Ougon Musou Kyoku/Rosa Ushiromiya: Difference between revisions
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'''Empty Gun''' | '''Empty Gun''' | ||
{{ComboTable-MBTL | |||
| data = | |||
{{ComboData-MBTL | |||
| combo = 2B > 5B > 5C > 3C > 236x | |||
| cost = 0 | |||
| metergain = | |||
| oppmetergain = | |||
| damage = 800 | |||
| location = {{P-UNI|anywhere}} | |||
| notes = Extremely basic Reload setup. | |||
}} | |||
{{ComboData-MBTL | |||
| combo = 2B > 2C xx 2B > f.5C > 3C > 236x | |||
| cost = 0 | |||
| metergain = | |||
| oppmetergain = | |||
| damage = | |||
| location = {{P-UNI|anywhere}} | |||
| notes = Another setup for Reload using a link from 2C to 2B for extra damage. Hard to do but it looks cool and gives you more damage. | |||
}} | |||
{{ComboData-MBTL | |||
| combo = AA 6B > 236x xx j.9A > j.9B > j.236A/B | |||
| cost = 0 | |||
| metergain = | |||
| oppmetergain = | |||
| damage = | |||
| location = {{P-UNI|anywhere}} | |||
| notes = Basic anti-air combo. | |||
}} | |||
{{ComboData-MBTL | |||
| combo = [https://youtu.be/lJuT4rSgFAQ AA 6B > 236x dash 2C/f.5C(1) > 236C dash f.C(1) > (sj.9A) > j.9B > j.9C] | |||
| cost = 0 | |||
| metergain = | |||
| oppmetergain = | |||
| damage = | |||
| location = {{P-UNI|anywhere}} | |||
| notes = A bit harder anti-air combo. Allows for a meaty on them as they land. After the initial 6B 236x, f.5C(1) does less damage but is easier to do if there is a bit of distance between you and your opponent, while 2C does more damage and is more consistent upclose (since you don't have to worry about wether you'll be getting c.5C or f.5C). | |||
}} | |||
}} | |||
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:Advanced anti-air combo. | :Advanced anti-air combo. | ||
:Can also be started from someone else's '''sweep → attackTouch'''. | :Can also be started from someone else's '''sweep → attackTouch'''. | ||
===Metered Combos=== | ===Metered Combos=== |
Revision as of 11:11, 15 February 2023
Background
Rosa Ushiromiya is Kinzo Ushiromiya's fourth and youngest child. She is ranked the fifth of all family members, but first in terms of parental strength.
Introduction
Rosa is one of those characters that requires a charge to be used effectively, just like Jessica with her Enchant. While her normals may be underwhelming, she's blessed with many reversal options for most situations, assuming that she has meter to spare. She also has a pseudo-Meta Declare in her 236sp and holds one of the best abilities in the game, Detachment. It renders the opponent unable to do anything that involves their Touch gauge for 10 seconds. Basically, partner her up with a character with fast guard break potential/high pressure and your opponent will be unable to prevent themselves from being guard broken.
Strengths
- Good reward wih resources:Can stun very easily if she has meter, bullet, and especially both.
- Great zoning:Loaded 236X, both in the air and in the ground are very good ways to stop her opponent and go into her pressure
- Detachment is extremely powerful:Not allowing burst, parries, or 236D make her and her partner very scary to fight if her ability kicks in.
Weaknesses
- Needs bullet loaded to be scary:Otherwise, a lot of her tools are outright unavailable to her.
- Meter reliant:Needs a lot of meter for her SP reload, Loaded 623SP, her reversals and for MetaDeclaring.
- Weak to pressure:Her reversals are somewhat weak, and her abare is among the slowest in the game.
Health = 1500
Ability
Detachment
If the opponent is hit whilst this ability is active, their Touch gauge will be disabled for 10 seconds. Single use ability.
