Rose Moveset and Attributes

I’ve had a lot of success with j.hk air to air from the range it has.

Depends on the angle, move, character. If they’re higher than you, MP is good. HP has a bigger hitbox. MK also is pretty good since it shrinks her a bit.

It’s all about FINDING a way to kill your enemy with j/lk so right afterwards you can jump up and sing:

“Stilletto…pumps…in…the club!”

It’s all about FINDING a way to kill your enemy with j/lk so right afterwards you can jump up and sing:

“Stilletto…pumps…in…the club!”

Lol that song is kinda tight tho. “WE ROCKIN’ STILLETOS!”

i stuffed Kens Ultra with slide!!.. i thought i was going to eat Ultra … :slight_smile:

I’m really starting to like far s.hp. Stuffs quite a lot of things.

i use it against kens annoying step forward kicks… and akumas double HK… (of course when im at the right distance)

:tup:

Right now I’m using it as a far anti-air, basically like f+hk but I feel a bit more comfortable with far hp. Oh and to stuff random blanka balls/headbutts but only if I’m feeling lucky.

my only problem is it whiffs vs crouching characters. Zangief even. I might’ve been right out of range, but it’s happened enough times to disappoint me. It’s still good, just not in my top 5 pokes.

So I did my Ultra after Abel finished his start up animation for his Ultra, but he still hit me.

I thought that if you do your Ultra right after the start up of another Ultra you always win? Is Abel an exception, or are there more exceptions and I just didn’t know?

It depends on the Ultra and the positioning. You need to use Illusion Spark after he rushes toward you before the actual hit or else he will hit you out of it.

Abel, Sagat, and Blanka are a few that I think of when it comes to a situation where you can’t counter Ultra right after activation if you’re right next to them.

just delay it a little… it will connect… dont hit PPP right away…

I wanted to know how can i make good use of cr.mk i have been trying but its been getting me slaughtered. I figured im just not using it right but, is it a good move in footsies. Im starting to better understand how to use st.mk,Cr.hk and St.Hk in my footsie game but cr.mk is not working for me.

Eh im Wolfkrone . Im looking forward to play some good roses .add me on psn . I main viper btw

One thing I like about c.mk is it looks similar to slide, so it might mess with people’s throw anticipations.

It’s also good after a jump-in and you want to hit them low (does the same damage as c.mp) without doing 1 frame links.

It’s also good as a poke against focus since all heavies (except maybe piede) are slower recovering, hence you’ll be more likely to block the focus, or jab them out of it.

I was thinking about trying to cancel c.mk into reflect vs focus since Rose doesn’t increase her hitbox as much with that move as she does with spiral, and it has slightly faster start up.

Yeah the part about using it after jump in’s i think is most effective when u hit j.Hk/Hp at tip range because the cr.mp has wiffed on me here and there. But yeah your right it is good to switch up sometimes to.

I wish that one had higher damage especially since they dont link normally, but only 5 or 10 more damage but ill save that for another thread.

I have gotten in on a couple of focus attacks when im not sue if they cancled i toss a SSpark.

In almost all of these situations, you could just instead block and then ultra, neutral jump then ultra, jump forward/backward then ultra, even backdash in some cases. There’s no incentive to try something riskier like this. Sure, you’re like…cutting their glory short or something?..but not really, because it’s not anything special to stop a random ultra.

About crouching MK, it’s a great meaty against characters like Rufus or Balrog…it has a great low profile. I don’t use it as a poke so much. Crouch MP is faster. Yes, they do have to block crouching kicks low, but why wouldn’t they be blocking low?

True enough that people should block low after being jumped on. But some people (pros even) don’t always immediately block low, and you could get a combo out of it. I’ve seen a few times where people will jump in, it gets blocked, then they do a c.jab block string or something while the opponent is standing. If they had gone for a c.lk at least, they would’ve gained something more than a little bit of super meter.

If anything, going low after jump in forces a player to block low instead of making any assumptions.

So what’s the difference between HK and f.HK?

They look like they cover the same amount of distance in the same amount of time. Is one better than the other?