So how do you guys deal with Blanka? This matchup seems pretty horrible for Rose. He has every way around the fireballs and once Blanka gets in his normals seem to beat Rose out. There seems to be no way to get Blanka off of you once he gets in there other than U2.
Also how do you guys deal with Blanka balls? there seems to be no way to counter it without U1 (and it’ll ONLY reach him near the corner or if you block the blanka ball while blocking standing up)
I really don’t see the options for Rose in this matchup
I’m not sure I use the best strategies, but anyway: here is my tricks:
never fireball except from full screen or nearly, while he doesn’t have ultra,…
use u1, learn to block ball high. that nearly a ultra each round except against very good blanka. ( if you have a large disadvantage in life, a fireball from full screen bait ex ball, but you have time to block and ultra)
stay close, and keep pushing forward ( you are immune to his slide if you walking forward)
the main move to use is hk. it stuff a lot of his move while avoiding his low attack.
In general, I really thing rose’s opponent shouldn’t use anti fireball ultra. Her fireball are really too punishable to be use a lot except from very far away anyway.
If you’re sitting on super you probably already won anyway That’s usually the case with me. @blanka: I have no strategy at all against him because he cannot simply be explained. At first sight, there is no range at all where he doesn’t have a trick to counter you. But I do win against them, without strategy. If I think about it, it might be because if you push him hard enough, he really doesnt ave anything that can get him out. Only EX upball is a solid reversal, everything else he does does have startup. So I keep poking at him as long as possible.
I’ve experimented a bit with anti-air HP reflect before:
great hit box for countering jumpins
free soul throw or super or ultra after successful hit
free soul throw on trade
good to know about just in case you see that nice opportunity pop up
really had to predict the opponent’s jump
can’t really counter crossups/deep jump ins --> leads to counterhit combo sadness
sometimes you can hit the enemy but they go out of soul throw follow up range
timing is very strict because of the 12 frame startup and it only has 2 active frames
can’t really get this to work on good opponents who know when and when not to jump
Most of the time c.HP is better (has faster startup and longer active frames, pretty good hit box too, but less dmg and follow ups are not guaranteed)
I also experimented with using lp reflect as an anti air. Sounds a bit silly, since it will just send the opponent flying away so I don’t know how useful it is. Basically Rose crouches during the animation, lowering her hit box a lot during the startup for lp reflect, this could help her evade jumpin attacks, then as her hit box rises again the active frames kick in and hit the opponent. Sliding is probably better for this kind of situation though, since she lowers her hit box even more.
I did some testing yesterday also, and found it was difficult to use on good opponents. The best range to hit with the reflect is generally a bad range to jump in from, so you don’t see it often. There are a few specific cases I want to try still, I’ll post when I do.
Also, it seemed to whiff completely on empty jumps, even when the range and timing seemed perfect. Probably because the active frames + hit box just don’t work out. This was bad news because the bad players who do non-cross up empty jumps are usually doing ultras…
I’m interested in said specific cases. Looking forward to the results.
Yes it’s not a 100% reliable anti-air, but it has worked on empty jumps. I suppose since there’s been no video documentation, it hasn’t been revealed what the “perfect range” exactly is. Basically they’d have to be at a range where they’ll land on you with the empty jump
Well startup is 6 frames. I know you can do both c.MP and c.HP afterwards, which have startups of 4 and 5 frames respectively…and c.HP is a tight fit. Depends on the recovery of her dash.
How do you guys practice your execution while training?
I mostly do FADC stuff and ultra combos but now I’m gonna start trying infinite loops.
c.hp xx lp spark>FADC> c.mp xx lp spark> FADC repeat.
I noticed I’m better with c.mp spark loops than c.hp spark loops. It seems my ring finger on hp is a bit slower than my middle on mp so I get negative edge alot thus giving me c.hp>hp spark> FA with no dash cancel lol.
True.