Rosa's ability is arguably one of, if not the strongest in the game. Being able to effectively shut down your most of your opponent's defensive options (Guard and Damage Touches) and prevent them from using the SP they've built on their partner make it so that maintaining momentum with Rosa on the team becomes much simpler. Landing a Guard Crush on your opponent near the end of the duration of Detachment's effect with further increase how long they're left helpless to your offense, and possibly force them to become affected by Detachment yet again.
The fact that it disables Damage Touch also allows for your characters to perform unburstable combos. As a prime example, Jessica can do her strongest combos without fear of the opponent Damage Touching out of them.
Move List
Normal Moves
Standing
c.5A
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f.5A
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c.5B
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f.5B
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6B
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c.5C
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f.5C
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6C
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Crouching
2A
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2B
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2C
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3C
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Jumping
j.8A
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j.7/9A
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j.8B
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j.7/9B
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j.8C
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j.7/9C
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Throw
Throw
B+C |
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Special Moves
【Roll Back 「ローリングシープ」
214A/B/C |
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【Reload 「リロード」
236A/B/C while rifle is unloaded |
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【Sawed-off Rifle 「ソードオフライフル」
(j.)236A/B/C while rifle is loaded |
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SP Supers
【Quick Reload 「クイックリロード」
(j.)236A+B while rifle is unloaded |
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【Wolf Hunting 「ウルフハンティング」
(j.)236A+B while rifle is loaded |
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Exclusive SP Supers
【Flying Neck Cut「フライングネックカット」/Shooting Justice 「シューティングジャスティス」
623A+B |
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【Golden Dream 「ゴールデンドリーム」
214A+B |
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Level 2 Super
【Goat Hunting 「ゴートハンティング」 ― 236236C】
236236C |
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Meta Super
【Let the one of you that wants to eat the bullet Maria chambered for me come forward, uwooooh! 「来いよォオオオォ! 真里亞の込めてくれた銃弾」
641236C during MetaWorld |
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Frame Data
KD = Knockdown Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 375 | 0-1 | ? | ? | UKD | |Switches Sides; 32 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 48 | 4 | 4 | 6 | +0 | +0 | f.5A | 66 | 10 | 4 | 9 | -3 | -3 | 2A | 66 | 7 | 3 | 4 | +3 | +3 | c.5B | 138 | 8 | 3 | 18 | -5 | -7 | f.5B | 120 | 8 | 3 | 18 | -5 | -7 | 2B | 138 | 6 | 6 | 9 | +1 | -1 | c.5C | 240 | 12 | 3 | 21 | +1 | -2 | f.5C |120,150| 8 | 3(12)4 | 19 | +2 | -1 |Frame Advantage is for 2nd hit f.5[C] |120,150| 8 | 3(18)4 | 19 | +2 | -1 |Frame Advantage is for 2nd hit 2C | 210 | 6 | 2 | 15 | +8 | +5 | j8.5A | 57 | 6 | 12 | 4 | | | j8.5B | 141 | 6 | 10 | 6 | | | j8.5C | 252 | 11 | 6 | 14 | | | j(7/9).5A | 60 | 4 | 6 | 3 | | | j(7/9).5B | 141 | 7 | 10 | 9 | | | j(7/9).5C | 252 | 10 | 5 | 9 | | | Command Normals ------------------------------------------------------------------ 6B | 120 | 6 | 6 | 18 | -8 | -10 | 6C | 210 | 24 | 2 | 18 | +5 | +2 | 3C | 270 | 13 | 9 | 18 | UKD | -4/+4 | Specials ------------------------------------------------------------------ 236a | -- | 24 | -- | 8 | -- | -- |See Note A 236b | -- | 24 | -- | 8 | -- | -- |See Note A 236c | -- | 24 | -- | 8 | -- | -- |See Note A 236A | 405 | 14/30 | ? | ?/2 | KD | -1 |See Note B 236B | 405 | 14 | ? | ? | KD | -8 | 236C | 405 | 14 | ? | ? | KD | -- | j.236A | 405 | 11 | ? | ? | KD | | j.236B | 405 | 11 | ? | ? | KD | | j.236C | 405 | 19 | ? | ? | KD | | 214A | -- | 28 | -- | ? | -- | -- | 214B | -- | 28 | -- | ? | -- | -- | 214C | -- | 28 | -- | ? | -- | -- | SPs and Meta ------------------------------------------------------------------ 236a+b | -- | 1 | -- | ? | -- | -- | 236A+B | 600 | 14 | ? | ? | KD | -14 | 623A+B | 300 | 6 | ? | ? | KD | -11 | j.236A+B | 600 | 25 | ? | ? | KD | | 214A+B | 612 | 21 | ? | ? | KD | -14 | 236x2C | 660 | 12 | ? | ? | KD | -4 | 641236C | 1110 | 68 | ? | ? | KD | -4 | Note A: lower case version of 236x represents Rosa's reload frames, while the uppercase is her shots. Note B: Italicized numbers represent Rosa's frames when holding the A button.
