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==Introduction To Rose==
#Redirect [[Super Street Fighter IV/Rose]]
 
[[File:Rose2.jpg]]<br>
 
Rose is a character best played with Flexibility. All the necessary tools in order to deal with the vast collection of character in SSF4 are present. She has excellent walking speed to get in and out of places with relative safety and begin her offence. Her back dash is amazing for those moments when being too close becomes quite unfavorable. Rose also has very good reach with her standing M.Kick, H.Kick, crouching H.Kick and H.Punch, as well as a very useful slide which timed apropriately, can actually slide under projectiles. She can quickly transition between defensive and offensive play depending on the situation and opponent and her crouching M.Punch is an example of this as a very viable poke with its quick start up and recovery and able to combo into Soul Spiral. The very trade mark that makes Rose what she is, is her Soul Reflect. This special move can either absorb a projectile and fill almost one half of a super meter bar or Reflect it back horizontally to advancing enemies or at an angle to ward off jump in attacks, giving her a very strong defence against projectile spammers. At close range this attack quickly turns offensive with the ability to send your opponent flying. With these tools her her ability to defend as well as launch effective attacks is very strong.<br>
Rose is not a weak character but due to her flexibility she isn't especially strong in any given area either. Her stamina, damage output and heavy combo damage are below average and can take quite a beating against rush down characters if you are not on guard. One other sigh of dismay goes to the absence of an overhead attack which, not all too crippling, would be a more then welcomed addition if they chose to give her one. Other then those few gripes, Rose is more then a worthy adversary to any of the characters on the roster and in the hands of pro-player Rose can be a force to be reconned with.
 
 
'''Strengths'''
*Above average foot speed and an excellent dash<br>
*Great range for some of her attacks<br>
*Good throw game<br>
*Good pokes<br>
*Good anti air<br>
*Both of her Ultras are useful in there own right<br>
*Very fast meter build up<br>
*Can beat down the egos of any projectile happy players that wish to test it<br>
 
'''Weaknesses'''
*Below average stamina<br>
*Below average damage output<br>
*No highly damaging combos<br>
*No overhead attack<br>
*Lacking in strong reversals, making her wakeup after a knockdown very unfriendly<br>
 
==The Basics==
 
===Standing Normal Moves===
 
====Stand jab ====
[[File:S.LP.jpg‎]]
 
Block:HL<br>
Damage:20<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: ch/sp/su <br>
Startup: 4 <br>
Active: 2 <br>
Recovery: 11 <br>
Block Advantage: -2 <br>
Hit Advantage: 1<br> <br>
'''Analysis:'''
 
====Standing Strong ====
[[File:S.MP.jpg]]
 
Block:HL<br>
Damage:70<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: sp/su <br>
Startup: 7 <br>
Active: 2 <br>
Recovery: 112 <br>
Block Advantage: 0 <br>
Hit Advantage: 3<br> <br>
'''Analysis:'''
 
====Standing Fierce ====
[[File:S.HP.jpg]]
 
Block:HL<br>
Damage:100<br>
Stun: 200<br>
Super Gain: 40<br>
Cancel: none <br>
Startup: 11 <br>
Active: 5 <br>
Recovery: 18 <br>
Block Advantage: -5 <br>
Hit Advantage: -1<br> <br>
'''Analysis:'''
 
====Standing Short ====
[[File:S.LK.jpg]]
 
Block:HL<br>
Damage:30<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: none <br>
Startup: 4 <br>
Active: 2 <br>
Recovery: 10 <br>
Block Advantage: -1 <br>
Hit Advantage: 2<br> <br>
'''Analysis:'''
 
====Standing Forward ====
[[File:S.MK.jpg]]
 
Block:HL<br>
Damage:60<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: none <br>
Startup: 6 <br>
Active: 2 <br>
Recovery: 13 <br>
Block Advantage: -1 <br>
Hit Advantage: 2<br> <br>
'''Analysis:'''
 
====Standing Roundhouse ====
[[File:S.HK.jpg]]
 
Block:HL<br>
Damage:100<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: none <br>
Startup: 9 <br>
Active: 2 <br>
Recovery: 19 <br>
Block Advantage: -3 <br>
Hit Advantage: 1<br> <br>
'''Analysis:'''
 
=== Crouching Normal Moves ===
 
====Crouching Jab ====
[[File:C.LP.jpg]]
 
Block:HL<br>
Damage:20<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: ch/sp/su <br>
Startup: 3 <br>
Active: 3 <br>
Recovery: 8 <br>
Block Advantage: 0 <br>
Hit Advantage: 3<br> <br>
'''Analysis:'''
 
====Crouching Strong ====
[[File:C.MP.jpg]]
 
