SSF4 AE: Revenge of the Orbs

Someone please list the list of properties of U2.

Are you saying that if you get hit TWICE while orbs are out it disappears?

Or if you get hit BEFORE orbs are out U2 NEVER comes out?

Please elaborate :).

This is what I’m thinking. You activate U2. Opponent pushed a button before activation, you get hit during the recovery frames added but orbs stay out and at most will trade with the opponent leaving the last orb still out.

So my guess (and only a guess) is that Orbs still come out and stay/trade if you’re hit during the recovery frames. Any time after that orbs disappear. Going by this though, meaties will at best trade with 1 or both orbs instead of completely going away.

If this bit is true, I can live with a trade rather than a completely gone Ultra. Especially if this works on wakeup. So shit like Option selects would still hit, but you’ll get smacked wiith a orb since they don’t disappear. But again, this is going by what i’m thinking.

Then you can still use it on wake up if it doesn’t have the U1 Vega treatment.

I think it NEVER disappears.

Because what if they grab you?

Yea I was wondering about grabs. (at least command grabs). They still disappear as it was shown in one of the vids. (I believe the same vid with the Guy/Rose match.)

EDIT: Wait maybe I didn’t see it. Doesn’t seem like the vids so far have any of her getting hit during U2 after the recovery.

ShinkuuR pointed out where Blanka EX balled her while orbs had been out a while. She was hit and they both disappeared.

The tradeoff looks like she can’t block after activation, but the opponent likely takes a trade if they hit you.

it seems the mindset Capcom would take. The ultra is not free, but it will protect you from combos. They will either have to hit with with something that recovers fast enough, then block, hit you with something thats invincible long enough not to get hit back or throw you. The throw part is tricky and dangerous for Rose, if that nullifies the ultra before it comes out then it sure is the preferred tactic for opponents.

That’s it, I’m going out to praise the Lord in the streets. Considering some of her worst matchups got nerfed (Cammy, Blanka, Honda, some tiny nerfs on Dic, Boxer’s jab nerfed, dunno about Rufus), I wouldn’t be surprised if it turns out Rose actually gained some positions in the tier list.
I guess if she ends up being good against Yun/Yang she may be top tier. Which she wont, cause they are dive kick characters.

idk about her not being good against yun/yang. their dive kicks seem a lot easier to ex st on reaction as well as simply getting out of the way or jump back fierce. and the rose/rufus matchup isnt that bad even with rufus being able to punish a light soul spark from 3/4 screen. after all she still has her wonderous backdash. but then again im just being really optimistic about this and wouldnt be surprised if it is indeed 4-6

that being said id agree with everything else you said and i too am very excited about rose in AE

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So it looks like it just loses to meaties now.

No biggie IMO. Shit is still good.

I doubt Yun/Yang will be that much of a threat with Dive kicks considering they’re not as stupid low as Rufus dive kicks. (and the fact they didn’t touch it kinda bothers me still.) If anything, those matches will come down to pokes. she has a answer to Yang cr.forward hit confirms (good ole st.forward) but everything else is up in the air at the moment. U2 will probably be the saving grace in those matches.

Currently, it takes Rose 6 Soul Sparks to nearly complete one EX bar on hit (-20 off from 250?) - therefore, it requires 7 Soul Sparks to obtain one EX bar. On block, 8 Soul Sparks to nearly complete one bar (-20 again?) so 9 Soul Sparks required to fill up at least one bar.

In contrast to Super, 5 Soul Sparks on hit and 7 Soul Sparks on block to fill up one EX bar.

I don’t know why would they want nerf her meter building

Im glad that they tired to keep the ultra intact in AE balancing nerf/buffs. The meter nerf doesnt seem that bad from what i read a page or two back, it takes one or two more sparks to complete a bar. Dont get me wrong its still a nerf (maybe a slightly unessecary one) but its not the worst thing. Maybe we will get some buffs down the line.

Probably cause LP reflect already gains a good chunk from fireballs. So basically it’s at the opponent’s own risk to throw fireballs against Rose even more now since they won’t build nearly as much when Rose can LP reflect. Seeing the big difference from her meter gain in super and AE, it’s not that big a difference. She’ll dominate most fireball matches now due to LP spark. IMO she’ll still build meter quick. (this is coming from me since I didn’t spark all day for meter in most matches to begin with.)

LP Reflect is too godlike for meter building. Have a fireballs character throw fireballs at you and see how much you build.
I’m honestly surprised there aren’t as many complaints about it as I thought there’d be.

Its one of the few things that carried over from alpha one fireball gave you apha counter or 1/3 of your CC/Super meter(toke 2 minimum to activate Super/CC though) to choose from iirc. Its nothing to complain about if your just going to sit there fill up the bar you(not you in particular) made that choice, did you not?

:wgrin:

all hope is not lost.

She does no damage, and really has no wake up options

I wonder if this is actually still true in Super. If you are on point then you can actually do quite a bit thanks to her 5-frame C HP and her U2. Below one bar and without Ultra she is really bad at punishing, but if you happen to get two bars and/or an ultra the story differs.
The reason why people think that is that her hard punishers are 1-framers. Try doing c.HP or Ultra after FADC and you will get your damage.

Btw, her maximum combo damage so far is 604 (with jump-in, no counterhit)