Spectral vs Generation/Roze: Difference between revisions

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| align="center" colspan="2" |[[File:Spectral VS Generation Roze Image.jpg|frameless|center|600x600px]]
| align="center" colspan="2" |[[File:Spectral VS Generation Roze Image.jpg|frameless|center|600x600px]]
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| '''Health''' || 450
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| '''Play Style''' || All-Around, Mixup
| '''Play Style''' || All-Around, Mixup

Revision as of 11:53, 5 January 2021

Roze
Spectral VS Generation Roze Image.jpg
Health 450
Play Style All-Around, Mixup
Dash Type Run

Character Background

Race: Demon
Motivation: Revenge upon the world
Weapon: Saqrif Velrouge
Likes: Sister, Quite life
Dislikes: Human's ugly hearts

Character Info

Roze has just about everything she needs for any sort of matchup. Great fireball, excellent mobility, and simple pressure + combos allow you to get by in most situations, and her supers pose a threat both damage and utility wise. EX charge versions of her specials allow her to overpower fireballs, improve combo damage, or give her dp some much needed invincibility. Due to her heavy reliance on meter for these things, holding onto an EX charge will allow you to stay safe in a fireball war to generate bar enough to get back to more amazing EX or supers. Even if she lacks proper anti-air or meterless reversals, everything else she has is more than enough to stay in control of the match long enough to win.


Pros

  • All around great mobility with high neutral/forward super jump.
  • Backdash travels a good distance, and airborne for most of the remaining duration after the decent invincibility ends about halfway.
  • Divekick j.236D to change air momentum and allows for sudden overhead pressure or combos when you timeslow.
  • Has a teleport. Main versions of interest set you behind and grounded, in the air behind the opponent, or a fake-out.
  • While it does not travel full screen, fireball is excellent and the short recovery allows for a loop/infinite in the corner.
  • 22A/B/C uses a small amount of meter to store a charge for EX specials, which have greatly improved properties over their regular versions.
236EX makes her fireball travel full screen, adds another hit, does impressive damage and knocks opponent into the air on hit.
623EX has much more invincibility, does more hits and overall increased damage.
46EX travels farther, adds another hit, does much more damage and is overall faster. 
  • 3D slide kick can pass under most standard fireballs to escape fireball traps and knock down.
  • cl.5A->5C chain is a jump cancellable launcher that confirms into different parts of j.D->j.B->j.236D airchain depending on character/position, and into burst + combo from IAD at low hp
  • 236236D thunder has good invincibility, huge hit area(front, back, all the way up) with great damage around the center, is projectile based (no parrying).

In burst mode this super by itself is a nightmare for the opponent with how much you can loop high damage guard crushes that knock down.


Cons

  • Below average guard gauge
  • Lacking in anti-air from ground
  • Cannot effectively combo into BC dust combo outside of corner
  • Very heavy reliance on meter and otherwise does little damage without an EX or super available
  • 623A/B/C all have varying degrees of invincibility, but it ends on the first frame they hit. Will often trade or lose exchanges with just about anything.
  • 623EX still isn't quite the fastest in terms of reversals, and cannot be timeslowed on block to make it safer.

Normals

5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High/Low - - - - -
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2