Rose USF4 change list discussion

I think they actually increased it, because you can now hit both orbs just walking forward. Couldn’t do that in AE2012 if I’m not mistaken. Only change I’ve noticed is the slight extra recovery.

I dont think so. Either way, I’ve always found it easier to do crMP while holding down-back then doing a qcf+LP for Spark because I found it frustrating trying to do crMP into a full HCF+LP.

I dunno what is wrong with me then. lol. I can do cr. MP xx L Soulspiral all the time but when i try it with cr.MP xx L soul spark it doesn’t come out. Im pretty sure im not doing anythigng wrong with my inputs since with other characters I can chain moves properly. :stuck_out_tongue:

U2 didn’t get any changes aside of the 2 extra recovery frames

Is her EX drill really fully invincible? I’m still getting hit out of it sometimes.

I’ve gone through fireballs on reaction and EX SRKs but I havent honestly tested it. I’ve only been thrown out of it

EX drill is not too good for a throwable move…it can be crush by many way.

U1 is so amazing now. Finally got to play some of this tonight and had a lot of fun with it. I really felt bad playing against Sim, he couldn’t do shit. Throw fireballs at him and he yoga towers or slides or does anything? U1. Does any teleport anywhere ever? U1. Tries to use Yoga Catastrophe in neutral? U1. I’m sure a lot of this stuff actually worked in the past, but the faster startup just makes it a lot easier to react in time.

Errr woops.

I’m using ultra double currently because I am used to having U2 for specific setups/comebacks and want to be able to use U1 as a hard hitting special to punish mistakes such as jumps, whiffed specials and meatie attacks. People are not used to Rose using U1, they make a lot of mistakes

I do think it’s neat that you can use U2 and U1 in the same round with UW, Rose has to be one of the only characters that would do something like that. I can see why they gave her the 60% damage though, U1 feels a lot more usable now and it hits HARD, which is not something people are used to from Rose.

I also been just using raw U1 in a lot more match ups. Even if i don’t land it people are thinking twice now about jump ins or other set ups where in the past U1 seemed like it was supposed to catch people and it didn’t. Now its catching them.

Played a Decrapoo last night, just to learn the match up i used U1. If they get teleport happy they get U1. Keeps them at bay which is good.

U1 vs Hugo is godly and i mean godly!!!

I am wondering tho, did they change her MK air kick as a cross up? i swear now against some chars its not working like before. Specially honda. While in the past i could jump over him MK and it would cross up or he blocked correctly. Now I’m seeming to miss people sometimes. Wondering if this is a new change to characters hit boxes or roses air MK.

I often miss it too but perhaps they just DWU and I did not notice that

be careful with your timing though, hugo j.HP beats U1 if he does it at the apex of the jump. i should have recorded the match i learned it the hard way.

I just do set ups with LP sparks, if he jumps it clean, he gets ultra, if he tries to air hk or something his back eats the spark. Or i bate out the ex run and U1. But most of the time ill just lp spark and if he jumps it for the j.hp ill do a standing hp and it either beats it or trades, but either way it keeps him at bay.

no her j.MK hasns’t changed

Think maybe the hit boxes on other chars changed then? never hitting constantly like it did in AE for now me.

Are you sure they aren’t using DWU? That’s probably all it is.

Also speaking of U1, doing a meaty cl. mk, hcf (p/3p), qcf 3p seems like a kind of viable OS against backdashes for some of the cast now. It depends a lot on which frame the cl. mk would hit and both the speed AND distance of a characters backdash if it will connect. Also I was just testing it with the mod, but I swear the range of her U1 expands faster to go with the faster startup in the actual game, so it plausibly works much better in the actual game.

Technically cr. lp is her fastest recovering cancellable normal and has 3 active frames listed as well for doing this but that doesn’t have the option of actually comboing into a spark and I find both timing a meaty jab and the inputs for the OS weird with that.

indeed her 2nd hitbox on her U1 comes in 16 frames instead of 18 frames. And it definitely does a difference

Hmm, is this the result of the two frames faster startup, or do you think that the ultra also expands faster? I’m hitting it a lot more as AA now in cases where even 2 frames would not have succeeded. I find it hard to believe that 2 frames makes it that much better as AA