SSF4 Rose: Buffs & Nerfs

Hey, guys. What happens when you U2 THEN FP Reflect as the first orb is hitting? Does the second orb hit and stop the guy from flying away for a bit like I think it should? If so, a non FADC Soul Throw possible at that point?

That’s weird, sweeps in SF4 were pretty predictable: or they had large startup, or they had large recovery. Eg: Ryu is fast with +5 startup but has -14 recovery, while Ken wih the same animation has +8 and -6.
The only odd one out was Gouken with a decent +6 and a godly -3 disadvantage, whcih meant he could use this for free. I hated that and was hoping they would nerf that a bit, because a gameplan around sweeps is just ugly.

Rose her sweep didnt seem abusable with +9 startup though… it’s slow and risky. I only used it at max range as a meatie really. Some people use it more, like Luffy I think. won’t hurt me much, but still question why some of her long pokes have been nerfed like this and piede. This must mean they had to. And if so…

@metroxylon: balrog dash straight can hit at frame 4, so I think he will nail you easily with a -8 disadvantage
she must be better than anyone knows! :wink:

I do not see why they increased the damage on her super? It already did loads of damage - it is as if to say we were not going to get anything decent but extra damage.

Combo into Soul Throw is a major disappointment because you cannot do something like cr.HP xx Soul Throw. It is good during Boom Boom Satellies though, provided both of them connect.

I do not really notice any stand out changes to her, besides the addition of U-II and Soul Reflect juggle property.

Same old lovely Rose.

Ultra 2 changes her game, believe me.

Super didn’t get a damage increase though.

Any standing normal into Soul Throw wouldn’t make any sense.

one thing i noticed with U2 is if your losing, badly. it really doesnt help that much, i mean you still have land a combo starter or jump in, which is still pretty risky even if you have your balls out. ( :slight_smile: ) and defense wise, sure it will keep them off you for a bit to regain composure, but 90% of the time, your just delaying the inevitable.

but that said, it doesnt bother me, for one reason only, landing U2 and trying to combo off it in match is so much fun! its like playing with Dhalsims U1 and trying to land it.

Well, if you have Illusion Spark and you’re losing, the guy can turtle up and not have to worry about dealing with the extra options Satellite gives you. If they’re a good player/know what they’re doing, they shouldn’t be giving you obvious punishable situations if they’re in the lead and don’t need to take risks.

still, i guess the ability to combo cr MP xx LP SSpark, Ultra II (and follow it with another pair of attacks) makes her poking game really deadly now…

OK, so they did not increase super damage. Shame on me for reading anything in this thread!

You make it sound as if it is better than it is. As someone has said, when you are losing badly it does not help greatly. The satellies lose to projectiles, run on a timer and I had them taken away immediately when I was knocked down. It allows for extra combo options and helps pressure a bit, though that solely relies on you getting the upper hand eventually. They do meagre damage by themselves and you may not be getting that combo you desire to make it really worth it.

At the moment though, I am doing well enough wity U-II just by walking my opponent into the corner. It is cool for the satellites to hit in funny situations. It changes the game about as much as turning off fireballs with U-I.

As fir cr.hp xx Soul Throw - why would it not make any sense? Someone jumps in, they get it then thrown to the ground. Does good damage. Makes sense to me. You would definitely see this used more than fucking reflect into soul throw.

Poke into spark into satellites is quite difficult. A bit easier if in deep and medium spark is used instead. If you are mid range and whip out spark, dash then satellites, then you have good reason to get stuck in…nowt much your opponent can do.

I would also say that the satellites are better versus a non-projectile character.

c.mk is a pretty standard poke among all characters. While we’re blessed that we can cancel from it, don’t forget that LP Spark must be FADC’d to combo into U2. It’s not like her poke game is deadlier than others, in terms of what she can combo from pokes; she’s just gotten evened out with the top dogs.

And I was thinking about this a little bit ago, but I predict there will be some unconscious benefit created by U2 should a person pick U1 instead. Since her ultras are quite different, people may have a tendency to forget which ultra you picked, just assuming Satellite is always better than Illusion because it’s new and etc., and end up getting caught by Illusion.

I still think there are good reasons to picking U1. The obvious reason is to catch or deter people from jumping fireballs. But eh, super still works for that.

With the bigger reflect windows, people aren’t going to be throwing fireballs at you anyway. Just send them right back.

Except U2 does that even better b/c it starts instantly as opposed to 13 frames. Anti Air Full ultra 2 orbs+ Soul Throw does 368 Damage. That’s pretty good.I never caught anyone jumping a fireball with U1.

Slow fireball+Slow ass Ultra= getting smacked in the face.

Okay, so again, let’s say it doesn’t go away, even on knockdown, eats fireballs and lasts forever once activated. You know this thing armor breaks, right? If you fight someone that doesn’t have a fireball (or even if they do, in this case), what are they supposed to do to you? Get hit? that’s about the only option. You can throw while this is out too, by the way. What happens to the ultra when the opponent somehow manages to successfully hit you is perfectly fair. I can’t believe there are some of you out there that STILL think this ultra is weak. This move alone is what will make her viable competitively.