Block:HL<br>
Damage:60<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: sp/su <br>
Startup: 4 <br>
Active: 3 <br>
Recovery: 14 <br>
Block Advantage: -3 <br>
Hit Advantage: 0<br> <br>
'''Analysis:'''
 
====Crouching Fierce ====
[[File:C.HP.jpg]]
 
Block:HL<br>
Damage:100<br>
Stun: 150<br>
Super Gain: 60<br>
Cancel: sp/su <br>
Startup: 5 <br>
Active: 5 <br>
Recovery: 28 <br>
Block Advantage: -15 <br>
Hit Advantage: -10<br> <br>
'''Analysis:'''<br>
Forces Stand
 
====Crouching Short ====
[[File:C.LK.jpg]]
 
Block:L<br>
Damage:30<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: none <br>
Startup: 4 <br>
Active: 4 <br>
Recovery: 6 <br>
Block Advantage: 1 <br>
Hit Advantage: 4<br> <br>
'''Analysis:'''
 
====Crouching Forward ====
[[File:C.MK.jpg]]
 
Block:L<br>
Damage:60<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: sp/su <br>
Startup: 7 <br>
Active: 2 <br>
Recovery: 12 <br>
Block Advantage: 0 <br>
Hit Advantage: 3<br> <br>
'''Analysis:'''
 
====Crouching Roundhouse ====
[[File:C.HK.jpg]]
 
Block:L<br>
Damage:90<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: none <br>
Startup: 9 <br>
Active: 2 <br>
Recovery: 26 <br>
Block Advantage: -10 <br>
Hit Advantage: Knockdown<br> <br>
'''Analysis:'''
 
=== Proximity Normal Moves ===
 
====Close Jab ====
[[File:P.LP.jpg]]
 
Block:HL<br>
Damage:20<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: ch/sp/su <br>
Startup: 4 <br>
Active: 2 <br>
Recovery: 10 <br>
Block Advantage: -1 <br>
Hit Advantage: 2<br> <br>
'''Analysis:'''
 
====Close Strong ====
[[File:P.MP.jpg]]
 
Block:HL<br>
Damage:70<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: sp/su <br>
Startup: 6 <br>
Active: 2 <br>
Recovery: 11 <br>
Block Advantage: 1 <br>
Hit Advantage: 4<br> <br>
'''Analysis:'''
 
====Close Fierce ====
[[File:P.HP.jpg]]
 
Block:HL<br>
Damage:90<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: sp/su <br>
Startup: 6 <br>
Active: 2 <br>
Recovery: 19 <br>
Block Advantage: -3 <br>
Hit Advantage: 1<br> <br>
'''Analysis:'''
 
====Close Short ====
[[File:P.LK.jpg]]
 
Block:HL<br>
Damage:40<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: sp/su <br>
Startup: 4 <br>
Active: 2 <br>
Recovery: 10 <br>
Block Advantage: -1 <br>
Hit Advantage: 2<br> <br>
'''Analysis:'''
 
====Close Forward ====
[[File:P.MK.jpg]]
 
Block:HL<br>
Damage:70<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: sp/su <br>
Startup: 7 <br>
Active: 3 <br>
Recovery: 11 <br>
Block Advantage: 0 <br>
Hit Advantage: 3<br> <br>
'''Analysis:'''<br>
Frame 1~20 Cannot be thrown
 
====Close Roundhouse ====
[[File:P.HK.jpg]]
 
Block: HL<br>
Damage: 100<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: Sp/Su <br>
Startup: 7 <br>
Active: 2 <br>
Recovery: 18 <br>
Block Advantage: -2 <br>
Hit Advantage: +3<br> <br>
'''Analysis:'''
 
===Jumping Toward Attacks===
==== Jumping Toward Jab ====
[[File:J.LP.jpg]]
 
Block: H<br>
Damage: 40<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: - <br>
Startup: 4 <br>
Active: 6 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Jumping Toward Strong ====
[[File:J.MP.jpg]]
 
Block: H<br>
Damage: 70<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 7 <br>
Active: 3 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Jumping Toward Fierce ====
[[File:J.HP.jpg]]
 
Block: H<br>
Damage: 90<br>
Stun: 150<br>
Super Gain: 60<br>
Cancel: - <br>
Startup: 7 <br>
Active: 7 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Jumping Toward Short====
[[File:J.LK.jpg]]
 
Block: H<br>
Damage: 30<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: - <br>
Startup: 4 <br>
Active: 7 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Jumping Toward Forward ====
[[File:J.HK.jpg]]
 
Block: H<br>
Damage: 60<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 7 <br>
Active: 5 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Jumping Toward Roundhouse====
[[File:J.HK.jpg]]
 
