mm… some chars are able to combo two specials (Ryu, Sakura…), i see no problem with Rose then.
also, that combo should require somewhat strict timing, unlike the cr HP, SSpiral one.
but i understand your point, because in fact this combo, once mastered, could make the other one outdated (why combo HP with SSpiral if you can combo it with Reflect and SThrow?).
one thing to take into account would be that you can not continue SThrow with super, unlike combos that finish with SSpiral… so it would still be quite even.
in order to add more balance between both combos, SSpiral could make Rose gain more super meter than SThrow (currently both are the same).
Ok Pasqual now i see where u are coming from much more clearly.
Though i have never been punished by a super/ultra on a blocked SSpark i (dont want to be either) can definetaly agree with making some sort of change. maybe
-3 and -5 or -5 and -8. idk but i do understand that the reason SSparks are like this is the trade up for the better start up on LP but this seems bad.
The Spiral damage i said was that way do to the change i wanted for spirals
in genral Lk 100 Mk 125 Hk 150. Each went up by 25 i thought this would just fix/help rose’s damage output overal being that we en most combos with spirals.
the Ex. to me should just be the best of both worlds more damage and invinc. with
15 invinc we would be able to relieably revers and get a nice punish of 175 or 150
for the meter we had to use just have a reversal. Guess we just want different things.
The ST nerf just seemed out of place to me because wont scaling work this out being that 3rd hits are scaled down to 80% and 4th are Scaled to 70%.
I just thought the health should be thier as it was supposed to be also its the plus/trade for playing rose over the other femal characters she does a bit less damage but has solid life and stun.
Ok the STI makes way more sense to me now i thought u were linking from the throw/fall animation so i was super confused. Now i get it.
DarkGeneral lol yeah i use it to but everynow and then. If they fixxed the hit box i would probably use way more i always feel like its going to whiff so i stay away.
Illusion properties are currently a bit too unpredictable balance-wise.
252 is still average/unspectacular damage. I’d say it’s about the minimum required to effectively punish a mistake. Particularly for the Shoto arch type. Shoto’s get about this (a little more in most cases) from just HP then Shoryuken, and they can certainly opt to do more beyond that. 140 on it as an AA is sufficient.
Health isn’t a real issue for Rose, all female characters are below 1,000 by default. I’d like her to benefit from a different health system where life scaling isn’t as biased. The more life you have, the more of that extra scaling you enjoy, and for longer. Considering what extra little portions saved can mean in terms of chip damage, trades, surviving scaled combos and such, low HP characters actually pay for lower life several times over instead of just once. If life scaling began for everyone at 500 life, it would be evenly balanced. Most of Seth’s life bar would have scaled damage and scaling for Zangief would begin at 40% instead of 50%.
NO!! that would ruin her slide + throw against jump ins. dont touch it!!
interesting suggestion DevilKnight, maybe CAPCOM should rethink the whole stamina/output damage/damage scaling system, because currently it punishes low stamina chars too much.
i suggested (like others) 1000 healt points to Rose because this is how is was supposed to be. She is supposed the be the strongest female, this is why she is a bit slower than the rest females and has less options to deal damage (compare her moveset with Chun one, or her output damage with Cammy, or her combo abilities with Viper or Sakura…).
… although i agree some match ups would be quite easier for Rose then (Viper and Sak come to my mind). But as i said, i would just buff them also a bit, because they feel too weak.
I think a lot of her problems could be fixed if Soul Throw was more viable like it was in Street Fighter Alpha 2 where it could punish Shoryukens or if it was made into a combo finisher like it was in Street Fighter Alpha 3 where you could catch opponents in a juggle state with it.
The way it is right now makes it fairly useless as true anti-air unless you can predict the future like I can!
And, yes, Rose is supposed to be the strongest female character according to the storyline or whatever – doesn’t always translate to gameplay mechanics but I don’t see why she has the penalty to begin with considering all that she has to deal with.
Health does begin scaling at 50%. There’s an interesting thread here that talks about it and shows that Zangief benefits even moreo from this since it’s basically percentage based. The only way they could use the scaling to assist the lower health characters would be different scale rates for different maximum staminas.
But all health scaling is shenanigans since you could just give them the added health and it would be almost exactly the same; the numbers listed there such as 1010 for Rose is a maximum and depends on how much health you lose in a certain scaling window before moving on to the next.
It’s what I was getting at. If they switched scaling to begin at a characters final 500 life points, then everyone gets treated by it the same.
You may have mis-interpreted my post over the structure or wording? After I suggested a less biased system, what I was describing were the flaws with the system how it is now.
