Just wanted to make thread where we could list some problems we have with rose. I dont mean ones where we cry about every little problem just something
so if capcom does ever come through they can easily find out what ppl want changed with rose or what could help her be a better character in the next SF game or update.
I know this was done before on another part of the forum but it was closed down and the character info was all over place so it made finding rose specific info hard to find.
Small Changes changes that would make a big difference.
An Overhead and FA adjustments Also a life buff to1000
I was actually thinking maybe they could use soul pride f.HK as an over head for rose since its desighned to suprise and poke to keep people at bay. Also if ur at about mid range and it hit it be followed up/combo into Cr.HK this could be a Counter hit combo or a 1-2 frame link or both(a link that has a easiers timing on counter hit). This combo would require proper spacing to at least Cr.Hk tip range and strict timing and counter hit. Also this spacing is risky as this move is punishable at mid range making it a move that requires a fair degree of tact.
Even though it would be made an overhead it would still keep its other properties like anti airring jumps and stuff. I said keep the AA properties because it not a braindead AA you have to time it for it AA. Plus if you AA with it, it becomes KND which eliminates any comboability outside of Super but i never use that and have seen very few people make use of it either and would trade the super juggle for it have Overhead and Combo properties instead.
Another change would be to buff the range on Rose’s
Focus attack as of right now its under half a square in the training room. I think making the range about same range as Cammy’s maybe a little futher since its rose’s scarf and not a limb. (it can strech a little) This would make this FA work alot better as of now the range allows people to completely avoid it or counter it. Maybe letting it come out a but faster also.
Please Capcom make Rose’s health 1000 instead of 950. Rose is the only female character i can see with 1000 healthas she has below average damage, a big lack of combos outside of fadc and her AA is limited/situational. Dont say her pokes because her pokes are good at best(no where near as good as Chun’s).Her mix up is also lacking in comparison to the other characters.(Maybe sakura at 975-1000)
Next would be the drills
I would pretty much leave them alone execpt for a coulpe of things
- would be to increase the damage on the mk and hk versions Mk, would become 125 which is the same as a counter hit drill now so i dont think its over kill. And make lk.SSpiral -8~-10 -12 is to much for the lack of damage and range.
The Hk would become 150 but keep all the same properties it has now which means it only garuntees combos/hits off of heavy move like cr.Hp or cl.Hk/Hp this would allow rose to punish hard and help the problems of her lower damage output.
-
would be either to make Mk drill combo’s more reliable/garunteed or increase lk drills range i think the first one would be better for use as rose players and easier for capcom as they just have to adjust the the start up from 15 to 14 making this a easier fix. at 15 the drill can be blocked during basic cancels which leads us needing to use metter to complete BnB combos which shouldn’t be the case. Lk isn’t garunteed due to the lack of range. please fix this.
-
the ex drill i have couple of suggestions
one is make this drill do 175 and add 2-3( from the current 11 to 13-14) frames more invicibility frames i know this may sound too strong but i think it has a counter balance 1. its going to keep rose from doing her super cancel and second, with the fadc combos it makes ppl have to mange meter as its probably going to be our only reversal knowing capcom. Make it 0~-4. Why is my ex move so unsafe on block?
The other suggestion would be to make ex 150 but with 15 frames of invincibility this i think, now dont shoot me for this, but i think it would give rose a nice reliable reversal as the start up is completly in invicibility and would allow 1-2 frames of the actuall move to be invicibable also. Kind of like a tatsu doging a fireball but in the beginning instead of the middle. Make it 0~-4. once again there is no need for it to be -6 that to much.
Also if there drill mechaninc is going to return where MK and HK do multiple hits the the damage i have listed can be done like so mk spiral 2 hits =100+25 and Hk100+25+25 Ex.=125+25+25 or 100+25+25 depending on which one you go with also if it connects from an air tip off yuo can do all the hits or complie all the damage into one hit.
Some Spark changes
Start up
Lp. 14. Change the block and hit to either -2~3 on hit and -5 on block or -4 and -6.
Mp. 22. Change the Start up to 18-20(preferably 18)
Hp. 29. Change the Start up to 20 -24(preferably 22)
Ex . 14. Maybe make it -1,0,+1 on hit thats the only thing.If not then leave it as is.
The reason behind these fixxes are to make the sparks safe/usable in combos and usefull in fireball wars/tactics the current lp. soul spark is dangerous to use in combos(it can be punished by a Ultra/SA on block and hit) in hit and on block that shouldn’t be the case. It seems like mp was supposed to be the one we combo to but the thing isn’t garunteed to hit, so thats not possible and HP is not happening. With the fixxes listed lp. would be usefull in combos but still have disadavantages while mp would be garunteed in theroy due to the start up going down. While Hp would become usefull in fireball tactics and wars.
