What do YOU do on knock down?

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.

  1. LP Soul Spark, FADC, jumping MK for the cross up.
  2. Forward dash, forward dash, slide kick, throw. (The slide kick will stuff your opponent’s wake up unless it’s start up invincible.)
  3. Bait and sweep. (Walk in and out and sweep on your opponent’s wake up. Simple.)
  4. Forward dash, forward dash, back dash. (You’ll be amazed at how many opponents will be fooled by this and use a wake up move because they thought you were going to slide kick. It gives off the illusion that you are in their face on their wake up. But they are fooled once you back dash a few frames before their wake up. And you will punish them for that.)

Wake Up Pressure Options

  1. Block, punish. (For opponents who LOVE their wake up moves)
  2. Slide kick, throw.
  3. Slide kick, back dash, slide kick.
  4. Close standing MK, Soul Spiral (on hit) or throw (on block).
  5. Walk in and out a few times and throw. (Bait and throw)
  6. Walk in and out a few times and meatie sweep kick. (Bait and sweep)
  7. Back dash, punish.
  8. Crouching LK, throw.
  9. Walk in and out a few times and meatie standing HK(Bait and hit)
  10. Meatie Soul Spark.
  11. Neutral jump MK into throw or combo.
  12. Safe jump HP into combo or block string.
  13. Jumping MK cross up into combo, block string, or tick throw.
  14. Outside sweep distance use ultra 2, LP Soul Spark, FADC, cross up with jumping MK into combo, block string, or tick throw. (This may confuse the opponent on which way to block first. The projectile or the cross up.)
  15. Ultra 2, block, punish. (You will be amazed at how many people try waking up with invincible moves just because the orbs are active.)

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.