Block: H<br>
Damage: 100<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: - <br>
Startup: 6 <br>
Active: 5 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
=== Neutral Jump Attacks ===
 
==== Neutral Jump Jab====
[[File:NJ.LP.jpg]]
 
Block: H<br>
Damage: 40<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: - <br>
Startup: 4 <br>
Active: 6 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Neutral Jump Strong====
 
==== Frame 1 ====
[[File:NJ.MP1.jpg‎]]
 
==== Frame 2 ====
[[File:NJ.MP2.jpg‎]]
 
==== Frame 3 ====
[[File:NJ.MP3.jpg‎]]
 
==== Frame 4 ====
[[File:NJ.MP4.jpg‎]]
 
==== Frame 5 ====
[[File:NJ.MP5.jpg‎]]
 
==== Frame 6 ====
[[File:NJ.MP6.jpg‎]]
 
 
Block: H<br>
Damage: 70<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 6 <br>
Active: 6 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Neutral Jump Fierce====
[[File:NJ.HP.jpg]]
 
Block: H<br>
Damage: 90<br>
Stun: 150<br>
Super Gain: 60<br>
Cancel: - <br>
Startup: 9 <br>
Active: 6 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Neutral Jump Short====
[[File:NJ.LK.jpg]]
 
Block: H<br>
Damage: 50<br>
Stun: 50<br>
Super Gain: 20<br>
Cancel: - <br>
Startup: 4 <br>
Active: 7 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Neutral Jump Forward====
[[File:NJ.MK.jpg]]
 
Block: H<br>
Damage: 80<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 7 <br>
Active: 6 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
==== Neutral Jump Roundhouse====
[[File:NJ.HK.jpg]]
 
Block: H<br>
Damage: 90<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: - <br>
Startup: 11 <br>
Active: 5 <br>
Recovery: - <br>
Block Advantage: - <br>
Hit Advantage: -<br> <br>
'''Analysis:'''
 
===Normal Throw===
[[File:Throw.jpg]]
 
Block: 1<br>
Damage: 140<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 3 <br>
Active: 2 <br>
Recovery: 20 <br>
Block Advantage: - <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Throw Range 1.0
 
===Command Normals===
 
==== Slide ====
[[File:Slide.jpg]]
 
Block: L<br>
Damage: 60<br>
Stun: 100<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 7 <br>
Active: 8 <br>
Recovery: 12 <br>
Block Advantage: -6 <br>
Hit Advantage: -3<br> <br>
'''Analysis:'''<br>
Low Attack<br>
Properly Timed, can slide under projectile attacks<br>
 
==== Lunge Kick ====
[[File:Lunge Kick.jpg]]
 
Block: HL<br>
Damage: 100<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: - <br>
Startup: 11 <br>
Active: 12 <br>
Recovery: 21 <br>
Block Advantage: -5 <br>
Hit Advantage: -1<br> <br>
'''Analysis:'''<br>
Can be used to keep an opponent from jumping if you feel an attempt coming<br>
 
===Focus / Saving Attack===
[[File:Focus.jpg]]
====Level 1====
 
Block: HL<br>
Damage: 60<br>
Stun: 100<br>
Super Gain: 20<br>
Cancel: - <br>
Startup: 21 <br>
Active: 2 <br>
Recovery: 35 <br>
Block Advantage: -21 <br>
Hit Advantage: -21<br> <br>
'''Analysis:'''
 
====Level 2====
 
Block: HL<br>
Damage: 80<br>
Stun: 150<br>
Super Gain: 40<br>
Cancel: - <br>
Startup: 17+14 <br>
Active: 2 <br>
Recovery: 35 <br>
Block Advantage: -15 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''
 
====Level 3====
 
Block: -<br>
Damage: 120<br>
Stun: 200<br>
Super Gain: 60<br>
Cancel: - <br>
Startup: 65 <br>
Active: 2 <br>
Recovery: 35 <br>
Block Advantage: D <br>
Hit Advantage: D<br> <br>
'''Analysis:'''
 
===Special Moves===
====Soul Spark====
[[File:Soul Spark.jpg]]<br>
Roses's projectile. Used to agitate your opponent as well as control space. Not very affective at beating down other projectiles due to its high start up and recovery but decent for gaining a little super meter and keeping your opponent on his toes. Use with caution, for it can and will be punished if used Indiscriminately. EX spark being the more viable selection, especially since Rose can spare the meter.
 
