Rose Moveset and Attributes

you can plink that link just like any other. why couldn’t you? just plink the mp with a jab? i don’t really understand the question.

small fix.

that’s what i’ve been doing and it wasn’t working. i thought it had to be strong to jab punches because it should be one level down a punch like chun’s hp combo plinks with mp. i was wrong.

Thanks Shin Oni!

euh, its c.mp+c.lp for c.mp

ehhh? thought it was c.mp~c.lp , not c.mp+c.lp simultaneously , its like any other plink out there, or is it? lol i dont plink with rose so i wouldnt know

thats what I meant but I dont know where the ~ is on my mac at home :wink:
what I tried to argue is that its surely not a combination of MP and HP to plink MP, its MP with LP

plinking’s always been done with the stronger button first before the actual 1 frame link button.

I guess you don’t use it or have little success with it because you heavily misinterpreted this

http://shoryuken.com/f241/plinking-tsuji-style-kara-buffer-inputs-easier-links-more-186686/

really :slight_smile:

Because, you know, if you start with the stronger one first thats the one that will come out if you hit the plink on the first-frame of the extended two-frame window. You have to start with the one that you would like to hit, then extend it with a lower strength one to get an additonal frame to hit it

actually I do plink but seeing Rose doesn’t really need to plink half the time, I don’t bother. But I’ve been plinking since vanilla via cr.Fierce~cr.Strong. I guess the fact I was plinking backwards makes it even more the reason to not worry about plinking.

Well the plinking has been coverd so I’ll go on to your 2nd and 3rd, points of interest.

I sometimes do a standing close mk on a persons wake up. The reason is that sc.mk in close is completely unthrowable. If your opponent thinks you are going to walk up and throw, you’ll punish their tech attempt and may end up with a counter hit. And from that counter hit sc.mk you can start a combo to punish harder. Also if you time the sc.mk to hit as a meaty you can combo if it hits without getting a counter hit, but the timing is much stricter. Fun fact: when I say her standing close mk is completely unthrowable, it really is. Throw ultras, command grabs, EX command grabs, all lose to Rose’s sc.mk. I particularly like temping Geif players who have a ultra ready to go by walking up to them after a knock down and throwing out a sc.mk. It feels so good to kick Gief in the face for trying his ultra 1 :slight_smile:

Sliding under projectiles is far from useless. Yes it takes practice and the timing is very strict but it is a nice skill to have in your bag of tricks. I have on many occasions slid under a opponents fireball and hit them. Also, if done from the correct distance (just outside sweep range) you can combo off her slide on hit and punish an errant fireball. For instance if you are down to only a sliver of life and no EX meter to reflect an EX fireball, your opponent may try to throw one to get the chip win. Sliding under can save you and if you hit them, you can combo off it. Fun fact: Rose can slide under all projectiles in the game including Sagat’s low tiger shot :slight_smile:

That is not at all related to what I asked. I’m looking for safe jump setups for untechable and techable situations from spiral knock down. Now they might not exist off techable because Rose is so floaty, but regardless I can’t find any info on this anywhere in the forum. Whether a character has good safe jump setups or not is a big deal and I’m surprised I wasn’t able to find any discussion here on it anywhere. If not, that’s fine. I’ll go try science it out with a friend and report back.

please do, i too was wondering about this but couldnt find information

oh sorry. Clearly read that wrong. I haven’t found anything myself nor read much here either.

does anyone use her far hp for anything? i remember seeing a vid with luffy using it to stuff premature honda headbuts, and another post a while back about using it as an anti-air against gief.

recently i tried experimenting with it more, and i find it do be a decent anti air for people who want to approach rose, but they jump in at a range where cr hp will wiff. the hit box for this move is a bit deceptive, its higher than her scarf but the range is also shorter than her scarf.

when i spark against hondas, they tend to jump over and try some kind of swipe, and i found that far hp could beat him out or trade, also i had some mild success against jumping giefs using far mp as an anti air too

I use s.Fierce in the Gief and Rufus matchup as a nice whiff punisher. Though my gripe with all her fierce moves are that the range is misleading/wonky. This one overall has a better hitbox than the others.

Punishes Rufus nonsense (dive kicks that are further than the OS setup, cr.HP) and a nice poke against Gief (granted you’re not throwing it out randomly for a free SPD.)

and s.Strong is a good alternative AA. Been like that since Alpha 2.

i use standing fierce as a situational AA sort of what you said. specifically, i find it useful against vega’s jumping fierce, which seems to stuff rose’s c. fierce like 90% of the time. if you take like a step back, increase the spacing just a bit then you can easily tag him with standing fierce.

I think its a better ground poke(especially against the big boys) than AA, but with a little more range it would be overall better move.

Question are they are good counterhit combos for rose?

On a dizzy for a reset does anyone do lv.2 focus then as soon as the knee is about to touch hit lk or lp and dash underneath for a mixup and reset?

good counter hit combos?

chit. st. mk (happens often) cr. hp spiral = 268 dmg i recall
chit crlk cr. hp spiral = 218 iirc
chit crlk u2 followup
chit st. mp u2 followup
chit cr. lp cr. mp spiral

She scores a lot of chits, but there isn’t much to go to.

Mightaswell go to spiral lol.