Elaborate please.
I think he means her hit box as she does soul spark, I want to say her scarf can be hit as well. I played against my friends adon and after scoring a forward throw I walked out of range of any rising jaguars/ultras and threw an EX soul spark for chip, he did wake up ultra 2 (In hopes that he could at least avoid the chip damage) but he actually kneed my scarf and I got pulled in for the full ultra.
Rose scrub reporting in. I’m loving her in Super, which I purchased yesterday.
Done all her trials (besides 18 fffuuuu) and ready to learn!
I’m having problems trying to link jab jab jab xx SS, i can do jab xx SS but not those 3 jabs in a row and then SS, should i do something different? different timing maybe?
1 2 - 3 spiral, aura spark
I can give you the beat easier on the mic or osmething.
This is still one of the hardest combos for me to do, but I found it possible if you reset the joystick to neutral.
So hold crouch and do jab-jab, immediately reset to neutral, then hold crouch again and do jab into spiral into aura soul spark. So you’re basically linking two seperate combos (1) jab, jab + (2) jab xx Soul Spiral xx Aura Soul Spark
this combo basically involves chains and links. you can rapid attack the first two jabs, but then you have to link into the next jab in order to cancel into spiral. you can link all the jabs, then cancel into spiral, but it’s kind of bothersome for me to try it that way.
moving the joystick during the combo sounds even more bothersome
edit: and if you’re trying to do the combo, but it ends as a 4 hit combo with standing LK, then you accidentally chained all, or at least the last 3 the attacks
I get that all the time, so i’m basically not linking anything xD
Anyways… I usually do c.lp c.lp c.lk c.mp ss but now i think a get better results with s.lp c.lp c.mp ss
that would be great… if c.LP could combo with c.MP aside from counter hit.
And the best possible thing for combos, is to acknowledge your spacing. Sometimes c.LK, or c.MP, or spiral might whiff if you’ve really adapted to a combo sequence, that you don’t keep your spacing in mind.
I’m sorry, it was s.lp c.lk c.mp xx SS, my bad
Is there any way to confirm in training mode if i’m linking jabs? It seems i allways chain them so i can’t get jab jab jab xx SS
would you guys consider rose an execution demanding character?
No. Not at all
Yes and no. You can make her execution-difficult, but it’s far more important to learn your ranges, footsie/ground, and bait game. Regardless if you’re a clutch combo master or not, you must play smarter than your opponent with Rose. Rose can be really confusing for opponents if you are always one step ahead of them.
One of my closest friends occassionally plays Rose without the use of any advanced combos (only use BNB c.MP xx Soul Spiral xx Super if applicable or jab x3 + c.LK, no followup) reasonably well against 3000-4000 PP players because he has impeccable timing and has an amazing read on opponents. Rarely uses FADC cancels nor does he “empty the meter” with fireball cancelling combos. Normal stuff for about 90% of the time.
I can do a more than that execution-wise, but I can’t break 2000 PP because I misjudge my ranges far too often and fail to take the initiative to condition players properly.
So just to make one thing clear, Metroxylon is correct, you do not have to reset your stick. I do it just to force myself to take a split second break which happens to work well by resetting the joystick to neutral. Otherwise, I tend to spam c.LP too fast and end up chaining them and she does a s.LK when you attempting to drill.
The confirmation is all about visual timing. Linking is more spaced out while chains are “rapid fire”. Think of the term “chain” as canceling one normal move into another. All the Third Strike characters in SSF4 have target combos AKA chain combos. Virtually no timing to it, just a matter of pressing the right attack sequence. In Rose’s case, the only attacks she can chain are c.LP into c.LK, every other sort of combo is a link; or a combo in which you have to let one normal attack recover before you input the next normal attack.
and though you can chain c.LP into c.LK, you can’t chain c.LK into c.LK. Not sure why it works this way, but that’s just how it was programmed.
You can do pretty well with very basic skills involving only simple 2-in-1 cancels (C MP xx drill) and simple super juggles (drill to super, Hp reflect to super). All the rest of the game is reading and spacing.
What I do find hard however is that when you want to surpass that, it’s gets hard very quickly. If you want to hitconfirm anything it’s always a 1-frame link. I’m thinking of S MP, C MP or S MK, C LK or C LP xx C LK, C MP. These are all the dreaded 1-framers that will kill you if you play against reversal happy players. Or just lose you damage if you arent very consistent.
Even worse, her FADC combos are also tricky because you have to plays start it off with LP Spark, which isnt that easy to get get it to hit (my bane up to this day is getting MP spark due to negative edge). After a hit and FADC you get a pretty low frame advantage to complete the combo. At this point im using C LP to follow it up just because the timing is too tricky.
Since SSF4 though, she does get the HP reflect to ST combos (FADC or corner). Those are very easy to do, but then again, hard to hitconfirm.
I started playing Cammy and Rog for a while to get the hang of combos without having them to be 1-framers or hard FADC’s. Then I reverted to Rose and now I’m starting to get confident.
Rose is a very execution demanding character if you ever feel like getting good.
List of useful 1 frame links-
c.lk, c.lk
c.lk, c.mp
lp/mp spark FADC c.hp
s.mk, c.lp
Missing one of those will cost you the game so you really need to be on point.
That Sabin guy plays Rose sometimes right? Why do the commentators always call him Artero when it says Sabin?
Because it’s his name? Why don’t you just ask him yourself?
his name is arturo sanchez…goes by sabin …im guessing he goes by sabin because of final fantasy 6 =]