you can also use delayed quick rise (wait a few frames later for quick rising) to fuck with gief oki on wakeup into autocorrect ex soul throw.
so say for example, gief hits you with green glove and goes for the oki crossup, you can wait for quick rise then autocorrect free.
of course he can do early knee so that he lands right in front of u, but at least he has to guess extra on rose’s wakeup assuming she has 1 ex bar.
about the cammy writeup, im getting real lazy to type something long. i have a video against marlins cammy that can give you guys a idea of what to do even tho i make a lot of mistakes. butu ill have to find it for next time i post
Nope, just straight heavy medium spirals. And I even tried jumping out/backdashing afterwards just to test it, but the results weren’t favorable. I thought I was just having sloppy judgement with my ranges, that’s why I asked about it.
I always seem to have trouble against him, especially when it comes to spacing control.
I try to approach him by using poking options, such as s.HK and c.MP. However, he always seems to outrange me. I find the slide to be a fairly effective tool against him, but it is still not enough.
I apologize if I’m double posting as this thread has been inactive for a little while, but how can I deal with a rushdown Juri? I try to approach Juri by using a lot of poking options, and Soul Spark from a distance, but sometimes she pushes me into a corner, where I have a lot of problems. I usually use U1 against her, but perhaps U2 would be better? Once I’m in the corner, I’m hit by a lot of her combos that eventually stun me, and renders me helpless. Is there a better approach against her? How should I generally respond with Rose when I’m backed into the corner? I know she’s not the type of character that can perform well when it comes to wake-up options.
first of all, try and do everything you can to avoid getting pushed in to the corner in the first place. be more defensive than normal, most juri’s play fairly aggressive so punish their mistakes. take advantage of roses normals to keep her from getting too close. juri’s pressure becomes about 10 times more scary when youre pinned. shes a lot like rose in that aspect, things really open up for her when she has someone pinned in a corner. i would suggest u2 especially if youre having difficulty getting out of corners, as do i. activate it and dont try and do anything right away, see how she reacts. im an u2 fanboy though and only use u1 vs blanka and…um…probably adon? maybe cammy? i dont really know these days. i love u2.
anyway. stuck in the corner…if she jumps at you slide under (or into her so she lands on it) and throw. whenever im pinned, i always look for throws to toss them back and reverse the situation like with slide and tick throws. i havent played against too many good juris so i honestly havent had much trouble with this match up. but u2 was put in super to give rose an answer to situations like this that she had absolutely no answer for in vanilla. juri has some good pokes but rose’s should be better. i dont use sparks much since juri is going to be coming at you anyways and she has tools to get around fbs, drill pressure doesnt work here either that well unless youre smart with it. i like her variations of mk and hk here but her ex pinwheel can be bothersome if you get predictable and push too many unneeded buttons. but all in all i think depending on roses normals a little more will prove useful. hope some of this helpful.
If Juri has meter, bait EX Pinwheels on knockdowns seeing it’s either that or parry counter. Though most Juri users will waste meter on EX pinwheel before thinking counter if they have the meter.
No meter, bait parry counters with empty jump ins followed by a throw.
What can punish Rufus’ tornado on block? I tried some stuff out in training mode and it seems Ultra 2 into a combo can punish it but I couldnt get anything else to work cuz he blocked in time. Is there something else im missing?
um cr. short, no?? either the rufus’ i play dont block afterward or this can punish consistently. not able to try it out myself tho…sorry. maybe slide for tick throw? i cant remember what kinda distance there is between you and rufus after a block tornado.
Rufus has no specials that leave open to be punished. He’s -1 after tornados or -2 after EX tornado, which is a prime opportunity to mash out an ex-messiah. I mean shit, even his rolling kick which covers 3/4 of the screen leaves him at +0 on block. Rufus is fking retarded.
Pick Ultra 1. 95% of Rufus’ Online brainlessly mash his flip kick after said EX Messiah which means free Ultra for you. Not to mention a majority are crap at Dive Kicks which ALSO mean free Ultras for you.
…you can, but you need to understand you’re taking a risk. If you don’t delay it and they do overhead, it will hit you in the head. If you delay it but they don’t follow up, you can get punished. Be careful.
Also, I started hitting dive kicks with c.fp. You really have to anticipate the ranges where they will try to pressure with it and react, but it works really well for me so far.
Wow, I’m so caught up at work currently I was able to read this whole thread before posting. After such, a few thoughts:
I’m kinda shocked there’s not more vs Ryu stuff aside from ‘cHP jumps and reflect FBs.’ Or is that pretty much enough? If so, I’m not arguing, it’s just other character threads tend to dedicate a LOT of ascii to that fight, especially w/ him being public enemy #1 online (in terms of frequency, not difficulty)
Correct me if I’m wrong, but I don’t think there’s a single mention of the Sagat match aside from an empty spoiler in the original post. I face a really really strong Sagat pretty regularly, but haven’t used Rose vs him yet, so I have little to contribute so far. I’m assuming reflecting Tigers is key (damn I’m good at theory fighter!), but is absorbing meter and throwing EX back at em enough? or do we need to find a way in? I’m kinda surprised this wouldn’t be considered a serious problem match unless the above Ryu breakdown is all we need for 'gat too.
Ditto Chun. Not a lot of talk about her. The above Sagat I mentioned (Smoothcat) actually mains Chun, so to me, every character loses 1-9 to Chun. JK, but as a former Chun main myself, Rose was one of the few matches I didn’t know a lot about. But I can contribute that U2 and EX Spiral beat pretty much all of her wakeup attacks except jHK safejump.
Sabin still owes us a Cammy write-up. I don’t much care about Cammy, but a player of Sabin’s caliber could write about Dan vs Makoto and I’d still read it 8 times.
I’m just starting to really get into Rose so I’m more asking than offering, but the more I play and more I fight Smooth and analyze w/ him afterwards (since he plays the 3 characters I listed, Ryu Sagat Chun), the more I’ll be able to contribute. Thanks!
A sagat player named emblemlord uses alot of st.mk, he was the only gat i ever played who utilised this move and it seemed to work at outpoking me =[. You can beat it with Cr.rh, there is pretty much no way to win against a gat in a fireball war from full screen. Im pretty decent at reflecting and all but, ill get my fair share of hits. I dont think you should ever jump at a gat unless its free, otherwise, just advance slowly, and neutral jump, and slide.
Just keep him in the fireball game. You gain more meter than him IIRC. Keep your slide to a minimum, his focus crumples fairly quickly.
And yeah, advance slowly, Forward Dashing can work if you’re no afraid to take a tiger shot >.>Other wise, go for that throw so you have your chance to capitalize.
So I pretty much never run into Hakans online but I just fought one and lost cuz he did the slide and I blocked it, but when I tried to punish he did his Oil Coaster Ultra and threw me before I could even punish. According to the frame data the oil slide is -17 on block and I tried to punish with crouching strong. Am I missing something here?
Depends if the slide is like a Bison Slide (move always follows the whole phase) or like a Blanka Ball (move recovery starts on hit/block) . If it’s the former, he can come out at +4 if he spaces the slide to hit at the last (21th) active frame, if it’s the latter, than ye it should be -17 on hit/block always.
Guessing from what I’ve seen it will probably be a spaced slide into advantage.