General Strategy
Feel free to edit this part of the wiki with your tips/strats on how to best use Rosa.
Rosa's Pros and Cons
Rosa has one of the fastest projectiles in the game, three reversals, and several long range normals, but she has a poor pressure game, slow movement, and average mix-ups. In addition to this, she relies on meter quite a bit, needing it to access any high damage combos, or to be able to use more than half of her moveset. She does have a fantastic punish game however.
Using her Rifle
Every matchup with Rosa is played similarly, with the golden rule being BE CAREFUL WITH YOUR RIFLE SHOTS. Rosa can punish any forward movement with her rifle if used carefully, as it punishes dashes on reaction and is air unblockable regardless of which version you use. The 236A feint just makes it harder on the opponent, as the feint has little to no recovery. If Rosa does misfire, however, she is left wide open to the opponent's advances. While she can use 6B effectively to stop their jump-ins and her f.5C to keep people from rushing in recklessly, those tools are not reliable enough to keep most opponents out. This forces her to either SP Reload, roll backwards and Reload, Touch out of her situation, or hope the opponent will not punish a jumping/standing Reload so she can regain her bullet. While she does have a multitude of reversals, they all require SP.
Anti Air Options
One feature of Rosa that largely goes ignored is her absurd damage in the air against aerial opponents.
The first thing to note is that Rosa's gun shots are unblockable in the air, no matter where she fires it. This means that you can bait an opponent's jump and punish it with a AA rifle shot for a free Reload and oki. If Rosa's gun is empty and she AAs the opponent with j.B/C, she can SP Reload in the air, which resets her to j.8 then combo into her j.236A/B for a knockdown, Reload, and oki setup.
Tips and tricks
- As Rosa tags in, if you use Reload or SP Reload while you're still in the air, it launches her forwards, since it launches her up slightly while still keeping the momentum of the tag in. Awesome to use as a way to surprise your opponent for a free Reload, and potentially fly away from blockstrings.
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Rosa to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Reasons to choose Rosa for your team
- Rosa is one of the game's best characters when it comes to punishing mistakes if she has resources ready. Her Bullet specials and ability make for an almost unstoppable force both at long and close distances. She can get a lot of damage if the situation is ready and not let the opponent play at all and negate them of their most precious resource, the Partner gauge. The problem is getting there, as she needs both meter and time to recharge to be a threath. Without it, Rosa is severely limited in what she can do, and careless usage of them will spell doom to her thanks to bad defensive options without bullet or meter.
- Rosa benefits a lot of characters that have pressure or combos that are weak to Burst and Guard Touch, while benefiting herself from characters that can build resources for her.
Ange
- StunBoost and Detachment clash severely for obvious reasons, StunBoost also ruins Rosa’s corner loop which is this team’s only way to do good damage.
- Bad reaction to pressure.
Battler
- Good neutral and Battler has no issue scoring Detachment hits, you can also prevent the opponent’s escape fullscreen with his EX fireball.
- However this team suffers from low damage and no way to do big corner damage except for Rosa’s costly loops.
- Generally overshadowed by Rosa/Will, but can have its niche.
