason, in honesty. I stick to c.mp > drill > super. Just for the damage and the ease of use.
Reflect to super id definetely for cool points. You know those flowchart Ken players who SRK to Super or those Ryus who FB to Super? Everyone knows they just messed up their spam commands but got a cool combo instead. The drill to super looks just spam like that (although isnt because K of drill isnt P of super, but ok, it looks like it to people who dont know her).
So I try to look cool and really plan the combo by using reflect if possible
You can also add a standing hp for more damage to that combo. Also if you jump in hk, st hp, hp reflect, super you’ll do about 440 damage. I like this combo because it’s easy and reliable and it looks damn good when you juggle them with the super :wgrin:
You can also jump in deep and do j hk, st mp, c mp, soul spiral, super but if the room is slightly laggy you may miss the st mp to c mp link as it’s a 1 frame link.