Then again, the EX spark combos work better for me if I start with C HP and do EX with LP+MP afterwards. EX spark combos are great because they give you like +10 frames afterwards, making it very easy to do strong follow-ups
for example a near-corner combo (not in corner, just near):
(J HK,) C HP xx EX spark FADC, C HP, HP reflect, Ultra, ST
Requires 3 EX and Ultra, but even without Ultra you do god damage thanks to the free ST afterwards. It’s quite easy to time
Sorry if this is addressed elsewhere, but this thread is 26 pages, don’t have time to search it atm: Between the 3 non-EX version of Soul Spiral, what’s the best way to know which is the optimal version to end a combo or block string with, based on safety and comboability? Seems like sometimes LK doesn’t reach, sometimes HK doesn’t combo. Is there an easy way to know, or really situational? Thanks, and if this IS addressed elsewhere, please feel free to point me to that rather than retype everything (in the OP it just says “drill” a bunch of times w/ no button associated)
Its really all about spacing and character dependent hitboxes. Chars like abel and hawk that have pretty extended bodies will generally combo from any lk drill. Otherwise, its dependent on how far away you are when you do the drill…which all comes from experience. If you dont think lk drill will combo, then just burn an EX meter to guarantee it will land.
I’m a member of the “mk drill is useless” club, though.
This was posted a while back by another person but in case anyone is looking for the best U2 corner combo I think it’s U2, 1st orb hits, cr.hp xx hp soul spark, 2nd orb hits, soul spark hits, cr.hp xx hp reflect, soul throw.
lk is the fastest but has bad range and is basically always unsafe on block. Hk is the slowest but has better range and is the safest on block. MK is in-between. There is a range where lk soul spiral will combo but mk and hk will not. LK Soul Spiral usually combos in Rose’s BnB (cr.lp xx cr.lk, cr.mp xx drill) as long as you land a crossup, jump-in, or are right next to them. When you are doing a blockstring however you want to end with HK drill (if you end with any drill at all) because it’s the safest. I’ve been punished by DP on block for doing cr.lp xx cr.lk, cr.mp xx hk drill so I shy away from it.
On a max range cr.mp EX drill is the only drill that will combo. Up close to the opponent all 4 drills combo off cr.mp. So when you’re doing a punish up close do hk drill to be safer in case they somehow block it. If you’re doing a max-range cr.mp xx drill blockstring do hk because lk will whiff and hk is safer anyway.
If you’re doing cr.hp xx drill always do hk because it recovers faster and is safer. The fact that hk is slower doesn’t matter for heavy moves.
Nah, that was a great answer, thanks! Though it does leave me wondering one thing: what to end a blockstring with if not drill (not including tick throw)? Since you said “if you end with any drill at all.” Watching Luffy, seems like he’ll do drill into backdash often on block, but maybe that’s beased on a read?
It’s more or less a hit-and-run tactic, since Rose’s options after a blocked spiral is possibly a frame trap, which an uppercut should always beat. And backdash is fast enough it’s safe to any sort of retaliation Ryu can immediately offer.
It’s fast enough that it’s safe against any safe retaliation Ryu can do. He can raw U1, super, or tatsu to punish if you get predictable.
I’m just pointing this out because I used to be a major user of backdashes to punish reversal uppercuts, and then people learned they could raw ultra to punish.
Would it need to be an HK drill to be able to backdash away from a DP to safety, since HK is the safest-on-block drill? I’m just thinking if LK drill isnt safe on block, unless the backdash acts as a sort of reversal (as in, avoids any neutral frames between drill and backdash), wouldnt a DP be able to hit between the drill and backdash?
Also, if block strings into drill arent our optimal block strings, what are some good ones? I have to imagine stringing into spark or reflect arent too hot. Just a few normals and stop? Or perhaps if there’s a normal that flows naturally into a slide…? Sorry, I’m relatively new to Rose. NO Im not jumping on the Luffy bandwagon. I was messin’ w/ 'er well before this weekend, w/ decent results too. Though I admit his win did rekindle the fire mostly because it means more videos with which to study lol
Thanks guys!
Edit: another question: does Rose have any good setups after either throw? After fwd throw it seems like some characters shes in perfect crossup range, but others not so much. And seems like we dont have enough time to take a step back and jump vs the ones we dont crossup. Any good post-throw setups a Rose player should know?