I would like the hitbox of the Focus Attack to be modified to include her whole scarf so that it could be used a little more liberally like Ryu’s and Sakura’s.
Oh goddammit yes. They’d have to be careful or modify it because it would be ridiculously good AA if the entire scarf as-is had disjointed hitboxes.
I forgot to mention earlier something that was talked about before: increased pushback on blocked Sparks.
mm… im not able to see how this would help Rose. Her combos that finish with FA are very situational and almost never used.
I like how throws are scaled after a FA, because that forces you to use a combo in order to inflict more damage (throw after FA is the easiest way, so it shoulndt be rewarded).
a throw is one of the more universally damaging basic moves, and considering it’s part of a combo, it sounds legit for scaling to exist since there’s no tech option. I mean, I’m pretty thankful for that, since getting command thrown after a crumple isn’t as bad as that throw in itself. imagine if those never got scaled.
speaking of grapplers, Zangief has 5 active frames on ALL of his FA levels, while Rose has 2 on all of hers. Despite Zangief’s focus attack being slow moving, I feel these stats are almost opposite of what should’ve been. Considering how much of her scarf swirls during the FA animation, why are only 2 frames active?
Total frames for each level of focus attack for Zangief: 59, 69, 101
Total frames for each level of focus attack for Rose: 57, 69, 101
So it takes roughly the same amount of time for these characters’ focus to charge/release but Gief has more range, and more active frames. While I don’t necessarily think Zangief should have active frames taken away for the next one (if Focus Attack is going to continue), Rose needs more.
ugh, Rose focus is horrible, have you ever focused a Blanka slide and then just watch how he goes under it without being hit??
but i can live with it, there are more important things that need serious tweaks.
- Good reversal, EX spiral is shit, ryu only need c.lk and you havent reversal, it needs more inmunity.
- Soul throw unbeatable in the air. Its useless when the oponent is in the ground, make it good in the air. Shoryuken is better in both situations right now.
- More combos with soul throw and Ultra
I think that rose doesnt need more changes.
Ex spiral should he 2 hit. First has dp priority, second is the drill. She should hit on wind up.
just wondering if we could get this stickied or something
so it doesnt end up lost if capcom does ever come through and
check to see about how we want rose to change.
Also i have some things for Rose’s Focus Attack but i cant do it now have to go to class
Can someone provide an illustration on how the hit box should be and compare it to what it is?
Ok i was thinking we should add more range to
her FA not much but something ruffly around the
distance of Cammy’s FA.
Also like metro said there should be some kind
of Compormise for the start we have on FA,
now what exactly wecould get in compromise
i dont know. I would pefer The range buff and a
better start up but want to hear what the rest of
you think.
Hm i would like a better startup as well, its frustrating to FA an air atk and they have the time to throw, or land a second hit before u launch it…
The following are from my wishlist for the next update to Street Fighter IV. Most of these are ideas from previous incarnations of Rose:
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Crouching Short Kick can now link to special moves.
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Standing Far Medium Kick can now link to special moves.
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Standing Far Fierce now has a larger hitbox and adjusted duration and recovery.
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Crouching Fierce now launches opponents and puts them into juggle state.
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Soul Spiral: jab variant is now 1 hit; strong variant is now 2 hits; fierce variant is now 3 hits. EX Soul Spiral has a small increase in invincibility frames.
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Soul Throw: startup time reduced. can now catch opponents in juggle state. EX variant has invincibility frames until the highest point of the jump.
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Soul Spark: gains pushback effect found in Alpha games when done at close range.
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Reflect: hitbox on all variants modified to include the entire scarf making this a good move on opponents’ wakeup if they have no meter or anti-air. can reflect Akuma’s fireballs. since the hitbox now covers the entire scarf, medium punch reflect can be used as anti-air if timed correctly. EX Reflect has a very large amount of invincibility frames and reflects EX projectiles while increasing projectile speed by 50%. EX variant could possibly used similarly to Vega’s backflips although its duration and startup are very short.
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Aura Soul Spark: same damage, reduced to 3 hits. includes new animation that allows reflecting of all projectiles including supers and ultras if timed correctly.
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Illusion Spark: animation and startup time adjusted to allow hit from juggle state and select combos. same damage formula, reduced to 5 hits.
