Spectral vs Generation/Roze: Difference between revisions

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'''Likes''': Sister, Quite life<br>
'''Likes''': Sister, Quite life<br>
'''Dislikes''': Human's ugly hearts
'''Dislikes''': Human's ugly hearts
== Character Info ==
== Character Info ==
Roze has just about everything she needs for any sort of matchup. Great fireball, excellent mobility, and simple pressure +
Roze is a strong character with a balanced toolkit. She possesses a great fireball, excellent mobility, and potent pressure that
combos allow you to get by in most situations, and her supers pose a threat both damage and utility wise. EX charge versions
can either be used to mix-ups or guard breaks. Roze's combos deal significant damage, often allowing her to two-touch opponents
of her specials allow her to overpower fireballs, improve combo damage, or give her dp some much needed invincibility. Due to her
and the majority of her tools work midscreen as well as in the corner. Roze's strengths and weakness come from the same source:
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
her install, which grants her access to EX specials. Finding a safe way to install mid-match will determine if you have access
enough to get back to more amazing EX or supers. Even if she lacks proper anti-air or meterless reversals, everything else she has
to Roze's diverse toolkit and thus it is a priority in every match-up.<br>
is more than enough to stay in control of the match long enough to win.<br>
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*All around great mobility with high neutral/forward super jump.
*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.
*Strong pressure tools, with the ability to break her opponents guard. Alternatively has access to unreactable high/low mixups.
*Divekick j.236D to change air momentum and allows for sudden overhead pressure or combos when you timeslow.
*Fast moving backdash allows her to escape pressure situations
*Has a teleport. Main versions of interest set you behind and grounded, in the air behind the opponent, or a fake-out.
*Fast long range normals that allow her to control ground space and start combos from a distance
*While it does not travel full screen, fireball is excellent and the short recovery allows for a loop/infinite in the corner.
*Access to anti-zoning tools tools like her teleport and 3D which slides under most fireballs
*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.
*After installing by using 22A/B/C, Roze has access to high damage specials which, depending on which you use, grants her
236EX makes her fireball travel full screen, adds another hit, does impressive damage and knocks opponent into the air on hit.
invincibility on startup, deals massive damage or threatens to break her opponents guard.
623EX has much more invincibility, does more hits and overall increased damage.
*Has a variety of invincible anti-air options that can combo start (623X) or deal massive damage on their own (236236D)
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).
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*Below average guard gauge
*Below average guard gauge
*Lacking in anti-air from ground
*Low health makes every punish extremely threatening to her
*Roze's anti-airs either cost meter or have small horizontal range, making them easily baited by airdash back
*Cannot effectively combo into BC dust combo outside of corner
*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
*Installing with 22A/B/C is slow dangerous to perform in neutral
*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.
*Very heavy reliance on meter and installs; without resources her damage output is low
*623EX still isn't quite the fastest in terms of reversals, and cannot be timeslowed on block to make it safer.
*623A/B/C all have varying degrees of invincibility, but it ends on the first frame they hit. High risk of trading hits.
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===Strategy===
 
===Moveset===


==Normals==
==Normals==
{{MoveData
{{MoveData
|name=5A
|name=c.5A
|image=
|data=
  {{AttackData-SVG
  | damage =
  | guard = Low
  | startup =
  | advHit =
  | advBlock =
  | description =
  }}
}}
 
{{MoveData
|name=f.5A
|image=
|image=
|data=
|data=
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   }}
}}
}}
{{Navbox-SVG}}
{{Navbox-SVG}}

Revision as of 10:50, 6 February 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 is a strong character with a balanced toolkit. She possesses a great fireball, excellent mobility, and potent pressure that can either be used to mix-ups or guard breaks. Roze's combos deal significant damage, often allowing her to two-touch opponents and the majority of her tools work midscreen as well as in the corner. Roze's strengths and weakness come from the same source: her install, which grants her access to EX specials. Finding a safe way to install mid-match will determine if you have access to Roze's diverse toolkit and thus it is a priority in every match-up.

Strengths Weaknesses
  • All around great mobility with high neutral/forward super jump.
  • Strong pressure tools, with the ability to break her opponents guard. Alternatively has access to unreactable high/low mixups.
  • Fast moving backdash allows her to escape pressure situations
  • Fast long range normals that allow her to control ground space and start combos from a distance
  • Access to anti-zoning tools tools like her teleport and 3D which slides under most fireballs
  • After installing by using 22A/B/C, Roze has access to high damage specials which, depending on which you use, grants her

invincibility on startup, deals massive damage or threatens to break her opponents guard.

  • Has a variety of invincible anti-air options that can combo start (623X) or deal massive damage on their own (236236D)
  • Below average guard gauge
  • Low health makes every punish extremely threatening to her
  • Roze's anti-airs either cost meter or have small horizontal range, making them easily baited by airdash back
  • Cannot effectively combo into BC dust combo outside of corner
  • Installing with 22A/B/C is slow dangerous to perform in neutral
  • Very heavy reliance on meter and installs; without resources her damage output is low
  • 623A/B/C all have varying degrees of invincibility, but it ends on the first frame they hit. High risk of trading hits.

Moveset

Normals

c.5A
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low - - - - -
f.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