Rose Strategies and Match-ups

[media=youtube]iSYKNluVkDg"[/media] as I am rendered completely helpless by good turtling Ken. Ignoring the fact that my timing was completely off every time I tried to cancel a move or reflect, I had a lot of trouble breaking through his guard. I guess I need to work on my offensive game.

How would you approach a defensive shoto?

You really didn’t keep up any sort of pressure, no matter where you were positioned.

A long range game isn’t going to help him, since you can just build super meter (a fullscreen ultra, should they try and FADC for it, is useless, as well). If that’s the route the shoto will go, then just mix up sparks with ex sparks and super, until they realize they’re going to have to eventually move in.

As for close range, spaced f HK pokes are good, but you can’t rely on her fierces up close, since the startup delay on them is garbage and in the case of c HP, the recovery delay is counter bait. Use her l&ms to tick, as long as you’re taking care not to leave yourself open to eat a shoryuken, super or ultra.

For Bison… You can dash or back dash to avoid his headstomps…

Other than that… I don’t see how Bison is a bad matchup for Rose. I haven’t played any good ones yet though, which is probably why.

I’d like a good explanation on why he’s such a bad matchup for Rose though.

I’m not arguing that he is a bad matchup by the book. I know I just have trouble with him. The headstomps/reverses really are what hurts me, I am good reading his kicks and his psycho crusher/ultra etc… but he will whittle me down with BS from the air. Its probably my fault because I have a terrible habit of not blocking high (which really hurts me :frowning: ) but regardless he still whittles me down. I will try that dashing though, that would be a nice option out of the stomps.

most of the characters that give me trouble aren’t really because of a weakness in the matchup with rose… its just me playing silly. :frowning: blanka, gief, gouken, etc.

its a shame i have yet to play a semi decent rufus, fuerte or viper. I played a few fuerte’s but because I was planning on maining him at the start I know decently how to counter his stuff. I played a nasty abel the other day though. At the time i didn’t realize i could jump out of his ultra and ate it like 3 times and cost me the match

Oh I didn’t mean anything towards you. It’s just I hear people say it alot that Bison eats her for free.

I know what you mean. I’ve lost like 400 BP, today, from Blankas and Guiles.

i read her soul throw stops stomps and reverse after that its just a matter of stayin on that ass.

I have mixed luck with Soul Throwing the stomp. What I end up doing, usually, is lob lp sparks at full-screen to bait it and then either Throw or jumping fierce since the arc is low enough to beat it.

Rose’s jumping hk is one of the few things that stuffs Bison’s headstomp cleanly. Spam the hell out of it and her slide. He has a really tough time against it.

Would you guys try to AA close shoto crossups or just block and try and deal with the mixup? Its the biggest headache for me at the moment.

You should not be having too many issues with Gief. LP SS dictates the match. If he lariats dash and sweep. If he jumps crouch fierce/soul throw. On the ground mix it up a little with F+RH/RH. Watch for green hands and punish after block. If he manages to get in EX Spiral out of there and setup shop again with LP SS. Its a tough matchup for Gief.

When I play Gief, I mostly jump out of his throw attempts. If I get knocked down and he’s standing over me, I jump. I’ve been thrown out of an EX Spiral getting up but jumping has never failed me. I’m not really sure about punishing after a blocked green hand. I get thrown usually as his 270 eats my retaliations. So I just jump out of there. Zoning RHs own him bad. His jump is too short and shollow to get around them and his PPPs gets stuffed by them either. But still, it’s Gief which means 4 EX throws and you’re dead. And be aware of his EX running grab because it has super armor for 1 hit.

To Catbond: That guy wasn’t really turtling that much thought. For guy like him, I just atack a little more since Rose is the better turtler anyway. I was definitely screaming that you should dash after you did a few LP SS from full screen range. LP SS is like slow Sonic Boom. You should follow it EVERYTIME. You should slide more as well in mid range. I usually refrain from RHing shotos because of the fireballs from mid-range and the hit boxes of the RHs vs the dragon punches.

This has been THE INVINCIBLE SWORDSMAN saying:

Vs Bison I’ll trade my d+FP with his head stomp. I’m usually pretty sure I’ll make up for the trade later and most times it’ll make the Bison user stop using it. The Devil Reverse is Soul Throw fodder. I more fear the Scissor Kick because that friggin thing comes out of nowhere and most of the time my only retaliation if I happen to block it is a throw… and if the guy techs it, then I’m like “Well, now what do it do?”

No offense, but you kind of gave him that one, man. You didn’t punish jump-ins at all, you didn’t use your reflect to mess with his projectiles, you didn’t get the right range on your jump-ins, you didn’t use Rose’s long ranged poke normals (f.hk, slide, s.hk, s.mk), your random soul throws are an even worse idea than random dragon punches, and I don’t think I saw a single focus attack.

I’m not trying to put you down or anything, you just asked for advice, and I’m trying to help you out, y’know? Sorry if I sound harsh.

Personally, I just don’t let them get that close. In this game, the jumps have a crazy arc, so when they try to cross-up, they’re well within range of Rose’s pokes.

I don’t let them get that close either. Her cr.fp has really good horizontal range as well as vertical (sometimes i get too cocky and I whiff it on a shallow jump in and get comboed) but for the most distance is better. I rarely use soul throw to stop blatant jump ins because its too risky. Surefire cr.hp or chance to land a grab? no question there. That said, it hasn’t become too hard to read when people will jump and snag them. If i ever empty jump in front of a shoto but out of DP range they will almost always try to jump in and get their ass snatched from the sky. reflect, cr.HP, and a couple of nice soul throws and they basically give up :slight_smile:

Don’t forget the psychological effect the air grab has on people. You get hit with it more than once, and you’ll suddenly find yourself being very cautious about jumping…

i have a little trouble with elf fuerte he seems like a very shenanigi character its a little hard to control sometimes, i have figured out that you can punish a blocked bellyflop with cr.strong into short drill and into super if you have the meter

Playing shoto-scrub after shoto-scrub, I’ve noticed that low strong connects after a blocked shoto sweep a lot. Can anyone confirm if this is a guaranteed punish or if it’s just idiots who don’t know how to block?

zangief should never backhand against rose period. they nerfed it too much so its now unsafe after block AND hit. you can throw him after it before he can spd you can combo him you can even ultra and worse off you can do all this without reversal timing. zangief literally has nothing that can stop rose.

i believe crouching strong punishes shoto sweep.

against zangief i just throw a projectile and see what he does. Always try to maintain space and bait him into using his ex palm. I found myself saving meter for ex soul spirals (surprising they work as anti air against his forward jump fierce as rose has no real answer for this move). forward roundhouse also works very well if spaced correctly. you can slide under lariats. and your jumping short beats lariat clean, but it trades with his crouching strong. if you have ultra meter. you pretty much bait gief into doing something and then punishing accordingly. i haven’t tried crouching fierce against his jump forward fierce but it might trade.

versus m. bison jump back roundhouse or better yet don’t jump at all. just anti air with crouching fierce and if he does ex stomp just slide/spiral outta the way. keep in mind that m bison players can play some really good mind games with this move. generally you don’t want to try and ultra the head stomp at all. wait til he does the dive otherwise save your meter and catch other moves such as the scissors kick. m bison plays really safe and is hard to punish. good uses of stand roundhouse and stand forward will handle his low forwards and shorts.