Spectral vs Generation/Roze: Difference between revisions
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 5 | ||
| | | advBlock = +3 | ||
| advBlock = | | Chain advBlock = NA | ||
| description = c.5B is primarily used as a combo starter and pressure tool because you cannot cancel into c.5C so you are certain the follow f.5C will connect at all ranges. | | description = c.5B is primarily used as a combo starter and pressure tool because you cannot cancel into c.5C so you are certain the follow f.5C will connect at all ranges. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 8 | ||
| | | advBlock = +3 | ||
| advBlock = - | | Chain advBlock = -9 | ||
| description = Your most high damage normal, this is a powerful combo starter by cancelling into 623A > SoT. | | description = Your most high damage normal, this is a powerful combo starter by cancelling into 623A > SoT. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 5 | ||
| | | advBlock = -1 | ||
| advBlock = - | | Chain advBlock = -1 | ||
| description = c.5D is approximately even on hit and on block and cannot be grabbed during startup, but it cannot be cancelled into anything making it rarely the best tool in any situation. | | description = c.5D is approximately even on hit and on block and cannot be grabbed during startup, but it cannot be cancelled into anything making it rarely the best tool in any situation. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 3 | ||
| | | advBlock = +2 | ||
| advBlock = | | Chain advBlock = +2 | ||
| description = A fast poke. Can be low-profiled by some characters/tools, but is otherwise the least committal way to poke your opponent and start a combo on hit. | | description = A fast poke. Can be low-profiled by some characters/tools, but is otherwise the least committal way to poke your opponent and start a combo on hit. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 5 | ||
| | | advBlock = +0 | ||
| advBlock = - | | Chain advBlock = -5 | ||
| description = f.5B is a rarely used tool. It is fast and has decent range in a vacuum, but it is slower and shorter range than f.5A and lacks the damaging presence of f.5C. | | description = f.5B is a rarely used tool. It is fast and has decent range in a vacuum, but it is slower and shorter range than f.5A and lacks the damaging presence of f.5C. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 8 | ||
| | | advBlock = -3 | ||
| advBlock = - | | Chain advBlock = -7 | ||
| description = Your most high damage poke, this has large range and a large window to hit-confirm into 46C or 46EX to combo start at a distance. | | description = Your most high damage poke, this has large range and a large window to hit-confirm into 46C or 46EX to combo start at a distance. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 5 | ||
| | | advBlock = -1 | ||
| advBlock = - | | Chain advBlock = -1 | ||
| description = f.5D is a good poke, often functioning for the same purpose as f.5A, but it is harder to low profile. | | description = f.5D is a good poke, often functioning for the same purpose as f.5A, but it is harder to low profile. | ||
}} | }} | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 3 | ||
| | | advBlock = +4 | ||
| advBlock = | | Chain advBlock = +4 | ||
| description = 2A is mildly redundant given c.5A hits low; however, there are situations where you are too far to trigger c.5A, but want to ensure your attack hits low and 2A serves that purpose. | | description = 2A is mildly redundant given c.5A hits low; however, there are situations where you are too far to trigger c.5A, but want to ensure your attack hits low and 2A serves that purpose. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 6 | ||
| | | advBlock = +0 | ||
| advBlock = - | | Chain advBlock = -5 | ||
| description = 2B is a long range poke, serving as the B version of f.5A and f.5C. It is a useful tool in combos and pressure. | | description = 2B is a long range poke, serving as the B version of f.5A and f.5C. It is a useful tool in combos and pressure. | ||
}} | }} | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 7 | ||
| | | advBlock = +1 | ||
| advBlock = | | Chain advBlock = +1 | ||
| description = A multi-hitting long range poke. Because this cannot be cancelled it is rarely used, but it can function as a meterless spacing tool. Only the last hit is a low so your opponent can low block it on reaction. | | description = A multi-hitting long range poke. Because this cannot be cancelled it is rarely used, but it can function as a meterless spacing tool. Only the last hit is a low so your opponent can low block it on reaction. | ||
}} | }} | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 4 | ||
| | | advBlock = +0 | ||
| advBlock = - | | Chain advBlock = -10 | ||
