Yeah, if you read up on all the changes in SSF4 then I’m just glad Rose has gotten a few changes unlike some characters, so I don’t really feel like I should complain that we didn’t get more.
Rose did fare very well. Satellite will probably be nerfed in a patch/the next game.
Re: soul throw as a reliable anti air, no I still say that’s not necessary, it would make EX soul throw (even more) unnecessary. All that move would have over regular at that point would be a slight speed difference. Anti air normals would be an unnecessary risk, too. Why go for the cr.HP that could trade or whiff when you always get a higher damage untechable? It’d be a bit ridiculous on top of the other things she’s gotten. Soul throw with juggle properties + reliable invincibility is asking for a cut in some department later on.
lol overheads
Hey I wouldn’t mind a overhead or better yet a better instant overhead besides jump lk, like jump hp or mk. I also want to know if she still keeps her unthrowable cl. mk and if it’s still special move cancelable.
jb.hp can work in that manner against Zangief doing wake-up lariat, or grab (except for EX RBG will catch you on your way down). I think against Sagat’s focus too, though that’s kind of a fluke moment. I’m pretty sure I’ve also had luck with it stuffing SRKs.
Yes but all those instant overheads may hit overhead but they’re not, as they can be ducked.still would be useful though, I know how useful claws jb. Hp is.
They hit larger characters as overhead. At least J LK.
I wouldnt expect both reliable AA and a Juggle. The only way i could possibly see that is if they spilt the properties between normal ST and EX.(I actually wanted it like that). The only problem i have with j.lk IOH is the low damage which wouldn’t be that bad is had a bit more range but at its current range a lil damage wouldnt hurt.
Yeh but making the hards hit that quick would be, I don’t know, not really Rose?
The problem I have with jump back LK is that it’s hardly ever a good idea.
Oh, I’m in the corner, let me successfully jump but put myself back where I was with landing recovery.
Oh, I have you in the corner, let me give up the advantage and possibly do 30 damage then reset the situation.
Oh, we’re midscreen and I’m close enough to you to press the advantage or throw you, think I’ll put myself closer to a corner instead and maybe do 30 damage.
Yeah, it works on big characters and it can be used to kill, but when fighting a big guy that has a pixel of life, right next to him probably isn’t somewhere you want to be anyways. He’s thinking “hope I don’t have to deal with fireballs and I can get close to win this match”, so you put yourself in that bad situation and if he blocks it, he can probably do something unpleasant to you…or it might be Zangief and he decides to lariat.
I never use it but I seem some endgame situations where this might win from stuff. I was thinking more of jump forward LK, does that not hit overhead? I thought so, must test again. Because thats a move thats very likely to hit, and it might also evade reversals and desperation ultras. Might.
J lk is bad against smart characters. Against people who dont know the match up, use it to float over the person, and go for a throw. If they technical, you know that you can train your opponent to go for a throw. Then…sc.mk, or ultra. I do this from time to time…great success. But I have eaten SRK a few times. I then stop this.
*I know jump lk stuffs/trades with Tiger Destruction. I did it before and laughed my ass. I know jump in mk hits as overhead as well. *
I’m guessing you meant nj.mk. I’m pretty sure that only works against some standing characters.
and j.lk as an IOH is good if the risk is worth using it. Often times it should only be saved at the end to KO, or you realllly think you’re gonna stun them, and for certain match-ups. I’ve never gotten it to work against chun, blanka, or bison.
it’s good against charge characters that can get hit by it, because if you jump over them, most of their charge ability will be relinquished. And I’ve never asked, but I imagine that there’d be some reflexive action when getting hit with the IOH that would make the character stand, meaning that all charges could possibly be relinquished. Doesn’t mean you won’t get hit with a normal during recovery, but it’s better than getting hit with ultra.
I think j.lk is reasonable to use, especially if the other player is left in shock and awe.
*Nope I’m pretty sure jump in mk hits as overhead. You should test it out for yourself, set the cpu to block low and see what happens.
I still think the utility for jump lk as an instant overhead is pretty crappy. Yes you can catch someone with it at point near point blankish range but Rose is a floaty character while she’s in the air and it’s not like she has normal health. In my opinion the risk vs reward in most situations for using that move is terrible. You tag them with a beefy ass 30 damage and you have no trip guard, you’ll probably eat a normal that deals more damage or knockdowns. Just personal preference here but I like dealing more damage than my opponent. Now if you’re using it as a killing blow I have no problems with that but in most situations it’s just a bad idea.*
Of course. j.LK is a very situational tool. If I happen to be next to the target and they have a sliver of health, I’m either gonna try chipping them, or clipping them (using a light attack to end it; personal terminology) be it with a c.lk, c.mp etc. don’t want to overexert myself for finishing the round.
But… I think the point of jump-ins isn’t just to increase combo damage with an extra hit, but to force a player to block high. On Jump-IN, it’s not referred to as an overhead, since jump attacks hit high; it’s implied.
- Well jump in’s serve a multitude of purposes. Though for some reason I’ve had more jump in HK/HP whiff crouching opponents (Sagat doing low tiger) than I thought was possible.
Also is it just me or is it really hard to safe jump with rose besides from a neutral throw? *
Honestly, j.lk I think is just asking for it. Unless you’re that much in control of the match that you can pull that off…any player whos quick on his feet will see you floating over them as you’re not in block stun anymore. Against most players with good reversals, its a free KD for them.
To my knowledge, Ryu can SRK > Ultra, Sagat can probably roundhouse ultra, Akuma can probably demon you. Cammy can swipe you, DP’s all around…
All im saying is be careful.
I don’t use j.lk as a ioh ( wiff on too many character, imo) but I found some use in it.
I do a lot of j. mk crossup after a knockdown. One my opponent start blocking, I do the the movement, but hit j.lk instead. it’s nearly pulling you back into front, so no crossup. and since the block/hit stun is low, I tic-throw after that.
I think it’s a great mix up tools.
That seems smart enough to try
Yup I do the same thing as well. Actually you can make the jump lk hit as a crossover but land in front of them as well. It’s pretty sweet but only good for throws or baiting throw techs with standing mk.