Rose Moveset and Attributes

i was playing against Zangeif today… and the strangest thing happened…

both of us were down to the last hit (or couple ? :p)… and i was on the ground

and he was within range… so i Ultraed on Wake Up… at the same moment (actually slightly before i use the ultra… Geif was using EX… i wasn’t sure what EX move he was doing… anyways he was glowing)

it turned out to be EX Green Hand Vs Rose’s Ultra (on wake up)

and GUESS WHAT!!.. my ultra didnt connect… acutally we were both hit at the same moment… hence i LOST THE MATCH :frowning:

i dont know if this is a glitch or what :s

It’s one of those rare moments when the ultra “trades”. I don’t know if when the ultra trades, it does any damage at all, but it usually happens against certain jump in moves; or in this case, using it against a character’s move that grants invincibility frames.

The initial hit that kicks on the Ultra animation is 0 damage. It’s considered a hitbox and all, it just doesn’t do anything besides true/false you for the rest of the Ultra. It trades when you get smacked in the head most often, not sure where the EX Green Hand woulda hit you though. I had the Ultra trade once yesterday out of 20 matches or so, and it was against a Rufus dive kick straight to the noggin IIRC.

More almost completely useless information! Theory Fighter 201:

Soul Throwing a Backdash
You may or may not have known that almost all the backdashes in the game have airborne frames. The only exceptions to this are Ken and Dan. Why should you care? Because, in almost every other case you can Soul Throw somebody if you predict their backdash point blank.

So I’ve compiled all the characters and their susceptibility to this little trick, being either Immune/Hard/Medium/Easy/Sagat difficulty. For cornered opponents, assume LP Soul Throw as it will catch them and has the fewest recovery frames on whiff by a few. Midscreen except against Sagat, assume HP Soul Throw for the extra horizontal space covered to catch their dash movement:

Immune
[list]
[]Blanka (too low to get grabbed even when airborne)
[
]Ken (never airborne)
[]Fuerte (too low to get grabbed even when airborne)
[
]Dan (never airborne)
[/list]

Hard
[list]
[]Ryu (corner)
[
]M. Bison/Dictator (corner)
[/list]

Medium
[list]
[]Fei Long (corner)
[
]Chun Li (corner)
[]C. Viper (corner)
[
]Rose (corner)
[]Gen (corner, both stances)
[
]Gouken (midscreen)
[]Dhalsim (midscreen)
[
]Abel (midscreen)
[*]Rufus (midscreen)
[/list]

Easy
[list]
[]Cammy (corner)
[
]Akuma (corner)
[]Gouken (corner)
[
]Dhalsim (corner)
[]Honda (corner)
[
]Zangief (anywhere)
[]Guile (corner)
[
]Seth (corner)
[]Vega/Claw (corner)
[
]Balrog/Boxer (corner)
[]Abel (corner)
[
]Rufus (corner)
[*]Sakura (corner)
[/list]

Sagat
[list]
[*]Sagat (anywhere, any Soul Throw, slightly later than halfway through)
[/list]

Midscreen Susceptibility: That’s a lot of stuff to sort through above, so here’s the abridged of people who it works on midscreen:

Sagat
Rufus
Abel
Gouken
Dhalsim
Zangief

Sagat: Sagat is this tactic’s bitch from a theory standpoint. Getting a point-blank range Sagat to backdash is another story, but he’s got the 2nd largest airborne window of any character’s backdash, behind Rufus by 1 frame; he’s also tied for slowest backdash with Dhalsim at 29 frames. The short range and extended period of his backdash makes him an easy target, and you can catch him with LP midscreen which saves a few frames on whiff although you’re gonna get wrecked if you miss either way as he’ll have approx. 20 frames to do anything. It’s almost as easy on Zangief but you shouldn’t be that close to him ever.

Utility: Overall, this is not particularly useful. The limited midscreen application and being a less viable option then Spiral means this won’t see usage too often. Maybe once in a while you’ll get somebody who is backdash happy on your jumpins, elsewise you probably won’t get to show this off. It looks super fucking cool though because you’re Soul Throwing somebody who didn’t actually jump. This’ll be in a video I should have up sooner or later, I’m testing this with every air throw on everybody, as well as Focus Crumple airborne shenanigans although it doesn’t seem to work on anybody with Soul Throw because the hitbox is too high for their falling body.

i dont know if this was reported before

but here is something funny i found out while trying some stuff in Training mode…

[media=youtube]W5hL9Hqjwyk[/media]

if you dont have Ex meter and against Blankas Ultra… just do c.HP :slight_smile: ( at the right distance)

it is possible to do Ex Reflect also :slight_smile:

what about normal reflect that way I could super into it? otherwise it’s no good unless you REALLY wanna make them mad or you’re just a big time masher, in which case it’d be no good anyway.

Also Iunnoifuno but you can slide under Blanka’s ultra too and you’ll either be safe, or suffer some chip, so any route you go about, Blanka’s ultra is worthless unless comboed/focused/point blanked into.

what jerk combos into the ultra though?

You both made me register , damn curiosity is a bad habit.

Anyways, i saw written somewhere in that thread that ex-soul spiral gave you invis frame agains’t fb.
I must be doing something wrong cause i simply can’t block some friggin hadokens

Is there a specific timing or something on this ?

Not sure someone already posted this : [media=youtube]Qd7dnS8Mxqk[/media]
An other ex soul throw for the show (pretty useless and unsafe aswell :smiley: )

That’s hilarious. Sagat’s ultra will also loose to a jumping lk.

Blanka has one of the hardest yet rewarding Ultra setups; he has a close-up crossover combo into an ultra near the corner. You’re probably dead anyway if you get hit by something like that.

Greetings Roseboard. I’ve searched some of the threads but didn’t find what I was looking for. The Roseslide… How safe is it? And what’s the frame advantage / disadvantage on it?

ok the closer it hits, the more of an advantage you have on block. Slide is a staple of my gameplay. The only times I’ve had problems with getting hit are either while I’m sliding, or getting hit out of a slide follow-up such as grab. The slide is quick enough that it’s got relatively low risk. The most you risk is if your opponent spots you doing it and knocks you out of it.

What’s up with her j.hk? it has a terrible hitbox for some reason

dont know how worth whille this is but
a blocked rainbow ball can be punished by ST
about 95% of the time the other 5% is if the rebound
angle is off you will miss but maybe if u use light punch it
will still catch

Other way around. If it hits on the first active frame, you have disadvantage and on the last, you have advantage.

Jump HK is air to air imo.

thankyou very much for the guide, and the addons posted by the members

yeah I probably shouldn’t be saying things as fact just by what I’ve come across in game play. maybe people just being turtles. :xeye:

I could’ve sworn that on block, the deeper it hits, the more of an advantage (or less of a disadvantage) you’d have. On the wiki frame data, it says Rose doesn’t have an advantage on either block (-6) or on hit (-3), so I guess I’m just confused now.

That’s because the data is taken from the move hitting on the first active frame, i.e. right next to somebody. After they block, they can dragon. If you space it to where you hit them with the tip of your foot as the slide is ending, you’re recovering immediately after so you can move before they can. It’s pretty simple.

This is also how meaties work. All moves have a different amount of active frames, hitting with the last is always preferable in a sliding move/meaty situation.

I dont know if its in here somewhere but j.lk is a instant overhead on some characters :confused:

I guess that brings to light the reason why when I was testing counter hit combos, that I could counter hit a slide then combo into another normal from a very specific distance, meaning not too close. good call dude.

you’re about 2 months late on that…