I was one of many who was originally against the idea of her cr.lk being +5 on hit but have reconsidered this, especially after seeing the direction they took her changes/reversions( sf4 damage normals). There really isn’t a need to make cr.Hp frames start up 6, since it has small horizontal range. It would only combo from very close up, so cr.mp would still see more use.
This was one of the smaller things i was referencing before that would help her game out in small but effective way. There are a lot of things like this that could have been done but just…weren’t. Im assuming out of fear.
As I read it she wont be able to move/block for 2 extra frames, but the activation is still as fast. So only combos that need her to walk up during them are affected. Some HP reflect combos may be harder due to this, and a few setups and flashy combos may also be different now. I dont like the change, it’s already weak as a reversal, now they make it something that shouldnt be used close at all unless on advantage. If you do it when an opponent is not doing anything, he can hit you out of it with any 4-frame fireball invincible attack. like EX SRK
the extra recovery is during the U2 animation. As far as I’ve heard, the main purpose for the 2F extra recovery is to remove the ability of Rose of getting hit and still keep 1 orb with her. Filipinoman said that he was still able to do her mixups in Ultra
I’ve been seeing a lot of the Ultra gameplay and news that has come out in the last couple of days and the other day I saw a write up mago did about juri. Part of me was annoyed by his statement (not with him or the character juri)
“Overall, the changes made to Juri do not really change the way she’s meant to be played in the previous version. Rather, the changes here have made her a more stable character to play with.”
Since this is what I feel like I’ve wanted(asked for) for rose from the original Sf4 until now. Even though a lot of players have been saying rose is very strong, I don’t see it…at least not in the long run. Anybody else feel the same or even the opposite an want to enlighten me?
Rose has been a solid character from the start, especially since ssf4. I agree that her usf4 version doesn’t seem to play differently from before, but the damage buff of her normals alone makes her a more potent threat. She kills faster, and doesn’t get killed faster than before.
Despite the fact that Rose has received a lot of buffs, I feel that the overall system changes are heavily in her favour as well. It’s like she is receiving double buffs
Many players are saying that Ultra is very zoning heavy and characters like Chun, Guile and Rose will be really good. If this is true, Rose shuts down a lot of fireball games and therefore wouldn’t really play by “ultra’s rules” like other characters might have to. Largely due to her reflects but now also due to the EX drill invincibility - Rose can literally just shoot through other fireballs.
DWU helps her since she doesn’t really have a very good wake up option outside of EX drill. Furthermore, she doesn’t need a knockdown to really deal damage and therefore DWU doesn’t really impact on her gameplay in a negative way as with some other characters.
Red focus - I think this is going to really help Rose’s game. She will be able to easily combo into Ultra 1 now due to red focus level 1 causing crumple. Also, having ultra 2 active and using red focus makes Rose almost untouchable. Rose in theory, can benefit from W ultra, I think lots of people are going to choose one of the other depending on match-ups - The damage nerfs (which seem to be higher for Rose than many others) don’t help.
Edit: An opponent using red focus also seems to be a minimum issue for Rose, because Soul Spiral is a really good armour breaker.
You literally have to be right on top of the opponent before HP reflect will connect, so it’s really not that bad. If you can connect reflect on your opponent in a real match, then I really don’t see why you can’t be rewarded for it? I would have prefer HP reflect having an overhead property, even if only EX reflect had an overhead property.
Instead of spiral, I would have preferred Soul throw being able to connect from a HP reflect without FADC. Soul throw seems to have very limited use. A faster recovery on her lp fireball could have made soul throw a little more relevant? Dash behind fireball, if they attempt to jump it you can go for a soul throw. This may have been too good though.
Unless they reduced recovery of reflect it feels like it’s corner only because I think only lk spiral starts up fast enough and I don’t think that’ll reach midscreen (even with it’s slight range buff). In which case this is just a less damaging option than soul throw, but lets you keep the corner positioning. Combo into super works of course, but it does less damage than plain cr. hp xx ss xx super with the way it would scale.
we need to check whether or not ex spiral works mid-screen, but yeah damage wise we’re better off with soul throw.
as you said though, corner positioning is extremely important and i’m more than willing to go with spiral if i can keep pressure up afterwards.
I originally thought she was solid but as time went on, my opinion changed. She had(still has) holes in her design/gameplay. Things have gotten better over the years(not a whole bunch) but she still hasn’t hit her potentiaf what she could be and that has continued to annoy me about the updates. Since there hasn’t been one version where she was really come close to being as solid/complete as she could be (I felt like Super was an accident that turned out well but never fixed real issues).
Red Focus might be alright for herbut I don’t think it will be that game changing for rose or…any character that doesn’t have a move that hits but doesn’t knockdown or at least a decent FA to begin with. I can see it being good for the rekka (Fei especially) characters, ken and akuma, viper, sakura and maybe a few others.