Rose requests v2013

do you guys think we should send capcom a video of our changes like the Bison players did and send in a written explanation via google docs?

Might as well add to this since most of the changes has been listed.

Slight Decrease of recovery on cr.HP.
HP version of EX Reflect. aka reflect EX Fireballs upward. Can be in inputted with LP+HP.
1 more active frames on HP Reflect.
Decrease hurtbox on far st.HK.
Slight Decrease on startup on neutral j.HK.
Extend the hitbox downward on neutral j.HP to match the scarf.

Hey guys. Black-Toof made a video of some of our requests. We now have a visual of what some of our changes look like.

To be honest, after going through the current character threads, I’ve pretty much given up on following any of this. If we ever get a good reversal, so be it, I highly doubt we’ll get nerfed anyway.

I’m just waiting for Poison. =)

I doubt we are getting nee characters. Most likely new stages.

Thank Black Toof for the video genistar. The hitox and frame data adjust ments to Roses FA where real nice! Being able to see SSpiral do 130 damage really doesn’t make think her combos would be to strong the way i had set it up before. The difference in Speed on SSparks was nice i think they could be a little better but that definitely shows what they could be like.

onyl problem with this is that I know all the kinds of combos we are able to do now while he didn’t :frowning: (of course these changes came from my list lol) but I’ve updated a message saying the reason behind the changes + how I did it.

Here’s the link:

onyl problem with this is that I know all the kinds of combos we are able to do now while he didn’t :frowning: (of course these changes came from my list lol) but I’ve updated a message saying the reason behind the changes + how I did it.

I didn’t know what extra combos i could give him so i only gave him the bnb combos to give damage comparisons. I think we might be able to tag on some very small things to rose after this.
I added the trade damage on her u1 to see how it would work. I actually REALLY like that small adjustment because now when it trades, her opponent will take 99-100 damage.

@Genistar

Are you the one that sent the list to KingBlackToof ? I remember seeing you compile a list from my 2 lists and it looked like it lol. Anyway I’ve send him a message because I looked at the files he uploaded and they were not like mine. So I sent him mine and I’ve also asked him what tools he uses to record his video so I can do the same too.

I sent him the second list and just mixed it with like maybe 2 things from the first list. I wasn’t sure if i should have sent him 2 versions of rose.

_Also adjust her Cr.mk 6 frames start up +4 on hit.
_Cr.Mp reduce the hurt box -2 on block.
_Fr.Mp 6 frame start up and 3 active frames
_Cl.Hp 4 active frames
_Cr.Hp slightly bigger hitbox .3 instead of .25
_Fr.Hp range increased to .45 maybe 9 start up +1 on hit -3 on block.
_Cr.Hk Old SF4 -3 on block( you cant combo into or anything so feel it should at least be very safe for frame traps and poking)
_Cl.Hk Bigger hit box to stop whiffing
_A Bit More hit stun on j.mk or bigger hitbox on j.hp (tired of being dp’d out cross ups for being just a bit off)

  • SSpiral Damage increased across the board this will increases her overall damage with out over powering her poke game.
    _Lk.10 Start up. 110 damage
    _mk.14 frames start up. 125 Damage
    _HK.135
    _ex.130 damage. frames 1~13 invincible with 14 being throw and projectile invincible or 9~10 frame start up with current invincibility.

*SSparks Less recovery 49 for lp, mp50.
_Lp.-49 recovery, -9 on block -5 on hit.
_Mp.19 frames start up, 50 recovery -2 on block +2 on hit
_Hp.23 frames start up and keeps current hit annd block data.
_Ex. 110 damage everything else the same.

*SThrow Bigger grab boxes .65~.7 (with current hit boxes the increased grab range should balance out)

*Bring Ultra 1 to 9 frames of start up, with the current ivincibility or sub frames 10 and 11 as frames of fireball invincibility to end of the regual invincibility. So it would work 1~9 Invincible 10~11 Projectile Invincible .Possibly adjust the U1 hitbox so it wouldnt randomly lose to jumpins and other arieal moves at rose forehead during the start up. Add Counter Hit damage it has the property just doesn’t do the actual damage addition.

*Ultra 2 add +3hit/block stun
_+25 stun to both Orbs.

System change - Ultras are done with either 3xK or 3xP players just choose the ultras and motions remain the same.
Ex:You Choose Ryu’s Ultra 2 it would be 2xQCB 3xP or 3xK. Ex2: Rose’s U1 QCFx2 Kx3 or Px3.

Edit: I made a coule of changes and add some ideas that other ppl had that i agreed with. I tried to rebalance SThrow and some of hitbox request i made.

I looked at spiral damage buffs and if we went for her bnb combos they scale to be just under 200 for some.

Thats pretty good and sure still better then her current damage. In terms of punishment and fadc thats where gets nice and strong so ppl wont be as reckless around rose, since the tide of battle could now be shifted more dramatically with the right opportunity and execution.

How about reduced knockback on c.mp to allow for spiral to connect better, as well as possibly allowing hp reflect to combo from c.mp?

cr.mp can be used to keep distance between your opponent. reducing the pushback and allowing it to combo into soul reflect would make her:

  • being able to combo into more damage (FADC soul throw / U2) easily.
  • she would be the only character in the entire cast that the pushback is different on her cr.mp
  • breaking her archtype in some way

In other words, we are giving some sort of comeback capabilities to Rose ?
I could test these but it will have to wait because I have important stuff to do before this.

No its not exactly a come back factor just now her damage isn’t something ppl shrug off. Higher damage does help, though its not a one button win.

She need a little extra damage

cr Lp 30
Spiral MK 105
Spiral HK 110
Better hit box for all Reflect to can use in combo…more damage for light and médium 80

Cl HK need to be real anti-air and not a random anti-air,better hit box,stop wiffing on crouch opponent and in meaty and also 4 active frame,less recovery +4 hit -1 block.

Spiral EX,the same frame but need to be full strike invulnerable 1-13

Spark light and médium 49 frames overall and strong 50 frames overall.

Soul throw EX more prioryty and a little best range.

Focus attack more range and lv1 on block -2
lv2 on block +4

U1 faster start up

I think to some more thing but with this new stuff ,she will be great.

I never had a ucse of cl.hk. I would rather use cr.hp as an anti air.