Let me tell you that if you block the dive kick as if he’s right above you, at best he gets a mix-up opportunity on you. there’s absolutely no guaranteed block string out of the dive kick at that range. If he lands it late, on your wake-up or something, only then can he jab truly safely.
Rose’s normal ST is ridiculously good on dive kicks/dive-ish moves. I’ve been playing her since Vanilla. I know this. All you need are the reactions. Don’t assume anything out of me.
And I’m not sure what other points you wanted to make…
whatever. this is the Rose forum. Thanks for the information. Seth’s dive kick is still pretty bad. He can rarely land it clean outside of T.Hawk’s SPD range without possibly trading or getting flat out beaten by Hawk’s normal roundhouse. Often times people don’t think that sticking a move out is worth the risk, but it really can be. If you time it right, you can probably get the dive to trade with or get beat by anything.
Also reminds me that at Northwest Majors, I was playing Weirdo Neo in casuals and stuffed his Juri’s dive kick with Rose’s far MP. It’s not like I practiced that ever before either, but it just seemed likely to work at the time. Juri’s dive kick’s also pretty bad compared to soul throw also. good Juri’s should approach with the threat of soul throw well in mind.
Laswagga did an entire hour and a half of coverage of Rose on the UYG Livestream. Thought I’d share this with anyone who’s new to Rose or what not. Keep in mind that this was done via online but it’s the whole concept that pretty much does the video justice.
[media=youtube]8_TwLNkon2o[/media]
I never played vanilla, super was my first version of this game so when people say Rose’s close stand medium kick is like vanilla… what does that mean? Can someone please explain how it is better and the new things you can do with it? Thanks in advance.
close standing medium kick is totally new in AE2012
soul piede however is back to like it was in vanilla: not punishable on block / more frame advantage / bigger hitbox / smaller hurtbox http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Rose
cr LK gets a lot of use by me. Its a great low poke that combos into crMP xx EX Spiral from max distance, and with a CH, the link is way easier. I agree that cl MP is seeing less use since the buffed cl MK totally overshadows it. I’d say her most underused normals are her standing light attacks, not much point of throwing them out IMO.
As for overused, I don’t think there are any, or there shouldn’t be anyway. Rose has so many viable normals, overusing one just means your underusing the other bajillion awesome normals she has.
I feel st.HP is underused too. :> It beats a lot of normals that will stuff her other ones. It just has less than stellar frames. I also agree that Rose has no overrated normal.
I use cl.HK in my max punish U2 corner combo. That’s about it. It also has less pushback in 2012 for some reason, so you can link it into cr.HP for good damage on a counterhit. The problem is actually getting it to counterhit. :S
I was thinking overrated and not necessarily just overused, though sometimes both might be the case for certainly normals.
Cl.MP still has its uses for extended frame-traps and blockstrings. As mentioned in the general discussion thread, cr.LK, cl.MP -> cr.MP xx LK/MK Spiral is a great frame trap and safe on block except from certain supers.
I personally have never found a good use for her st.LK or st.LP. St.LP is at least decent for stuffing certain moves but st.LK seems utterly useless. Cr.LK does what it does, except way better.
I find cr.LP to be very useless too, except when I’m using it to hitconfirm or option-select.
I stand by slide being overrated and probably even overused, though I have to qualify that despite its shortcomings, most players don’t know how to punish or counter it.
I really wish st.HP had slightly faster startup. The active frames, the hitbox and the hurtbox on that thing are no joke though. I feel like st.MP was meant to be its less risky but still quite rewarding younger cousin but too bad the hitbox on that move is too small. Both are quite situational at the end of the day, st.HP being slightly better because its put to good use in certain matchups.
I do wish Rose had better air normals too. J.HP, j.MK, nj.HK and j.HK and and nj.MK are decent enough but the rest are quite underwhelming. Nj.LP and j.LK have some decent situational usages but the others really stink.
What versions of Spiral? I usually use cr.MP after safe MK or HK Spiral since the reward’s better and I always assumed cr.LP after a safe LK Spiral would get beaten.
wat? It starts up in 3 frames. That alone makes it immensely useful. People who use characters without a 3 frame normal would throw rotten tomatoes at you for saying that.
EDIT: I would kill for a neutral jump normal that hit from both sides a la Chun’s nj.HK.
And I’d throw those rotten tomatoes right back and tell them to eat that shit. It’s nice to have a 3f normal but unless it’s got a hitbox and range like Fei’s cr.LP or Cody’s cr.LK, I don’t see anything worth writing home for. The hitbox on Rose’s cr.LP is subpar and besides the uses I mentioned earlier, I can only see it used in a punish where the hitconfirm would do more damage (cr.LP, cr.LK -> cr.MP xx LK Spiral over cr.MP xx LK Spiral).
Am I missing something?
As cool as having something like Chun’s nj.HK or Fei’s nj.HK would be, it’s not going to happen and it wouldn’t even be that big of a buff. I’d settle for a better downwards hitbox on nj.HP. That move whiffs way too much and the range is deceptively small. Faster startup on nj.HK and j.MP would be nice too but far from essential. nj.HK is criminally slow for horizontally-hitting neutral air normals and j.MP has a decent air-to-air hitbox but is obsoleted by j.HP which does better damage and has the same hitbox.
Nj.LK is a more reliable and damaging instant overhead than j.LK but it’s ridiculously easy to punish. I like j.LK in the T. Hawk matchup. Timed properly, it will stuff any reversal except Ultra 2.
Well I dont look at witch spiral I do. I mostly look at the distance I have and alternate between cr.LP and cr.MP
but I can say that whenever a vega blocked a spiral and mistimed his cf.lp or cr.mp (or maybe its because of the distance) I was able to stuff his next attack. Sam thing for Chun
Still not impressed, though I can see your points.
I’ll give that a try in the future then. I think I’ve seen a few Japanese players use cr.LP that way and buffer it into LK Spiral. Should be worth looking into.