Rose requests v2013

*Ultra 2 add +3hit/block stun
_ Lp.SReflect Damage Boost applied to both orbs(+6 for each projectile)
_+25 stun to both Orbs.

The Add hit/Block Stun makes the ultra better without breaking it with actual damage improvements. The added stun just adds little touch to U2, that could change the battle back to Rose’s favor but doesnt garuntte it. My idea of having the Damage boost from lp.SReflect appiled to both orbs does 2 things in one. It potentially boost the overal damage of U2(assuming you dont get hit out of it,it doesnt get blocked, clash with another projectile or the timer runs out) but at the cost of players having to give up the use of SSpark to gain the boosted damage. So either throw 1 Boosted SSpark or Have to 2 Boosted satitlies. Also alot of people want a damage boost so it knocks that bird out to but without making anything broken. Players would be able to gain a damage boost but would have to make decisions that would effect the overall play of the match to obtain this damage.

System change - Ultras are done with either 3xK or 3xP players just choose the ultras and motions remain the same. It’s similar to MvC style hypers as long as you enter proper commands all that is required is lp,lk. or and other 2 button combonation and since Ultras for the most part dont have varied directions it would work pretty well in SF4 series. (plus i sacrifice x3K for a FA button and have been playing that way since SF4 hit ps3 and would rather have this this apposed to U2 becoming a 3xK command and having to sacrifice another button to put it back on my pad). This way everyone wins.

Ex:You Choose Ryu’s Ultra 2 it would be 2xQCB 3xP or 3xK. Ex2: Rose’s U1 QCFx2 Kx3 or Px3.

do you know how to use ono for Vanilla sf4? I have my old download and i want to test some of these requests on it. I might stream it on livestream.

sorry I dont know how to use it for vanilla. I guess you could find your answers here:

http://sf4mods.pbworks.com/w/page/5097096/FrontPage

Am I the only one that can live with her current weaknesses? I’d rather have Capcom not touch her at all than buff her and; more importantly; nerf her in other ways. She threads a thine line and I fear Capcom could screw her up majorly.

Maybe it’s because I only started SFIV half a year ago but I honestly don’t think she is weak. Of course I’d love the U2 to be a get ouf of jail free card, or let her have a real use for soul throw(though I gotta say, it’s magic against Blanka hop games) but the risk of damaging her in other ways … I dunno. I have a bad feeling about this.

Being a veteran 3rd strike player, rose is the only character that keeps me from giving up on SFIV, please don’t break her. I feel like she is the only character that doesn’t control like a tank and let’s you free-flow somewhat. If they “adjusted” her overall mobility I’d have to wait for SFV(I wonder, would that somehow conflict with the TV series X))

if the rest of the cast remains untouched then fine leave Rose as she is. But if everyone gets buffed then why not her too ? And what would they nerfed out of her if she is one of the most honest characters in this game ?

The fact that Ayano wants to make her stuff become “easier” to use in battle already proves that her gameplay will remain the same but just be moree efficient.

But no: if she is isn’t strong in any way, there won’t be a difference if she gets buffed unless they dramatically change her, something that Ayano addressed by saying that they are planning on tweaking Rose only a little bit.

I actually find it odd that you would stop playing because your character becomes better.

I feel like she’ll get a little more damage for her effort.

Rose is a character about space control, so I’m more interested in hitbox buffs and better recovery on moves than most other stuff. Something I would REALLY like is for far. hp to have a full hitbox and no hurtbox where the scarf is, making it an excellent anti-air for people jumping in front of Rose. Would make the move actually useful, instead of pointless like it is now. Cr. Hp is a fine anti-air against most characters jumping at Rose (y’know, cept dumb stuff like Sakura jump hp), but she has issues covering a character jumping in front of her, especially if they have a air attack with a long reaching forward hitbox, like shoto or Cammy jump HK. You pretty much have to FA backdash (lose ground) or block (put in an uncomfortable spot at frame disadvantage) to deal with that.

Ideally you don’t want to stand at a range where they can jump like that in the first place, but whatever. I think her hitboxes are generally quite weak for the kind of character she is supposed to be, and that’s where I hope they give her some improvements.

for characters jumping in front of her she already has multiple choices other than focus backdash:

  • ex soul throw
  • jump back HP
  • slide
  • cr.mk (make some attacks whiff)

Its true that her far HP could use a buff but with the array of anti air she has, I dont think it is one of her main concerns.

In terms of hitboxes, I’m more concern about:

  • her cl.mk whiffind on character that cr.techs
  • her cr.hp that has a wonky hitbox and doesn’t hit all characters after a counter hit cl.mk
  • her far st.MP having an excellent hitbox and could be extremely useful against dive kicks but comes out terribly slowly/poor frame advantages/
  • her standard bnbs not hitting completely against standing Abel/Honda from certain ranges

This sounds odd but her nj.hk and jump forward hk needs its active frames to start earlier because that thing rarely hits.

I wish njHK was faster (maybe 6-9) but kept everything else about it the same (the good and bad). But I really wish njHP hit on both sides… Oh and a hurtbox reduction on far HP would be nice. And a horizontal range increase for cr.hp… and +5 on cr.lk so I can combo cr.hp for some damage. Or the ability to followup f+HK with a normal for resets. But I can live without all of that if I could complete her combos without meter. :frowning:

im really happy for Rose changes in the next version. :slight_smile:

yeah, i love how she’s getting better, and strongest chars are getting sligthly nerfed. but let’s just wait and see how it all pans out, with all the rest of the cast getting buffed (especially scared of t-hawk buffs…)

Those damage buffs D:… I wonder if they watched those videos Blacktooth posted up.

I really hope people suggest to disable the release check on soul throw. I freaking hate that move so much when I’m trying to poke and negative edge only makes it worse.

But you said she shouldn’t be buffed before…
Anyways.

Who was at the Capcom’s panel ? Someone is saying to me that some people heard that Rose might get her invincibility on U2 back. If so, its a stupid buff that could be used elsewhere :confused:

[quote=“cerberusfx, post:235, topic:151917”]

But you said she shouldn’t be buffed before…
Anyways.

Who was at the Capcom’s panel ? Someone is saying to me that some people heard that Rose might get her invincibility on U2 back. If so, its a stupid buff that could be used elsewhere :confused:

[/quote

I wouldn’t take that with a grain of salt…ive been hearing that everyone may get to use both ultras mid match. Also wouldn’t having that u2 back be broken even though people can be smart and walk into the orbs to take chip…

So, any confirmed changes?

  • EX Spiral invincible -> definitive
  • Most damage on her moves -> definitive
  • Soul Satellite receives more hitstun/blockstun (suprised they took my idea into account)
  • Soul Satellite inputs are changed
  • less recovery on soul sparks
    U1 = ???

Combofiend would like to do something with her U1 but he doesn’t know what yet.
Someone told me that some people were complaining over the fact that Rose might her U2 invincibility back. I don’t know if its true tho.

I’m happy for Rose regardless. :slight_smile:

I’d be cool if she had more combo opportunities