your guest is as good as mine, but If it’s really invulnerable start up frame, then I would said completely loose, the orb don’t go out.
been explained already that it’s gonna lose to meaties since it’s just as it was during the SBO Lokitest.
This game is gonna be like cvs to cvs pro or a3 to upper
Lol
Sent from my iPod touch using Tapatalk
with all these nerfs rolling in for every character, people just might play vanilla instead…
trade. at least from the few times I tried it
well this nerf to u2 is still unsure…
Right? …right o.o?
hopeit. Btw like shinkuur said: also with the nerfs i will not drop her, but it’ll be a stupid decision
if that’s the case, then either the orbs stay on hit (and the meaties had long recovery, thats why it traded) or the orbs come out instantly (at least after any invincibility wears off).
If that is true, then it actually is not that bad at all, you will trade with meaties, not lose to them. Which still gets you in a safe place taking minor damage (as long as you dont lose to hard knockdown, but hey, cant have it all)
If it trades, it means that Rose still has the same 4 frames of invincibility after activation, the difference being that on the 5th frame when the orbs come out she is not able to move (and block) immediately for at least 1 extra frame.
This is actually very important! If the ultra trades instead of losing cleanly we will still be able to use it as a get out of jail for cheap (not for free anymore), especially considering that it will still cleanly beat any real meaty with less than 5 active frames.
… and 5 active frames is rare in SF4
However against a jumping opponent who is right above Rose the orbs never hit on the first active frame, you have to wait for them to rotate a little bit. In the current version it’s ok anyways, you just need to block the jumping attack and the orbs will still hit sooner or later before the opponent is able to block. In AE, assuming what we said is true, Rose is fucked up in those situations.
This could explain why some people say it trades and other that it loses entirely: it probably trades when the opponent is in front of Rose and the orbs hit one the first possible frame, and loses when the opponent is above her.
if I had to guess, I would say the orbs come out instantly but Rose cant block right away (probably 5 frames). So yes… I guess it can still be used as a get off me thing, but your still gonna take damage and might not necessarily be at an advantage if the move you trade with knocks you down and the hit they take doesnt knock them down
That’s music to my ears.
This would help us in certain match ups still, where definite U1 isn’t gonna work, such as probably Abel lol.
yea maybe… it may not be completely useless but it sure as hell isnt going to be nearly as useful
Well, IMO, at it’s current state, it’s probably THE best ultra with THE most uses.
lol.
Well this is just what i think should change about Rose since her U2 is changing.
-Soul throw should have more priority, maybe as much as a shoryuken on a wake up.
-Soul spiral is fine imo
-(I know some people are going to get upset about this but) In AE edition they could let rose combo easier with her normals since her U2 is getting buffed.
-C.MP to come out slightly faster, Not a whole lot. (It’s not really needed but it could help out.)
-They should give her, her frame trap back. (That nerf wasn’t needed.)
-Give her back vanilla damage.
There isn’t much i can think of she doesn’t need most of this stuff maybe about the combo and giving her an alternate get off me move.
Her U2 Nerf was not needed. It gave her a viable option of getting out of continues attacks. Everything about her is great in battles. HP reflect is great for a little spacing. =D
If it trades hopefully she should get the advantage.
