ready to break the game ? …
[the soul illusion]
Like i said earlier, this super is what Rose is all about (… well, not really, but whatever :encore:) . I rarely use meter for something other than a level 1 illusion super, it’s a major boost to her whole game. Don’t ignore it just because it’s not as damaging as it is in A2, it’s still great.
- all levels of activation have 2 frames startup and are vulnerable for 1 frame
- lvl.1 = 264 frames active ~ 4.5 sec
- lvl.2 = 384 frames active ~ 6.5 sec
- lvl.3 = 564 frames active ~ 9.5 sec
The biggest problem is to not run out of meter in an intense match. Her best way of building meter is whiff c.MP xx qcb MP/HP, which will give you 5 points of meter in ~47 frames. If you knocked them down or have some breathing room and are out of meter, do this a few times to gain back a good chunk of meter, and hopefully enough to have that one meter to activate illusions when you need them.
Rose is a linking machine :karate: To keep it short, here are some basic and practical links:
- c.MP/c.MK xx lvl.1 -> c.HK
- c.LK (ch) -> c.MP/c.MK xx lvl.1 -> c.HK
- c.MP (ch) -> c.MP/c.MK xx lvl.1 -> c.HK
- c.MP (meaty) -> c.MP xx lvl.1 -> c.HK
- lvl.1, c.LK -> c.MP/c.MK xx qcf HK
- lvl.1, c.LK (meaty, unblockable) -> c.MP/c.MK xx qcf HK
- lvl.1, c.LK (meaty, unblockable) -> c.HK
Rose her illusions will be unblockable, as long as she herself is in a neutral position, because the illusions itself don’t cause a guard animation. This is the best and most fun part about the super, you should always look for openings to set up an unblockable.
(1) the illusion-powered unblockable sweep
Her c.HK is great. Because of it’s long range you’ll use it a lot to punish things. Knocking the opponent down is also very important for her, since it sets up meaty games and unblockables.
You can basically use the unblockable sweep everytime you knock the opponent down with your BnB (something xx qcf LK spiral) or your sweep, just do it early enough so that only the last illusion hits them meaty. Why doing that ? Well, not for damage (only doing one pixel), but …
- … to set up her unblockable crossup
- … to provoke an airflip
Yeah, it’s flippable, but if you predict their flip correctly you can catch them out of the air with an air move (most notably j.LP, j.MP or j.HK) without them being able to do something.
(2) the unblockable crossup
The best way to set it up is after the unblockable sweep (there are other ways, but they’re very situational), if they don’t flip it …
- unblockable sweep, (wait/walk a tiny bit), crossup j.MK (make it whiff so that only the last illusion hits), c.LK (hits with the j.MK for an unblockable) -> c.MP xx qcf HK
The combo counter should say 14 hits (1 = illusion of j.MK; 3 = c.LK, 3 = c.MP, 7 = HK spiral), if you get 15 you mistimed the crossup and it most likely wasn’t unblockable. The timing is tricky, but practice makes perfect.
(3) meaty c.LK unblockable
The best for last This one is great, it’s the way to go if you want damage. It’s also great to bait their VC activation or reversal everything, if you do it right you are completely safe. Also, unlike the standalone c.HK unblockable, it’s not flippable. It goes like this:
- knock them down, walkup early c.LK (only last illusion hits), wait till they get hit, link …
… c.MP xx qcf HK
You can loop the simple c.LK -> c.HK 3 times per activation, for 15 points damage everytime you do it. It will be very hard for them to escape this bitch of a trap. To make it even better, every loop adds 8 stun points. This one will get you a full dizzy combo:
- c.MP xx lvl.1 -> c.HK, [walkup unblockable c.LK -> c.HK] x2, reactivate lvl.1, [walkup unblockable c.LK -> c.HK] x2, dizzy
= combo for free !
There’s a lot of potential in meaty unblockable c.LK, and it’s easy to set up too … abuse !
The illusion super, once activated, ignores the corner juggle limit, which allows some pretty crazy things.