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Soul Piede: can now hit from juggle state.
Won’t soul spiral does much dmg if it hits 3 times? I mean its actually quite easy to connect a soul spiral, maybe simply buff the dmg for all spiral to do 130 dmg instead of 100 would be ok. Each spiral has it pros and cons, better get the same reward :).
Comboing far MK to special move would be too strong, far mk has a long range already. U can already combo c mk which has a good range.
Hmm u want the c.hp to launch even from the ground? or only as AA?
Reflect should give juggle state!
far mk can combo into c.mp if it’s a counter hit which can combo into a special. I think this is reasonable and doesn’t need adjustment.
Soul Piety having juggle properties I’m down with only when it hits the person out of the air. I don’t want the other player to play as much of a turtle game as I do! oh wait, you mean it can be a juggle follow up? I guess that’s legit. but considering Rose would have a certain juggle move, you could follow up with any attack.
I would assume that they do roughly around the same amount of damage regardless of the number of hits. I thought it would be nice for her to have a special move that does more than one hit without EX.
Ok i tried to come up with some numbers for the focus
attack tell me what you thin about them.
Rose FA
Start up:
- nothing
31 . change this to 28-30 - nothing
whole things with Rose’s FA is short range but fast attack. At the moment that not true we have short range but a slowwwwattack. Add this change and some range and we should be fine.
Another Suggestion is in regards to what Metro said earlier which would be to buff the active frames. I Also like this option and think that changing the Active from 2 to 4 or 5 but only if the range stays the same. If the range changes maybe we could at 1 more active frame but on one or two of the LvL’s.
ex Lvl 1 FA 2 Lvl 2 has 3 and so does Lvl 3 or the reverse.
The range buff that i keep mentioning would
extend the hit box to equal or about as far as cammy’s (which isnt that much but it’s reasonable.)
yup i’m pretty much ok with the change of her FA. It’s very slow actually…
well, she has to have some weak poinst. Her focus is crappy, but it is not useless.
but one thing we have not talk about yet (and i think it would be interesting) is the ability to build super a bit faster.
Sagat por example gains less meter per fireball, but he can throw three times more fireballs during a round than Rose (specially taking into account that his fireball “wall” can shutdown Rose fireball game, and this means she is only able to build a smaller amount of super in this match than Sagat).
Of course, CAPCOM guys could say “just use Reflect”. But you know what happens when you try to reflect more than a pair of tiger shots…
If Rose is not going to gain more super when performing specials, at least improve her Reflect game, for god sake!
I’d say that’s your job.:nunchuck:
I think it’d be cool if they changed Rose around to be a more creative character.
First I like the idea of giving her an overhead. But I dunno if it’s truly necessary. However, I do think they need to increase her offensive pressure some, because right now she has practically none.
I think it’d be cool if they tweaked the properties of her fireball. Maybe something like her jab fireball would start out slowly, almost still to start, then gradually pick up speed. This way she could follow it like a sonic boom, but she wouldn’t recover from it like a sonic boom so it’d still be vulnerable to jump-ins. Also, if she focus cancels it she could beat the fireball to the opponent. How nice would that be?
Conversely, maybe have the fierce fireball go out and then slow down. It could then stop and dissipate or maybe it could return back toward Rose. Then maybe she can reflect it back when it gets to her. Alright, that might be getting a little wacky, I admit.
I think it’d be nice if the fierce reflect led to juggle combos. Maybe lead into some Sakura-like mixups too. Or how about letting Rose get her Ultra after it? I honestly don’t think that would be broken at all.
Her soul throw needs some kind of overhaul. Make the EX version safe somehow (think El Fuerte’s EX air throw) so it can be used at an escape. Or make it hit on the way down like Honda’s buttslam. Or make it so if she uses it when her opponent is in the corner she can jump off the wall into shenanigans.
I’m just throwing ideas out there. I don’t know if they really need to make her better (unless all the characters need to get to Sagat level) but I just want them to make her moves more useful. Right now the soul throw is fail, the reflect is only useful full-screen and her fireball is boring.
But while we’re dreaming, I wanna see the return of the illusion super! I think it was called the soul illusion? Oh whatever, just call it Genei-Jin.