I like Kara throws on characters who have either:
A. have poor walk speed (Makoto / Ken / Juri / ect)
or
B. Have poor other ways to open characters up (Vega / Blanka / Rose)
The only time I dislike kara throws is when it’s on a character where it’s like “Why do these need this ON TOP of all this other shit?” like Akuma / Evil Ryu / Yun / ect where they have lots of good tools, a good walk speed, and a good natural throw range. I’m not saying it should be taken away, I just find that is the only time kara throws ever bother me, and I freely admit a big part of that is because my main char Cody has a shit walk speed AND a mediocre at best kara throw) but I’m rarely ever salty about kara throws when I’m playing Makoto or Yun who have amazing ones lol.
W Ultra’s usefulness for Rose is going to depend on whether Capcom buffs U1 or not, and to what extent. As it is now, U1 is a mediocre AA and an even worse anti-fireball move. You said it yourself, it’s got reach but it’s way too damn slow. Heck, it’s not even invincible beyond the first frame of startup. The only thing U1 has going for it right now is damage and it seems if we run W Ultra we lose out on even that.
It’s useful at specific distances as an anti air. It is limited true but it is still useful. Plus it’s a good punish, even at only 300 damage it is a good punish for no meter. The fact though is that you lose very little by having the damage nerf to her U2 compared to how much you gain by having U1 as well to cover those limited situations. I doubt it’ll ALWAYS be the go-to choice for Rose but I’m sure in specific MUs having both ultras will be worth it.
I can see W-Ultra being most useful in grappler matchups for sure - U1 to punish reckless jumps and U2 to create breathing room - but not for most others. 300 damage raw sounds great on paper until you factor in how difficult it is to actually land and how it means U2 will be doing 79 damage per orb at full Ultra, scaling not included. That’s a lot of comeback potential given up for the sake of having an additional defensive option and it’s not like Rose’s AA and anti-fireball tools are lacking by any stretch of the imagination. We’ll have to wait until USF4 actually comes out to see how this new mechanic impacts her game but I doubt it will unless U1 gets a much needed buff.
As someone said the purpose of Rose u2 isn’t the damage but everything else. It’s a great “buy some space” tool to escape the corner against rush down characters or just in case you backdashed until you hit the corner.
I’m french I see Luffy play really often in tournaments and believe me, he almost all the time uses this ultra to buy some space or to “checkmate” someone who jumps over his soul spark ; but almost never in combos or in 50/50 set ups. It’s the best utility ultra in the game (thanks capcom it’s no more instant !!).
I think in a couple of match ups to play with UW with Rose will be a good thing, for example against dive kickers ; luffy plays U1 against Rufus for example if he’s confident enough but therefore he doesn’t have the get off me ultra2. I’m convinced this W ultra will be a good choice for Rose in some match ups, she’ll have the utility of U2 and a more damaging U1 in UW than a normal ultra2.
edit :
I don’t think they will, she can still ultra you if a fireball is on screen, if her ultra was faster she would have a really strong ultra trap à la vanilla Ryu.
Luffy’s undoubtedly the best Rose in the world but he’s the best Rose in spite of his U2 use, not because of it. It’s damn impressive that he’s able to place as highly and as consistently as he does with Rose without using her 50/50 setups but I firmly believe he could do even better if he mastered them. No matter how you frame it, he’s still giving up damage by not using U2 in combos or 50/50s. If you want to see a Rose player that optimizes U2 then check out filipinoman.
Now keep in mind I’m not disagreeing with U2’s flexibility, I’m saying that it isn’t as effective as you would think. In most instances where Rose has built up U2 it is likely she does not have the life lead. Activating U2 defensively would in most cases mean she is giving up comeback potential in exchange for breathing room and a bit of chip damage. If Rose is lucky and has the opponent cornered and the orbs haven’t disappeared yet, then maybe she can get in a throw if your opponent isn’t paying attention to the orbs. Eternal says the damage deduction on U2 won’t make a significant difference but I beg to differ. 79 damage per orb is quite a step down from 120, especially when you factor in scaling (first orb counts as two hits). If I were playing against Rose and I knew an individual orb dealt only 79 damage, I would be much more comfortable counter-poking her. The risk-reward is in my favor.
And Capcom had better increase her U1 startup. You need to remember that it doesn’t travel it’s full distance until frame 14, and by then its invincibility has long worn off. I’ve had my reaction U1 stuffed by fireballs at slightly outside of jumping distance because of that.
I didn’t even realize till now that rose can focus attack a blocking opponent with ultra 2 activated. most Rose people just try to do pokes while in ultra 2
Can someone remind me of the buffs for Claw? I was hoping for ST to have a quicker startup making it a reasonable wake up. Goodness knows that Claw needs better ways of avoiding pressure and corners.
Is there alist of confirmed buffs/nerfs for ultra out there? Someone on a different board told me to check combofiends page but I didn’t find any info there?