To get started, try this:
- (corner) lvl.2, qcb HP, [early c.LP (only last illusion hits), instant j.LK, c.HP] x3, dp HP
Of course that’s not too practical, because you need 2 bars of meter, it isn’t too damaging and flippable (although you can use that to you advantage usually when the illusions are activated … well not in this case).
here’s something more practical:
- (corner) lvl.1, qcb HP, early s.LP (only last illusion hits), instant j.HP, c.MP xx qcb MP, early s.LP (only last illusion hits), instant j.LP, (illusion runs out) c.MP xx qcb HP
It’s a full dizzy combo (40+ stun), and a lot harder to flip because you make them land on a s.LP illusion and can act almost instantly after that, although the timing is very strict … very worth learning it though (hey, it’s a full dizzy combo c’mon ! :wgrin:).
There’s a lot more you can do in the corner, i suggest experimenting with it and find something that works for you. Rose can do a lot of damage in the corner, so it’s worth investigating her possibilities.
[anti air options]
One of Rose’s biggest weaknesses is her lack of reliable anti airs. The illusion super can help you there, but you will blow out 1 bar of meter … It CAN lead to quite some damage, still don’t overdo it, meter is precious.
(1) lvl.1, early c.MP/c.HP (only last illusion hits), early jump whatever, …
If you time a c.MP as an anti air so that only the last illusion hits, you can jump into the air just the moment the opponent will get hit. If you stick out a move fast enough, they shouldn’t be able to flip after getting hit by the illusion, the window is too small. Depending on that move you use and how you time it, wou’ll either land with or before them. If you land with them, set up a meaty unblockable. If you give them some room to flip, try option (2).
Things are different when you make them land on the last hit of c.HP, since the opponent has a small window to flip after that. You CAN catch their flip with an air move (most notably j.LP, j.MP or j.HK) without them being able to do something. it’s not the easiest thing in the world though, since anti air timing differs and you need to react accordingly. It’s possible to get a small combo with this setup, like:
- lvl.1, early c.HP (only last illusion hits), they flip, catch them with j.LP/MP/HK, land, c.MP/HP xx dp P
Of course, you can always use the second option too …
(2) lvl.1, early c.MP/c.HP (only last illusion hits), they flip, walk forward, c.HK (make them land on last illusion hit)
They can’t do anything about this if you have the time to set it up, since it’s unblockable. It will knock them down and sets them up for more meaty unblockable action or an unblockable crossup combo:
- lvl.1, early c.HP (only last illusion hits), they flip, walk forward, c.HK (make them land on last illusion hit), early crossup j.MK (only last illusion hits), (unblockable) c.LK -> c.MP xx qcf HK
They can escape this if they flip correctly, e.g. if they backflip when they are still high in the air, they are most likely too far away to land on c.HK. You can try and make them land on a slide in that case, it will keep the pressure on, so you can do some guard damage or whatever. Hopefully they are near or in the corner, so you don’t have to worry about things like that …
[breaking the guard]
If you learned how to gain and keep the momentum with Rose, it’s actually an option for her to work down the guard bar of the opponent. She has a number of moves with frame advantage (s./c.LP +3, c.LK +3, s./c.MP +3, s.HP +1), which will be even greater with activated illusions. A block string could look like this:
- c.LP, c.LK, c.MP/c.MK xx qcf LK / s.HP
When you worked their guardbar to <50%, activate illusions and see them getting nervous. If they aren’t doing anything, you’ll have them guard broken in only a couple of seconds, if they try to counter you, act accordingly (you should have frame advantage most of the time to keep the advantage). Walkup s.MP and c.LK are good moves to do repeatedly while soul illusions are activated. Try to break their guard with a move with quick recovery, like s.HP instead of a spiral.
When you have them down to a blinking guard bar and they get away, remember that you have the slide. A lot of people start to panic when you activate an illusion, even from a distance. If they try to jump at you, punish them for it (see “anti air options”). If they jump or move back, fine, one step closer to the corner. If they don’t move at all, either slide your way in and pressure from there, or walk forward and see how they react.
… that’s it for now, see you soon for another episode of “hyping Rose into top tier status”.