You can’t combo c.jab into spark… you can barely combo c.mp into LP spark.
yeah i guess i should have made that clear but i thought it was implied when i wrote tick setup but i guess i should have made that clear. Also i realized that i didn’t say that when up do cr.lpx2,cr.lk,cr.mpxxmp.SSpark it only spaces right in the corner out side of the corner it pushes to far. My bad i was in a rush when i put that up.
I’ve seen this brought up in other threads but I do think it is a little ridiculous that only a small handful of characters have 1/0 frame links in there BnB’s. Rose obviously being one. I usually just learn timing but like prorook said plinking tightens up your game so it’s what I am forced to do.
I was messing around with SSatilite,Ex.SSpiral,SThrow in the corner trying to find the max range that you can land this combo without being dead set in the corner already. While doing this i got the whole thing to work completely outside of the corner several times.
It goes like SSatilite activation, Ex.SSpiral/Hk.SSpiral, orb1 and spiral hit, then as rose is recovering orb 2 hits and SThrow. (just trying to paint the picture)
I cant get it combo 100% due to the combo needing proper spacing before the ex.SSpiral hits so that both orbs hit allowing rose to recover so that way she can add on ST. I was wondering if anybody else would mind testing it and find out if its worth putting it practice. (Specifically i wanted Pasqual but anyone can help in the testing just requested pasqual because i know he likes developing combos.)
Rufus’ galactic tornado eats one of rose’s satellites, demonstrated by justin wong in that iplaywinner stream. Pretty disappointing…
small stuff that I tested:
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soul satellites live 10s if created with max bar, 5s with half.
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I haven’t read it anywere even if it’s a bit obvious, but anti air soul piede, can juggle with soul throw on corner.
that not as useless as it seems: on corner pressure, try soul piede sometime. If you catch someone just starting their jump, a soul throw for the full 260 dmg is nice.
SoulPiede to SThrow in the corner sounds great.
And Rufus’s Ex Tornado eating U2 is the stupidest looking thing in the world. Makes me think Seth’s Ex Tandem (suck in belly thing.) will do the same. Anyone seen or tried that?
All I know is his U2 destroys both of them… can’t imagine ex tandem would do that.
Hi new to Rose -
What are Roses more damaging combos to punish when there is a bigger opening, i.e. whiffed DP?
I find myself doing alot of cr.LK, cr.LK, cr.MP xx SS but that only does around 200ish. I come from playing Honda in Vanilla so that’s pretty much an oichio throw.
I know Rose isn’t built to deal damage but just wanted to know her more damaging combos to capitalise on reversal happy characters/openings.
Really depends on if you have meter or not. For whiffed dp’s a simple hk into hk drill will do. Set’s up all her mixups and does alright damage. If you can facd do, hk/hp, lp spark, fadc, c.hp hk drill. If you have U2 you can throw that in before the c.hp Roe’s combo sare shore and sweet for the most part. You want to combo into drill and get her baits and mixups going. That’s her strong point. Max sweep range is where you wan’t to be after a knockdown depending on the character you face. From there just feel out the matchup/person you’re playing
Thanks Luigi, very helpful - I’m hoping to nail a couple all purpose combos. Too many damn links with Rose - I tried out Chun Li for laughs in training and I can easily nail the cr.LK, cr.LK, ex-legs, kikoshou after 2 tries. Took me a few days to get consistent with Rose’s s.mp into cr.mp zzz
Luigi —> Did you mean to say MP spark into FADC??? LP spark doesn’t combo into cr.HP off of an FADC, it has to be an MP spark to have time to dash in and hit cr.HP, even then it’s a one-frame link as far as I can tell.
If you do cr.HP xx MP spark > FADC > cr.HP > (whatever, you can loop it twice if you have 4 EX bars)
That cr.HP, after the MP spark xx FADC, is one you should pretty much always try to plink, cause the timing is real tight (one frame I believe from my testing). Standing cl.HK won’t combo there, it is 7 frames so it seems to be 1 frame too slow to combo from my testing; same goes for st.cl.HP (7 frame start-up)…
As far as punishing a DP, why would you say to use standing HK??? Why would you not use cr.HP? It’s faster, does the same damage and gives you the same amount of time to land an MP spark. Standing, close roundhouse doesn’t make sense to me in that particular situation, I don’t think it has any more range than cr.HP so what is the advantage of using it.
If you block a jab DP, I say just go for cr.MP into spiral. All spirals do the exact same amount of damage regardless of the kick you use, they just have different ranges and speeds, you don’t lose any damage from doing the LK spiral as long as you’re close enough to land it after the cr.MP. If they are too far away, like after you hit them with the very tip of cr.MP, HK spiral won’t always combo, you have to use EX to combo after the max range cr.MP.
