“she’s still good”
I don’t know about that anymore. I was pretty optomistic till I see how bad the u2 changes were. most other ultras can punish missed links but not this one.
“she’s still good”
I don’t know about that anymore. I was pretty optomistic till I see how bad the u2 changes were. most other ultras can punish missed links but not this one.
There’s no such thing as punishing a missed link. You do an ultra at a time you expect somebody to screw up, or to overexert themselves if they’re just pressuring you with normals, and you could get baited, but you’d have to throw your ultra out nearly at the same time they throw a normal out that’s slow enough to get caught. It’s possible to react, but IMO it’s most likely prediction.
Majin you wanna get some games in on PSN some time?
Use U1.
period.
i wouldn’t mind. Kenny (air) is embarrassing me at the arcade. His yang is good. He’s got all his option selects down too. He even said rose is junk, and to start learning makoto… much better.
I think u2 still has it’s place, especially crossup mk activation… probably easier to land than u1.
edit: should add, i’m not good with execution on 6 button setups.
She’s Still good basically translates to, she’s better than she was in Vanilla. Whoooohoooo -_- They only toke one step backwards in her game play development instead of two.
Rose seems to get the short end of the scarf alot.
But she got it much better compared with other characters.
Mainly because if anything else got nerfed she’d be worse then than vanilla, which would make her just left of unplayble.
Rose was very incomplete in Sf4 (in my opinion) and she made a big advancement in SSF4 and while the U2 nerf hurt it wasnt/isnt what keeps her from being complete now. once again imo.
i take it back. Crossup mk to u2 doesn’t work anymore. fucking lame.
Rose is a complete character.
She has basic frames, good footsies, basic spacing, a generic powerful fireball, a punishing ultra.
Rose doesn’t have many things that make her special.
But she’s still a good character.
Okay, so…
Okay, U2 isn’t a free reversal anymore, but Rose is still Rose. It’s cool if you’re playing other characters instead, go for it, but it’s not really worth discussion that you’re switching to x.
Wasn’t their intention to get us to use it more offensively?
Yes, pretty much.
Rose is ass in this game due to overall system changes. You guys are way too optimistic. She didn’t do crazy damage output in the last game and now a lot of characters have crazy offensive strings now. How does that translate in your head to being good? Lol. She’s a zoning/footsies/spacing character in a game where that playstyle is nerfed heavily.
Blocking on wakeup isn’t going to help you, mixups on offense are too strong, it discourages blocking in a way that most players would rather evade than block a mixup, cause it’s that dangerous.
Have fun trying to win with a gimped
Rose lol.
Oh, I do believe her far fierce has a improved hitbox. At least it feels that way. But I think she will move to mid-low again.
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I’ll still play the girl. But with AH3 and MvC3 taking time, it’s pretty much “why bother looking at AE when it drops?”
Well according to the latest Arcadia tier placements (preliminary of course), Rose is third from bottom.
Time to revive the oldschool vanilla rushdown Rose.
Where’s Saqs when you need him?
The japanese always put Rose low though, even in Super.
so I ain’t surprised.
But what I am surprised of is that I have heard that AE is a majorly offensive game.
So I’m gonna do something that I don’t usually do and that’s find a counterpick and make the gay transition to stick just because.
I’m going to use Ken or Sakura.
God it burns my lips just saying that, but I guess I have little to no choice :(.
But Rose will still be my main.
/patiently waits for the next update.
I play Rose and Hawk so imagine my disappointment when finding out that people are considering them being at the straight bottom of the barrel.
Or at least, that’s how it is being perceived now, according to Arcadia magazine.
Guess well just have to wait till we get AE for ourselves. Hopefully Rose and Hawk are sitting on some serious golden eggs that nobody’s discovered yet.
i’ve played AE.
I just haven’t seen that it’s so much different.
But I can tell that it is. ;[.
I revised my buff/changes list if you look thorugh it i think you can see where i was going with most of the request, withnew frame traps and pressure methods higher but not groud breaking damage. Imo this the kind of stuff she need to be a threat in AE and round out her playstyle. READ IT and tell me what you Think.
-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.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(not quiet as far but in the range). 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, maybe 3 active frames, 7 start up 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 sub frames 10 and 11 as 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 headbutt 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.(This is based off the current version of U2 and basically would make rose’s U2 weaker to well place meties but not completely defeated by them).