Rose requests v2013

if we get that reversal… we could easily punish fireballs from mid screen.

So the videos about Rose’s changes:

The official ones are

The others, not official buffs includes:

  • Soul Spark recovery reduced:
    Which Soul Spark ? Is it only LP ? Is it LP and MP ? All of them ? Does it include reducing the startup for MP and HP ? We don’t know any of these so I just want on reducing the recovery on LP and MP. I purposely went overboard for them because I wanted to show what changes we could get if we ever get these numbers. As you will see, People won’t be able to jump on Rose have a cr.lp, cr.lp, cr.lk cr.mp xx spark. They can FADC, but if we change it to spiral, they will eat damage. Or we might end up doing nothing. So this will make people think twice before going on offensive against Rose.

  • Soul Satellite: inputs changed // more hitstun/blockstun
    The only thing I’m not sure at 100% is more HITSTUN. But I must say that it would be a nice addition for Rose, allowing to punish those that attempts to poke her out of her Ultra
    https://www.youtube.com/watch?v=RPsieQrfHSQ

Now I want to do a video with different variations of U1 buffs. When I get the time I will do it. Now I’m focusing on a Rose that I would’ve like to see. A lot of buffs, complete new way of thinking with her, etc. But hey, the game is coming in 2014. I was expecting Capcom to bring CHANGES to Rose. While she got stuff that are very useful for her…I was hoping for Capcom to bring new flavour to her, which will not be the case. Anyway, I will post the video here…one day. lol…

if rose could do cl st hk + cr mp (non counter hit) in ultra that would be godlike

maybe increase her cr lk by 5 and improve her terrible FA…maybe tweak her slide hitbox(move it slightly forward) and shrink its hurtbox…she should be able to combo after her slide (placed correctly) like ibuki

You can already combo cr.mp from a slide, though it’s a bit hard to do.

lets not do that with her cr.lk… you’d get stupid easy combos with that… you can already do cr.lk x cr.hp on counter hit btw and on some characters you dont need it.

I’d like these changes for rose.

Normal move changes
Far st.LK: hits low, recovery down by 1F
Far st.MP: Startup reduced by 2F (7F>5F). Active frames increase by 1F(2F>3F). +4 on hit
cr.lp: Damage increased by 10 (20>30)
cr.lk: Damage increased by 10 (20>30)
Cr.MP: Hitbox/Hurtbox slightly forward. +10 damage (60>70). Recovery down by 1F (-2/+1)
St.Mk: Hitbox restored back to super status
St.Hk: hit box restored back to super status
Far.Hp: Either damage increased from 100 to 110 or It causes a soft knockdown on hit.
(It doesn’t have much use as is but if it caused a soft knockdown it would allow her to keep her space or regain it for a short amount of time.)
Cr.Hp (Increase stun from 150-200)

Command moves:
Slide recovery reduced by 1 frames (-3/-2)
(She can still get punished on block but not on hit. It is something she uses to get in and she shouldn’t get punished for making the correct decision. On block everyone can still punish her.)
Cl.hk changed to an overhead and is done with b+hk (Now does 50 damage and cannot be comboed into on a normal hit.)

  • stun reduced to 50 and now -5 on block so its a fair punish when its blocked.

Focus attack changes
Change speed to make it slightly faster.
+3 hitstun on level 1/2 focus attack
+2 blockstun on level 1/2 focus attack

Special moves
Soul spark
lp- Reduce by 4f (48 frames total) (increase the amount of block stun by 3 frames and hit stun by 2 making it -9 and -6 on block.)
mp- Reduce start up by 1 frame and 2 frames of recovery
hp- Start up reduced by 2 frames.

Soul spiral
lk: Reduce recovery by 2 (23>21)
mk: Reduce recovery by 1 (21>20)
hk: Remains the same
Ex: Full inv
Increase its hit box on all of them so that it can connect during combos consistantly. (I don’t know the distance for its current hitbox.)