| description = A crouching mid-range poke. This serves as a better version of 2A, hitting low opponents quickly and no risk of performing a far normal. | | description = A crouching mid-range poke. This serves as a better version of 2A, hitting low opponents quickly and no risk of performing a far normal. | ||
See Chain Specific Normals for details on Chain 2D. | |||
}} | }} | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 4 | ||
| description = A downward angled poke. Can be used to instant overhead and otherwise functions as a good landing aerial. | | description = A downward angled poke. Can be used to instant overhead and otherwise functions as a good landing aerial. | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 7 | ||
| description = A downward angled slice. Similar to j.A, but additionally functions as Roze's best cross-up aerial. Useful for oki mixups. | | description = A downward angled slice. Similar to j.A, but additionally functions as Roze's best cross-up aerial. Useful for oki mixups. | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 11 | ||
| description = A forward palm strike. This move is multihit when jumping forward and functions as a good air to air. | | description = A forward palm strike. This move is multihit when jumping forward and functions as a good air to air. | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 4 | ||
| description = A downward angled kick. Probably Roze's best instant overhead, but otherwise shares all properties with j.A | | description = A downward angled kick. Probably Roze's best instant overhead, but otherwise shares all properties with j.A | ||
}} | }} | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 6 | ||
| advBlock = -15 | |||
| advBlock = - | |||
| description = An approaching slide kick that knocks down your opponent on hit. This is primarily used to slide under fireballs. | | description = An approaching slide kick that knocks down your opponent on hit. This is primarily used to slide under fireballs. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 6 | ||
| | | advBlock = -5 / -4 / -11 | ||
| description = A basic 4 hit combo that launches the opponent far away. Can be used as a meterless way of safely installing. Can be linked into 623A in the corner. | | description = A basic 4 hit combo that launches the opponent far away. Can be used as a meterless way of safely installing. Can be linked into 623A in the corner. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 5 | ||
| advBlock = -9 | |||
| advBlock = - | |||
| description = Identical to c.5C, but on hit cannot be air teched and can be jump cancelled. | | description = Identical to c.5C, but on hit cannot be air teched and can be jump cancelled. | ||
}} | }} | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 6 | ||
| advBlock = -10 | |||
| advBlock = - | |||
| description = When cancelling into 2D from f.5A, c.5A and 2A, you perform 3D instead. This is identical to 3D except that it is special cancellable. It is useful primarily for pressure as it allows you to close space safely. | | description = When cancelling into 2D from f.5A, c.5A and 2A, you perform 3D instead. This is identical to 3D except that it is special cancellable. It is useful primarily for pressure as it allows you to close space safely. | ||
}} | }} | ||
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| guard = Throw | | guard = Throw | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 4 | ||
| description = A+D is Roze's forward throw. It is air techable and rarely used. | | description = A+D is Roze's forward throw. It is air techable and rarely used. | ||
B+D is Roze's back-throw. It only allows for a short followup, but it is not air techable. If you wish to link into a special or super, input the command in the direction your originally were facing; the game doesn't register the side swap until after the throw animation is fully complete. | B+D is Roze's back-throw. It only allows for a short followup, but it is not air techable. If you wish to link into a special or super, input the command in the direction your originally were facing; the game doesn't register the side swap until after the throw animation is fully complete. | ||
Total Throw animation = 30 frames. | |||
}} | }} | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 30 | ||
| | | advBlock = -13 / -12 | ||
| description = Roze's dust. Can be either an overhead or a low, but has significantly more startup than the moves it shares animations with. Can be followed up with the following sequence to gain meter: A > A > A > B > B > B > C > C > C > D > 236D. | | description = Roze's dust. Can be either an overhead or a low, but has significantly more startup than the moves it shares animations with. Can be followed up with the following sequence to gain meter: A > A > A > B > B > B > C > C > C > D > 236D. | ||
}} | }} | ||
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| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 60 | ||
