What capt said. Rose’s pokes might be better but gief’s can compete. plus you’re underestimating ex hand’s role in the match, one knockdown means beatdown until ultra 2 kicks in. Plus we can’t spiral the way we want to since without perfect spacing we get spd’ed on block for free. We have to be really on point to win.
Also doesn’t help that Rose has Low Stamina and 1 SPD will put you in that situation you’re trying oh so hard to not fall into.
I notice that when we ask for help for certain match-ups, sometimes we are referred back to a particular page of the thread. I was thinking we could start a new thread, and discuss each of the 35 match-ups, with one per week, maybe two weeks. I could make the thread, and edit the posts with all the information listed neatly. Hopefully this can end up being helpful for those who want to find help on a particular match-up right away. What does everyone think? We could also just start a discussion in the current existing threads instead.
The first post really just needs to be updated with the good info so far. That’s all I want. If just to prevent another thread and the constant relinking to past posts.
I saw a lot of jp players choose u1 against guile and in all the replays I saw it didn’t work. I pick u2 always but since guile never ever rush you down it ain’t very usefull, the only thing you can punish with u1 are blocked flashkicks right? sonic boom recovers so fast :mad:
Any thoughts?
You can punish Sonic Hurricane, Block Fkicks, whiffed Fkicks, jump ins, anticipated st fierces, anticipated cr fierces, between the first and second hit of sweep.
However, U2 wastes time and it’s a match up of turtles.
So becareful
Thanks, i’m going to use u1 a little bit more now.
Rose = Anti-Guile
Guile has a answer, but he doesn’t have an answer for cards that see the future.
Actually U2 is pretty useful against guile. It gives you some breathing room against corner sonic boom lockdown and pressure strings.
Another way to use it is to activate as a slow boom is coming, MP reflect… and follow it in. Great Pressure setup. I do the same thing against Dhalsim.
Hey Renegade, can you update some of the match-up information on the first post? There’s been a lot of inputs thus far on varying characters.
Fuck Honda.
Have a nice day everyone. I’m just salty.
i need vega advice. Im getting bodied so hard that Jesse “The Body” Ventura just texted me and said “You got me’d”. It feels like i can do absolutely nothing but jump in (i dont) so i just sit there and get destroyed by roll and his 7 foot pokes. Its so bad, i tried to punish strong with spiral and got fucking poked out of it, even though i read his pattern and did it after he stuck it out. It made me want to use his claw for a moment to cut my wrists lol. halp!
I find mediocre vegas often falling for S HK, which wins from his C MP if you space it right
Can someone please explain me U2? Seriously, this shit feels like free damage (chip or otherwise) for her TWICE a round.
No trolling just need answers.
thanks in advance.
it’s free chip yeah, but u can safe jump it.
safe jump seems to be hard ha phucking hell for characters in the air for a bit.
can this not be meaty-ied?
Is the only reversal a invincible move itself like a DP?
Is there a trick to hitting her out of it if she plays rush down with the orbs?
why does she get two of these a round? Is it because if she gets hit while its activated she builds revenge meter faster?
It can be meatied somewhat, but that’s only if the Rose is stupid enough to not block. If she blocks, then you’re not hitting her out.
DPing again, only works if she doesn’t block. She blocks, you’re just flying full speed into U2.
A trick? Uh yeah, pray she doesn’t do it on an untechable knockdown. If she doesn’t, then you can pretty much just stay back with fireballs and she can’t really do much to catch up with you without risking getting hit out of it. Even then, it’s still a momentum shift in Rose’s favor.
Why does she get two a round? Because most Roses will use it at its first available use at half a Revenge Gauge, thus setting themselves up to get another one later if needed. Unlike most Ultras where you’ll probably save it for later to get max damage, Rose doesn’t use it for damage, thus she has no qualms immediately using it.
As for the tough safe jumping, that’s a personal problem.
Its cross up ability…is there ambiguous setup or pretty much if she’s next to you and jumps your direction its a cross up?
on safe jumping it, from what i understood 3-4 frame invincible moves were not “practically” possible to safe jump except jumping soooo early your kinda giving it away that your safe jumping.
thanks for all the info.
P.S … wade barret equals the truth.
I agree vega is a touch matchup. If they just want to turtle and use their crouching jab/strong, it’s hard to get very close. His jumping fierce (at least with claw on) makes trying to anti-air with c.fierce veeery risky, as it seems to stuff it most of the time. And if he has meter/ultra you can’t just sit back and fireball him because he can very easily punish them on reaction. Your best bet seems to be to get that one knockdown and do your best to just take him out straight from that.
You should safe jump it still.
There is no point NOT safe jumping OS.
It’s a FIVE FRAME MOVE, therefore, it’s easily safe jumped.
And if she doesn’t activate it, you’re still @ an advantage.