Doing the C.LK, C.MP right away increases your combo options to include Jab Sparks, EX Sparks, and the FADC’s after them.
And on most characters, that combo you listed requires an EX.
Brain dead combo would be C.LK, C.LPxx LK spiral.
Doing the C.LK, C.MP right away increases your combo options to include Jab Sparks, EX Sparks, and the FADC’s after them.
And on most characters, that combo you listed requires an EX.
Brain dead combo would be C.LK, C.LPxx LK spiral.
Also spirals are scaled into worthlessness after so many light attacks. Even c.LK x2, c.MP would be better than reverting back to jab since LK has better reach, and you’re not exactly playing safe by going from LK to LP if it’s blocked anyway.
This?
[media=youtube]Q0Ni8u560gM[/media]
Hm, well after her throws I usually mix up between these things:
F-throw, slide to close distance > cl.mk
F-throw, slide to close distance > c.lk > throw
F-throw, slide to close distance > c.lk > cl.mk
F-throw, slide to close distance > c.lk > cl.mp > c.mp
F-throw, slide to close distance > throw
F-throw, backdash > HK Spiral
F-throw, backdash > dash forward > cl.mk
F-throw, backdash > dash forward > throw
B-throw, LP Spark > LP Spark (Good for meter building)
B-throw, LP Spark , forward dash > c.mp x spark/spiral
B-throw, walk forward > crossover j.mk
B-throw, walk forward > j.mk/j.hp
That’s pretty much it. Mixing up between these things after her throws will definitely keep your opponent guessing.
i thought i was the only one who did this <_<
anyway about the voice, i think the Italian accent is awsome. the jap voice is cool too, but it only sounds cool when im not playing as rose
i forgot the other stuff i was gonna post
If you knock Zangief down, you do a close standing MK on his wake up. Easy money.
oh you mean like this [media=youtube]kh4Zk1ycr6Q#t=1m52s"[/media]
I think I try to follow up throws with a crossover j.mk too often.
I’ll have to try some of these out.
Of course it’s always fun to just walk forward and do nothing then punish whatever move they just threw out.
A few things I do after a back throw.
Wake Up Pressure Options
Blanka has no wake up options unless its an EX, Super, or Ultra. All his special moves have start up frames. You can stuff Blanka’s wake up easily.
1.Ex soul spark
2.crouch blocking
3.stand fierce
4.Knock down options may vary due to if they have a ultra bar active
5.Soul spiral lk
Too add another question onto this topic instead of starting a whole new thread:
What’s a good follow up to a lv2-3 Focus Attack?
I’ve been hitting with her sweep but I feel like I’m wasting precious combo/damage opportunities.
I found a really good one a while ago. Good damage and not to to hard to pull off but still hard i have done this once online, but its a little random. Saddly due to bad character devlopment or lack of, this combo can only be completed outside the corner with Ex.SSpiral.
Focus lv.2/3 FADC Ex.SSpark,Cr.mpxxSSpiral(Ex.SSpiral will complete it everytime,mk/hk conrer only anything else it will either be blocked or countered unless in the corner) lv.is 260-280ish cant remeber and lv.3 is 300-315 i think. works on bison,guy(standing only.weird righto_O),dahlsim, cody(crouching i think) Seth, Vega, chun li…I think.
(I cant remeber the rest.)
Simpler options are FA lv2/3,Cr.HpxxSSpiral or FA lv.2/3,FA lv.1, SThrow Flash decent ish damage and a untechable knock down so ma but more time to think about your next move. Its character spefic but works ont most of the cast. forgot who but i know it doesnt work on ryu.lol
cr. fierce spiral.
or cr fierce reflect soul throw.
depending on if you’re in the corner or not.
You will not make an execution mistake.
Well I just went and tried these out in the training mode. I was having some trouble at first because I would smack them with the cr.Fierce and it would reset them, causing the drill to miss.
Then I realized that I can just input the FA dash and I’d be able to get them every time.
Also Yay! I can do the cr.Fierce xx f.reflect > FADC, soul throw now! Go me!
Pretty much these are the most damaging combos Rose can do following a successful FA crumple. If you’re willing to waste 2 bars for FADC (if you’re not in the corner), go for the second option.
I’m a new Rose/SSF player so I’m probably just not getting it, but I don’t see what Rose can do from all this to really take advantage of a knockdown. Let’s take the simplest possible case: Ryu (on ground) vs Rose, mid-screen, no one has any meter of any kind, both players have lots of health. If Ryu has decent timing can’t he just block and tech to stand up? I guess Rose must have some big advantage due to her being upright, but why? Is there some special 50/50 situation she can pull off? I think most of the stuff people had posted could be done without knocking the other guy down first.
I guess here’s a numerical way to ask the question: suppose a round started with Ryu on the floor and Rose had a few seconds to prepare. What would the handicap be to Rose’s starting health to make the round fair? Would it just be chip damage? If not, and it’s more like 70hp or whatever, why is that?
I don’t understand what you are asking…
You’re reading into this way too much. There’s no part of the game’s system that statistically gives someone an advantage or bonus by knocking the opponent down. It’s all meta-game.
Being knocked down in any fighting game immediately gives the standing player an advantage. This is universal, not just in Street Fighter 4. However, it’s not as advantageous in this game as it would be in other games because reversal moves (ie Shoryuken) are so good and crouch throw teching is in the game, but knocking down someone:
Allows you to reposition yourself to where you want to be
Allows you to reposition your opponent, such as pushing them into the corner
Lets you apply pressure to the opponent
Can set up for mixups such as ambiguous jumping cross-ups, tick throws, or frame traps
Basically, the knocked down player has to either guess with the pressure applied to them and/or deal with disadvantageous positioning.