Black Battler
- Basically a worse version of Bat/Rosa, which already isn’t that good. Slightly higher damage at the cost of poor bulk and issues with stunning.
- Have very little to do to an opponent that is in the corner.
- Rosa/Will is better in most ways.
Beatrice
- Beatrice is probably the one character in the game who appreciates Detachment the least, as her setups are unavoidable either way and she has no serious mixup game.
- Rosa appreciates SP from towers but no more than the average character. These two struggle greatly with neutral.
- Generally Will is the better option for Rosa.
Bernkastel
- These two need to play a very cautious neutral where little is allowed to go wrong, and the damage honestly isn’t worth it.
- A fairly balanced team, but Rosa would really prefer Will’s more direct neutral and higher damage, and Bern gets nothing special from Rosa as her combos are unburstable and her pressure is hard to escape anyway.
Chiester 410
- BreakBoost can work well in tandem with Detachment but it’s a lot to think about if you want to be able to break the opponent’s guard towards the end of the Detachment recovery and it’s not likely to always play out that way. This team also doesn’t have that much to do to an opponent once they’re guardbroken.
- Rosa can’t really capitalise off 410’s MetaSuper either, although Detachment is a nice added element to it.
- Struggles a bit defensively too. Still, fair neutral.
Dlanor
- No gameplan, find it hard to approach, won’t keep up with fast characters. Dlanor is a terrible Detachment user.
- Pretty good bulk and can play defensively kind of well.
Erika
- Erika will score Detachment easily but hasn’t got that much to follow this with. These two struggle with pressure.
- Confused gameplan. Both vastly prefer Will.
EVA-Beatrice
- The combination between Detachment and jelly setups mean this team can sustain pressure remarkably well. This team mostly thrives on shutting down the opponent’s options by preventing Touch and dominating neutral, but it can’t play too patiently for fear of Detachment wearing off.
- It’s a fairly bulky rushdown team and your opponent will probably spend a lot of time in the corner.
- No major weaknesses, but both of these characters can struggle against faster ones. You might want to play safe to begin with before you get momentum.
George
- No gameplan, bad damage, awkward pressure. George’s grab works well with Detachment at least.
- Rosa can kind of appreciate Patience, but not that much.
Jessica
- Detachment deals with Jessica’s biggest vulnerability, Guard Touch, which is kind of like taking the leash off a wild dog. You can basically just pressure the opponent with her nonstop, guardbreak and get straight into huge damage. In this way there’s rare synergy with ShaveBoost that isn’t related to projectiles.
- Apart from Rosa’s gun these two have some range issues though, so characters with big normals such as Lucifer and Battler can pose a threat.
- Both of these characters have good high/low mixup and big damage in the corner, so they tend to win before the opponent has a chance to bounce back.
- Very stagger-oriented. Keep it dynamic to avoid reversals when going for overheads or Attack Touch.
Kanon
- Silent Attack and Detachment have terrible synergy, as the opponent can’t switch to their partner who receives diminished SP anyway, and this team struggles with damage.
- Both would prefer a partner who can do more damage, like Will.
- Fairly solid neutral though, with a few weaknesses.
Lambdadelta
- Lambda’s constant guardbreaking wastes Detachment, which she doesn’t really need anyway. Eva is a better partner for Rosa, Lambda wants a neutral partner.
Lucifer
- Good control over... Touch dynamics? This team will struggle to build meter a bit and their damage and stun leaves a lot to be desired if they are unoptimized, but it's decent once you learn the advanced routes of both characters, then it's solid, and this team's punishes will shine a lot more.
- Pretty much a lite version of Beato/Luci. They do have a slightly better neutral than that team though.
Ronove
- Good, but struggles to keep up with Eva/Rono or Beato/Rono whose pressure is fairly inescapable even without Detachment. The damage will be lower than those teams as well.
- CounterBoost gun is nice though. Rono isn’t terrible at repeatedly scoring blockstrings when the opponent can’t Guard Touch either.
