Thanks for the input on that. It’s weird though that it is easier after a standing block.
I can’t read it, but I’m pretty sure I got a couple of things figured out…
After the execution info it goes into move damages. Is the first column of damages for normal hit followed by counter-hit? I’m not sure.
The ‘G’ is obviously guard frame data on block and the ‘H’ is obviously Hit frame data. The column before Guard seems to be execution frames. There seems to be both hit and counter hit frame data listed.
What’s interesting is when you scroll down to the special moves. Listed with ‘EX’ data and all three hit strengths, they are directly under the Level 1-3 section for her Super. The Soul Throw has no data, and her Soul Drill and Soul Reflects will KD on hit, so those can be easily identified.
The very first special move listed looks to be her Soul Spark. If that’s true, then:
Light SS is 14 frames, -12 on block, -8 on hit
Med. SS is 22 frames, -4 on block, 0 on hit
Heavy SS is 29 frames, +2 on block, +6 on hit
I did some P-mode tests and this seems to be true. Heavy SS may be more useful than previously thought.
Shauno - Thanks for that data. I KNEW there was a reason behind mixing up her sparks. Now I know that the hp version is safe on hit and block. Just gotta watch that startup.
I may have noticed something else useful. As I pointed out above, the special moves are listed right under the section that lists Lvl 1-3. The first special move, once again, is her Soul Spark.
I think the second set is her Soul Drill because it has no frame data for a hit (it KDs) and another clue is the 1~11 notation for the EX version. That must mean the invincibility frames that we know it has (interestingly, doing her QCF+HK seems to be the safest version).
Notice the 4th special move set… it must be her anti-air Soul Throw since it has no data info. The new thing I noticed is that the EX version of it also shows invincibility frames: 1~6. It isn’t invulnerable for as long as the EX Drill, and it is still not going to grab meaty jump-in attacks because of the attack angle will cause it to whiff, but it has some uses.
I tried catching Ryu’s j.LK very late with all three regular Soul Throws and he interrupted me for a CH each time. She lets off some blue sparkles on the interrupt, so I know it tried to come out. When I used the EX version with the same timing, she was invulnerable to the hit and she grabbed him. I tried it again vs. a late Zangief’s j.d+LK. and got the same good results.
So it isn’t the anti-oki attack others have, but besides that it does have some strategic uses over her other options if you can properly judge their attack angle from the air.
I tend to use a lot of S MK and S HK in blockstrings, delayed or not, because I figure that it hops low attacks, like the all too common C HK from shotos or Guile. This works with reasonable success, which had me thinking that it indeed hopped them. Now I read that it cannot, because it is still a standing attack. Only the close MK would be safe.
This goes against my intuition on this. Although I can thik of some sweeps still hitting me. Perhaps I only out-reach them with HK, or out-time with MK. No magic there then.
To hit her with low attacks, the hit boxes for those two moves are pretty far back compared to how far she can reach them. Against many characters, s.MK and s.HK (far) should still be useful in going over a lot of lows… just not all of them if they reach far enough. s.MK in particular comes out fairly quick.
I had the same experience with s.HK being a hop attack as well. Like Shauno posted, it is possible that Rose simply outdistances their low attack. I definitely take full advantage of those long legs against people with shorter sweeps.
I’d like to see the frame data on her f.HK as compared to the s.HK but I can’t read it from the link above. It seems as if it recovers faster with a slightly different hitbox but slightly less range as well.
It seems designed as an overhead or maybe an alternate AA to c.FP. I stopped using it once I got better spacing and just used c.FP but I think f.HK has a place other then stopping lariats.
the more i think of rose and the more i see things other characters do i wonder how i can implement some of those tactics into her game. with that being said chun li has jb hk as an instant overhead. rose has j.lk as her instant overhead although its not as strong as chuns has anyone used it in the same application to stuff stupid wakeup attempts and get away safe?
I only use it against GEEF every now and then to bait reversal 360. The hitstun is poor and you usually end up eating some sort of retalliation. It does work for the kill though:rofl:
xero, yeah probably, but in general you’re at a disadvantage because Zangief can move close to you for free how ever he wants to or possibly hit you and all you got out of the deal was a possible 40 damage or whatever lol. But yeah I could see that being nice for the end of the round. It’d be especially bad if you jumped into/near a corner.
Here’s the link to the SRK SF4 wiki page for Rose. Frame data has been added for all her normals. There’s an entire thread about this on the SF4 discussion page, but here it is for quick reference.