That’s not a block string. A block string is a blocked attack sequence that can’t be interrupted. s.MP leaves Rose at +1 on block, c.MP has 4 frames of start up. Therefore Rose would be at 3 frames of downtime before c.MP connects; or just enough time for reversal DP, 360, 720. This is why hit confirmation is essential.
The only block string Rose has is chained c.LP/s.LP. And that’s not exactly safe to try after a blocked cross-up. Often times, if you land too high, you’ve left just enough space for said reversal danger.
hmmm. I am succesful at doing either EX spark FADC Ultra 2 or Spark FADC ultra 2, but I keep failing at the first combo I tried when I had super: C Hp xx HP reflect, Ultra 2 (in corner). I never seem to be able to juggle them with my ultra, although it seems like it should connect cause they are still floating higher than my orbs on activation.
I cant remember what the best trick was to get it to hit, the only way to get one orb to hit for sure now for me is jumping. But that does no damage.
I used to do J HK, C HP xx HP reflect, Ultra 2, ST/Super all the time before. Dont know why it doesnt work anymore Is it char dependant? Should i Dash, slide? Ugh.
I can get it to connect when I do a plain HP reflect or C LP xx HP reflect
Unless I’m missing something, there’s not really much reason to do hp reflect, U2. If you land a jump in or whatever you can just activate ultra and go into a combo. I think j.hp -> cr.hp xx drill xx super, U2 does more damage than j.hp -> U2 -> s.hk -> second orb hits -> cr.hp xx drill xx super though. Basically drill xx super -> U2 does the best damage if you’re doing a super -> ultra combo.
Hey, im just picking Rose up as an alt to Rufus. I’ve played her for just over a week now and im pretty comfortable with her, I love how safe and defensive she can play when she needs to unlike rufus who i feel has to pray too much. The info on this board has been an immense help as always in me learning nuances/tricks/combos/matchups… one thing i can never find info on are option selects. Everyone seems to know them except me lol. What are roses most handy(practical) option selects (cr.lk + cr.lp + cr.hp is gdlk)?
Heavy attacks cause 12 frames of hit-stop – that is when both your characters freeze after a heavy attack connects. You time your spiral input to occur during these frames, so if hit-stop occurs (they block), you can do safe block pressure or tic throw because those hit-stop frames prevent to spiral from coming out. If hit-stop does not occur (j. Hp whiffs because of backdash), spiral does come out because you will land during the period when buffered spiral will still be possible.
An idea I got from the Sakura boards using mp shoryu to punish backdash… Maybe cr. lp OS lk/mk spiral would work for Rose? I can’t test now if OS sweep works on everyone’s backdash anyway.
Input would be: Cr. LP Cr. LK xx Spiral. Timed so that if cr. lp hits, you will cancel into cr. lk, but if cr. lp whiffs, you do lk/mk spiral. If sweep works on everyone anyway, it’s the better choice though.
Is cr.LP, cr.LK (done as fast as possible) a safe blockstring, or can Rose be shoryukened between the two? I see many good Rose players doing cr.LPx2, cr.LK instead, is it because of this reason?
I realized that when I do the bread 'n butter cr.LP, cr.LK, cr.MP I tend to delay the cr.LK as much as possible. Doing it this way I’m 90% sure it’s an unsafe blockstring, but it’s much easier for me. I’ve never been shoryukened between the two though. Should I fix this bad habit or is it irrelevant?
This thread’s been a great help, especially learning how option selects work, since I’m still pretty new to the whole concept. I wanted to ask though, how exactly do I know when it’s a good idea to use U2 after super? I use spiral -> super -> U2 often but sometimes only one of them will connect or neither of them will. Should I dash forward into it? c.mk slide? I’m just really not sure.
You can’t OS a special move off a special-cancellable normal. I doubt that chaining cr.lp xx cr.lk and then doing an OS spiral would be fast enough to catch a backdash.
Also you can definitely OS cr.lp xx cr.lk/cr.hk if you wanted to go into a cr.lk on block instead of another cr.lp.
So, I was watching a video and I saw saqs do c.lp c.lp c.lk c.mp drill. I thought you could only use drill after that if it was EX? Maybe I’m just not getting it down at the right time…
I think the option to combo super with U2, vice versa, has many factors to consider. Ask yourself these questions:
Will it end the round?
Is it worth the damage?
Will it give me the life lead?
Will it help my comeback?
Might I need U2 later for defensive purposes?
Other factors to consider is if the other player is cornered (U2 guaranteed after super as far as I know + combos leading into super from U2 vs standing/on the ground opponent). mid screen, I’m not sure if a conclusion has been reached on its success rate, but I know there have been a couple times I was able to land super after U2 at least. I think I’ve heard you can combo U2 after spiral, but you have to land it deep.
And yes, dashing does help. I’m just not sure of the success rate going from super to U2.
If you’re decently close when starting the combo, you can use LK Drill for the combo instead of EXing. If you start it after a crossup or you’re just somewhat farther away, you have to use EX Drill.