She could stand for a couple of Rose Buffs /Changes/Tune Ups. IMO
-Soul Throw SThrow could be bit better as an AA if they extended the Hit/Grab box over to her forehead area(to about her bang/jerrycurl), look at the picture-> to try and better visualise what im saying (File:Soul Throw.jpg - Shoryuken Wiki)
-SSpirals are eh as they are right now, the mk version should combo consistenly if they make it 13-14f and Ex.SSpiral should have 14-15 frames of invincibility. The Damage on SSpirals imo could use a bit of a buff they could do it like this, 100 for lk. 120-125 for mk. and 140-150 for hk and the same damage for Ex.(or 130-150 for Ex.) or lk.110, mk.125, hk.130-135 and Ex.140-150. (I Also thought that they could make lk.150 mk.120-125 hk.100 and Ex.140-150, the reason for lk. being the Heavy hitter is because its the most punishable and shortest on range while at the same time being the most reliable for combos along with Ex. and (mk. with start up adjustment). So while lk. would give big damge, if you get blocked or wiff lk. your almost sure to get punished while mk. and hk offer less damage on hit but are are safer on block countinuing her current play style but with better risk reward. In most cases Mk. would be the primary SSprial)
-While I dont mind her combos i just wish some of them made more sense for example Cr.mk,Cr.lp is just dumb, because u can’t use it on most of the cast while they are standing and the range for jab to connect on crouchers inconsistent, plus the damage isnt worth it. But if cr.mk,cr.mp linked it would solve all those problems and be a much better option. I feel the same could be said for cl.hk,cr.lp and cl./far.mk,cr.lp(These would all become rewarding/reliable 1 frame links).
-Cr.Mp could be made +1 on hit. This would help SSparks and SSpirals combo more consistenly.With 14frames on SSpark and possibly SSpiral the +1 should allow them both to combo off of cr.mp consistenly without allowing them to combo off of lp which might be to good with the buffs .Some of her other pokes should be fixxed as well, Far.Hp could use a more range, closer to Far Hk. It currently wiffs at max range so please fix this. (With range this would be much better). Cr.mk should be 5~6f start up and +4 on hit, 7f frames is to slow. Far.Mp should be 5 start up, 3-4 active maybe +1 on block (why is this so slow?The block hit data isnt good or anything, it doesn’t even have that much range to warrent 7f of start up.) and far.mk this would go to 5f start up or go over lows faster.Cr.Hk should be -5~6 not -10 it doesnt combo to anything and its on the slow side for a sweep, the thing it had going for it in Vanilla was that it had good range and was safe up close in a frame trap, but now its kind of clunky. Or they could make Cr.Hk start up 5-7 frames. Adjust cl.hk hitbox, it wiff randomly on crouchers and some jump-ins.
-Fix Fwd.Hk’s frame data back to how it was before -1 on block and +3 on hit or 0 on block and +4 on hit. So it can be used to frame trap again. give it range closer to Vanilla.
-SSparks could be a little better. Lp should be -10 on block and -6 on hit. Mp should start up in 18-20f maybe -2 on block and +2 on hit. Hp should start up in 22-24f. (Possibly reduce rose vunerable hitboxes, mostly her arm while she’s throwing SSparks or less recovery all around) Less recovery on Sparks lp. 50frames mp. 49-50 hp.50-51.
-Her Cr.lp (standing lp could use some love to because it has almost no use) and Ex.SSpark could have a small change. Like Ex.SSparks damage could be 110-120. 130 would be to much with the corner combo. If SSpirals get buffed the jab could be left as is but if it doesn’t change that is the least that could be done is to make jab do 25-30 damage.
-Bring Ultra 1 to 9 frames of start up, with the current ivincibility or add two frames of fireball invincibility to end of the regual invincibility. So it would work better as a Punish as well as an AA and Fireball catcher.Possibly adjust the U1 hitbox so it wouldnt randomly lose to jumpins and other arieal moves during its start up, though this could be solved with invincibility this is a alternative.Zangief’s headbut for example or sometimes the end of ex.Messiah kick,Asorted Dive Kicks, etc. Fix the FA Hitbox, make it the height of Hp.Reflect ( http://shoryuken.com/wiki/images/b/b5/H.Reflect.jpg ) and widen the current width towards the scarf a bit. Also make it release a bit faster, 4-5f release should be good. Make neutral jump mk or mp a frame faster or add 1-2 active frames. U2 could have 1-2 reovery frames that way meaties would work better and rose would lose one orb if it trades that way the ultra isnt a complete waste but is still less threatening.
So soul throw should BE a DP?
so c.MP should be at least 3 frames, like the same as a jab?
So which frame trap are you talking about that I have no awareness of them removing?
Where did you come from?.. Just go back there.:lol:
c.mp is 3 frames.
It’s 4…
my fault