I’m not sure if it’s a habit, or what, but I can’t seem to stop using c.MP as the combo follow-up to a hit confirmed cross-up instead of c/s.HP. I guess it’s just safer in case I mistime it… still better than trying to draw it out by going for c.LP etc… waste meter… combos.
Same. Especially during marathon sessions when I’ve already downloaded someone’s style. In preparation for evo, I’ve been trying to consciously change blockstring rhythms to keep opponents on their toes. But sometimes I go zombie…
Not sure if this is common knowledge or anything… but I was playing Endless last night against a Makoto and found out that EX Soul Throw beats her Wall Dive Ultra (U2). That was pretty much the best thing, ever. EX Soul Throw is awesome.
Why HK drill over LK drill? I know nothing about which moves are safe or her frame traps but I assumed LK drill was better since only the tip hits most times although sometimes lk drill whiffs entirely so i sometimes do stuff like c.mk> mk drill.
And thats another thing. Why is c.mp> drill so much more popular than c. mk or s.mk drill?
Also to take things in another direction you guys don’t only have to talk about Rose. This should be our own small version of General D. Talk about whatever whenever. Anyone following the world cup? If England would have lost to Slovenia it would have been the first time since 1958 that England hasn’t qualified to make the top 16. They were under alot of pressure to perform. When is their next game?
against some characters, they’d be easier to get into a cross-up.
Balrog is one.
And it’s a lot safer if you are going to use it as a block string sort of thing.
And Brazil is obv. going to win the world cup.
lk drill is very unsafe if blocked, and so is EX drill, so they should only be used in hit confirmed combos. HK drill is safe from almost everything if not done from point blank range. It wont combo when done from far away, but it’ll combo if you score a counter-hit. C.mp starts up in 4 frames and has godly range and hitboxes so it is probably the best poke in the game to score counter-hits with…especially after a properly spaced slide.Hell, even throwing out a c.mp after a blocked hk drill will score you a ton of counter-hits against some characters that dont have a great long range poke (wont work so much against good players).
I might just be bad at execution, and lag may be helping as I notice this a lot more when I play online, but does anyone find U2 really finicky with actually coming out? If I had a quarter for every round I’ve lost because I try to use U2 as a reversal, and I get something else instead. Usually EX Reflect, often a s.HP, and even EX Soul Throw a few times. o_O
I also get a lot of MP Sparks when I’m inputting c.MP xx Drill.
I hear you on getting EX Reflects instead of Ultra 2. One day I had the worst trouble with it so I sat just doing fireball motions over and over. Helped to keep EX Reflect in check. From what I can tell, if you do 21421, and don’t get that final 4, you’ll get EX Reflect. Perhaps someone with better knowledge of the input system can help more.
With the MP into sparks, what I think is happening is your Negative Edging the spark. Either release the MP right after you tap it, or hold it down till after you have inputed the kick for Soul Spiral. Also, if your getting a Spark, that probably means you started from the 1 stick postion so after you hit cr.mp, go to the 2 stick position.
As for the rest, I think that is mainly just input error from being frustrated. EX Soul throw isn’t even in the same direction as U2!
noob question here. Is it possible to cancel into U2? Or even U1?
Something like SS xx U2
Can this be done?
Also I looked at the combo thread and after reading the last 10 pages I have learned nothing except that c.lp x 3 -> c.lk -> c.mp xx SS does more stun than using only 1 c.lp.
Can someone write up other Rose combos? Are there even others outside of FADC / U2?
In Vanilla the staple Hit confirm was c.lp, c.lp c.lk, -> c.mp xx SS but I think things changed in Super. I THINK the better basic one that does more damage is c.lp, c.lk -> c.mp xx SS. It is in one of the super threads but I cannot remember other than someone doing the math on it.
I do not think we can cancel into U2. But it has a 0f start up.
There is my limited knowledge on the subject.
I could’ve sworn LP Spark xx U2 was possible
I have 2000 pp with rose. Im so happy!
LP Spark into u2 is possible if you fadc. But you probably already know that so… sorry!
Contributing my bad rose habbits:
-Sliding, ohh gawd the sliding
-Being too predictible on wakeup with spiral
-Backdashing too…
Looks like I Got a long way to go with my rose skills :\
Does anyone still give the old sham-wow (U1) much attention? Ever since giving U2 a whirl I havn’t looked back
I do! haha. I love U1. It works better vs Fei-Long as it stops them from doing random Chicken Wing. Let’s just say that if you get hit with a chicken wing, be prepared to take a 500 pt meterless combo. Against Blanka, I use it just to punish his ultra chip if he gets it wrong, his blanka balls, rainbow rolls, slides and what not. I use it against Adon to punish his floaty ass.
I use it against the shotos as I find it more useful against their jump ins, tatsus, etc etc.
I use it vs Rufus as I have more chance of hitting that vs a good Rufus rather than a sucked in U2. >.>
I use it for about half my matchups.
Eh. I never use U1 tho I may switch to it vs Rufus.
half of your matchups? Dude…
You’re missing out. Those orbs are tasty.
I don’t use it much anymore. I actually don’t feel I need it against Rufus, but I do feel like she needs it against Blanka, big time!
U1 for Chun-Li’s in ranked mode who love to nj. hk and general float around the place.
You guys are crazy.
I use u1 for blanka only.
@ Krayzie Bone
Trust me, that extra 500 damage in a match scares every single person.
There are some match ups where I would NEVER EVER use U1. Like against an Abel, you will never ever hit that ultra 1 unless they are stupid.
U2 isn’t tasty, as 95% of the time, you will use it to get out of a corner trap for about 300 damage.
U1 keeps them where you want them.
isnt Ultra 2 equally good as anti-air, considering the fact that you cant whiff it (by bad timing or by opponents who air-escape) and you can land ST afterwards if it hits well? Furthermore it gives you good spacing