SSF4 Rose: Buffs & Nerfs

i remember seeing ex spiral stuffed in one of the earlier videos. i’m assuming that’s still the case in retail?

I could swear that her fireballs are better. It seemed I got MP or FP fireball to combo on hit.

yes, it is. I have no frame data, but it seems the “gap” between invincibility and active frames is still there. why CAPCOM, why?!?!?!

God damn Chun Li and her friggin’ cr.lk’s…

'cause capcom is afraid of the scarf. anyways, can ya check out to see if soul throw was buffed at all, vs. big jump-ins like blanka j.hk, ryu j.hk, chun j.hk, rog j.hp, etc?

tested far st HP. Unfortunately, i was wrong, the reach is the same as vanilla.

tested backdash. Reach is the same, speed seems to be the same. I see no backdash nerf at all…

ill update the first post.

Yeah thanks for testing it, its that way in SF4 at least on sagat. I think thats bullshit that they didnt increase the range on lk.SSpiral or change mk.SSpiral frames(easy fix, only had to go down by 1 frame -_-) so we could complete that combo without ex. especially with the damage nerf to cr.lp.(could have made it 30) lowering the power of a midcore damaging combo. I might have been alright with it if they put SSpiral damage up on mk-hk (i would be cool with ibuki tsumji damage on these since they are 5-10 points of what originally wanted for rose). Did they add damage to ex.Spiral?

You guys might think that its good that ex.SSpark lost damage on the intial hit but im pissed, that was roses best ex. Yeah they could have really fucked it up and made it 50-50 but the nerf was just unessicary and to compensate with +5 damage on the second hit isnt enough.They could have knock of 10 points and made it 120 with a 50-70 that would’ve been alright. Top that off with the weid hitbox on FA being the same from SF4 Rose just made me depressed. Looks like i got my work cut out for me.

it seems it works as vanilla, only useful for catching people at the early part of the jump in. It still gets easily stuffed.

Nacro cb could you test if mp.SSpark and Hp.SSpark connect. cr.mp for mp.SSpark and Cr.Hp/St/hp to Hp.SSpiral. I dont expect Hp.SSpark to connect but im looking for it to be similar to Cr.MpxxMp.SSpark in SF4 with a slight delay between hits.

i think you are right… Rose is gonna be a weak char in SSFIV, although her Ultra II is very interesting because of it uber fast start up that allows it to combo with several attacks. Im pretty sure we will see soon awesome ways to use this Ultra (i know, i know, i said it was a shitty ultra at first… but it has so fast start up that indeed is very useful).

but overall, she is still lacking, im afraid. And his signature combo inflicts crappy damage now that cr LP has been severely nerfed. In fact, now a single cr LP, cr LK, cr MP, regular Spiral inflicts more damage than cr LP x2, cr LK, cr MP, EX Spiral!

EX Spiral damage should have been buffed +20 hp… but it isnt.

also, HP Reflect combo with Soul Throw is only useful in the corner. HP Reflect inflicts so little damage that it doesnt worth to wast two EX bars just to combo it with SThrow (SThrow only can be comboed without FADC in the corner).

sad to hear all that, especially about soul throw not getting a hitbox buff. c’mon, tell us some good news. :slight_smile:

mm… cr MP only combo with LP SSpark. Overall, her combos are the same as vanilla, the only difference is the SThrow juggle and Ultra II shenanigans.

BTW, (upclose) LP SSpark, FADC, Ultra II connects, but the timing is hella strict!!

So I’m starting to think that the only things changed in SSF4 are new ultras, new characters, and nerfed to hell damage. SSF4 is one big gimmick.

Does her sprials still have the same framerate for start up and cool down as vanilla? They were pretty extreme, but hk sprial was the only real safe sprial out of them all as a poke. I just hope they didn’t tweek the cool down frames so much that it becomes unsafe.

All character have been nerfed on damage, so it too early to judge.

i have no frame data, but didnt notice any dramatic change at all…

Yes. When taking into consideration how good a character is, you have to look at mostly how they play against the other characters. Looking at the specific tweaks themselves data-wise doesn’t usually give a clear picture as to how things actually play out.

So, the blog confirms the above. Shorter recovery on Soul Sparks :] Though I’m not sure if it’s only referring to LP Spark or all of them. But they did indeed nerf Soul Piede.

about Sparks recovery… i have not noticed anything, i guess it is just a small adjustment.

Sould Piede nerf is very noticiable though :frowning:

What the hell was wrong with the piede? Would it perhaps juggle after HP reflect, was that the problem? Why would they otherwise nerf this thing… it was very dangerous to use this, as I have been eating way too many jumpins by doing the piede at the wrong time.
I loved the usage of it as a meatie poke. But ye, S HK can be a substitute then. I stopped using that move because S MK wins a lot better from shoto C MK (S HK whiffs it), and piede had better reach and arc.