Rose requests v2013

I think a couple (three at a push) more frames of invincibility on EX Spiral would be nice.

I think that’s about all I’d ask for, TBH. But what do I know?

(An overhead would be fab, but that’s probably pushing it. Don’t want to make her OP… And I’d forget to use it! :))

I kinda which Soul piede was an overhead… that would make the corner game so much scarier. While retaining its AA properties of course.

An 11 frame overhead that has the longer reach than most character’s pokes… and it can also AA? Come on. Rose doesn’t need new tools, just improvements to current ones.

I think cerb has the right idea. Improve her zoning tools, buff her damage up a bit, fix her godawful FA, make U1 faster and give it better invincibility frames so it can finally consistently AA and beat fireballs. I also like Hash’s suggestion to turn U2 into a kicks input. Would be an elegant solution to the problem of wasting a bar on EX Reflect and potentially getting punished for a missed input. Also, EX Soul Throw should not be able to be cancelled into. A little more invincibility would be a nice too.

And finally, anyone who believes wakeup-invincible U2 is a good idea is a fucking moron.

yeah most overheads in this game have little reach / at least 15 frames startup and I think Ryu and Evil Ryu are the only one being able to combo from it. I wouldn’t want to sacrifice Rose’s startup on her Soul Piede since it’s useful in footsies, whiff punishing and for AA. The only thing they could do is…making it have 1 or 2 more active frames ? But even that is pushing it a bit over the edge in my opinion

If they want to give Rose a brand new move that happens to be an overhead, then I’d obviously be fine with that. But I like Soul Piede too much to want it messed about with…

I REALLY want her U1 to be faster… i had a match the other day where someone tried to delay their neutral jump using a tatsu and i thought it would catch them but no they were actually safe… I’d like if they’d using the ability to make soul sparks stronger to be used on soul spirals as well. That way if we don’t get a damage buff on our normals which we need… then we would have a damage buff some where. They should make ex SS a true reversal. I also like the idea to changing u2 into kicks too.

I’m in the leave ae2012 alone camp, so no i wont sign a petition for an update. its a well balanced game (arguably).

New update = imagine we get something like what we got jumping from Super to AE. sigh. or an overhaul of a character design like what happened to Cammy!

i like the game the way it is now.

I highly doubt there’s going to be an AE v. 2013 and frankly I think Capcom would probably screw up the new iteration by either making totally uncalled for nerfs (like what happened with Yang) or will buff a character way too much. 2012 is balanced enough that I can often only blame myself or a shitty online connection for my losses and not a character (Seth players should still go fuck themselves though). In short, level up or shut up.

For discussion and mental masturbation’s sake though, I’ll say there are a variety of things I want to see improved for Rose. Most of them have been mentioned already (better Ultra, better damage, better Soul Spark, better FA, etc.) so I’ll go for the ultra specific stuff.

First off, what the heck is up with the pushback on her cr.LP? For a move that has no frame advantage on block, it sure pushes your opponent far away. That shit needs to get fixed. Speaking of pushback, cl.MP needs a buff too. It leaves the opponent too far away to take full advantage of that +1 on block.

Next, the startup on her nj.HK. 11 frames? You’ve got to be kidding me. Totally unjustifiable when there are characters (Fei and Chun come to mind) witth nj.HKs that have incredible vertical reach in front and behind them and start up twice as fast.

Also, the lack of throw invincibility on Soul Throws needs fixing. Quite situational, I realize, but nothing feels worse than getting grabbed out of an AA Soul Throw by an Izuna Drop or Bushin Flip.

J.HK, cr.HP, and nj.HP require hitbox buffs. J.HK has a strange tendency to whiff randomly, particularly on dizzied opponents, cr.HP whiffs on certain characters after a succesful jump-in, and nj.HP fucking sucks because hits on the side instead of directly below it. Of course, there’s j.MK which has a better hitbox and does only 10 damage less but that’s no excuse for a mediocre neutral jump heavy attack. That blockstun is useful.

Finally, I wish they could find a way to make j.MP useful. As of now, it’s just an inferior version of j.HP. Less active frames, less damage, same startup, and smaller hitbox. A juggle property would be neat. Might make it a little too good though, so it should probably be CH only. Never going to happen though. :stuck_out_tongue:

This is what I think about AE 2012.

Compare to the other versions of the Street Fighter 4 series, I can agree that it is the most balanced. Of course there are characters than have more advantages than others but in general I don’t think there are any D tier characters. I think the range could go from S tier (and I COULD be stretching it a bit ) to…C+ tier and the majority of characters are in the A / B+ tier and that’s a good thing.

After each iteration of Street Fighter 4, the way the people play the game was changing…and fast. People would start to see tactics to keep your opponent away, will some are still good, were being less effective compare to offensive tactics. Why ? Because there is a big difference in the damage/stun done by offensive characters compare to zoning/footsie characters. Also, most of the buffs were about giving more offensive options (damage, change in the frame data that could give more frame traps, etc) than defensive options.