| description = Roze's taunt. If you're not in Seal of Time, this recovers enough meter to install once, but leaves you vulnerable until the animation has completed. | | description = Roze's taunt. If you're not in Seal of Time, this recovers enough meter to install once, but leaves you vulnerable until the animation has completed. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=236A/B/C | |name=236A/B/C (EX) | ||
|image=Spectral_VS_Generation_Roze236ABC_Image.png | |image=Spectral_VS_Generation_Roze236ABC_Image.png | ||
|data= | |data= | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 12 (10) | ||
| advBlock = -1 (+8) | |||
| advBlock = - | |||
| description = Roze's fireball. The A version travels slowest, B version medium and C fastest. This is even to plus on block so it should be a go-to pressure tool. | | description = Roze's fireball. The A version travels slowest, B version medium and C fastest. This is even to plus on block so it should be a go-to pressure tool. | ||
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{{MoveData | {{MoveData | ||
|name=46A/B/C | |name=46A/B/C (EX) | ||
|image=Spectral_VS_Generation_Roze46ABC_Image.png | |image=Spectral_VS_Generation_Roze46ABC_Image.png | ||
|data= | |data= | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 12 / 15 / 18 / (11) | ||
| | | advBlock = -3 / -4 / -5 / (-6) | ||
| description = Roze's tatsu. The A version is fastest but travels a short distance, the B version is medium and the C version is slowest but travels the furthest distance. Each version will hit 3 times. This is often used as a combo filler to close the distance on your opponent before cancelling into super. | | description = Roze's tatsu. The A version is fastest but travels a short distance, the B version is medium and the C version is slowest but travels the furthest distance. Each version will hit 3 times. This is often used as a combo filler to close the distance on your opponent before cancelling into super. | ||
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{{MoveData | {{MoveData | ||
|name=623A/B/C | |name=623A/B/C (EX) | ||
|image=Spectral_VS_Generation_Roze623ABC_Image.png | |image=Spectral_VS_Generation_Roze623ABC_Image.png | ||
|data= | |data= | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 7 / 12 / 15 / (12) | ||
| | | advBlock = -25 / -27 / -35 / (-33) | ||
| description = Roze's DP. This move has very small horizontal range but large vertical range. This positions the DP to function as a strong anti-air. This is frequently used in combos after getting closer to your opponent. | | description = Roze's DP. This move has very small horizontal range but large vertical range. This positions the DP to function as a strong anti-air. This is frequently used in combos after getting closer to your opponent. | ||
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| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 53 / 38 / 54 / 37 | ||
| advBlock = -26 (B version) | |||
| advBlock = - | |||
| description = Roze's teleport. This move has niche use in pressure since it is reactable. | | description = Roze's teleport. This move has niche use in pressure since it is reactable. | ||
The A version is a fake-teleport that just returns you to your starting location. The B version teleports you in front of your opponent in the air; any buttons pressed during B teleport will cause you to perform a unique falling attack; if the falling attack is blocked you can perform a unique divekick (236D) that knocks down on hit and cannot be Seal of Time'd. The C version teleports you behind your opponent on the ground, but has no hitbox. The D version teleports you behind your opponent in the air. You can perform any air action freely out of the D version. | The A version is a fake-teleport that just returns you to your starting location. The B version teleports you in front of your opponent in the air; any buttons pressed during B teleport will cause you to perform a unique falling attack; if the falling attack is blocked you can perform a unique divekick (236D) that knocks down on hit and cannot be Seal of Time'd; this divekick varies but is usually plus on block. The C version teleports you behind your opponent on the ground, but has no hitbox. The D version teleports you behind your opponent in the air. You can perform any air action freely out of the D version. | ||
}} | }} | ||
}} | }} | ||
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| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 48 | ||
| description = Roze's install. All versions are the same and the recovery cannot be cancelled in any way. All EX moves can be performed by doing the relevant special motion and then hitting 2 normal buttons simultaneously. 236, 623 and 46 have EX versions. | | description = Roze's install. All versions are the same and the recovery cannot be cancelled in any way. All EX moves can be performed by doing the relevant special motion and then hitting 2 normal buttons simultaneously. 236, 623 and 46 have EX versions. | ||