Shannon
- Struggles to approach, they share a stubby neutral, this team has a confused gameplan, Shannon makes no better use of Detachment than the rest of the cast.
Virgilia
- Poor neutral and defensive options. Virgilia, whose gameplan is focused on corner pressure, likes Detachment but can go without it as she will tend to rely on projectiles anyway, which cannot be Guard Touched, as well as mixup. Rosa can’t drive the opponent into the corner that well either.
- Preventing Touch while building SP is very advantageous though.
Willard
- Similar to Beato/Will, an extremely punishing team. Maintaining any kind of lead you get, be it momentum or SP, is very easy. It’s not too surprising if you can go an entire round without your opponent switching once, which should give you an idea of why this team is so good.
- There are a few reasons for this. Will’s grab lets you loop Detachment with an OTG and there’s no way the opponent can get out of it. Both characters are pretty hard to approach when played defensively, meaning opponents might not get many chances to bounce back even when they’re allowed to tag.
- Stunning isn’t hard for these two, with Will’s juggles and Rosa’s corner loops, and following this immediately with Detachment means you can basically just reset pressure with no resistance at all.
- Characters with a good reversal or who generate big meter advantage are probably the biggest issue for this team, but Rosa’s ability and Will’s high damage pose a threat to any team in the game.
- Expect some annoyance from fast characters like Lucifer or Kanon because these two can struggle catching them.
- Overall a more patient, high-execution team, but it gets those wins consistently if you play it right.
Combos
Feel free to edit this part of the wiki with other combos to use, ranging from BnBs to optimized.
Rosa is known for being bad at chaining combos if she isn't in point blank range. Keep this in mind.
Normal Combos
Empty Gun
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 5B > 5C > 3C > 236x | 800 | 0 | Anywhere | |
Extremely basic Reload setup. | ||||
2B > 2C xx 2B > f.5C > 3C > 236x | 0 | Anywhere | ||
Another setup for Reload using a link from 2C to 2B for extra damage. Hard to do but it looks cool and gives you more damage. | ||||
AA 6B > 236x xx j.9A > j.9B > j.236A/B | 0 | Anywhere | ||
Basic anti-air combo. | ||||
AA 6B > 236x dash 2C/f.5C(1) > 236C dash f.C(1) > (sj.9A) > j.9B > j.9C | 0 | Anywhere | ||
A bit harder anti-air combo. Allows for a meaty on them as they land. After the initial 6B 236x, f.5C(1) does less damage but is easier to do if there is a bit of distance between you and your opponent, while 2C does more damage and is more consistent upclose (since you don't have to worry about wether you'll be getting c.5C or f.5C). |
Loaded Gun
- 2B 5B 5C 3C 236B
- A basic combo involving Rosa's rifle. Allows for Reload and can be followed up with oki in the corner.
- 3C may be omitted if the opponent is too far away. In that case, use 236A instead.
- AA 6B xx c.5B c.5C 236C xx c.5C sj.9B j.9C j.236sp xx j.B j.236A
- Advanced anti-air combo.
- Can also be started from someone else's sweep → attackTouch.
Metered Combos
Most of these combos will involve Rosa's 236sp, and assume that her rifle is empty; if her rifle is already loaded, refer to the strings after her SP Reload.
- Extended anti-air combo.
- Costs 3 SP but guarantees stun against most characters.
- 2B 5B f.5C(1st hit)/c.5C 3C 236sp xx delayed j.C land 5A/5B 236C xx 5B j.8B j.8C 236sp j.B j236A
- Corner only. Any chain leading into the 3C will work.
- 2B 5B 2C 5C 236sp xx dash 5B 5C 3C 236B
- 1SP BnB. Another Reload setup.
- 1SP corner-only BnB.
- Allows for either a meaty 6C overhead or a meaty dash 2C low as they land. Any combo from this meaty will stun most characters.
- AA 6B 236x xx 5B [5C 236C 5C 236sp]xN
- Corner-only rifle loop. Extremely damaging.
- Can also be started from someone else's sweep → attackTouch.