F+HK has more range.
F+HK goes further, it’s a pretty good poke. Use HK when the opponent is a little closer to cut down on the recovery.
And yeah, I feel you with the soul spiral cancel. I do qcfx2 too, and It’s good to know that I’m not alone. But I’m playing pad right now, it might be easier once I can get a stick.
Drill
LK drill isn’t safe at close range. I programmed Rose to dash up, then c.lk x c.lpx2 x lk drill and go straight into block. With Ken I was able to srk on block easily. In fact, a well timed c.hk even hits. Since c.hk has 8 frames of startup according to the Ken forum, this means that at minimum an lk drill at close range is -8 on block.
EX Soul Throw
I think some ppl were saying it can be used to get out of wakeup situations, but it doesn’t move her very far away at all, so I don’t think it would ever be good for that purpose. EX drill seems to be a decent wakeup move. It’s not safe on block, but what wakeup is, right?
Rose’s throw
I can’t find a kara throw for her and i think i tested everything thoroughly. However, Rose’s throw range is large. It’s range is noticeably greater than say Ryu’s normal throw. She almost doesn’t need a kara because after say a c.lkxc.lp string, you just need to move a tiny pixel to be in throw range. When done efficiently, it looks about fast as a kara throw to me.
I gotta be honest, the more I play with Rose, the less appealing she is to me. Her Soul Spark has a ton of recovery, her drill isn’t safe at all, it’s very easy to knock her out of her soul throw, she doesn’t have that many good options on wake up with the exception of EX drill (and you need meter for that), and her best combos are in the corner…
Her normals have pretty good range, but if someone jumps in over one, you’re sitting there dealing with the recovery on it so that your only option is to block. From there, how are you supposed to know if they’re going to attack high, low, or throw?
Eh, I dunno. I’m having a tough time with some of my matches.
f+hk is an ok anti-jump too. You can link super if it connects in that regard.
But yeah, Rose’s stuff is pretty much laggarific, besides a few of her pokes. You have to be on point at all times…if you have a plan, don’t second guess, just go for it.
EX DRILL IS USEFUL?!
Ok it doesn’t seem to lead into anything like fadc combo or ultra or some juggle, but it has lots of invulnerability, speed, and range.
Around half a screen apart from your opponent, it can go thru Ryu’s hp, mp, lp, EX, Super, and Ultra fireballs and punish all of em!!! The other BEAUTIFUL thing about it is that it is done very very last minute, just before the fireball is on top of you. You have WAY more time to react for EX drilling through fireballs than for reflecting them or sliding under em. You just double tap all 3 kicks right before u get hit. If you don’t do it too early, either u take a fireball hit or do 100 points of dmg and get a knockdown with proper range for a crossup. It’s also a good option when Ryu tries to chip u and ur without super/ultra.
^^ Really? That sounds pretty awesome. I’ll have to try it out later.
It’s certainly good for escaping poke strings as well. Her version of the DP. Haven’t tested it as a wake-up to escape maybe jump-ins, but if it works then it’s certainly better than using Soul Throw to escape corners and stuff.
You can punish blanka balls with ultra if you block them standing from anywhere. Sometimes crouching, I don’t understand that yet. Always can punish it with ultra if a wall stops him even a fraction of an inch on his way back, or it’s a point blank ball.
If someone can figure out the crouch block timing I’d sure like to know it. I guess I could have just been blocking them too close though.
Edit: Also due to the odd way Blanka gets hit by an EX Soul Spark you can space a c.mk -> ex fireball -> FADC and very easily hit confirm an ultra or whatever else you want to do
I was able to soul throw through blanka’s ex ball, shoto ex tatsu, and Sagats knee.
It has some very nice priority.
I take it it has to be right away? I tried it and Blanka bounced back safely. Perhaps I did it too late?
Just regular Soul Throw?
EX Drill is best to used when a normal drill can’t…in a combo. It’s still reversal and super punishable, though it is a tad safer than normal drill. It doesn’t possess enough invincibility to actually go through anything, it’s got enough of it to mainly stuff normal attacks, rather than projectiles and selected special moves.
It’s gotta be a reversal. And standing. Crouch block and you’re spaced out too much and he gets just out of range.
Regular soul throw went through that stuff, I even grabbed Cammy out of a ex twirling backhand with the normal grab.
you can use your super after a succseful HP reflect Hit. The super links for all the hits too
ok i gotta ask how are people trying to use her fireball? me personally i use it as a wake up tactic or against someone with no fireball from long distance to see how they react accordingly. against zangief from long range its good for baiting backhands and lariats to either throw him or poke him into something stupid. other characters if they try to SA through it i get the free follow up into whatever. if im fighting sagat or ryu their fireballs are mine by using reflect into a dash or two where it puts me right outside of their range (or max s.hk range) that way if they try to throw another one they get smacked in the face with it or i can beat it out with another poke whichever is better at the time.
for the most part i only tend to use her own fireball if i knock them down where its gonna be placed meaty enough for me to crossup into drill or super. everything else is all about patience to me but i wanted to know how everyone else was using her fireball since i hear a lot of complaining about the lag although it seems the same to me.
Two quick things:
It figures this would happen on the day when I was too lazy to bother recording, but I actually TRADED my Ultra vs. a Ken’s fireball. He was right at maximum scarf range and I guess the fireball must have hit me the instant the ultra would have activated. I’m not sure if Ken ended up taking any damage, but he did get knocked on his back. I’m just amazed the Ultra can actually hit without activating.
St. fierce is a great AA once you can force opponents into jumping at you from just outside of Soul Throw range. Usually I start with jab Soul Sparks/Reflects (depending on matchup). Once they start trying to jump in I move on to South Throw/cr. fierce. That’s when they start setting themselves up for st. fierce. At that point most players become baffled and start leaving themselves wide open.
I’ve been playing a decent amount of ranked Rose with a relative amount of success since release. What I’m finding frustrating at higher levels of play is that Rose doesn’t seem to have a good reversal option for waking up (move to perform while getting up after being knocked down -ex: dragon punch).
Without this - I’m at the mercy of people’s tick-throw or 2-in-1 attempts without any real way to scare them off of me (they just keep pressing the advantage because I can’t threaten them with a reversal on wake-up).
Other than tech-cancelling their throw attempts - does anybody know of any good reversal options for Rose on wakeup?
P.S. I’d also posted this in the Q&A - but then decided this thread was a more appropriate place to ask…
You’re not the only on who wants to know, generally the characters that have the most tricks in their bag are the one who lack any kind of wakeup options.
One thing I was wondering would be, is it possible to catch a soul throw on a person who is attempting a cross up similiar to how somone reverse shoryukens you when you try to catch a shoto with a cross up?
Of course this wouldn’t remedy the tick throw stuff at all, but it’s good to explore all options.
The level of people I have been playing so far is kind of stupid, and I get them a vast majority of the time with wakeup ultra’s as they try to pull some meaty focus attacks. EX drill on wakeup has been nice to be but still pretty risky. You could just wake up block, or quickly backdash if you aren’t cornered. I’m having a hard time timing the wakeup’s in this game and getting good crossups on others, its throwing off my own defensive wakeup game as well.
IceWilly:
“EX drill on wakeup has been nice to be but still pretty risky” - But EX drill will still get stuffed by a poke, DP or anything of the like though, right?
“You could just wake up block, or quickly backdash if you aren’t cornered.” - Pretty sure this will lead to eating the tick throw I’m talking about avoiding…
Please let me know if I’m wrong - I’d love to be wrong about this!
Thanks for responses guys!