'''L.Soul Spark'''<br>
 
Block: HL<br>
Damage: 80<br>
Stun: 50<br>
Super Gain: 30/20<br>
Cancel: Su <br>
Startup: 14 <br>
Active: - <br>
Recovery: 52 <br>
Block Advantage: -12 <br>
Hit Advantage: -8 <br> <br>
'''Analysis:'''
 
 
'''M.Soul Spark'''
 
Block: HL<br>
Damage: 80<br>
Stun: 50<br>
Super Gain: 30/20<br>
Cancel: Su <br>
Startup: 22 <br>
Active: - <br>
Recovery: 52 <br>
Block Advantage: -4 <br>
Hit Advantage: 0<br> <br>
'''Analysis:'''
 
 
'''H.Soul Spark'''
 
Block: HL<br>
Damage: 80<br>
Stun: 50<br>
Super Gain: 30/20<br>
Cancel: Su <br>
Startup: 29 <br>
Active: - <br>
Recovery: 53 <br>
Block Advantage: 2 <br>
Hit Advantage: 6<br> <br>
'''Analysis:'''
 
 
'''EX.Soul Spark'''
 
Block: HL<br>
Damage: 30*70<br>
Stun: 50*50<br>
Super Gain: #DIV/0! <br>
Cancel: Su <br>
Startup: 14 <br>
Active: - <br>
Recovery: 48 <br>
Block Advantage: 0 <br>
Hit Advantage: 4<br> <br>
'''Analysis:'''
 
====Soul Spiral====
[[File:Soul Spiral.jpg]]<br>
Rose's only Armor breaker outside of Ultra I. You will see this special alot since it is part of Rose's bread and butter tactic. Very affective special with a slight invincibility on EX. Use at maximum range to benefit from the distance. If blocked, you can easily dash back from an incoming punish, assuming your opponent can do so.
 
'''L.Soul Spiral'''
 
Block: HL<br>
Damage: 100<br>
Stun: 100<br>
Super Gain: 20/40<br>
Cancel: Su <br>
Startup: 12 <br>
Active: 6 <br>
Recovery: 23 <br>
Block Advantage: -8 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Armor Break
 
 
'''M.Soul Spiral'''
 
Block: HL<br>
Damage: 100<br>
Stun: 100<br>
Super Gain: 20/40<br>
Cancel: Su <br>
Startup: 15 <br>
Active: 6 <br>
Recovery: 21 <br>
Block Advantage: -6 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Armor Break
 
 
'''H.Soul Spiral'''
 
Block: HL<br>
Damage: 100<br>
Stun: 100<br>
Super Gain: 20/40<br>
Cancel: Su <br>
Startup: 16 <br>
Active: 6 <br>
Recovery: 19 <br>
Block Advantage: -4 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Armor Break
 
 
'''EX.Soul Spiral'''
 
Block: HL<br>
Damage: 100<br>
Stun: 100<br>
Super Gain: #DIV/0!<br>
Cancel: Su <br>
Startup: 13 <br>
Active: 6 <br>
Recovery: 21 <br>
Block Advantage: -6 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Armor Break<br>
Frame 1~11 invincible
 
====Soul Throw====
[[File:Soul Throw.jpg]]<br>
Considered an anti air but use sparingly, for it is often snuffed out in mid air if not timed accurately. In most cases, you would be better off using crouching H.Punch for more consistant results if your opponent is anticipating the throw. Can be linked after a H.Punch Reflect, which was absent from the original SF4 vanilla as well as a finisher for both hits from Ultra II while your opponent is still in mid air.<br>
 
'''L.Soul Throw'''
 
Block: 0.4<br>
Damage: 100<br>
Stun: 20/40<br>
Super Gain: -<br>
Cancel: 6 <br>
Startup: 10 <br>
Active: 26+8 <br>
Recovery: D <br>
Block Advantage: D <br>
Hit Advantage: <br> <br>
'''Analysis:'''<br>
Throw Range 0.4<br>
 
 
'''M.Soul Throw'''
 
Block: 0.4<br>
Damage: 160<br>
Stun: 100<br>
Super Gain: 20/40<br>
Cancel: - <br>
Startup: 6 <br>
Active: 11 <br>
Recovery: 27+8 <br>
Block Advantage: D <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Throw Range 0.4<br>
 
 
'''H.Soul Throw'''
 
Block: 0.4<br>
Damage: 160<br>
Stun: 100<br>
Super Gain: 20/40<br>
Cancel: - <br>
Startup: 6 <br>
Active: 11 <br>
Recovery: 30+8 <br>
Block Advantage: D <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Throw Range 0.4<br>
 
 
'''EX.Soul Throw'''
 
Block: 0.4<br>
Damage: 160<br>
Stun: 100<br>
Super Gain: #DIV/0!<br>
Cancel: - <br>
Startup: 6 <br>
Active: 11 <br>
Recovery: 30+8 <br>
Block Advantage: D <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Frame 1~7 Invincible<br>
Throw Range 0.4<br>
 
==== Soul Reflect ====
Rose's signature special as well as her most well loved and feared. Can be used to either absorb an enemy projectile and transfer its energy into almost half a super meter bar or reflect horizontally or at an angle for incoming jump in attacks. Very good start up and recovery, which allows to easily beat down projectile spammers all the while gaining meter at an insane rate. At close range, reflect becomes a good link for your combos and can be used to link into a Soul Throw, Super and Ultra II.
 