I’m sorry. I have a hard time believing in “oh cant make her too powerful”.
I faced a Chun Li that was hitting me with like…28 hit Combos…I was just like “yea…just go ahead…::puts controller down:: I’ll wait”.
I don’t know…>I just see so many things in this game that I think are just crazy. I’m just thinking to myself “Really?! Cant I cant combo into a ST? really? I cant HP reflect into ultra?”
Rose’s normals are great…but her combo potential isn’t that great, and requires me to drain my meter. She’s got great potential to earn Special meter, but not enough to start burning through my meter like its no ones business.
Kail i dont think its just because people dont want her to be to powerful they also dont
want everybody playing her. (ex.Ryu Sagat) Ryu is one of my mainw but i only use him against ppl i know. Mostly because i have been using rose so much i cant play ryu as well and also partially because ill have to play mirros 7/10 and i hate those most of the time.
But i agree with you though dont limit her just because you dont want others using her. While i do like being one of the few that use’s rose ill get over it, especially if we get some solid rose buffs.
i had a little combo idea.
F.Hk to Cr.Hk but only on Counter Hit
i dont know why but it just looks like it should work as a combo and it would give nice damage
for a two hit combo from about mid screen. But yeah if we get ST comboability we will see at least 2 new combos i think. Maybe more since if we FADC out of a drill and if ST gets to catch we could maybe tack on a ST.
From what I’ve seen, this game has 3 types of Anti air hits. Rose can hit her ultra on ONE of these.
Jump in AA C.hp. Victim gets hit and flips back and resets. Cant juggle. I get this.
Jump in AA HP reflect. Victim gets hit and falls straight back on his back. This cannot juggle except for a Super.
Jump in AA FA. Victim goes spinning madly across the screen. You can juggle this but its really tough and doesn’t open many options except ultra!!! This should be GREAT, except its freaking rare.
Wanna please me? Make the 2nd able to juggle sparks, super, ultra, or ST. OR, make the third easier to hit so I can hit my ultra more reasonably.
Question: What are links like for other players? I see Bison hitting his bnb ending on a Sissors kick. Balrog has the 3 jabs to headbutt. I know Ryu has a 1 frame link (I think its c.lk, c.lp, c.hp, Tatsu, something like that), but Ryu has crazy long combos without 1 frames. Who else can I think of…Chun Li has really long combos, I get juggled to all hell by Gouken, Akuma has a nice combo ending with a Tatsu into DP.
My point is…Can Rose’s combos be a little less crazy? I mean I can deal with having her c.lp, c.lp, c.lk, c.mp > ex drill being hard. But if Balrog’s 3 jab headbutts not hard, her jab into drill shouldnt be either.
yeah i get what your saying i dont have any real suggestions though.
Put up some stuuf and maybe it will help other ppl think.
and ryu has more the 1, 1 frame link most of the good ones that
either setup nice or damage good are 1 frame(2 if your lucky).
Some Spark changes
Start up
Lp. 14. Change the block and hit to either -3 on hit and -5 on block
or -4 and -8.
Mp. 22. Change the Start up to 18-20
Hp. 29. Change the Start up to 20 -24
I mean, i could get a knock down with just say…c.lp> lk drill. I could get a knock down with a c.mp > Drill. I could get a knock down with just a throw. But honestly…something can be said for that situation we’re we are in the middle of a blocked combo and we throw them out of it because they messed up, or they mess up and we can c.mp or…whatever the counter may be.
And thats when the combo continues and we get nailed by it. Its the itchy finger of “Are they gonna throw me?” or “Oh their combo’s done” itch…and we get nailed. having a long string like that opens that chance and offers space for say a mk drill at the tip offering us a chance to get away or reset into a quick c.mp > Drill. (Like bisons combo into scissor kick, then c.mk > scissor).
I just though about something today and while it’s more a universal change I just figured I’d post it here to see what you guys think since it could benefit Rose to a disagree, at least if the other changes didn’t happen.
No scaling on throws. This is something seen in BlazBlue and Guilty Gear and even the implementation of this would help Rose out (and most of the cast probably). Basically, if I do BnB xx EX Spark FA2 on a cornered opponent an unscaled throw would do more damage albeit less stun than another BnB or sHP xx HP Reflect -> EX Spark.
Keep in mind this would be universal so it would be increasing the damage on FA combos for most of the cast in the process and I’d also want to consider Super and Ultra throws still applicable to scaling because they’re fuggin’ strong to begin with. But it’s a thought that would not only give Rose a slight damage boost but make FA combos a little more cost effective across the board and change how many players would look at meter management. Opinions?