Spectral vs Generation/Roze: Difference between revisions
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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 | 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 | 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. | 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. | *Backdash travels a good distance, and airborne for most of the remaining duration after the decent invincibility ends about halfway. | ||
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*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 | *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). | *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 | *Lacking in anti-air from ground | ||
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*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. | *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. | *623EX still isn't quite the fastest in terms of reversals, and cannot be timeslowed on block to make it safer. | ||
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===Strategy=== | |||
==Normals== | ==Normals== |
Revision as of 12:28, 5 January 2021
Roze | |
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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.
Strengths | Weaknesses |
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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.
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Strategy
Normals
5A
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