Soul Society: Rose General Discussion!

I love U2, but I really don’t like the fact that Gief can absorb both orbs with a EX Hand. Even though you still get to punish him on block, it pisses me off for some reason. :mad:

I’m not confrontational. I’m more concerned with why you think U2 demands people respect you on wake up. Sure you can use it at least once for that option, but what happens next time you get knocked down? Sit and block and wait for tech throw? I’m too impatient for that most the time. Besides people can bait out U2.

You’re deluding yourself by thinking that backdashing will always put you into a worst case scenario IE: in the corner, or eating OS. It’s not fool proof, but it’s useful enough to justify my praise for it. Very few option selects exist that can punish Rose’s backdash when standing. Only time I block jump ins is when they’re landing right on top of me to either make the possibility of backdashing more risky, or if I focus dash, to make the escape dash direction ambiguous.

But I always keep in mind that if I can get hit, or block, then I can dash or focus dash.

You just said it yourself. Having a once (sometimes twice) per round option to fend off wake up hell is a GODSEND. That’s the end of the story.

Earlier you said that if Rose players are using U2 mainly for wake up protection, then their games are weaker for it; I disagree for the most part. I think saving U2 for defensive purposes is a healthy way of using a powerful tool precisely because Rose does not have a lot of other options that fill that role (i.e. no DP, no reliable reversals to speak). Creating damage with Rose has never been a problem what with her frame traps and healthy chip capabilities; getting lost in wake up hell with Rose, however, is a true nightmare.

Do I still use U2 offensively? Of course. I’d be foolish not to. I just don’t think it should be seen as a “weakness” if you’re storing U2 for defensive use. In some match ups, I think it is downright wise to do so.

And failing to use it defensively due to baits still gives you the offensive option and momentum. It’s without compare.

you always seem to position your opinion of XYZ as absolute (and anyone that disagrees is a fumbling idiot). i’m not sure if you mean to come across this way or not but it is certainly the impression you give off.

on topic, i think most people can agree that rose can lose an entire round from a single knockdown. people really only have to watch for two things: ex spiral, which is super unreliable, and backdash, which can be punished with OS tatsu, ex green hand, various supers/ultras (demon, BBT, anything else with horizontal range), long pokes, forward dashes, etc. it’s a great tool in many respects but if the opponent is looking for it because you are predictable you will die.

U2 is as free a get out of jail card as you’re ever going to find in a street figher game. sure they can bait it but … who gives a shit. it did it’s job, you’re safe on your feet and they have to respect you until the orbs disappear. nobody else in the game can stop momentum like she can now.

i really think a big part of the game (especially with rose, and to many other characters to a lesser extent) against top tier characters like rufus, ryu, etc. involves just staying on your feet. if i can prevent 1-2 wakeup nightmares a round for free*, well, i just can’t say no.

  • it is free because how often did you really get to dump that ultra bar into illusion spark vs. competent players?

Agree completely. If you’re getting pushed into a corner then you can bust it out to regain your positioning too. Slide > ultra, hk drill > ultra. Bait those counter-pokes and ex-drill + ultra them back into their corner. Also, being a douchebag and focus absorbing + backdashing everything for revenge meter is even more effective :razz:

Sorry for giving that impression. I don’t think you’re an idiot. I am fervently opinionated. I do believe in absolutes to an extent. This game is comprised of many situational questions, and every situation has, if not an absolute answer to it, then quite possibly a best answer to it. I understand there is a time and a place to block. I absolutely don’t believe in such a thing as “wake-up nightmares”. Of course if I’m not in a reasonable position to try focus/dash, then I’ll just have to turtle for a bit and react to throws etc… play the game more honestly :sweat:

U2 is absolutely great for its frequency of use. I’d just prefer to use it on my own terms rather than as an uncertain sort of desperation. I’m not proud to admit I will use it at times like that, but when I get ultra, I would ideally like to hold onto it like a newborn and wait for when the time is right to let it out in the wild.

So I suppose that’s my whole argument there. that despite what you face on wake-up, to try holding off on using U2 defensively, where you may get nothing, or close to it, and just deal with the pressure in one way or another in order to retain the ultra.

Does anybody else have to keep above 2800 PP in ranked mode to stay over 5000 BP?

I have dropped below 5000 BP twice in one night of play and it was very frustrating. I can’t get over 5200 BP. Here is a pic where I just got to 3000 PP the other day when I played but look how small my BP is.

http://img12.imageshack.us/img12/4075/3000pp.jpg

I see lots of people with say 6000 - 8000 BP with only 2400 PP. How are they doing it?
The moment I drop to 2700 PP I also drop below the standard for Grade B. It makes me feel horrible tbh.

By the way I recently changed it from ‘Any’ to ‘Higher Skilled’ as Metro suggested I do a few days ago. What settings do you guys have? ‘Any’, ‘Same Skill’ or ‘Higher skilled’.

