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|active=<nowiki>10</nowiki> | |active=<nowiki>10</nowiki> | ||
|recovery=<nowiki>17</nowiki> | |recovery=<nowiki>17</nowiki> | ||
|hit=<nowiki>-4</nowiki> | |hit=<nowiki>-4(5)</nowiki> | ||
|block=<nowiki>-9</nowiki> | |block=<nowiki>-9(0)</nowiki> | ||
|damage=<nowiki>50</nowiki> | |damage=<nowiki>50</nowiki> | ||
|stun=<nowiki>100</nowiki> | |stun=<nowiki>100</nowiki> | ||
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:Cannot hit crossup (behind Rose) | :Cannot hit crossup (behind Rose) | ||
:Not cancelable in any way | :Not cancelable in any way | ||
: | :Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/Slide}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/Slide}} | ||
}} | }} | ||
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|kdrb=<nowiki>37</nowiki> | |kdrb=<nowiki>37</nowiki> | ||
|description= | |description= | ||
: | :Hitboxes aimed directly above Rose (good against vertical approaches) | ||
:The upper half of Rose's body is invincible to airborne strikes during start-up (frames 1-6) and then fully invincible to airborne strikes on frames 7-15 | |||
:Cannot hit grounded opponents | |||
:Can hit cross-up (behind Rose) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/LP%20Soul%20Bind}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/LP%20Soul%20Bind}} | ||
}} | }} | ||
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|kdrb=<nowiki>37</nowiki> | |kdrb=<nowiki>37</nowiki> | ||
|description= | |description= | ||
: | :Hitboxes are slanted up into the air in front of Rose (angle aimed between LP and HP version) | ||
:The upper half of Rose's body is invincible to airborne strikes during start-up (frames 1-6) and then fully invincible to airborne strikes on frames 7-15 | |||
:Cannot hit grounded opponents or cross-up (behind Rose) | :Cannot hit grounded opponents or cross-up (behind Rose) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/MP%20Soul%20Bind}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/MP%20Soul%20Bind}} | ||
Line 1,446: | Line 1,450: | ||
|kdrb=<nowiki>37</nowiki> | |kdrb=<nowiki>37</nowiki> | ||
|description= | |description= | ||
: | :Hitboxes aimed forward into the air (good against horizontal approaches) | ||
:The upper half of Rose's body is invincible to airborne strikes during start-up (frames 1-10) and then fully invincible to airborne strikes on frames 11-19 | |||
:Cannot hit grounded opponents or cross-up (behind Rose) | :Cannot hit grounded opponents or cross-up (behind Rose) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/HP%20Soul%20Bind}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/HP%20Soul%20Bind}} | ||
Line 1,471: | Line 1,476: | ||
|kdrb=<nowiki>37</nowiki> | |kdrb=<nowiki>37</nowiki> | ||
|description= | |description= | ||
: | :Hitboxes are slanted up into the air in front of Rose (same angle as MP version) | ||
:The upper half of Rose's body is invincible to airborne strikes during start-up (frames 1-6) and then fully invincible to airborne strikes on frames 7-15 | |||
:Cannot hit grounded opponents or cross-up (behind Rose) | :Cannot hit grounded opponents or cross-up (behind Rose) | ||
:Can be canceled into V-Skill 1 and V-Trigger 1 Teleports | :Can be canceled into V-Skill 1 and V-Trigger 1 Teleports | ||
Line 1,798: | Line 1,804: | ||
:Only the first hit has invulnerability but can also be avoided with certain low-profiles (i.e.: Chun cr.MP, Dhalsim cr.HK, Vega VS1) | :Only the first hit has invulnerability but can also be avoided with certain low-profiles (i.e.: Chun cr.MP, Dhalsim cr.HK, Vega VS1) | ||
:Each of the initial three strikes inflicts 15 base guard damage (16 with Chariot Tarot, 23 with Death Tarot) | :Each of the initial three strikes inflicts 15 base guard damage (16 with Chariot Tarot, 23 with Death Tarot) | ||
:Juggle Limit:99 | :Juggle Limit: 99 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/Fate%20Aura%20Spark}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/Fate%20Aura%20Spark}} | ||
}} | }} | ||
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|description= | |description= | ||
:Self-cast, increases Rose's attack damage by 10% for 600 frames (10 seconds) | :Self-cast, increases Rose's attack damage by 10% for 600 frames (10 seconds) | ||
:Damage buff is lost if Rose is hit | :Damage buff is lost if Rose is hit or thrown | ||
:Builds 50 V-Gauge on frame 40 | :Builds 50 V-Gauge on frame 40 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/Soul%20Fortune%20(Chariot)}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Rose/normal/Soul%20Fortune%20(Chariot)}} | ||
Line 1,870: | Line 1,876: | ||
|attack=<nowiki>H</nowiki> | |attack=<nowiki>H</nowiki> | ||
|description= | |description= | ||
:1-hit Projectile attack, increases Rose's block damage by 50% for 600 frames | :1-hit Projectile attack, increases Rose's block damage by 50% for 600 frames | ||
:Effect still activates if the Tarot card was blocked but not if parried | :Effect still activates if the Tarot card was blocked but not if parried | ||
:Chip damage buff is lost if Rose is hit or thrown | |||
:Disintegrates if reflected by Aegis | :Disintegrates if reflected by Aegis | ||
:Blocked Tarot Card inflicts 2 points of grey damage, not true block damage, before applying effect | :Blocked Tarot Card inflicts 2 points of grey damage, not true block damage, before applying effect |
Revision as of 02:41, 1 February 2022
Introduction
About Rose
Rose makes her return in Season 5.
Final Patch
Rose | |
---|---|
Vitals | |
Life Points | 950 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.0375 |
Backward Walk Speed | 0.0297 |
Forward Dash Speed | 18 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.396 |
Backward Dash Distance | 1.223 |
Backdash CH Frames | 3-11 |
Jumping | |
Back Jump Speed | 49 (4+41+4) |
Neutral Jump Speed | 49 (4+41+4) |
Forward Jump Speed | 48 (3+41+4) |
Forward Jump Distance | 2.05 |
Backward Jump Distance | 1.5 |
Throws | |
Throw Hurtbox | 0.35 |
Throw Range | 0.85 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
3MK
6HK
4HK
Target Combos
LK > 6HK
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
236LP (air)
236MP (air)
236HP (air)
236PP (air)
623LP
623MP
623HP
623PP
236LK
236MK
236HK
236KK
214P
214PP
Critical Art
236236K
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1)
MPMK (VS1)
MPMK (VS1)
2MPMK (VS1)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK (VT1)
4HPHK (VT1)
2HPHK (VT1)
V-Trigger 2
HPHK (VT2)
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6PPP