Sent this over to Haunts and he wrote an article about it:
A Closer Look at Rose’s Orbs - iPLAYWINNER - FIGHTING GAME NEWS STRATEGY & MEDIA
Though it seems like he gave me more credit than I deserve
Hmm, copying my reply here as well:
It’s definitely a nerf since she will take damage on wake-up against meaties and (probably) against fast attacks like jabs and SRK. She was 99% safe in Super as she could block always (the 1% is the case where she gets meatie command thrown with an invincible move).
I’m not yet sure that fast invincible moves will be able to counter this ultra on reaction. If an EX SRk for example is faster than her recovery, and is invincible to her orbs, then it will beat her for free.
But yes, the fact that she keeps orbs during a certain period makes it so that she will only get hit, not comboed. Peopling hitting her will just go for trade. But do mind, a trade is likely to be unfavorable since you only get the ultra when you are low on life already, which lessens the chance that trades are good strategically.
Still better than getting combo’d.
The only way this could be a buff is that the startup would actually be faster. I’m hoping for the 4-frames instead of total 5-frames that it has now. Currently it can only combo of a counterhit C.LK (4+1), and it is a 1-frame link after her spark FADC (5 frames advantage there). Lowering the startup would make some combos possible and current combos a lot easier.
It would be a lot more interesting as a buff if the orbs would never disappear when taking damage, that way she could bulldoze her into the enemy after activation. But I fear that it would result in ugly runaway matches for the whole duration of the ultra.
Even if SS was now a 4 frame move the opponent should be able to throw her during startup after he baits it at close range.
That seems to be the only situation where it’s significantly worse. But I’d guess the orbs would stay up even after Rose is thrown? If that’s the case, functionality as a vortex breaker should be intact.
I think it’s only a slight nerf seeing that a trade not might be worth it if it won’t kill her, and after a while people might just block anyways. The only way you can meaty her and still not get hit with the orbs if you meaty jab since recovery time is possibly faster than 4 frames. They can probably do something like a EX DP like you said, but in that case they have to hope the orbs wouldn’t hit on the way down. They can do something like a meaty sweep from max range so the attack will retract fast enough to avoid the orbs and still get the knockdown, but they would have to worry about EX spirals on wakeup instead.
I think it’s gonna come down to if they are willing to risk a trade when dealing with Satellite. But I still need to see if we can break throws at least, and if multihit attacks on wakeup makes the orbs disappear.
hopefully someone can mess with U1 in AE see if there is anything new with it, IE; priority or easy to catch changes to other characters.
Yeah. I was kind of expecting a bit of a nerf to U2 and a bit of a buff to U1. We also need to confirm Satellite’s startup still.
Does anybody know what happens if someone hits her after activation (or has an attack meaty), then cancels that into a shoryu or something similar. That should be a sure-fire way to get Rose to lose orbs after activation no matter what, of course I don’t know if that’s the way it is, it’s just a theory of mine.
We’re as clueless as you.
I’ll try to make to Super Arcade or Family Fun Arcade sometime this week to check.
;]
When did Family Fun Arcade in Granada Hills get their cabinet? I was in there a few days ago looking for it, and it wasn’t there…
Im sure no one knows at the moment but when you get a chance could you find out if you can still use U2 on offense with the new recovery time? For example if i FADC SSpark to SSatilite will i be able to follow up SSat on hit or will the orb hit and im stuck in recovery and does the same thing happen when activating from cross-up.
Recovery should be the same - it’s just the invincibility that’s gone.
there never was any invincibility to begin with.
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It looked about 3 frames of Recovery.
So it has recovery on start up? 1 + 3?
can anyone confirm?
That is a very good compromise to free escape/free combo. I’m actually really happy about this. I like this more than how U2 previously was. Thanks.
Interesting, but it didn’t learn us anything. It looks a bit faster, but who notices one or two frames? Nobody tried to counter it as of yet. the Ryu could tried to reversal SRK it if he would.
I did learn that gootecks prefers to go for super instead of use EX on combos.
Basically we need somebody to test:
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cr.lk into U2 (i.e. does it have 4 frames startup now?)
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what happens if Rose activates U2 in front of the opponent and he tries to grab her immediately after the freeZe (does she get thrown for free, and do the orbs stay out as she is thrown?)
Did they fix her Ultra 2 input yet, or does reflect come out if it’s not completely clean?
Her U2 input is the same.
I tried it today, it’s clunky.
But I played against Yang and Blanka so meh.
I’m actually happy now that the input is so hard as my super/ultra inputs are now a lot cleaner for the whole cast. I lost the mashing trying to get the ultra consistent.