The Power of U2: SSF4 Rose Match-up Thread

Rose v Ken is pretty bad imo. I agree that the person behind the chart has no idea how Rose fares in a lot of these matchups. Rose v Dict 5:5? lol?

I don’t see it as a bad match-up. There’s nothing that really destroys Blanka, but he can be cracked. His greatest threat is slide under sparks, and if you’re just watching for that, sometimes all you have to do is crouch after walking away from him walking forward and the Blanka player might slide anyway to give you a big punish. I think this match is meant to be fought mostly at close range. Rose’s grab range, footsies, and pressure game are better than Blankas.

Oh and Rose can build meter.

To be honest, I don’t see that as a losing matchup at all. It’s all pretty much a matter of spacing and meter management. As long as you are on top of both, you really can’t lose. I’ve really not had too much trouble with Blanka’s with Rose.

Saqs made me realize the Blanka/Rose matchup was pretty even in Vanilla. I honestly don’t see much change in it.

If Blanka’s walking forward, just walk along with him. If Blanka’s walking back, block or cr. mp his ball on reaction.

Cr. mp > Blanka in all honesty >.>

How do you build meter against Blanka though? You can’t really Soul Spark because he’ll slide right under them and you can’t do “safe” drills because he can punish those with Beast Rolls. If you try to get aggressive against Blanka, he has enough tools to make it difficult to get in. Against a good Blanka player, it’d be very hard to land a cross up and since she doesn’t have an overhead, Blanka’s electricity/back hop make tick throws hard to land. Honestly, I end up blocking a lot more in this match up than in most other match ups. Soul Satellite definitely helps, but building meter, which is essential to Rose, is hard for me in this match up.

I don’t think this is a particularly bad match up for Rose, but Blanka definitely gives her some problems.

And Rose gives Blanka problems as well.

It’s in neither person’s favor.

It’s not like Honda where we can punish with EX, but we can’t do anything without EX at all >>

I havent played the matchup with Min since I started picking her up. I’ll try it again and see how it is now since I got better with her.
Thing is though, in America there isn’t a Blanka on the level of say Mizoteru/Chari so what we think we know about the matchup might not work. That’s all. Stil he’s a competent Blanka and I’ll give it a go again.

<-- still cannot believe its even with the amount of godly reactions you must pull off in that match

Well, how many Roses do Mizoteru and Chari face off against? I’m not really fond of watching Blanka matches so I wouldn’t know their body of work.

Serioiusly, yeah I’m not exactly facing top notch Blankas, but it doesn’t seem to be that good or bad one way or the other for either character. It’s pretty much a player match, rather than a character match. Who can get into each other’s mind first.

In regards to Blanka, I used to play Demon Hyo’s Blanka a lot in Vanilla (name me a better American Blanka player at the time). Patience is the key. I feel Blanka is more of a reaction character because his move set is good at countering his opponents such as fireballs, crossups, and jumps.

I do feel that now in Super with Blanka’s ultra II the matchup is different. If Rose has ultra 1 (which is good in this matchup) and both characters are sitting on ultra, they are forced to play footies. Rose cannot shoot fireballs with his ultra II and he won’t Blanka ball while Rose has ultra 1. Blanka can just turtle and wait for Rose to advance if he has the life lead. I feel this is a bad position for her because Blankas normals are not bad. His cr fp has very good distance, so she needs to be in her cr mp/ mk range to win at footies.

I do feel the matchup is even. Though, I just pray everytime I play Blanka in a tournament that they pick ultra 1. I hate the different dynamic that his ultra II brings in the matchup.

actually i’m gonna go try and find the post Saqs did on the old matchup thread. Helped me out a lot and is one of my favorite matches to play now lol.

EDIT: This post

That’s about all you need to know in this matchup. U2 doesn’t make any big difference as both versions can still be grabbed by Shamwow. (especially if they try full screen anti-ground. Just jump forward during the first slam, buffer U1 in the air, laugh.)

Nah she loses this one too IMO.

when you say she you’re referring to rose right. cause i have trouble with this match up. any advise would be nice.

Cr. LK + Cr. LP + Cr. HP to tech will option select throws and dive kick.

Keep teching, but pay attention to her block strings. Try to tech as late as possible so you don’t get counter-hit.

If she goes for tic throws, teching them is your way out of pressure.

If she’s trying to hit-confirm canon drill (Cr. LK Cr. LP Cr. LK xx spiral arrow), you are safe to escape after her second tic. I say this because in order to cancel cr. lk (her third hit) into spiral arrow, she has to make her block string open, so you get to jump or backdash during the big opening in her block string. Often, Cammys will stop after the second tic anyway to do another mixup and reset your pressure game, so this is really the point where you have to make your actual decisions.

Cr. HP doesn’t trade with dive kicks?

Nop- well, it can. I haven’t been able to get the timing down to get it 100% of the time, so that might just be me. Iduhknow, I’ve only ever played like 4 Cammys, so I don’t have tons of experience.

Also, the Dudley matchup: I am confused on this. I was expecting to just zone him out, but the 2 I just played stayed waaaaay outside. Is that normal, or is it possible that 2 different Dudley players have an extremely similar style? Because it just threw me for a loop and got me off my game.

Frame data for Cammy’s dive kicks say +8 on block, 17 startup for instant divekicks. Cr. HP starts in 5 frames so, you should counter-hit her under even the best possible conditions for Cammy. Even if you trade, the damage is in your favor by 40 pts, and you get out of a mixup with a reset.

This option select really works. I was using it against Rufus today as Chun (whose Cr. HP is way worse than Rose’s for this purpose). Counter-hit his dive kicks and teched his throws. His frame traps were too tight to catch me teching very often, so more often than not dive kick failed unless he jumped really high (that wouldn’t work against Rose), throws were getting teched so he stopped doing them, and as soon as I blocked HP tornado I was out of the mixup.

Against bison, just found some things:

His EX crusher seems safe if done at point blank range. A little bit further away, and you can punish it with EX drill or HP super.
So: protip. Stand a little but back on his wakeup, and know the ranges you can punish.

You can EX spiral through c.lk xx scissors if it’s done far enough away. Usually that range is after three crouch shorts.

I finally got a chance to play this matchup alot last weekend, and the Option Select really works here. However you have to be really careful with Cannon Spikes being mixed in with Strikes…but if you predict a dp and backdash it will completely whiff. I’m pretty sure there’s some way for Cammy to bait the c.hp and punish though(like backdash), but it’s still a very good deterrent from rushdown AFAIK.

With the crouch fierce o/s throw tech…

I would cancel the fierce into 1.RH Drill 2.EX Spark or 3. Reflect in order to prevent that nasty -15 if Cammy decides to block or focus after one blocked cannon strike.

So the command would be C.HP~LP+LK xx HK Soul Spiral

This is actually a GIGANTIC advantage for Rose over the Guile O/S, because he can’t cancel unless he has charge.