You mean shoto fireballs. Illusion Spark more often than not would fail against something like a tiger shot. All that IS really game-changed was that they couldn’t do something with bad recovery from mid range to half screen. Unfortunately, they have no reason to need to do anything of the sort unless they’re bad and need to hit buttons.

Because anti air normals reset them. So you want Soul Throw to catch people who are being reset? That, along with Satellite never going away and beating everything, would be great, yeah. Maybe a little TOO great. If you mean that Soul Throw should have a ground attack hitbox, then it would have to changed to a completely different move…soul dragon punch? The only other way to do this that I can think of would be to have made cr.HP a launcher, haha. Strider super and combos into launchers, we’re officially a Marvel character now.

Keep in mind you can still reflect projectiles while Satellite is out.

C.HP to Soul Throw was in previous games. In this game, it would be a little too powerful considering how much they would do together. It seems like something that would have fit in regular Street Fighter IV, but not this new one where a lot of the simple high-hitting combos have been adjusted.

Soul Satellite definitely matches Rose moreso than Illusion Spark. If you play at tournaments with Rose, people will cheer you on if you even try to land Illusion Spark because of how difficult it is to land on high level players.

Well U1 has a lot more range than U2, so that’s the trade off. and only LP spark is slow to recover. you’ll have better luck with MP/HP. Not much more luck, but a definite increase. Even if you don’t use the U1, it’s good to have it there as a means of space control.

One example: A Rufus player knocks you down with jump back HK for A2A (work with me). He does a galactic tornado to build meter, and close distance. And you think he’s gonna run into you so you activate U2, but he stops right in front of you instead. U1 would’ve worked to punish whereas U2 whiffed and you’ll just have to make the best out of it.

I already stated that U-II will be good against non-projectile characters…and I know you can do all of her moves. If someone sits down and blocks against the satellites what else can Rose do? They are not unblockable and Rose does not have an overhead (that is not jump back lk) so all that is left is throw.

Does not matter much if these armour break as well…once people have figured out that they can just block them then there is no use using a move that has armour.

I can live with it, but as it stands, I still do not think it is that hot.

I have never lost to a Tiger Shot with U-I. I do not see why I should.

The ultra basically turns moves off and gives Rose a bit more of a passage to get into her opponent. It does a lot of damage and is more or less a counter-attacking special, as U-II is her defence based special.

Not saying U-I is hot shit either. Both have their different uses - and clearly, you would use U-I against projectile based characters.

So you do not think Capcom could have changed a property to allow the throw to connect? Surely not.

In any case, people do not jump into Rose anyway unless she is knocked down. cr.hp is good enough by itself, though if people want the combos into the air throw, this was a missed opportunity. It would have been good, but not too good because Rose is not in a great position after the throw connects.

Indeed…

Why do people treat the “gone once your hit” or “can just down-back” as a bad thing? Doesn’t those same two things apply to any other Ultra? Don’t you think randomly using any other Ultra and getting stuffed in the middle of it just as bad? Don’t you think using the Ultra for “defensive” purposes out of nowhere when the opponent is on the other side of the screen a stupid move all on it’s own? Yes, you can just block the Ultra… but you can do the same with any other Ultra. The reason why U2 is good(only speculation, as I do not have experience myself) is because it has such a quick startup and can lead to a ton of different combos when you land it correctly. You won’t get 400+ damage just from throwing it out for no reason, which is what some people seem to think. The fact that you can “lose” the U2 applies for any other Ultra, it’s just the versatility of it that’s what’s good about it.

Agreed on IS. I thought IS was OP when SFIV first came out and I hooked alot of ppl in IS by catching them jumping.
But as ppl adjusted, I realize that the Ultra is easy to avoid. IT became hard to even land the ultra.

Unrelated note, Omg hi Zakuta. I know u dont know me but I remember you are a Tekken players that mains some girls.
Or maybe my memory going bad again.

U-I you can use when you see moves and you are at good range. Of course it can get blocked, though much like using moves in say, Tekken, you can only use moves when you see something.

Let us say for arguments sake you are on the other side of the screen and use U-II. You now have to travel towards your opponent. Your opponent will want to avoid the move or at least keep you at bay. Projectile based character can throw a fireball. Either you jump to avoid (waste U-II’s available time or worst cases lose a satellite or both if you get hit), continue to walk in (worst cases apply here as well) and block. You still have to make that ultra matter and seeing as you have wasted a bit of time, those lovely combos you dream of become more of a distant memory. To even get a real benefit out of the ultra, you have to combo into it, or at least be close~mid screen. The fast start up actually becomes an asset here.

And k4polo, yes, I am the one that mains Nina in Tekken…how you know me, who knows? O_o

Isn’t that exactly what I said you should NOT do? The question I’m asking is, WHY would you activate the U2 when you are that far away that you have to be dodging projectiles and jumping to get to your opponent? I ask this because people like you(don’t mean to be offensive) are creating scenarios where Rose will be using U2 a full screen away, when it obviously won’t do anything to help you. Is there a reason this scenario should be brought up?

Ha you may aswell say “well dhalsims ultra 1 you use that a full screen away and I mean shit what can you do” you think it’ll be crap from full screen, well yes, answer, ermm… don’t use it from full screen, use where it is efective mid-close like you said.