Soul throw:
lp: 1-2f Invincible (Damage reduced by 40) (160>120) (It would still be possible to hit her out of her soul throws)
mp: 1-3f Incincible (Damage reduced by 30) (160>130)
hp: 1-4f Invincible (Damage remains the same) (160)
Ex: remove hurt box from around the hand. (or instead just remove the hurtbox completely for the main part of the move and have it appear when she comes down.)
1 additional active frame is added so it now has he same amount of active frames as her mp reflect.
2 Versions of ex reflect
normal version: reflects fireball horizontally.
lp+hp: reflect’s a fireball at the angle she reflect’s with her hp.

Reflect
Hp: reflect
Ultra

  • Illusion Spark: startup reduced by 2F. 2nd hitbox comes out 3F faster. Damage reduced to 460
    • A second version is now available for rose in which she can aim it diagonally upwards but instead of having 460 damage this version it now deals 280 damage because it can be comboed into but the draw back is that somewhat big combos with be seriously scaled and this version of her ultra has no invincible frames.
  • Soul Satellite: input is now 2x qcb+3kick. +3hitstun/blockstun (New combos are available and she can now punish failed poke attempts.)

Combo damage changes:
This is what her damage would look like with some of her basic combos.

cr.lp x cr.lk x cr.mp x spiral (186)
cr.lp x cr.lp x cr.lk x cr.mp x ex spiral(205)
st.clmp x cr.mp x spiral (220)

I was having some fun with the ono tool and this rose was a lot of fun to play with. This one would be a tad too strong. She’d have average damage, and some above average damage combos with Counter hits or u2.

I think that making her pokes do more damage good but actually making them more useful would be better since they’d lead to more hits landed. Though i agree that her combo damage should be higher which why i felt spirals should do more damage without overpowering her poking.

thanks for posting my list genistar :stuck_out_tongue:

I’ve actually changed some stuff on this list and I’ve already completed her. Only need to do the video now:

Backward speed: increased
Cl.MK: Hitbox extended downward
Cr.MP: Hitbox size increased by 25-30%. Hurtbox around hand slightly more forward. +10 damage. +1 blockstun/hitstun. Shrunk active time period of hurtbox
Cr.HK: Startup decreased by 1F (9F>8F). +1 Active Frame (2F>3F) >>Recovery down by 1F (26F>25F)<<
Cr.HP: Hitbox wider slightly. Recovery down by 5F (28F>23F)
Far st.LK: Hits low. Recovery down by 1F. +10 damage
Far st.MP: Startup reduced by 2F (7F>5F). Active frames increase by 1F(2F>3F). +4 on hit. Hitbox size increased by 25-30%
Far st.MK: Reduced active time period of hurtbox
Focus Attack: Change speed to make it slightly faster. +3 hitstun on level 1/2 focus attack +2 blockstun on level 1/2 focus attack
Slide: +10 damage. Recovery down by 1F
Soul Piede: +20 damage.

Soul spark:
LP: recovery reduced by 4F
MP: startup reduced by 1F and recovery by 2F
HP: startup reduced by 2F
Soul spiral:
EX: +10 damage/+50 stun. Startup invincible
Soul reflect
LP: Strike hitbox active frames increased by 3F
MP: Strike hitbox active frames increased by 2F
HP: Reflect hitbox active frames extended by 2F. Recovery down by 2F
EX: 3 versions
LP+MP: Reflects fireball horizontally
MP+HP: Reflects fireball diagonally
LP+HP: On hit (opponent or fireball) Reflects horizontally and does an Regular Fireball
Soul throw
Regular versions: Arms and Shoulders completely invincible. Increased throw range horizontally
EX: Startup reduced by 1F. Increased throw range horizontally

Aura Soul Spark: reduced startup by 4F
Illusion Spark: startup reduced by 2F. 2nd hitbox comes out 3F faster. Damage reduced to 460
Soul Satellite: input is now 2x qcb+3kick. +3hitstun/blockstun

I might be able to release another video tho with some modified changes

i took a big chunk of your list and mix it with my own. There is one thing i really would like for rose… is to have her far.hp cause a soft knockdown.

Can we get rid of the dame execution shortcut on Soul Throw? Too many times I’ve gone for a throw and Super comes out…

(and I like to keep super stocked…)

the only way you get that command is if you do the motion way too fast or do it completely wrong.

Usually it’s as a reaction, so I do have to do it fast. (maybe I should just stop trying that).

EDIT: This only happens online, though. Offline it’s never happened.