'''L.Reflect'''
 
[[File:L.Reflect.jpg]]
 
Block: HL<br>
Damage: 50<br>
Stun: 100<br>
Super Gain: 20/30<br>
Cancel: Su <br>
Startup: 13 <br>
Active: 2 <br>
Recovery: 27 <br>
Block Advantage: -8 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Gives super gauge +100<br>
Frame 11~22(???)<br>
Increases super damage by 5% up to 7 time/35%<br>
EX(???)<br>
 
 
''' M.Reflect '''
 
[[File:M.Reflect.jpg]]
 
Block: HL<br>
Damage: 50<br>
Stun: 100<br>
Super Gain: 20/30<br>
Cancel: Su <br>
Startup: 13 <br>
Active: 3 <br>
Recovery: 25 <br>
Block Advantage: -7 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
(???)<br>
Frames 10~19(???)<br>
EX(???)<br>
 
''' H.Reflect '''
 
[[File:H.Reflect.jpg]]
 
 
Block: HL<br>
Damage: 50<br>
Stun: 100<br>
Super Gain: 20/30<br>
Cancel: Su <br>
Startup: 12 <br>
Active: 2 <br>
Recovery: 26 <br>
Block Advantage: -7 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
(???)<br>
Frames 11~19(???)<br>
EX(???)<br>
 
''' EX.Reflect '''
 
[[File:EX.Reflect.jpg]]
 
Block: HL<br>
Damage: 50<br>
Stun: 100<br>
Super Gain: #DIV/0!<br>
Cancel: Su <br>
Startup: 8 <br>
Active: 2 <br>
Recovery: 24 <br>
Block Advantage: -5 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
(???)<br>
Frame 7~14(???)<br>
Increases damage of reflected projectile by 10%<br>
(???)<br>
 
===Super Move===
 
====Aura Soul Spark====
[[File:Super.jpg]]
 
Block: HL<br>
Damage: 50x4*100<br>
Stun: 0<br>
Super Gain: #DIV/0!<br>
Cancel: -<br>
Startup: 1+8 <br>
Active: - <br>
Recovery: 53 <br>
Block Advantage: 16 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Frame 1~7 invincible<br>
 
===Ultra Move===
 
==== Ultra Move I: Illusion Spark ====
Illusion Spark is a short to mid range attack that causes Rose's scarf to extend and can grab an unwary opponent for major damage. Players who have a tendency of jumping in have much to fear from this Ultra, for they risk landing on top of the active frames, which is similar to Dhalsim's S.HP hitbox. Another good thing about this Ultra other then its excellent reach, is its invincibility that helps wonders for players attempting to counter.<br>
You can quickly execute this attack as a reaction to many opposing Specials and Ultras, so quick execuion is key for landing it as soon as your opponent activates any of his attack or opens himself up with a whiff or you can snatch the player on start up if you are quick enough. It is very easy to avoid this Ultra, so setting up for its execution is very important, but once you land it, you are treated with one very entertaining animation and lots of damage.<br>
 
[[File:Ultra 1.jpg]]
 
Block: HL<br>
Damage: 498<br>
Stun: 0<br>
Super Gain: 0/0<br>
Cancel: - <br>
Startup: 1+11 <br>
Active: 14 <br>
Recovery: 44 <br>
Block Advantage: -37 <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Frame 1~11 incincible<br>
Armor Break<br>
 
====Ultra Move II: Soul Satellite====
The prefered choice for most Rose players, due to its offensive and defensive potential. Rose summons two orbs that orbit around her for approximately 10 seconds if left undisturbed. The orbs will disapear after its alotted time, connects with the opponent, blocked or Rose takes damage. This Ultra by itself is not very powerful. Each of the orbs only do 120 damage a piece but serve as an extension to Rose's combo variations. '''Example''': ''Jump in HP xx Ultra II xx C.MP xx M.Spiral xx Super'' '''Note''': ''Rose cannot exectute her Super until both orbs are expended. Any combo involving her Super will only work after her second orb connects''. With the two extra hits from the orbs, Rose is able to execute follow up attacks, extending your combo and significantly increasing your damage output. This is one of the many possiblities with this Ultra and the damage potential will keep your opponents mindful and will often avoid the orbs by retreating a safe distance until the orbs vanish.<br> That is when the defensive aspect of this Ultra comes in. Rush down characters are usually a problem for Rose and become fairly difficult to push back during a never ending onslaught of attacks. Soul Satellite becomes a life saver during its activation and your orbs begin to rotate, forcing your opponent to cease and desist or risk a possible table turning combo. This allows you to recover and regain some ground and buy you some time to come up with a plan of action. Be forewarned though, for experienced players have learned to attack in between the orbs during its revolution to snuff them out early, making it a complete waste of Ultra.<br>
 
