Visually I always thought she was attacking with both her sash and the projectile hence the weird properties. So I figured it was a melee attack and a projectile attack at the same time.
I dont know much about street fighter but i sat through the entire video, because i think its pretty cool seeing those figthers getting pushed away soo far with a woman just using her scarf.
Obviously soul spark and soul illusion are exceptionally cool, but is there anything, in Alpha or in any other SF game, that feels quite as good as predicting a jump and catching it with an early soul throw? Rose undefeated.
Fuck that's a good question The only things that come to mind are just other versions of that, like air throws such as Heavenly Potemkin Buster or R. Mikas Airplane
Man, I can't express enough how cool Alpha 2 is on every level. It was the first fighting game that made me wanna get better (even if I never could play against other people, lol). But aesthetic wise, character wise, and music wise it's so good. And now learning about so, so, SO many super weird and interesting mechanical stuff makes it even better!
I wonder if the lore reason this happens is because she is sending her soul out for the attack, and then retreats back to her body at the tip of the scarf
Too bad they massacred her in A3. I still main her regardless, she looks like a perfect crossover reference between Jojo's lisa-lisa and Cyborg 009 (the red outfit with big buttons and long yellow scarf)... So classic!
Fun trivia. Ever since Alpha, Dan's super fireballs could be reflected completely in the Alpha series. You can send them in an upward angle. Dan's fireball would eventually become the second most resistant projectile in SF5 where his VT1 when fully charged would not only negate projectiles, but it would retain its full number of 10 hits.
im a very casual fighting game fan, but i think i genuinely lean towards enjoying SFA2 more than SFA3. admittedly, mainly cuz i dont like the input for normal throws in SFA3
In my humble opinion, the overall aesthetics and music are better in SFA2. Gameplay-wise, I'm not a big fan of the ISM system, especially how broken the V-ISM is.
Varied projectile types for characters is one of the main reasons I prefer KOF over SF, plus the are many different mechanics to circumvent projectiles so you've always got options to work with.
I don’t play KoF but I feel as if historically street fighter has given a decent amount of options universally and character specific (most characters) to deal with fireballs. What do you find the difference is? Is that difference universal or does every character just have options
@@user-wy1et9dk9w I'm no connoisseur and watch fighting games gameplay much more than I've ever played. The first big difference I think it's all the possible jump arches and dodges/rolls, which is somewhat universal.
@@user-wy1et9dk9w They come in different sizes from small to fully vertical, speed, velocity, elevation, stationary, staggered, sticky bomb, with counter tools being the universal role, reflectors and point attacks like literally using your standing fierce to punch the fireball. Not all characters have the same counter play, which makes the fireball game interesting because what worked on one character won't work on another.
Things like this make me appreciate fighting games more especially for older games with more uniqueness to them. Great vid and every time alpha 2 shows up on here I feel the urge to get on and play it
TheoryFighter, you definitely need to get into Alpha 3. It's a more polished Alpha 2, despite seeming otherwise at first glance. It's a beautiful game, and there's some juicy video essay potential waiting for you there.
If you had infinite meter with Rose she is the most OP player in the game. Even without it she is the best character. Unless you know how to play like SFA2 Gold Shin Akuma from Akuma Mode.
There's a couple of these pushing projectiles in smash, where they're called "windboxes". Mario and Squirtle's water jets are the most commonly used ones.
I have very little interest in playing fighting games, generally. Having said that, i do have the most basic understanding of how most of them work. Never enough to playing online or anything. But i find videos like this fascinating. I dont understand half the lingo used. Fighting games, and the people who play them, are an entirely different animal when compared to any other kind of game.
6:15 the "crossunder" is also an unblockable even without the restand. because her shadow hits and she is not in an attack state. So the opponent actually CAN'T go into a block state lmao
it's cool, but maybe it doesnt get as much focus as it probably should because it's start up is so glacial making it so benign its gone mostly overlooked. Alpha 2 (gold specifically) is the street fighter ive put the most hours into and when rose tosses out a soul spark is when i know i can go in full tilt with no fear.
If rose doesn't get the 2nd fireball out but does just one, her soul illusion doesn't juggle, but it gets extra damage for the rest of the game. I used to use a level 1 just to throw a single fireball. I didn't know about the extra juggle properties from two.
Rose was one of my three mains back when I was in top form. My choice of Rose was for their rising grab move to punish those who tried to jump at me. The fireball was more of a supportive move. Not meant to be massed like Ryus fireball to get into fireball wars which I would always win.
Too bad they massacred her in A3. I still main her regardless, she looks like a perfect crossover reference between Jojo's lisa-lisa and Cyborg 009 (the red outfit with big buttons and long yellow scarf).
To me a lot of what you say resonates with me because what I adore about fighting games is seeing unique characters being explored But the wider competitive community and just sweaty intermediate players not only don't care but outright despises it when a roster isn't uniform, bland and samey