That’d make it one of the strongest three frame jabs in the game. It’s fine @ 20.
If I had to put up a list…
- Focus Attack
1- larger horizontal hitbox
2- level 1 blocked FA into forward dash is -2 on block
3- cr. fierce larger horizontal hitbox. (encompasses the whole scarf)
4- EX Soul Spiral:
Option 1: -2F on startup. Matches the 11F invincibility
Option 2: EX Spiral: 11f ->14f invincibility, both throw invincible and strike invincible. - Ultra 2:
5- +3 block/hit stun
6- + 25 stun on hit
7- Ultra 1: reduce the start up with 2 frames (10)
8- Soul Spark L: reduce recovery with 3 frames (49)
9- Cl.MK: larger hitbox downward so it can connect on all characters.
What I would like to add but worth mentioning:
Looking at the Focus Attack of every character, all characters have the same hitstun. All character also have a difference of 6 frames between their Focus Attacks, implying that it really has to do the characters forward dash. That means if Rose reduces her frame advantage of level 1 FA from -5 to -2, then her level 2 FA will go from +1 to +4, meaning:
Level 1 FA -> dash: -2
Level 2 FA -> dash: +4
Is that fine for everyone ?
If it gets +3 block stun couldn’t she get more than 400 damage mid screen? This is just an incomplete thought.
I get that now with setups, it isn’t a big deal lol
She could always get it.
The point of this is to be able to punish harder when someone tries to poke Rose out of her orbs instead of them eating a stupid 120 damage. It makes her midscreen game extremely powerful for a short period of time
I’m all for a better hitbox on cr.hp. I’ve noticed that occasionally cr.hp whiffs after a neutral jump hp or hk which is somewhat annoying.
I’d also like a bit of frame advantage on cr.lp to the point where the cr.lp cr.lk chain is a true blockstring.
And kicks U2 ffs.
People are talking about EX spiral buff in the AE rebalancing thread!
what do you guys think of that ?
I use her u2 to mainly keep my momentum or mess it it up.
Also for the reversal being like ex-headbutt without a charge is a little too much. We can still get punished unlike an ex headbutt. As long as the change doesn’t make her the seth of anti fireballs. thats fine.
Could someone explain to me on how changing rose’s reversal would be too powerful? It seems like some people in the thread think that about it.
Could someone explain to me on how changing rose’s reversal would be too powerful? It seems like some people in the thread think that about it.
honestly the only that would make big changes is if the ex spiral is COMPLETELY 14 invincible and that includes projectile invincible.
That would turn a lot of matchups in her favor: Sagat / Gouken / Ryu (I would see it become 6.5-3.5) just to name a few. But it is still possible to make ex spiral THROW and STRIKE invincible for 14F and keep the projectile invincibility for 11F
For those of you who still come here I tried a few more tweaks on Rose that I find interesting:<br><br>- far st.mp: <br> active frames 2F->4F<br>—> greatly overall makes it more useful and greatly enhance her capabilities with U1<br>example: playing footsie game, score counter hit far st.MP xx EX spark FADC U1<br><br>- Aura Soul Spark<br> Startup 9F->5F<br>–> Overall better for punishing and better at fireball wars<br><br>
Rose AE 2013 V2
-
Cr.MP: Slightly decrease hurtbox. +10 damage (60>70)
-
Cl.MK: move the hitbox downward so it can connect on all characters. +1 block stun (0>+1)
-
Cl.HP: +2 active frames (2>4)
-
Cr.HK: Decreased startup by 2F (9F>7F). -50stun (200>150)
-
Far MK: +1 active frame (2>3)
-
Cr. fierce larger horizontal hitbox. (encompasses the whole scarf)
-
Far St.MP: Active frame increased from 2F->3F. Startup at 6F
-
Focus Attack: increase range. +2 frame advantage on blocked Level 1/2 FA into forward dash (-3/+3)
-
Soul Spark L: reduce recovery with 3 frames (52>49) M: reduce startup by 1F (22>21) and recovery by 1F (52>51) H: reduce startup by 3F (29>26) EX: +10 damage (30+70>40+70)
-
Soul Spiral: Decrease startup by 2 on all regular versions (10F/13F/14F). EX: Frame advantage from -6F>-2F. +10 Damage (120>130)
-
Soul Throw: All regular invincible frames between frame 5 to 7
-
Illusion Spark: Startup reduced by 2F (12>10). Eliminate hurtbox around arm (hurtbox stops at her head).
-
Soul Satellite: 2x qcb + 3x kick instead of 3x punch. Hitbox appears on the 1st activation frame
small adjustments here and there that will make her stronger overall
Disagree with almost every point you have up there. Except for clmk buff without the added frame advantage.
You have been disagreeing with buffing Rose from the start so w/e…
Can we also make 3 more adjustments to rose? (I took some things from your other list Ceberus because i really liked those ideas.)
Rose AE 2013 V2
- Cr.LK: Reduce recovery by 1 frame.
-Cr.LP: Increase damage from (20-30)
-
Cr.MP: Slightly decrease hurtbox. +10 damage (60>70)
-
Cl.MK: move the hitbox downward so it can connect on all characters. +1 block stun (0>+1)
-
Cl.HP: +2 active frames (2>4)
-
Cr.HK: Decreased startup by 2F (9F>7F). -50stun (200>150)
-
Far MK: +1 active frame (2>3)
-
Cr. fierce larger horizontal hitbox. (encompasses the whole scarf)
-
Far St.MP: Active frame increased from 2F->3F. Startup at 6F
-
J.MP: Allow it to have a juggle property so rose has another option for damage every now and then. (ex. j.mp x soul throw= 230 points of damage.)
-
Focus Attack: increase range. +2 frame advantage on blocked Level 1/2 FA into forward dash (-3/+3)
-
Soul Spark L: reduce recovery with 3 frames (52>49) M: reduce startup by 1F (22>21) and recovery by 1F (52>51) H: reduce startup by 3F (29>26) EX: +10 damage (30+70>40+70)
-
Soul Spiral: Decrease startup by 2 on all regular versions (10F/13F/14F). EX: Frame advantage from -6F>-2F. +10 Damage (120>130)
-EX Spiral: 11f ->14f invincibility, both throw invincible and strike invincible.
-
Soul Throw: All regular invincible frames between frame 5 to 7
-
Illusion Spark: Startup reduced by 2F (12>10). Eliminate hurtbox around arm (hurtbox stops at her head).
-
Soul Satellite: 2x qcb + 3x kick instead of 3x punch. Hitbox appears on the 1st activation frame
+3 block/hit stun
Concerning the buff of spiral, I think that the 11F start up is a better option because it may correct some Ex Spiral combos that actually doesn’t connect, like on a crouch Zangief or sometimes on Abel or Dee-Jay (for example) at some distances.
The larger horizontal hitbox on Cr.HP would be a huge buff for me (I want this since i’ve started playing Rose in Super). No more whiffs on jump in, can AA some Dive Kick whit it, allow us to do 2 lights and cr.HP as a frametrap, and have a safe ender combo after Cr.Lp, Cr.Lk on guard with the blockstring cancel Cr.HP, Soul Spark LP.
Rose also needs a EX version of HP Reflect. If Juri can have multiple ways to change her fireball directions, so can Rose.
Cant believe ppl still say she’s perfect and that no one in 3 pages has said anything about rose being able to finish her bnb’s without being dead on top of someone or using meter so she doesnt have to risk a dp. Cerberus if i can make a list by tuesday/wensday would u mind testing it?
if I get the time, of course