Also cr.lk wont link to anything so its basicly just a poke, she needs cr.lp for cr.lk, cr.lp > whatever.
Forgot to list the Soul Piede. It's better than the far st.hk b/c it gives a juggle state and you can Super afterwards (I'm assuming it's possible to do the air grab afterwards too). I'm such a Rose noob!! I didn't know the m.soul spark had a better recovery. Light and medium will still not combo off a max range cr.mk or cr.mp though. And I THINK medium will leave you at an unsafe range... will check this later.
I went off this: http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Rose It says cr.LK is +4 on hit and cr.MP is 4f startup. On Shoryuken Forums (http://forums.shoryuken.com/discussion/56142/rose-combos-and-glitches) they also list cr.LK, cr.MP as a link http://www.youtube.com/watch?v=hh4kTLX05AQ Trial 17 is cr.LP x2, cr.LK, cr.MP xx EX Soul Spiral
So with all these suggestions, has any of this reached Capcom's ears or are we just doing a wishful thinking thread?
Considering they haven't even bothered doing something simple like making the app universal, I wouldn't hold my breath that they'll actually make any fine tuning tweaks. But hey, never know!
Check out the description on the appstore, they will update it. Here is what is says: "----- iOS7, iPhone 5c, and iPhone 5s Support (as of 2013/09/18) We are currently working on support for this title to run properly on the updated iOS and devices. The game is playable but we cannot guarantee that the game will run properly at this time. Our sincerest apologies for the inconvenience. -----"
Ahaha and support for iphone 4, Iphone 4s and Iphone 5? The game stops at 3gs support, it doesn't support retina display! Capcom you should work seriously on IOS!
Just because the game does not have retina display support it doesnt mean it is not supported by iphone 4 and 4S. Iphone 5 is the same screen size as iphone 5c and 5s. What they mean by support is the screen size and the bugs that occur with those devices.
Oni s.P,P: Target Combo 2 (special cancellable) (buff so that it doesn't whiff on crouching) f+P: f+HP (poke, negates fireballs) b+P: Zugai Hasatsu (overhead) db+P: cr.LP (special cancellable, rapidfire) df+P: cr.HP (special cancellable, aa) j.P: j.HP s.K: s.HK (?) f.K: f+MK (step kick) db+K: cr.MK (special cancellable) df+K: cr.HK (knocks down) j.K: j.MK (crossoes over) Gohadouken (Hard): qcf+p/sp/qcf+sp (Can be charged) Gorai Hadouken (Hard): hcb+p/d+sp/hcb+sp Tatsumaki Zankukyaku (Hard): qcb+k/b+sp/qcb+sp Goshoryuken (Hard): dp+p/f+sp/dp+sp Rakan Dantojin (Light): hcf+k/df+sp/hcf+sp Sekisei Jiraiken (Hard): dp+k/db+sp/reverse dp+sp Zanku Hadosho (Air, Light): uf+sp Zanku Hadosho (Air, Medium): u+sp Zanku Hadosho (Air, Hard): ub+sp Tatsumaki Zankukyaku (Air, Hard): qcb+k/b+sp/qcb+sp Forward Throw Super Raging Demon: P, P, f, K, P (can be done in air) Ultra Medi Gohadou (U1): qcf+sp or qcb+sp/b+meter (Can be done in air)
I assume back plus meter is the up ultra? How about giving him all the jump punches even if he doesnt need them it would be cool to see him flying in the air. While in the air Down plus punch for the upward second jump, and back plus punch for the forward movement. I also heard his ultra 2 is more useful and better anti-air. All the normals and specials feels to be the correct ones.
yes You mean his air dashes? Those are the 3 flavours of Zanku Hadosho already posted It was close U1 is more noob friendly and better damage as a juggle U2 does more damage if it goes into animation and has more combos into it Personally, I think U2 would be better, but AIR U1 and Vertical U1
Rufus s.P: cl.HP (special cancellable) f+P: far HP (aa) db+P: cr.LP (special cancellable, rapidfire) df+P: cr.HP (godly poke. Apparently this is sometimes called "Reach The Nachos") j.P: j.HP s.K: cl.LK (NOT special cancellable or rapidfire) s.K,K: Target Combo (ends in launcher. Needs to be beffed so it doesn't whiff on crouching) f+K: far HK (launcher) db+K: cr.MK (spcial cancellable) df+K: cr.HK (sweep) j.K: j.HK (juggles) j.df+K: Falcon Kick (divekick. Can be done at any height and any jump) Galactic Tornado (Hard): qcf+p/b+sp or sp/qcf+sp Messiah Kick (Light): dp+k/d+sp/dp+sp High Attack Follow Up: K/SP (FADCable) Low Attack Follow up: d+K Mid Attack Follow up: f+K Snake Strike (Medium): dp+p/f+sp/reverse dp+sp Forward Throw Super Spectacle Romance (Light): qcfx2+P Ultra Space Opera Symphony (U1): qcfx2+sp
Good stuff! I'd LOVE to see Oni on mobile. A few changes I'd make: I can't remember which TC is which number, but i'd give him the Jab-Strong punch one because combined with Light Dantojin it's a good lockdown combo. You can still Special Cancel with it too which makes it a little more versatile. Instead of making his standing K the Roundhouse, make it his Forward kick. It's a 2-hitter if you're close enough and it can be a good AA at the right angle. Id give him his Light Gohadouken as the Gorai Hadou is pretty much one speed (faster.) It works well in lockdown combos and is a little less risky than the claw. the Light Gohadouken would make for better mindgames and as Oni isnt really a zoner, the extra recovery frames on Hard Gohadouken might be bad. I'm on the fence about which Ultra to give him but I think given the way the game works, U1 is probably the right choice. But as an Oni main I'd rather see U2 personally. Good job with the move choices. I would've made a lot of the same ones.
Thanks for the comments, doc. -I figured that Target Combo 2 was more noob friendly for hitconfirming and it does better damage. You can always do cr.LP, TC2 after FADCed Slash instead of TC1. -do you mean his s.MK for his s.K? -I chose Hard fireball because everyone has a hard fireball -It's really close between U1 and U2 for me. U2 is so pretty, but air U1!