[[File:Ultra 2.jpg]]
 
Block: HL<br>
Damage: 120*120<br>
Stun: 0<br>
Super Gain: 0/0<br>
Cancel: - <br>
Startup: 1+4 <br>
Active: 600 <br>
Recovery: 4 <br>
Block Advantage: - <br>
Hit Advantage: D<br> <br>
'''Analysis:'''<br>
Cannot activate Aura Soul Spark untill both orbs have been expended.
 
==Combos==
 
=== Basic Chain Combos ===
 
'''Simple Chain Combos'''<br>
 
*''C.LP x 3 xx LK Spiral''<br>
 
*''C.LP x 2, C.LK, C.MP xx EX Spiral''<br> '''Note: 1''' On medium to large characters, EX is not necessary to connect with Spiral. 
 
*''C.LK, C.LP, C.LK, C.MP xx LK/EX Spiral''<br>
 
*''C.MK, C.LP xx EX Spiral''<br>
 
*''C.HP xx HP Reflect xx FADC, Soul Throw''<br> '''Note: 1''' No FADC necessary in the corner<br>
'''Proximity Combos'''<br>
 
*''Close S.MP, C.MP xx HK Spiral''<br>
 
*''Close S.MK, C.LP xx LK/EX Spiral''<br>
 
'''Jump In Combos'''<br>
 
*''Jump MK, C.MP xx LK Spiral''<br>
 
*''Jump HK, C.HP xx LP Spark, FADC, C.LP, C.LK xx C.MP xx LK Spiral''<br> '''Note: 1''' Difficult combo to pull off, but the damage is good. Instead of following up with<br> C.LP after the FADC, you can set up a throw instead, which usually catches people off guard.<br>
 
'''Cross Up Combos'''<br>
 
*''Cross up Jump MK, C.HP xx EX Spark''<br>
 
*''Cross up Jump MK, C.LP, C.LK xx C.MP xx EX Spiral''<br> '''Note: 1''' On large characters EX is not necessary to connect with Spiral, only on small to mudium characters
 
=== Ultra 2 combos ===
 
*''Jump HP/MK, Ultra 2, Slide, C.HP, HK Spiral''<br>
 
*''(counter hit/meaty) C. LK, Ultra 2, Slide, C.HP, HK Spiral''<br>
 
*''C.HP xx HP Reflect xx FADC, Ultra 2, Soul Throw<br> '''Note: 1''' No FADC necessary in the corner<br>
 
*''Close S.HK xx LP Spark xx FADC, Ultra II, Slide, C.HP xx HK Spiral''<br>
 
*''Jump HK/HP, Ultra 2, Slide, C.MP xx HK Spiral xx Super''<br>
 
*''Anti Air Ultra 2, Soul Throw''<br>
 
*''Jump in HK xx C.HP xx Spiral xx Super xx Ultra II''<br> '''Note 1:''' A quick forward dash may be necessary depending on the opponent.<br> '''Note 2:''' This is Rose's most damaging combo with a whopping 607 damage. That is over 50% to 60% of health for most characters. On Seth, the damage is reduced by 10% to 597. Even with the slight reduction, this combo will leave Seth with about 20% to 30% health. Not certain if this is the case for other characters.<br>
 
=== Super Combos ===
 
*''C.HP, HK Spiral xx Super''<br> (can tack on Ultra 2)<br>
*''C.LP x 2, C.LK, C.MP xx Super''<br>
*''C.HP xx HP Reflect, Ultra 2, Super<br> Note: Super Distance dependant to be able to get ultra 2 Anti Air. Easy when executed in a corner<br>
*''Jump HK/Stand HP xx EX Spark, FADC, HP xx HK Spiral''<br>
 
=== Focus attack only combos ===
 
*''FA 2/3, FA1, Soul Throw''<br> Note: character specific does not work on Ryu, Ken, Ibuki, Bison confirmed so far<br>
*''FA 2/3, Dash Forward/Backwards, Ultra 1''<br>
*''FA 3, Fierce Spark, Ultra 2, soul throw''<br>
 