Dhalsim vs Cammy. A matchup were if Cammy lands 1 Canon strike on the majority of Sims limbs and it can cost him the match. Long story short: Cammy, even with below average health, couldn’t care less about all of Dhalsim’s normals because their damage are pitiful (range that goes from 25 to 100), the moment she gets 1 EX bar, she can attack him from any direction (no Yoga fire/flame/blast can be done, can’t teleport), she shuts down 90% of all Dhalsim’s options (both offense and defense) and on top of that…the damage/stun. Cammy has the potential to stun Dhalsim in 2 combos and make him lose 50-60% of his life because he while he tought cammy was going for a grab, she did ex TKCS instead ? so he has to lose near 600 damage in 2 combos because of that ? I find this ridiculous considering the amount of effort and risks Dhalsim has to take to keep Cammy away from him.

I took this example because I wanted to make understand people that in AE 2012, Rushdown characters that have damage, mixups combos into knockdown, at a very few exceptions, don’t really care about zoning characters

I don’t want to say that AE 2012 is NOT balanced. But I think that making characters that are more offensive oriented do less damage and stun, or make zoners and footsie characters do more damage would help.

Would giving the more footsie orientated characters more damage on their pokes help a lot? I mean if Dhalsim had a good damage buff people would think twice about going in against him like he’s nothing. You have a good point though.

I’m not too sure i agree with you here. There are LOTS of archetypes in SSF4AE2012, it definitely does not reduce to offensive/highdamage versus zoning/lowdamage. for instance, i find cody to belong to the footsie/highdamage category, or fei long in the zoning/lowdamage. that is a very personal opinion, but it’s not because the general consensus of now seems to conclude that seth and cammy are the absolute top tiers in the game that it makes the offensive/highdamage the dominant archetype in the game.
to me, the game is above all a MATCH-UP based game, hence a game where TEAMS are relevant. To win, you need a balanced team in terms of archetypes, which recent SBO showed. It also showed that this iteration of the game was the most balanced, with only four characters of the entire roster left out of the final rounds.

so please, don’t touch the game =p

and don’t ever touch dhalsim’s damage output, pro players have been eating his teleport setups into super for huge damage since 2008. =p

Kicks motion Ultra 2 would be dandy actually.

And I agree with Vincent that wake up invincible orbs are extremely moronic.

I’m just saying that do you want to get our character to have an emergency patch just to nerf her? lol

Cody’s footsie is cr.lk. He more of a frame trap character.
Fei has the ability to bring his opponent to the corner with 2 rekkas, which at the same time gives a knockdown, and is fast enough, with good hitboxesthat can blow up any attempts of throwing fireballs or try to footsies him. Good FADC combos that can go up to 350…I dont see where he has low damage output. Sure he doesnt do 400 meterless damage anymore but still, his damage is not gone. The effectiveness of his moves aren’t either.

How many buttons Dhalsim / Sagat / Chun / or any other zoning and footsie type of character do they have to press to arrive a damage equal to offensive characters? The more your are capable of staying around your opponent, the more damage you can do quickly against them while they try to keep a distance from you. Akuma doesn’t do above average damage aside from FADC or if he doesn’t want keep you in his vortex. Still, his vortex (which is a “safe offensive tactic” if we can call it like that) will dish out much damage faster than a zoner character.

I would like you to name the top 10 characters of this game and don’t tell me that damage + mixups + knockdown isn’t something dominant in AE 2012

I don’t think it is a game where teams should be THAT relevant. In the best/most balanced game in the world, you should have the same amount of chances to win with any character. All that would be left is the player that chooses the right team to that he can overcome the weakness of a certain character with another (except of course all matchups end up being 5-5s, which is impossible) If AE 2012 is a game so, everyone would have a pocket character that have overall most of the matchups from even to their advantages and it will end up in 3 categories: you can have 2 offensive characters / 1 offensive + 1 defensive / 2 defensive. I assure you, the last option will be very difficult to win with compare with the 2 others.

Yes as I said before, AE 2012 is the most balanced out of all iterations. But as the game itself, no it isn’t. If Vanilla / SSF4 and AE never existed and AE 2012 was the 1st SF4 game on the market, there’s a possibility that people might have different opinions about how balanced it is.

I don’t see how this is relevant…None of Dhalsims move that got a damage nerf have to do with the teleport combo aside for his super, which by the way is one of his very few mixups and offensive tactics? And it gets a damage nerf ?

I think his damage output should be a little hire. The one before rewarded him for zoning like ours should. I don’t get why each of our Soul spirals do the same damage… it makes no sense.

I don’t think it really matters, if they’re going to make hk spiral 170 damage or something, why would we want that opposed to all of our spirals being that damage isn’t hk spiral too slow to combo from crlp crlk crmp?

By a damage buff itself its a good punishment to get whiffed moves idk. I never liked the idea of them being the same damage.

My only problem with Rose is her focus attack…should have better range

I think people are asking for the wrong buff about Rose’s focus attack
It’s already pretty big (image is completely top-right)
The problem with her focus attack is that compare to a lot of the cast, Rose’s focus stays around her. It doesn’t stick out like other focus attacks. Since it’s already pretty big, instead doing the hitbox for the focus attack bigger, they could just move the hitbox a little more toward the end of the scarf. But wishing this might also make Capcom increase Rose’s hurtbox

Reason why I said that was because there’s been times where I was really close to my opponent and it whiff. I was playing a Gouken player the other day and he was crouching infront of me…he was pretty close but not in my face and it whiff. He didn’t punish it thank god but all I said to myself was damn her focus attack sucks lol. I understand where you coming from though. Like you said since her focus attack stays around her I guess that’s why it didn’t connect.

Need her in SFxT…