I’m confused with the ranked system.

I have an 11k rose and I dip under 2k when I mess around with other chars…therefore the 1800 PP and 11000 BP.

The people with 6k-8k BP with only 2400PP are most likely hosting their ranked matches. When people come in to play say 1000pp/1000bp you’ll get more BP rather then PP and you lose more PP rather then BP. At most i could lose 128PP which seems like the max and then lose only 45bp. Since im about 4800PP/15,000BP and i play someone who’s 2500PP/4000BP, id only win 1PP/20BP . That’s about as accurate as i can explain it.

It’s funny that you say 2800PP, cause that’s the level of PP I’m averaging on last few weeks too. Went up from noithing to that in no time, and now I’m stuck there. Checked my win rate in ranked, it’s ~90% with Rose. So I win 9 matches out of ten to build op PP, then lose one and get reset to the same old value.

Yes. The system.

Whats worse though is that the losses are more often then not against players who decided to play 1-round matches and spam all-or-nothing on an often laggy connection. It’s annoying as hell to lose like that, but eventually you just give up on caring about the PP.

At least the BP never falls for me.

This new system is harsh. I was G1-E in vanilla with about 19k before SSF4 hit. I never slipped below the standard. This new ranked system seems to be all over the place and they take away all my precious points now. I didn’t used to think anything of points before. But now I feel like they matter simply because you don’t get downgraded when you lose points. You just look like a fallen angel instead.

Does any use far.hp? I know the hit box isnt has good as it could be(the move would probably be a staple if it was) but i have been trying to play around with it and use it kind of like ryu’s fierce hadoken, when both players are about mid range maybe a bit closer to each other. I had some succes and some fails iand wanted to know if anyone else has had anny succes with it.

I know that far.Hk is faster,farther and safer, but your hit box is more vunerable at this range so i feel a bit more worry tossing this out with srk in the back of my mind.

I can see how far HP could be good for feints, but I use it rather infrequently.

How do you use it like Ryu’s fierce hadoken? Does that strength have less recovery than the others?

i’ve seen luffy trying to stuff honda’s headbutts with FS HP in one vid, but it didn’t really convince me.
i’m only using it as a pretty finisher…

@Metro. You know when your just close enough to play foosties and players teeter back and forth throwing out pokes every once in a while. With ryu or other character with projectiles you can toss out a hado an catch some poking or walking. Its kind of safe because when the projectile is unexpected it either gives you a hit or breathing room. Rose can’t do this as effectivly as other character because of recovery and the start up on her other SSparks makes the risk much higher, but with Fs.Hp the hitbox is slightly disjointed and the start up,recovery,hit advan/disadvan are around the average fireball i figured this could be subsitute for it.

@Loopiz yeah i have stuffed a couple of things with it most suprising was a Ex.TP from Rog afte hitting him with lp.SSpark from a about 3/4 screen away. I dont use it all that much but im trying to see where it maybe can fit in my game.

I see. I probably use spirals how you use s.HP. I like spiral more in theory, because it can be safe on block, it covers ground (which can evade jump-ins that occur simultaneously by coincidence), it has more reach, and it takes away players options to focus attack or focus dash. Characters like Ryu can’t really use tatsus for pressure like how Rose can use spiral, so it’s reasonable that Ryu can use fireballs for pressure.

If I’m not using spiral, or the faster, or longer reaching pokes, then I’m probably just waiting for the other player to jump so I can c.HP. If I use s.HP, and it whiffs as they’re jumping on me, I’m pretty much in a forced-to-block scenario where I could’ve instead had a counter to it if I just waited a little bit.

That’s interesting about Far HP; I never thought about using it like a fireball. Like Metroxylon, I’ll opt for spiral or slide. If I get hit by a fireball for attempting to spiral, I’m prepared to live with that damage. I’ll slide if I sniff a fireball coming, but it’s not the safest distance at HP range. Far HP seems to be a happy medium since if has good priority, is faster than spiral, and spaces you for a safe HK spiral. It might be something I’ll train myself to use more if I’m fortunately in range to use it and my opponent looks like he doesn’t wanna jump.

I’ve definitely used it as a fireball feint, though. It gets some of the twitchy people lol.

Yeah the main reason i set it akin to a fireball was because a fireball is a flying hitbox
and Fr.Hp is somewhat disjointed, giving it a similar effect. (though with less range)
Plus what Waltnut shrimp was saying(seen below). It seem to have potienal when used right. What Metro was saying about SSpiral defeinetly made since to me though especially the part about shuting down FA options.

^^^This is its primary strength at about a little closer than a squares distance.(plus it hits crouchers) Even though its -5 the push back makes it hard punish so when in doubt block low in case you oppent has a slide or a really quick long range sweep. The main problem is that the hitbox can wiff at max range, which iirc is about cr.mk wiff range.

rose’s soul spark hitbox is stupid.