==Rose Statistics and Frame Data==
 
===Vitality/Stun===
{| border="1em" cellpadding="3" cellspacing="0" width="30%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Vitality'''
| align="center" style="background:#f0f0f0;"|'''Stun'''
|-
|Rose||950||1000
|}
 
=== Dash ===
 
{| border="1em" cellpadding="3" cellspacing="0" width="50%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Toward Dash'''
| align="center" style="background:#f0f0f0;"|'''Distance'''
| align="center" style="background:#f0f0f0;"|'''Backdash'''
| align="center" style="background:#f0f0f0;"|'''Distance'''
| align="center" style="background:#f0f0f0;"|'''Invincible'''
| align="center" style="background:#f0f0f0;"|'''Grounded'''
| align="center" style="background:#f0f0f0;"|'''Airborne'''
|-
| Rose||21||1.7||22||1.2||1~8||19~22||9~18
|}
 
=== Focus Attack Dash ===
{| border="1em" cellpadding="3" cellspacing="0" width="30%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Level 1'''
| align="center" style="background:#f0f0f0;"|'''Level 2'''
|-
|Rose||-5||+1
|}
 
=== Jump ===
{| border="1em" cellpadding="3" cellspacing="0" width="30%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Total'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Airborne'''
| align="center" style="background:#f0f0f0;"|'''Recovery'''
|-
|Rose||47||4||39||4
|}
 