Add 20 stun and block push back. We need stun the current stun is 50 which is pretty bad since its only 10points stronger then a hadoken but no where near as spammable.
Next would be Soul Throw
start and active
Lp 6 and 9. give it invinc so that its from frame 6~8
Mp 6 and 10.give it invinc frames from 6~9
Hp 6 and 11. give it invinc frames from 6~10
Ex 6 and 11. give it invinc from 1~11 or 1~10. add 20-40 damage mayeb 10-20 stun.(definetly damage boost and Invinc frames. Also allow it to combo to Soul Reflect without FADC.)
This would allow rose to be hit during start up like she is now but not during the actuall flight of soul throw making it invinc until the peak of the throw. This way we can still be hit but only in start up and if ppl anticipate the soul throw (usally when used at random) and attack at the peak of ST. Also allow the Soul Throw to catch juggle states and air resets, at the very least allow the Ex.St to do this without FADC, while normal Soul Throw requires an FADC.
The ex version would basically be the same as what i said above just with slightly better start up and a damage buff to 160-180 and maybe a slight stun boost, just that it can in no way be stuff or stopped unless u dont jump.The Ex. Soul throw would also be the one to combo to Soul Reflect without a FADC.The Ex should be fully invinc or almost full invinc since we shouldnt be punished for anticapting the jump and using meter. The damage buff is because they all do the same damage this should be the ST that is better at punshing and comboing.
the reflects are up
Lp start up 13 active 2. change active 3 maybe 4 and where good.
Mp start up 13 active 3. change active 4-5. add 10% reflect boost, it would only add 5,7,8 more points damage depending on if its 50,70,80 damage FB.
Hp start up 12 active 2. change active to 3-4. add juggle to ST add reflect boost and make this unjumpable or at least really hard to jump/dodge.
Ex start up 8 active 2. change active 4-5 and Super reflect or split the reflected Ex.Ball into 2 one horizontal the other vertical, add the ST juggle.
Ok here’s a couple of combos
I wouldn’t expect them all (would like it but not expected) happen but some of these would really help out.
Cr.MkxxCr.MpxxSpiral/Spark. Cr.Mk to Cr.Mp should be a normal link that becomes easier with Counter hit.
Cr.lpxxCr.lpxxCr.lkxxSt.Mk - this would be for setup as the range it pushes back on block and hit it pretty decent about a square/square1/2 and it ends on St.Mk wich is +2 on hit which could allow mix up’s ect and make a decent block string when performed correctly. I could be done with cr.lp 3x but the cr.lp would need a big buff in + frames.
St.MpxxCr.MpxxSpiral/Spark. Can we lossen this up a bit maybe a 2 frame link thats all i ask as of right now this kind of difficult to pull off on a Jump in combo which is weird since its much easier is you do it from standing. While you might say just do it from standing that takes away from the total damage.
Cr.MPxxCr.MpxxSpiral - This would be strictly a counter hit combo. Its just a simple combo which would hit for decent damage and stun.It reqires a counter hit so it will have situational use but i think its worth while.Also add either +2/3 to cr.mp on hit the current 0 on hit majes no sense and makes this combo impossible.
F.hk to Cr.Hk - should be either a link or counter hit combo.As a Link a counter hit would just make this a much easier link. Even if F+HK doesn’t become a OH(though i hope it will) It think this should still become a combo it has restrictions so it will take skill to pull of but would be a nice addtion to rose’s game.
Cr.lpxxCr.lpxxSpiral. Should be alot easier to land its a really tight cancle at the moment and it almost serves no purpose as Cr.Mpxxspiral does the same damage but a little less stun. If this combo was made bit eaiser it would open up rosed mind games more since we could spiral or go for the cr.Mpxxspiral instead. So just lossen up the timing on this. I know when you chain light attacks you have to change the timing on each one so the cancle can happen but i have been able to do combos like this with other character with a slight more ease.
SlidexxCr.lp/Cr.lk. This should be a counter combo or at least a tough link. This would be nice since we could open people up and not have to worry about taking a hit when starting a combo and we still have the option of using Cr.MP for mor damage.
I know i dont want rose to be cheap, just good.
alright well now just let me know what u think and somethings u guys would like to add or see changed
This is a Suggestion for the ULTRA made by