Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name=Rose | ||
|image= | |image= | ||
|health=XYZ | |health=XYZ | ||
|chains= | |chains=L>M | ||
|forwarddash=X | |forwarddash=X | ||
|backdash=X | |backdash=X | ||
|movement= | |movement=Double Jump | ||
|content= | |content= | ||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Rose fell into a big fuckin energy ball pit and came out with more orbs than she knows what to do with.'' | ||
----- | ----- | ||
Using the forces of Soul Power to subdue her enemies, '''Rose''' is a setplay zoner with strong threats at every range, including a fireball, a projectile reflector, an anti-air grab and a double jump. The highlight of her gameplan is her projectile of choice, '''Soul Spark,''' a fireball that travels the full length of the screen and can be walked behind at slower speeds. This projectile can be freely canceled into '''Reflect,''' a projectile reflector that simultaneously acts as a launcher for combos, or '''Soul Spiral,''' an advancing thrust that's safe when spaced well. If the opponent decides to take their chances on a jump, Rose can easily respond with '''Soul Throw,''' an anti-air grab that gives her an excellent hard knockdown. Rose loves slowly pushing the opponent to the back wall with projectiles and her superior normals, and once the opponent is down, she can easily set up mixups with her other unique trait, her '''Soul Satellites,''' known by the community as "orbs". | |||
EX Reflect gives Rose one orb, of which she can stack up to four times, and her Soul Satellite super, inputted with 214PPP, creates four rotating energy orbs that surround her hurtbox at all times. These orbs only disappear after Rose is hit, or a short period of time passes, meaning that for the expense of resources, Rose can create a moving forcefield around her while she continues to pressure or zone the opponent out, making her nearly impossible to approach in this state. Whether it's keeping the opponent out with her excellent fireballs and normals, or crafting oppressive mixups with the help of her orbs, Rose can do just about whatever you need in a given situation, acting almost like a jack of all trades despite her heavy emphasis on zoning. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Screen Control:''' Rose is in a class of her own when it comes to forcing the opponent to slow down and respond to her play, throwing out slow-moving fireballs with plenty of time to react to the opponent's decisions. It's extremely difficult for the opponent to get in if Rose chooses to play a slower game, and when they do get in, she often finds a way to escape through the use of her invincible reversals. Rose can be threatening from anywhere on the screen, at any time, regardless of resources, although meter definitely helps. | ||
* ''' | * '''Great Reward:''' Rose's damage is shockingly high for a character of her archetype, and on top of that, she can usually convert into an advantageous knockdown to run a mixup afterwards. Her reward is almost unparalleled for her playstyle, both in the damage she gets off of punishes and the situations she can create post-knockdown. | ||
* ''' | * '''Excellent Metered Options:''' All of Rose's EX moves are extremely strong options for spending resources, and Aura Soul Spark and Soul Satellite act as excellent two-bar options. While her use of CC isn't that much better than anyone else in the cast, she still enjoys having it for safety cancels, and will often find plenty of time to safely charge due to her defensive playstyle. | ||
| cons = | | cons = | ||
* ''' | * '''Vulnerable to Anti-Zoning:''' As with any projectile-based character in the game, Rose is just as prone to Remix's incredibly strong anti-fireball tools, and may quickly find the round slipping out of her grasp if she throws a fireball with poor timing. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 16:06, 24 August 2024
Introduction
Rose fell into a big fuckin energy ball pit and came out with more orbs than she knows what to do with.
Using the forces of Soul Power to subdue her enemies, Rose is a setplay zoner with strong threats at every range, including a fireball, a projectile reflector, an anti-air grab and a double jump. The highlight of her gameplan is her projectile of choice, Soul Spark, a fireball that travels the full length of the screen and can be walked behind at slower speeds. This projectile can be freely canceled into Reflect, a projectile reflector that simultaneously acts as a launcher for combos, or Soul Spiral, an advancing thrust that's safe when spaced well. If the opponent decides to take their chances on a jump, Rose can easily respond with Soul Throw, an anti-air grab that gives her an excellent hard knockdown. Rose loves slowly pushing the opponent to the back wall with projectiles and her superior normals, and once the opponent is down, she can easily set up mixups with her other unique trait, her Soul Satellites, known by the community as "orbs".
EX Reflect gives Rose one orb, of which she can stack up to four times, and her Soul Satellite super, inputted with 214PPP, creates four rotating energy orbs that surround her hurtbox at all times. These orbs only disappear after Rose is hit, or a short period of time passes, meaning that for the expense of resources, Rose can create a moving forcefield around her while she continues to pressure or zone the opponent out, making her nearly impossible to approach in this state. Whether it's keeping the opponent out with her excellent fireballs and normals, or crafting oppressive mixups with the help of her orbs, Rose can do just about whatever you need in a given situation, acting almost like a jack of all trades despite her heavy emphasis on zoning.
Strengths | Weaknesses |
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Rose | |
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[[File:|center|300px]] | |
Character Data | |
Health | XYZ |
Chains | L>M |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | Double Jump |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Rose is a video game character from the Street Fighter series, first appearing in Street Fighter Alpha. She is an Italian fortune teller who wields a mysterious form of energy known as Soul Power.