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View Full Version : Setting up Rose's shamwow.



Luffy086
05-13-2009, 03:16 PM
All on the title.

How do u make a good use of her ultra? how can u effectively shamwow them ;(?

Wibble
05-13-2009, 03:23 PM
I'm no expert, but I've found it's generally effectively if they're conditioned to a pattern or are generally predictable.

For me, the times I found it useful is to bait the opponent into doing something that her Ultra will beat:

1.) They're jumping at you, but not in enough to cross you up.

2.) Most of my opportunities in using it are from huge failed attacks (missed DP usually), or blocking their Ultras respectively.

3.) If they're conditioned to making FA or a fireball on your wake up. You can usually buffer the motion in and execute it as soon as you get up and go through whatever attack they are doing.

4.) Long-range slow fireball, dash forward and ultra if they casually jump over your FB (depending on range though).

5.) (Offensively) Slide in into Ultra. If they attempt to punish you for the blocked slide, the Illusion Spark will take priority over their sweep. Of course, if they didn't fall for it you're probably going to eat something in return.

The Smo Show
05-13-2009, 08:47 PM
ive done it when i jump in and they try to retaliate. I have also sometimes combo into it with

ex Soul Spark, FA(lvl2), ultra. Problem is it cost 3 bars on the super meter. u can combo into it from a jump in of from c.mp

Bowgard
05-13-2009, 09:50 PM
I usually only use it to punish... I think i got a sagat player with a jump in hard punch into ultra... think he might have just tried doing a move though

CraptacularOne
05-13-2009, 09:58 PM
I have several ways to lure them into the shamwow, but it's usually character specific. I try to condition my player into thinking a move is safe for them or that I have no punishment for it so they will start to use it more. Like for instance if I'm playing a shoto that likes to throw meaty FB's on my wake up, I'll just block the 1st few until I have meter instead of EX drill to get out of it. If he tries it again when I have meter, bam, I got him. Or with blanka, I'll let them get away with a few unpunished blocked balls, but as soon as I have it if they try it, they eat the shamwow.

Another way to lure them into it is to throw out a few lp sparks, to get them to jump, if they take the bait, FADC out of it and catch them on the way in, but for this method you have to have at least 2 bars.

Acku
05-14-2009, 01:51 AM
1) As anti-air, works great up to medium levels. Especially against (lately timed) meaty jumpins because you can buffer the ultra safely at wakeup
2) As wake-up, overly aggressive opponents get hit often. Smart players will stop meatying when you reach Ultra though, so dont get baited. I find it works well if you can execute it just a split second after you obtain it, because it's often a moment the opponent is just pressing you being unaware of the ultra.
3) As a counter ultra, works against every Ultra I know of
4) As a punish obviously
5) After a crumple obviously
6) Against fireballs, very often against meaty fireballs, just buffer and seize opportunity. Some opponents will also fireball upon your landing when jumping from far, also a good shot there.
7) backdash to ultra, the sudden spacing often triggers a special attack from the opponent (Sagat fireball, Cammy drill, blanka roll etc) which you can catch. however, if they jump your screwed if done too early.
8) against all opponents who make a lot of long reach attacks (safe on block) when they have the space. Blanka roll, honda headbutt, cammy drill, bison knees, sagat knees, vega slide etc. Same as (7), just give them the space, predict their game, buffer and unleash when you see it starting

9) last but not least against Blanka EX roll. Its major in this matchup, and lots of Blankas just dont know it or forget it exists. Fake fireball movement, block, punish. Half of my matches against Blanka rely on this. Only do it when you can either kill him with it, or when your meter is up to maxlevel to gain maximum surprise. because once you did it, you wont be likely doing it again against that opponent. If I cant land that, I usually lose.

loopiz
05-14-2009, 02:34 AM
my single favorite is after i knock down the opponent : i position rose just outside the throw range, start charging FA and when they get up i dash cancel back while buffering the ultra, and if i see even the tiniest bit of movement i press the buttons.

Acku
05-14-2009, 03:27 AM
Speaking about FA:

10) Anytime an opponent charges FA. It's always a win AFAIK;
- if he continues his charge the ultra breaks it
- if he releases the ultra has priority
- if he dash cancels the ultra catches the dash

Shouldnt FA Rose on wake-up, ever

DaisukeNiwa
05-14-2009, 11:10 AM
In order of best times to risky times to use Ultra. Also, as the numbers go up, it gets a bit harder to pull off.

1) After crumple.
-It's not that hard, most Rose players spend time predicting their opponents anyways, why not crumple them with your focus attack into ultra? It's like hit confirming except for your ultra.

