[random Rose notes]
Okay, first here's a damage chart of her important moves:
c.jab (4)
s.jab (5)
c.short (4)
c.forward (10)
s.forward (10)
c.strong (11)
(close) s.strong (11)
s.roundhouse (14)
c.fierce (15)
s.fierce (16)
I have a nice hit confirm combo to add after acrossup j.forward:
- xj.forward, close s.fierce ...
-> (hit) xx qcf roundhouse
-> (blocked) c.forward xx qcf short
=> on hit this is very damaging (close fierce is her most damaging normal), on block it destroys a nice chunk of their guard meter.
You can also link a c.strong/c.forward (xx qcf short) after a counter hit c.strong.
[corner]
If you have the opponent in the corner, Rose has a nice corner juggle that is HARD to flip out of and does big damage. Setting it up is the problem, since it works only off of a somewhat close c.strong. You can do it after a connected j.short for free, otherwise pressure the opponent with jabs, walk a little, then do ...
- c.strong xx qcb fierce ...
=> safe on block qcb fierce pushes you out to a distance where you can effectively anti air with c.fierce (directly under the opponent)
=> if it hits, the opponent will be launched, and you recover fast, your damage options are:
- ... c.strong xx qcf roundhouse
=> what most people do, the spiral cannot be flipped in the last minute
- ... c.strong xx qcb fierce
=> does 2 points more damage than the rh spiral, you decide
- ... .strong xx dp fierce
=> most powerful non-super-combo Rose can do in the corner, does 8 points more damage than rh spiral, the soul throw CAN be beaten though if they flip at the fist possible moment and instantly stick out a light attack
If Rose has lvl.2 super meter the juggle is pretty much guaranteed if they do not counter with VC activation after an exact air flip ...
- c.strong xx qcf x2 strong
=> even if the c.strong whiffs, the super will still hit
You wanna know about the OTG super ? It works only in the corner after that qcb fierce launcher, then do ...
- c.strong xx qcf x2 short, qcf x2 strong
=> the timing is very strict on the otg, but it works, test it with a friend in training mode (the dummy is too stupid anyway, you can test it against V-Cody, guard break him on all-block, then do the combo, he shouldn't be able to block it). The first part of the super (the 2 hits from the uppercut) will whiff, and the throw part of the super will magically grab them i don't know exactly why it works, the soul illusion is a very mysterious super ;]
[illusion]
I'm still experimenting with this super and can be used to set up unblockables (e.g. crossup forward after a meaty sweep). ALWAYS use lvl.1 illusion, everything else is a waste. Here are your basic combo options after activation:
- c.short -> c.forward xx qcf roundhouse
- c.short -> c.strong xx qcf roundhouse
=> You can link easily after a c.short, c.strong does more damage than c.forward, but the latter one has more range.
This combo CAN be unblockable if they block the crossup j.forward WHILE RISING ...
- xj.forward, c.short -> c.strong xx qcf roundhouse
=> it's unblockable because the j.forward hits high, and while the last shadow hits high you hit low with c.short, and combo off of it.
If you want the most damage out of the unblockable, do:
- xj.forward, c.short -> c.strong xx qcb x2 strong
=> this one also looks pretty awesome ;] and also does 13 chip damage.
Remember, you gain a LOT frame advantage after pretty much all of her pokes. You can use this to do walk up poking games, like walk up close s.strong then c.short, if it hits link off of it otherwise walk up and make them block some more stuff ;] btw: qcf roundhouse is safe on block while illusion and can be used to chip away their last points of life.
[VC]
There's only one that's worth for me to do (works midscreen AND in the corner):
- (VC3) c.strong xx qcf short, f roundhouse, [ b fierce xx qcf short ] x N, (meter low), c.fierce xx dp fierce
=> very to-the-point, does 60% damage
Okay, first here's a damage chart of her important moves:
c.jab (4)
s.jab (5)
c.short (4)
c.forward (10)
s.forward (10)
c.strong (11)
(close) s.strong (11)
s.roundhouse (14)
c.fierce (15)
s.fierce (16)
I have a nice hit confirm combo to add after acrossup j.forward:
- xj.forward, close s.fierce ...
-> (hit) xx qcf roundhouse
-> (blocked) c.forward xx qcf short
=> on hit this is very damaging (close fierce is her most damaging normal), on block it destroys a nice chunk of their guard meter.
You can also link a c.strong/c.forward (xx qcf short) after a counter hit c.strong.
[corner]
If you have the opponent in the corner, Rose has a nice corner juggle that is HARD to flip out of and does big damage. Setting it up is the problem, since it works only off of a somewhat close c.strong. You can do it after a connected j.short for free, otherwise pressure the opponent with jabs, walk a little, then do ...
- c.strong xx qcb fierce ...
=> safe on block qcb fierce pushes you out to a distance where you can effectively anti air with c.fierce (directly under the opponent)
=> if it hits, the opponent will be launched, and you recover fast, your damage options are:
- ... c.strong xx qcf roundhouse
=> what most people do, the spiral cannot be flipped in the last minute
- ... c.strong xx qcb fierce
=> does 2 points more damage than the rh spiral, you decide
- ... .strong xx dp fierce
=> most powerful non-super-combo Rose can do in the corner, does 8 points more damage than rh spiral, the soul throw CAN be beaten though if they flip at the fist possible moment and instantly stick out a light attack
If Rose has lvl.2 super meter the juggle is pretty much guaranteed if they do not counter with VC activation after an exact air flip ...
- c.strong xx qcf x2 strong
=> even if the c.strong whiffs, the super will still hit
You wanna know about the OTG super ? It works only in the corner after that qcb fierce launcher, then do ...
- c.strong xx qcf x2 short, qcf x2 strong
=> the timing is very strict on the otg, but it works, test it with a friend in training mode (the dummy is too stupid anyway, you can test it against V-Cody, guard break him on all-block, then do the combo, he shouldn't be able to block it). The first part of the super (the 2 hits from the uppercut) will whiff, and the throw part of the super will magically grab them i don't know exactly why it works, the soul illusion is a very mysterious super ;]
[illusion]
I'm still experimenting with this super and can be used to set up unblockables (e.g. crossup forward after a meaty sweep). ALWAYS use lvl.1 illusion, everything else is a waste. Here are your basic combo options after activation:
- c.short -> c.forward xx qcf roundhouse
- c.short -> c.strong xx qcf roundhouse
=> You can link easily after a c.short, c.strong does more damage than c.forward, but the latter one has more range.
This combo CAN be unblockable if they block the crossup j.forward WHILE RISING ...
- xj.forward, c.short -> c.strong xx qcf roundhouse
=> it's unblockable because the j.forward hits high, and while the last shadow hits high you hit low with c.short, and combo off of it.
If you want the most damage out of the unblockable, do:
- xj.forward, c.short -> c.strong xx qcb x2 strong
=> this one also looks pretty awesome ;] and also does 13 chip damage.
Remember, you gain a LOT frame advantage after pretty much all of her pokes. You can use this to do walk up poking games, like walk up close s.strong then c.short, if it hits link off of it otherwise walk up and make them block some more stuff ;] btw: qcf roundhouse is safe on block while illusion and can be used to chip away their last points of life.
[VC]
There's only one that's worth for me to do (works midscreen AND in the corner):
- (VC3) c.strong xx qcf short, f roundhouse, [ b fierce xx qcf short ] x N, (meter low), c.fierce xx dp fierce
=> very to-the-point, does 60% damage