Kizuna Encounter/Rosa

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Rosa

Introduction

Rosa is one half of the new protagonist team making their debut in Kizuna Encounter to supercede Carol and Nicola from Savage Reign. While you may question the dynamics of using a long sword in one hand, rest assured that this is the secret to her well-rounded arsenal of armed and unarmed attacks.

Strengths Weaknesses
  • Some of the best footsies in the game with huge sword normals
  • Long damaging combos that can be converted off of lots of stray hits
  • She actually gains new moves when unarmed
  • A jumping low????
  • Weak okizeme
  • No high priority projectiles
  • Barely gets to combo into her super
  • Guard Cancel doesn’t Knockdown

Light Attacks

c.5A
c.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 0 +5
c.5B
c.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 5 8 0 +5
f.5A
f.5A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 2 10 -2 +3
f.5B
f.5B
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
6 2 10 -2 +3
2A
2A
Damage Guard Cancel Level
- M o 1
Startup Active Recovery Block Adv Hit Adv
5 4 8 0 +5
2B
2B
Damage Guard Cancel Level
- L o 1
Startup Active Recovery Block Adv Hit Adv
5 4 9 -1 +4
  • Pursuit

Strong Attacks

c.6A
c.6A
Damage Guard Cancel Level
- M/M x/o 1/2
Startup Active Recovery Block Adv Hit Adv
6/9 3/4 15 -3 +1

When the 2nd attack whiffs, B-11F/H-6F

c.6B
c.6B
Damage Guard Cancel Level
- M/M o/o 1/2
Startup Active Recovery Block Adv Hit Adv
7/14 3/4 12 0 +4
f.6A
f.6A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
10 4 14 -2 +2
f.6B
f.6B
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
12 2 17 -5 -1
3A
3A
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
6 4 14 -2 +2
c.3B
c.3B
Damage Guard Cancel Level
- M RC 1
Startup Active Recovery Block Adv Hit Adv
7 3 16 -8 Knockdown
f.3B
f.3B
Damage Guard Cancel Level
- L RC 1
Startup Active Recovery Block Adv Hit Adv
8 7 20 -12 Knockdown
  • Pursuit

Weapon Attacks

c.5C
c.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
9 3 15 +3 +7
f.5C
f.5C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
12 6[3+3] 17 -2 +2
c.2C
c.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
12 6[3+3] 17 -2 +2
f.2C
f.2C
Damage Guard Cancel Level
- L o 3
Startup Active Recovery Block Adv Hit Adv
12 6[3+3] 17 -2 +2
6C
6C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
11 4[2+1+1] 30 -14 -10
3C
3C
Damage Guard Cancel Level
- L/L o/o 3/3
Startup Active Recovery Block Adv Hit Adv
12/29 4/4[2+2] 22 -6 -2

When the 2nd attack whiffs, B-21F/H-17F

Jumping Attacks

j.A
j.A
Damage Guard Cancel Level
- H o 1
Startup Active Recovery Block Adv Hit Adv
3 - - - -

It's a stubby hitbox but you can use it to force a very simple mixup with rush combo provided you have the height: j.A > j.6A is blocked high/high, while j.A > j.6B is blocked high/low.

j.B
j.B
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
3 25 - - -
j.6A
j.6A
Damage Guard Cancel Level
- H o 2
Startup Active Recovery Block Adv Hit Adv
4 6 - - -
j.6B
j.6B
Damage Guard Cancel Level
- L o 1
Startup Active Recovery Block Adv Hit Adv
5 3 - - -

Goh_Billy took it upon himself to name this the Low Justice Slice in his GameFAQs guide. Whether or not a jumping normal that must be blocked low is "just" is for you to decide.

j.C
j.C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
6 6[3+3] - - -
j.6C
j.6C
Damage Guard Cancel Level
- H o 3
Startup Active Recovery Block Adv Hit Adv
7 4[2+2] - - -

Universal Mechanics

3+A
3+A
Damage Guard Cancel Level
- L o 2
Startup Active Recovery Block Adv Hit Adv
8 11 17 -5 -1
  • Pursuit
B+C
B+C
Damage Guard Cancel Level
- H x 3L
Startup Active Recovery Block Adv Hit Adv
13 11 15 -8 +6
  • Best: B+2F/H+16F
GC
GC
Damage Guard Cancel Level
- M/M - 1/3
Startup Active Recovery Block Adv Hit Adv
6/8 2/1 20 -2 +2

Special Moves

214B
Comet Attack
214B
236B Follow-up
236B Follow-up
214B Follow-up
214B Follow-up
Normal
214B
Damage Guard Cancel Level
- M/M/M - 1/1/3
Startup Active Recovery Block Adv Hit Adv
9/11/13 2/2/2 21 -3 +1

A low to the ground flip kick that mostly sees use in combos, though it can be used as a niche approach option. The normal (non-GC) version has two follow-ups which are only possible on hit. The GC version lacks the follow-ups of the normal version, but still leaves the opponent standing and Rosa at +2 on hit, which makes it somewhat lackluster compared to some of the other GCs you’ll find in the game, but you can still expect to be using it a lot.

