Duh, obviously. But some works better than others, and I think st.mp does the work perfectly since you don’t have to worry about any directional inputs.
Trike, you’ll get there. Fight him either in his face while you try to push him into the corner or at fullscreen range. At fullscreen range mix up between reflects, sparks and focus absorb to build U1 up. All you have to do at fullscreen is to watch out for teleports or if he tries to j.hp your spark. And as soon as you have U1 you will threaten his zoning game by dashing in once - react to what he does, and work from there.
Just came back from another fight night, and played said Dhalsim. The matchup is a LOT more bearable. I didn’t land the U1 because he never gave me a chance, but knowing that I could do it gave me more confidence with playing the fireball game. I landed a lot of st.mk’s on his pokes, though. I just get too impatient and start going crazy. Ended up losing, but I did take a round! I think I might be able to beat him if I stay smart and patient. Hopefully I can get a set of casuals with him instead of a few stray tournament matches. Thanks a lot for the matchup advice again.
Also, he uses yoga tower for my spirals, not fireball or slide. I’m guessing the solution there is to just not be as predictable.
I have a twitter account and have been tweeting some suggestions to ONO about AE. I feel Rose is pretty solid right now but her reversals (Spiral, maybe more invisibility frames?) could use a bit of fixing imo with the U2 nerf. I would like to hear what the Soul Society would feel is reasonable buffs for her, I’ll tweet it to ONO.
Here’s more sim matchup info that i learned. Purely my theory fighting mixed in with experience. Feel free to ignore or comment if you disagree.
If sim throws a fireball way before you do, don’t ever neutralize it by throwing one back. Walk forward to around st. fierce range and do a early medium reflect. You have to time it early so you have LESS recovery frames after the reflect. Also, you give him less time to try to punish you. If he eventually gets the timing down, it still becomes a guessing game since he has to preempt his st. fierce if he wants to stuff your reflect. If you decide to jump instead of reflecting and he decides to press the st. fierce, he just gave you a free jump in. Now assuming he doesn’t do anything letting you to reflect the fireball back, you now have a free fireball sans the SHITTY AS FUCK recovery and can now walk towards him and react to ANYTHING he tries to do. This is imo KEY to the winning the rose sim neutral game and fireball war.
Not new IMO. I always felt it was difficult to U1 balrog jump when he does a near crossup jump. If he sees the animation he just has to press HP to kick you out of U1… It happens to me since Vanilla. Anyway it’s difficult to U1 Balrog jump as his arc jump is very low and he stays little time in the air…
Something that they need to fix in the patch is that Rose needs full body invincibility when activating U1. I’m sick of how you build up your U1 meter just to get hit out of your U1 with no damage in return. Amazing.
Unless they add combo ability aside from cr.hp x ex spark > U1, the Ultra should work as antiair flawlessly.
So with the announced patch, shouldn’t we make a proper list of buffs and changes we would like to see? New thread or in the “what would make Rose…”?