But you do realise that increasing the hitstun of her cr.lk that means that she will have a new bnb:
instead of cr.lk -> cr.mp…she will be able to do:
cr.lk -> cr.HP…her new bnb will do 210 damage. She would finally have a way to consistently do good damage
she will also be able to do
cr.lk -> U2
This buff alone means a lot. It could really strengthen her close range/offense:
An easier bnb
An easier access to bigger damage with the new 1F
Access to an ultra from a normal without FADC or counter hit
About the EX spiral buff, I see a lot of people requesting for MORE invincibility frames. I’ve said I wanted to remove the 2 frames between the invincibility frames and the active frames of the move. Wouldn’t that be better ? Because in my eyes the differences are:
Asking for more invincibility:
Startup 13F
Invincibility from frame 1 to 13(or 14)
Active frames starts on frame 14 (13 active frames in total)
Asking to remove the 2 frames
Startup is now 11F
Invinvibility is still 11F
Active frames start on frame 12F (which means it has now 15F of active frames)
So it would come out faster, still have invincibility frames the whole startup and have more active frames.
From my point of view, removing the 2 frames would be better
…I talk too much in this thread…I’m a bit too much enthusiasm when talking about frame data :X
I agree that all the ramifications of buffing c.lk would need to be looked at and other moves tweaked as a result. My main issue is that a zoning character should not have overly difficult or tight BnBs. It makes no sense to me, for example, why Sakura can get insane damage of very lenient combos (as far as timing goes) off just a jab–on top of having a mixup game–whereas a zoning character like Rose does not have that. The combination of great mixups + easy combos is too strong. IMO, a character should have one or the other–but not both. This is one of the reasons why I think Gen and Rufus work well. They have great mixups, but their combos aren’t braindead.
As far as EX Spiral goes, I don’t have a preference in regards to how it’s buffed. I’m more concerned with the end result. The amount of moves that outright stuff it is just insane. I don’t want it to a brainless get out of jail card, but it needs to be better than it is now.
i don’t really understand your point. the archetype of a mix-up char is that if you guess wrong against him, you will take big damage. sakura’s way of doing that is through what you call her “very lenient combos”, she NEEDS those to be viable, it’s basically all she has. the archetype of a zoner char is that there’s very few guesses involved : he will do little damage, but he will do it the whole round. if you add to the zoning character an easy explosive BnB, the game becomes completely broken.
Rose’s BnB is c.MP/HP -> spiral. Rose’s 1framers are great combos, but i will not call them BnBs. she doesn’t need more combos to be viable, she IS viable already.
I don’t think rose is a zoning character. I think She,s more of a footsie heavy character with some zoning abilities and being unique because of her ability to reflect and U2 being one of the most unique ultras in the game.
U2 mixup is really good. Her super is really good. Her long reaching pokes are really good. Backdash <3
What about crmp, super, hitbox? Anyone want this to return?
Yall making me crazy i thought it was nerfed but other say no… but i’d like the super hitbox back.
I’d still like Soul spiral to get a slight damage increase and a slight damage increase on some of her normals. We won’t need new combos but we’d have more damage. Nothing crazy like cammy -_-. They need to do something about cammy’s damage output.
less push back on ex soul spark less startup on ultra1 = too good. you will be able to link straight into ultra1 with such buffs. this is currently possible but only on cr Abel/Honda.
like imagine crlp crlk crmp xx ex spark… ultra1. full damage.
or it will allow dumb stuff like clmk, crmp xx ex spark, sweep. do you guys really need that?
EDIT: i would leave everything as is and fix clmk hitbox… maybe. or revert crmp the way it was before… maybe.
Reminder this is on crouching characters only and you need to be at a specific range for this to work. doing cl.mk xx spark will not make you be able to do U1 after that (or even cr.lp, cr.lk, cr.mp xx ex spark). The EX spark also needs to leave a gap between the 2 hits for this to worké
I already tested it (putting Rose’s U1 at 9F) and it would be maybe easier on honda and abel and it might work on a crouching akuma/cammy but that’s it. Again, you need to be at specific ranges for this to work. Being either to close or to far will result on the opponent either getting hit by the 2nd spark too fast or for them to block it.
About the cr.mp hitbox…
From what I can tell from her file, there was no change in her cr.mp. I thought there was too but numbers don’t lie =/
both factors: less pushback on ex spark + ultra1 buff. you can have one or the other. i understand wanting less startup for u1. but i really dont get the buff requested for ex spark. its already good.
can you check the hurtbox section for crmp.? im too old to remember what was changed to this move
This was Rose’s AE cr.mp. The nerf from Super was that the hurtbox was moved forward and the hittable box remained unchanged. Along with her st.mk. Neither of them were broken.
If i had to make changes to this list… it would be
Ultra 1: reduce the start up with 2 frames (10)
Ultra 2: 50 stun add to each orb
Soul Spark: - L: reduce recovery with 3 frames (49)
Soul Throw: Hurtbox around hand eliminated
-Soul throw can no longer be canceled from any normal move.
EX Soul Spiral: eliminate the 2 frames between the invincibility frames and active frames
cr. HK: reduce the start up with 1 frame (8)
cl.MK: Extended hitbox downward
-cr.MP: Hurtbox reduced back to super.
-cr.LK: reduce start up by 1 frame
None of these changes would make her too good or too bad. The ultra 1 changed would fix the u1 AA issue. U2 now becomes scarier with the opponent risking 100 stun. Soul spark would be better in spacing/zoning situations, harder to stuff soul throw, a slightly better reversal, and some slightly better footsie tools. I’m sure this wouldn’t make rose super powerful in the footsies department but hey she doesn’t do a lot of damage, her defense would still be on the poor side, so making her footsies better wouldn’t be bad one bit.
Double post… but do you guys think we should go to the lab and find some frame trap set ups with u2? I think that would be a very nice thing to do against opponents in that way we can get even more damage off of frame traps.
Double post… but do you guys think we should go to the lab and find some frame trap set ups with u2? I think that would be a very nice thing to do against opponents in that way we can get even more damage off of frame traps.
I looked at the hurtbox of cr.mp…it wasn’t changed. Not one bit.
EDIT: been trying to post for 3 hours
EDIT 2: I would be fine if the stun was only on hit for U2. Although I was thinking about it to work like Gouken U2: Stun on block and hit. But w/e that buff was only to make U2 scarier. I’ve been thinking about giving stun to Rose’s U2 because a lot of times, people don’t really care about Rose’s Ultra, specially when they have a huge life lead. They will still poke and try to find way to remove it. In total, 240 damage. Wow, around the same damage as one of Ryu’s combos. The purpose of having stun would allow Rose to become a bit scarier close range.
I was also thinking about giving it more hitstun instead of +50 stun. A lot of times if Rose gets her opponent with her focus attack and the orbs hit after, she will have enough time to continue her combo and leave both characters at neutral position. Also if an opponent tries to poke Rose out of her U2, it would leave us enough time to react and continue our combo.
This was the change to rose’s cr.mp. You see how the hittable box was moved way forward in AE compared to super? (This took me forever to find on the eventhubs past news pages.)
I dont know what to think anymore…U2’s hitbox was nerfed right ? well from what I see in the files I have…the orbs didn’t changed except on the start up :S