Rose Moveset and Attributes

I don’t think any of the sparks will connect in the air, but if you do a LP spark immediately after the c.HP hits they will be forced to block.

Gotta make sure you’re at the right distance though. If they jump in too close, and you cancel into spark, it will go pass them before they land leaving you open to die.

Also if you don’t do the spark fast enough, then they can jump it and punish you good, which happens to me all the time. :mad:

Oh my bad. Wow, I had no idea. That’s pretty cool.

Just what do you think you’re doing Bokchoy???:mad:

There can only be ONE!!!

Can you guys quickly elaborate on if there is a difference frame wise between blocking high and blocking low? Obviously somethings need to be blocked one way or the other, but it seems like I have read a few times about people having blocked something high as it if gave them more time for a counter hit etc.

Also, my square gate and I don’t don’t always see eye to eye when it comes to mixing up standing and crouching moves in strings. Obviously this isn’t really someone anyone else can help with, but maybe someone has a tip for helping me to make sure I nail the standing moves, but don’t risk jumping?

I guess you could go to neutral and then hit confirm whatever poke you’re doing into what ever move you want to do.

Someone correct me in case I’m wrong, but I believe Rose’s Shamwow Ultra will reach further if you do it from standing position instead of from FC. I catch Blanka’s rolls on block easier that way.

Or perhaps it’s because from FC you have to go neutral before you can input the command, making it take longer to execute? Either way, for players I see here complaining about the reversal timing to catch the roll on block, try to do it from standing to see if it works better for you.

There’s usually an extra frame added to crouch status…may very well be true for this game, which may be why it may be harder to retaliate from crouching as you have to go to at least neutral before your move comes out.

So, standing HPs, close and far. I see little use for them. Discuss?

Close I use in combos. Far I use as a feint mainly but it comes in very handy vs Balrogs trying to TAP thru SS.

Yeah, I guess far HP has better startup/recovery frames than far HK…I just get used to using standing MK/HK for the hitbox properties. I guess I could see close HP in combos since close HK whiffs crouching characters…

Really though, I use crouch MP for like everything. The standing MPs aren’t exactly favorites either, but the double MP combo is cool shrug.

Just a random tidbit, I think her Ultra activates on the 12th frame. A blocked point-blank f+LK knee from Guile leaves him at -11 but he can block a reversal Ultra, whereas Balrog’s blocked point-blank HP Buffalo headbutt (which leaves him at -12) means a reversal Ultra is guaranteed. I’m not sure if she hits the entire shamwow area on frame 12 or if it takes time to unfurl or whatever.

A note on far MP, I found it really useful vs a good Rufus last night, beat some of his jump stuff clean. Not a bad poke at all, but kinda situational.

CaliScrub, thank you sir, that’s something I was wondering.

Also, most people playing Rose for a while probably know this, but crouch MP is great for punishing sweeps after block.

Yeah, but there has to be a way to test it just to be sure. I mean, whether you are standing or crouching on block, you are buffering the motion from a block stun either way. So there isn’t any wasted animation I don’t think, but I’m not sure.

I’ve done quite a lot of testing for Gen, and I’m pretty sure crouch blocking doesn’t cause any difference in frame advantage. A couple things that could be happening though (just in general):

  1. You might be effectively pushed farther away if your crouching hitbox is wider than it is when you’re standing.
  2. If you’re standing, you might walk forward a fraction of an inch without realizing it, and that can make a difference for certain links or punishing certain moves.

Anyway, has this been posted?

It’s not very organized, but there’s lots of frame data there for Rose. I’d make a thread here myself, but I think a Rose thread should be made by someone who would actually stick around to update it.

Would be gereat if someone could read that shit :karate:

oh SNAP
someone translate this quickkkkkkk

Yeah, what are the properties of cl.mk? I see Saqs do it as a makeup meaty, and he doesn’t get reversaled?

Good question indeed !
I think that Rose is airborne during this move so you’re safe against low attacks and throws but I’m not sure myself.
Can anyone confirm ?

Great move to use anyway !