2) Punishing failed ultras/supers/etc.
-Just don't screw up because they went out of range with their attack.

3) Anti-Air
-The timing has to be done right. They can block it if you mistime it.

4) Piercing Focus Attacks
-If they try to focus attack do it before they go into a dash forward or back. Even if they follow through with the attack or dash, it will catch them.

5) Fireballs/Projectiles
-You have to be pretty close and do it very quick to have the fireball go right through you in the ultra animation.

6) Wake Up/ Landing Ultra
-Works against lower players. Make sure you see an attack attempt before you do this, otherwise, it'll be blocked. This requires very good execution and timing.

7) Reversal/Couterattacks
-After your soul spiral or ending slide, you can ultra knowing they're going to try to attack you right afterward.

The Osprey
05-14-2009, 11:51 AM
u can combo into it from a jump in of from c.mp

This isn't right. The only way to combo the Ultra AFAIK is ex. SS, lvl 2 focus attack, Ultra, which you also mentioned.

Zujira
05-15-2009, 12:49 AM
You can also combo into it from a deep j HK/HP

loopiz
05-15-2009, 02:42 AM
You can also combo into it from a deep j HK/HP

no, you're thinking of her super i think.

purifyweirdsoul
05-15-2009, 05:48 AM
No he's right, you can do deep jump in > ultra. It's just not very useful/practical.

The Osprey
05-15-2009, 07:51 AM
Good to know, thanks for clearing that up. Sorry for the confusion.

Deddjay
05-15-2009, 10:14 AM
Speaking about FA:

10) Anytime an opponent charges FA. It's always a win AFAIK;
- if he continues his charge the ultra breaks it
- if he releases the ultra has priority
- if he dash cancels the ultra catches the dash

Shouldnt FA Rose on wake-up, ever

+1. It's my number one favorite thing to catch someone carelessly FAing over me only to catch Ultra. My bro is of the opinion that you really shouldn't FA over -anyone- when they have Ultra though, and I kind of agree with him.:sweat:

Number 47
05-15-2009, 11:43 AM
You can also do it from a LP spark FADC (dash dash dash) and do the ultra right as the spark hits. Actually, you can get an 8-hit combo if you do that but jump in with FP or HK as the fireball hits. It's not very practical, though. More practical is doing the spark FADC and baiting a jump.

parabellum
05-15-2009, 02:50 PM
Is a deep J.rh the only way to combo into this without meter or FA?

xero15
05-15-2009, 04:29 PM
Last I checked ultra only combos from a jump in on counter hit

cables
05-15-2009, 06:46 PM
I've comboed into Ultra off a jump in after hitting with j.MP immediately before landing, and I don't think it was a counter hit.

CraptacularOne
05-15-2009, 07:26 PM
Last I checked ultra only combos from a jump in on counter hit

It doesn't have to be a counter hit at all. A deep hk or hp will combo to ultra.

mzenken
05-15-2009, 11:03 PM
1) FADC -> Ultra
2) Punisher
3) Well-timed AA
4) Random wakeup (I got Graham Wolfe with one of these and won XD)

Zona
05-16-2009, 02:49 AM
I was very surprised when I got deep j.hp, sham'd ftl during a Rose ditto, I still have yet to use it or even go for it myself

SF-Zero2
05-19-2009, 02:06 PM
So....I was just playing a Sagat player, anti-aired him with a Focus Attack, dash canceled the FA forward and caught him with Shamwow as he was still spinning in the air away from me. Went to training mode and was able to pull it off quite a bit depending on the screen room/height of the characters. Anyone else tried this?

purifyweirdsoul
05-19-2009, 02:16 PM
Yeah, we've talked about that a good bit before. Everybody can do that. It's kind of a like a universal juggle state, if you will. Only way you can juggle with the ultra.

Zona, yeah, it's not g oing to happen in a match very often, if ever. We just aren't going to hit somebody with a deep j.HP unless they're dizzy. I always think it's silly when combo guides always list combos starting off of jumping attacks...dude, this is SF, you don't jump in to start things...unless, of course, you're jumping in to punish something.

Spectre1121
05-31-2009, 07:54 PM
Been playing exclusively as Rose on PSN...

My favorite Shamwow set-up would probably be during blocked moves/ultras that have a few frames where you can react before the animation finishes...

I've pulled it off several times against Guile after you block his cHK... you can buffer the Shamwow in between the sweeps.. Same goes for C. Viper's Ultra... throw a shamwow after you block the seismo hammer and it catches her before she can pull of the rest of the ultra :)