}} | }} | ||
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| guard = High | | guard = High | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 7 | ||
| advBlock = +0 varies | |||
| advBlock = | |||
| description = A divekick. This move is relatively safe, being even if you hit near their feet. It can be Seal of Time'd to combo on hit or to extend pressure on block. | | description = A divekick. This move is relatively safe, being even if you hit near their feet. It can be Seal of Time'd to combo on hit or to extend pressure on block. | ||
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| guard = Low | | guard = Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 2 + 4 | ||
| advBlock = -35 | |||
| advBlock = - | |||
| description = Roze rushes forward and performs a multi-hitting super. It can be cancelled before the final hit with 214 A which teleports you to the ground and allows for a followup. Alternatively, after hitting the final hit you can cancel your recovery with an airdodge to extend the combo. | | description = Roze rushes forward and performs a multi-hitting super. It can be cancelled before the final hit with 214 A which teleports you to the ground and allows for a followup. Alternatively, after hitting the final hit you can cancel your recovery with an airdodge to extend the combo. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 2 + 6 | ||
| advBlock = +20 | |||
| advBlock = | |||
| description = A large slow moving fireball. This can be used in combos or as pressure. | | description = A large slow moving fireball. This can be used in combos or as pressure. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 4 + 8 | ||
| advBlock = -12 | |||
| advBlock = - | |||
| description = A high hitting anti-air super. This move is unique in that it ignores the juggle limit imposed on most moves, so it can be used as a combo ender when no others are available. You can combo out of it if your opponent is high enough upon performing the move. | | description = A high hitting anti-air super. This move is unique in that it ignores the juggle limit imposed on most moves, so it can be used as a combo ender when no others are available. You can combo out of it if your opponent is high enough upon performing the move. | ||
}} | }} | ||
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| guard = High/Low | | guard = High/Low | ||
| cancel = - | | cancel = - | ||
| startup = | | startup = 3 + 19 | ||
| advBlock = +2 | |||
| advBlock = | |||
| description = Roze's level 3 super. This move is invincible on startup which makes it a powerful callout versus your opponent hitting laggy buttons. Its startup is very large which means it can only be performed in combos after 623A/B/C > Seal of Time. | | description = Roze's level 3 super. This move is invincible on startup which makes it a powerful callout versus your opponent hitting laggy buttons. Its startup is very large which means it can only be performed in combos after 623A/B/C > Seal of Time. | ||
}} | }} |
Revision as of 18:11, 15 February 2021
Roze | |
---|---|
Health | 450 |
Pre-Jump Frames | 3 |
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 |
---|---|
|
|
Normals
Close Standing Normals
c.5A
|
---|
c.5B
|
---|
c.5C
|
---|
c.5D
|
---|
Far Standing Normals
f.5A
|
---|
f.5B
|
---|
f.5C
|
---|
f.5D
|
---|
Crouching Normals
2A
|
---|
2B
|
---|
2C
|
---|
2D
|
---|
Air Normals
j.A
|
---|
j.B
|
---|
j.C
|
---|
j.D
|
---|
Command Normals
3D
|
---|
Chain Specific Normals
Chain AAA
|
---|
Chain c.5C
|
---|
Chain 2D
|
---|
Throws
A/B+D
|
---|
Sword Series Slash (Dust)
5/2B+C
|
---|
Taunt
C+D
|
---|
Specials
236A/B/C (EX)
|
---|
46A/B/C (EX)
|
---|
623A/B/C (EX)
|
---|
214A/B/C/D
|
---|
22A/B/C
|
---|
j.236D
|
---|
Supers
236236A/B/C
|
---|
214214A/B/C
|
---|
236236D
|
---|
4641236A/B/C
|
---|
Strategy
Combos
Gatling Chart
A | B | C | D | Cancel | |
---|---|---|---|---|---|
c.5A | Chain AAA | 5B, 2B | c.5C, f.5C, 2C | 5D, Chain 2D | Sp, Su, B |
f.5A | Chain AAA | 5B, 2B | c.5C, f.5C, 2C | 5D, Chain 2D | Sp, Su, B |
c.5B | f.5C, 2C | Sp, Su, B | |||
f.5B | f.5C, 2C | Sp, Su, B | |||
c.5C | Sp, Su, B | ||||
f.5C | Sp, Su, B | ||||
c.5D | |||||
f.5D | 5A, 2A | 5B, 2B | 5C, 2C | Sp, Su, B | |
2A | Chain AAA | 5B, 2B | 5C, 2C | 5D, Chain 2D | Sp, Su, B |
2B | 5C, 2C | 5D, Chain 2D | Sp, Su, B | ||
2C | - | - | - | - | |
2D | 5A, 2A | 5B, 2B | 5C, 2C | Sp, Su, B | |
3D | - | - | - | - | |
Chain AAA | - | - | - | - | |
Chain 5C | - | - | - | - | Jump, Sp, Su, B |
Chain 2D | - | - | - | - | Sp, Su, B |
Chain c.5C can be only canceled into Jump on hit
X = X is available on hit or block
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Supers