If you are able to land a cr.HP after the DP, cr.HP xx spiral does 200 damage. That link off of the MP spark is tough but if you can land it consistently then why not? Plus you can use the MP spark to push them into the corner (if you’re fairly close to the corner when you start it) and finish the combo with FADC in to cr.HP xx HP reflect and then Soul Throw for max damage. Still, this is a one frame link.
If you have three bars however, you can land cr.HP (or cr.MP if it’s not max range) into an EX spark and FADC off that. In that case (FADC off of an EX spark) you have a ton of time to to land the link and finish the combo with whatever you want. You can also land U2 there, right after the FADC. You can land U2 off the FADC’d MP spark as well.
Totally on point. c.HP over s.HK all day in combos now.
Luigis just still in vanilla mode probably.
Has anyone had any success with this i havent herd back from Pasqual and havent seen any updates about it so i just was wondering.
I have got lp.SSpark to combo to cr.Hp from FADC i did cr.lk,cr.mpxxlp.SSpark,FADC,cr.HpxxSSpiral the damage is iirc 230-250’ish. You are right that it is a 1 frame link though which makes tough to pull off if your exectuion isn’t on point. I have only landed it a coulpe times and never tired it in a real match but it does work with lp.SSpark and cr.HP.
Well my PS3 was effed up for like 2 weeks so I was going off of memory. Just fixed it though. Ans you can do lp spark, fadc, into c.hp. THis is the only one i’ve ever used up until now. I’ll try mp spark to see if it’s easier. And yea, I assumed hk was still stronder than c.hp. Thought HK did more damage and stun still. And Viper is still a bitch indeed. See-saw battle for sure. ME and Wolfkrone/Porkloafking still go back and forth to this day! It’s tougher now since her upper seems to have more invincibility, making it more spammable during pressure strings. On the brightside it can be thrown during it’s startup making it not as good as a wakeup. Still debating on using Ultra 1 versus her to catch burn kicks. U1 is my ultra vs Blanka and T. Hawk for sure. T Hawk cant jump and Blanka can’t do random balls.
Yeah, you guys are 100% right about being able to link cr.HP after an FADC off an LP Spark. I was wrong, I did a lot of testing with it in training and seems like it COULD be a really good set up. If you could land it every time, you could really put some hurt on.
I’m thinking about really working on the timing of the FP plink cause I feel like it could be pretty powerful (BTW cr.MP plink is a lot easier to land here as it gives you a couple more frames to hit the link.) If you could do this of your LP>LK>cr.MP string you would be landing nasty damage off of a 3 frame crouching jab.
Just an idea.
I think just canceling EX Spark is still really good and gives you great pushback, range, and time to land a nice combo; especially near the corner. Landing cr.HP xx HP Reflect in the corner is such a good combo finisher I love it. You can even stick a U2 in that combo in a couple of places.
If you stick U2 in there right after the EX Spark xx FADC you can push the even farther into the corner for your signature finisher. You can also add the U2 in there after HP Reflect in the corner and juggle them into Soul Throw (I love doing this to people.)
Yeah definitely. If you have the 3 meter stocks to burn, and the ability/opportunity perform, you might as well go for EX Spark. Only drawback is that EX Spark doesn’t do as much damage as it did in SF4. Now it does as much damage as a spiral. So unless you beefed it up with LP reflect, it might be better just to save that little bit of meter (that you might not have anyway) to go for a standard LP spark xx c.MP xx spiral, or into a reset for mind games.
I checked cr.lk,cr.mpxxlp.SSpark,Fadc,Cr.HpxxSSpiral its 284 damage its really nice damge off a low start its just kind of hard to do especially if you dont plink(somethin i dont do much as a pad warrior). If you use cr.HPxxSReflectxxSThrow its 348 iirc.
Also you can use lv.3 FA dash slight pause(let them start to fall over a lil) lv.1 fa ST fore like 256 damage i think. Its slight more damage than what pasqual originally did with lv.2 fa,lv.1 SThrow and works on the same ppl.
How do you guys feel about Rose’s Super?
I use it a lot. Like almost all the time. Sure I need Ex Sprial in combos and Ex Spark is great but over all I find a lot of the time I have Super and the oppurtunity to use it. Does anyone else use it?
I definitely use super. She has at least a dozen ways of landing it, and it does good enough damage to justify its use. Super is great to have on hand when you need to make a comeback, and you can’t count on either ultra to get it done for you. Only in certain scenarios would I use LP spark FADC gimmicks/combos (possibly to U2), or use EX variants of moves. If I have it, I try to set up a time to use it. If I don’t have it, then I’ll probably get it soon enough.