Seem like they have finally tried to advance rose which i am glad to see, but at same time i think they are being too cautious with her buffs. These are few things i think they could have done differently.
Reduce the damage on lp. to 20 or 25
Reduce the damage on cr.Mp to 60
Make mk.SSpiral start up 13
I left the buff to cr.lk alone since it more important in footsies than cr.lp and it plays an equally important role in rose’s combos.
Take the 15~20 damage points and put them on mk. and hk.SSpirals. This would give a better purpose to each strength of SSpiral and increase roses overall damage in combos and Footsies as long as she is canceling to SSpirals. The +10 damage to lk. SSPirals will help with smaller combos and its the Faster FA breaker. Mk has more range,damage and work with combo lk. can’t reach. Hk.SSpirals is solid punish and FADC option for good damage.
Mk.would be 120
Hk. would be 130
Ex. should either remain 13 start up 13 invulnerable frames or 11 start up and 11 invulnerable frames.
lp.SSpark 13 start up and 50 recovery so it would be -10 and -6
mp.SSpark 18 start up and 50 recovery so it would be -2 and +2
Hp.SSpark 24~25 start up
SSparks would be better with slightly altered start ups. This changes would allow lp.SSparks to combo and should be a better block string. Mp would only pseudo combo but with conditioning it would allow for safer block stings than lp and when combo’d from a Hp it would setup frame traps. HP.SSprak is similar in idea its setup frame traps but it would differ with the potential to setup frame traps on hit or block which could grant rose some good pressure in the corner. This also just makes her Projectile game slightly better with more usefulness to her varied speeds on SSparks.
Cr.mk 5 start up and +4 on hit
Cr.mp reduced hurt box
Fr.Mp 5 start up and 4 active frames damage reduced to 55
Fr.Hp larger hit box to .3
Cr.Hk returned to -3 on block
j.mk more hitstun
These changes improve some of roses combo potential and Footsies but not in a over powering way. Cr.mk would be more useful with improved speed and the possible combo to cr.mp. Far. Mp would work as a good meaty and poke. Far hp hit box improvements would add a great tool to Rose’s footsies game because for what it lacks in speed it would make up with in safety since rose’s hurt box is less vulnerable with this poke compared to the faster and stronger far.hk. Cr.Hk is good move but with its range there is no way its going to be made significantly faster, instead i feel the safety of the Sf4 version could be returned to make it better a tool that still has a weakness to FA’s. The buff to j.mk hit stun improves on the one of roses strongest points her cross up so rose can open people up and capitalize with less fear of being dp’d on hit.
Improve her FA more range, -3 on block for lvl.1,+3 on block lvl.2
Ultra 1 decrease the start up on the second hit box by 3
Ultra 2 +3 hit/block, +25stun on each orb,
Damage increase from lp.SReflect added to both orbs in Ultra2.
With the new FA mechanic’s of Red FA, this seem like a good time to fix rose’s FA. Lv.1 is -3 so it’s still vulnerable to punishment from 3 frame dp’s, lp and throws. Lv.2 gives frame advantage allowing rose to setup pressure. The changes to Ultra 1 make it a better part of Rose’s arsenal especially in the anti fireball department with the start up buff to both hit boxes making it much more valuable. U2 Buffs are mostly utility based, the increased block and hit stun add better combo opportunity and higher chance of stunning a opponent. The boosted damage from absorbing projectiles applied to both orbs grants a decent damage boost to U2 so long as rose doesn’t use the boost on her other projectiles. This would alter the players choices and rose’s play style which in self acts to balance the mechanic to the increased damage. (also no projectile=no boost, so all non projectile characters leave this buff inactive.)