Follow-up
236B on hit
Damage Guard Cancel Level
- - o -
Startup Active Recovery Block Adv Hit Adv
- - - - -2

when you pass behind the opponent at 214B and the following 236B whiffs, H-27F

Follow-up
214B on hit
Damage Guard Cancel Level
- T - -
Startup Active Recovery Block Adv Hit Adv
- - - - Knockdown
jW.4B
Spinning Air Kick
jW.4B
Damage Guard Cancel Level
- M - 2
Startup Active Recovery Block Adv Hit Adv
16(20) - (14) -6 Pursuit OK KD
  • Worst: B-6F
j.2C
Fakeout Blast
j.2C
j.2C follow-up
j.2C follow-up
Normal
j.2C
Damage Guard Cancel Level
- M/M o 1/3
Startup Active Recovery Block Adv Hit Adv
1(11) -- (14) -4 0
  • 9F weapon drop window.

when only the 1st attack hits at the lowest position, B-6F/H-1F. when the 2nd attack is touched at the lowest position, B+4F/H+8F

Follow-up
j.2C on hit or block
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
- - (6) -20 Pursuit OK KD
  • Worst: B-20F
236C
Crescent Slicer
236C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
20 57 47[8] +2 +6
  • Rank B projectile.

Standard issue projectile. Travels along the ground, but has a decently high hitbox. Somewhat slow on startup, but good recovery means you can use it to cover some approaches in neutral. It will lose to some weapon projectiles though, so be careful.

421C
Bee Sting
421C
Unarmed 421C
Unarmed 421C
Normal
421C
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
8 16 14 -12 -8
  • 8F weapon drop window.

Rosa jumps back with a straight sword stab. Can potentially be useful in pressure if you’re expecting a GC, but otherwise you mostly just want to use it to occasionally harass people.

Unarmed
Unarmed 421C
Damage Guard Cancel Level
- M x 1
Startup Active Recovery Block Adv Hit Adv
8 5 23 -20 -15
  • Best: B-16F/H-11F

The unarmed version of Bee Sting, except again, with her belt.

623C
Whirlwind Rosa
623C
214C follow-up
214C follow-up
Unarmed 623C
Unarmed 623C
Normal
623C
Damage Guard Cancel Level
- M/M/M o 3/3/3
Startup Active Recovery Block Adv Hit Adv
8/14/16 2/2/1 37(13) -19 Knockdown
  • When the 3rd attack whiffs, B-20F.
  • 3F weapon drop window.

Dragon punch with pretty nice horizontal and vertical range. Limited invincibility means you can’t really rely on this as a reversal, but it makes for an alright anti-air as well as combo ender. Leaves them really close when it hits, so you can run oki if you want. Has a follow-up with 214C that knocks the opponent further away but does more damage.

Follow-up
214C on hit
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
- 2 38(13) -26 Pursuit OK KD

when the attack whiffs, B-38F. when the 623C's 3rd attack was whiffing, B-40F

Unarmed 623C Damage Guard Cancel Level
- M x 2
Startup Active Recovery Block Adv Hit Adv
8 5 23(13) -30 Pursuit OK KD

One of two moves that Rosa gains when she gets disarmed. This is basically the same move as the armed version, except she does it with her belt (?!) and lacks the follow-up. This move ensures that she can still do her stupid combos even if she doesn’t have her weapon.

63214C
Rosa Punisher
63214C
Damage Guard Cancel Level
- M o 2
Startup Active Recovery Block Adv Hit Adv
15 14 51[4] -13 Knockdown
  • Rank B projectile, guaranteed to spawn from frame 1 of the animation. Some utility as a reversal as a result.
  • Can reflect some projectiles: Rosa's 236C, Gozu/Mezu/Jyazu's 236C (grounded only), Chung's 236C.

Rosa slashes ahead of her, creating an X-shaped projectile that sticks in place for a very short time before disappearing. Can erase projectiles, but you’ll mostly use this in corner combos if you want to try and set up oki.

Desperation Moves

632146A
Twilight Victory
632146A
Damage Guard Cancel Level
- M o 3
Startup Active Recovery Block Adv Hit Adv
16 20 12 +6 Knockdown

Rosa stands in place for a second to twirl her sword before rushing in with a shoulder charge. If it hits, she’ll toss the opponent up into the air behind her before following up with a flurry of aerial sword slashes. The slow startup means that you’ll very rarely be comboing into this -- her only reliable combo into super is a lone cl.C. However, to compensate, the forward movement makes this a pretty decent whiff punisher, and it also happens to be plus on block! This does make it a little bit free to guard cancels, but depending on the matchup it’s not an awful idea to throw this out should you find yourself in red life with nothing better to do.

General
Controls
FAQ
Glossary
HUD
System
Esoterics
Training Room
Characters
Rosa
Gozu
King Lion
Chung
Hayate
Kim
Mezu
Gordon
Joker
Eagle