===Frame Data===
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
|- 
! align="center"  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
! align="center"  |
|-
! align="center"  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|  | Close LP
| align="center"  | HL
| align="center"  | 20
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 4
| align="center"  | 2
| align="center"  | 10
| align="center"  | -1
| align="center"  |  +2
|  |
|-
|  | Close MP
| align="center"  | HL
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 6
| align="center"  | 2
| align="center"  | 11
| align="center"  |  +1
| align="center"  |  +4
|  |
|-
|  | Close HP
| align="center"  | HL
| align="center"  | 90
| align="center"  | 200
| align="center"  | 60
| align="center"  | sp/su
| align="center"  | 6
| align="center"  | 2
| align="center"  | 19
| align="center"  | -3
| align="center"  |  +1
|  |
|-
|  | Close LK
| align="center"  | HL
| align="center"  | 40
| align="center"  | 50
| align="center"  | 20
| align="center"  | sp/su
| align="center"  | 4
| align="center"  | 2
| align="center"  | 10
| align="center"  | -1
| align="center"  |  +2
|  |
|-
|  | Close MK
| align="center"  | HL
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 7
| align="center"  | 3
| align="center"  | 11
| align="center"  | 0
| align="center"  |  +3
|  | 1~20 cannot be thrown
|-
|  | Close HK
| align="center"  | HL
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | sp/su
| align="center"  | 7
| align="center"  | 2
| align="center"  | 18
| align="center"  | -2
| align="center"  |  +3
|  |
|-
|  | Far LP
| align="center"  | HL
| align="center"  | 20
| align="center"  | 50
| align="center"  | 20
| align="center"  | ch/sp/su
| align="center"  | 4
| align="center"  | 2
| align="center"  | 11
| align="center"  | -2
| align="center"  |  +1
|  |
|-
|  | Far MP
| align="center"  | HL
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 7
| align="center"  | 2
| align="center"  | 12
| align="center"  | 0
| align="center"  |  +3
|  |
|-
|  | Far HP
| align="center"  | HL
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 11
| align="center"  | 5
| align="center"  | 18
| align="center"  | -5
| align="center"  | -1
|  |
|-
|  | Far LK
| align="center"  | HL
| align="center"  | 30
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 2
| align="center"  | 10
| align="center"  | -1
| align="center"  |  +2
|  |
|-
|  | Far MK
| align="center"  | HL
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 6
| align="center"  | 2
| align="center"  | 13
| align="center"  | -1
| align="center"  |  +2
|  |
|-
|  | Far HK
| align="center"  | HL
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 9
| align="center"  | 2
| align="center"  | 19
| align="center"  | -3
| align="center"  |  +1
|  |
|-
|  | crouch LP
| align="center"  | HL
| align="center"  | 20
| align="center"  | 50
| align="center"  | 20
| align="center"  | sp/chp/su
| align="center"  | 3
| align="center"  | 3
| align="center"  | 8
| align="center"  | 0
| align="center"  |  +3
|  |
|-
|  | crouch MP
| align="center"  | HL
| align="center"  | 60
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 4
| align="center"  | 3
| align="center"  | 14
| align="center"  | -3
| align="center"  | 0
|  |
|-
|  | crouch HP
| align="center"  | HL
| align="center"  | 100
| align="center"  | 150
| align="center"  | 60
| align="center"  | sp/su
| align="center"  | 5
| align="center"  | 5
| align="center"  | 28
| align="center"  | -15
| align="center"  | -10
|  | Forces stand
|-
|  | crouch LK
| align="center"  | L
| align="center"  | 30
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 4
| align="center"  | 6
| align="center"  |  +1
| align="center"  |  +4
|  | 
|-
|  | crouch MK
| align="center"  | L
| align="center"  | 60
| align="center"  | 100
| align="center"  | 40
| align="center"  | sp/su
| align="center"  | 7
| align="center"  | 2
| align="center"  | 12
| align="center"  | 0
| align="center"  |  +3
|  | 
|-
|  | crouch HK
| align="center"  | L
| align="center"  | 90
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 9
| align="center"  | 2
| align="center"  | 26
| align="center"  | -10
| align="center"  | -
|  | cannot fast recover
|-
|  | Jump up LP
| align="center"  | H
| align="center"  | 40
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 6
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump up MP
| align="center"  | H
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 6
| align="center"  | 6
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump up HP
| align="center"  | H
| align="center"  | 90
| align="center"  | 150
| align="center"  | 60
| align="center"  | -
| align="center"  | 9
| align="center"  | 6
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump up LK
| align="center"  | H
| align="center"  | 50
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 7
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump up MK
| align="center"  | H
| align="center"  | 80
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 7
| align="center"  | 6
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump up HK
| align="center"  | H
| align="center"  | 90
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 11
| align="center"  | 5
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump forward LP
| align="center"  | H
| align="center"  | 40
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 6
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump forward MP
| align="center"  | H
| align="center"  | 70
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 7
| align="center"  | 3
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump forward HP
| align="center"  | H
| align="center"  | 90
| align="center"  | 150
| align="center"  | 60
| align="center"  | -
| align="center"  | 7
| align="center"  | 7
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump forward LK
| align="center"  | H
| align="center"  | 30
| align="center"  | 50
| align="center"  | 20
| align="center"  | -
| align="center"  | 4
| align="center"  | 7
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump forward MK
| align="center"  | H
| align="center"  | 60
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 7
| align="center"  | 5
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Jump forward HK
| align="center"  | H
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 6
| align="center"  | 5
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Slide
| align="center"  | L
| align="center"  | 60
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 7
| align="center"  | 8
| align="center"  | 12
| align="center"  | -6
| align="center"  | -3
|  | 
|-
|  | Soul Piety
| align="center"  | HL
| align="center"  | 100
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 11
| align="center"  | 2
| align="center"  | 21
| align="center"  | -5
| align="center"  | -1
|  |
|-
|  | Focus Attack LVL 1
| align="center"  | HL
| align="center"  | 60
| align="center"  | 100
| align="center"  | 20
| align="center"  | -
| align="center"  | 21
| align="center"  | 2
| align="center"  | 35
| align="center"  | -21
| align="center"  | -21
|  |
|-
|  | Focus attack LVL 2
| align="center"  | HL
| align="center"  | 80
| align="center"  | 150
| align="center"  | 40
| align="center"  | -
| align="center"  | 17+14
| align="center"  | 2
| align="center"  | 35
| align="center"  | -15
| align="center"  | -
|  |
|-
|  | Focus attack LVL 3
| align="center"  | -
| align="center"  | 120
| align="center"  | 200
| align="center"  | 60
| align="center"  | -
| align="center"  | 65
| align="center"  | 2
| align="center"  | 35
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Forward Throw
| align="center"  | 1.0
| align="center"  | 140
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 3
| align="center"  | 2
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 
|-
|  | Back throw
| align="center"  | 1.0
| align="center"  | 140
| align="center"  | 100
| align="center"  | 40
| align="center"  | -
| align="center"  | 3
| align="center"  | 2
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 
|-
|  | Soul Spark LP
| align="center"  | HL
| align="center"  | 80
| align="center"  | 50
| align="center"  | 30/20
| align="center"  | su
| align="center"  | 14
| align="center"  | -
| align="center"  | 52 (total duration)
| align="center"  | -12
| align="center"  | -8
|  |
|-
|  | Soul Spark MP
| align="center"  | HL
| align="center"  | 80
| align="center"  | 50
| align="center"  | 30/20
| align="center"  | su
| align="center"  | 22
| align="center"  | -
| align="center"  | 52 (total duration)
| align="center"  | -4
| align="center"  | 0
|  |
|-
|  | Soul Spark HP
| align="center"  | HL
| align="center"  | 80
| align="center"  | 50
| align="center"  | 30/20
| align="center"  | su
| align="center"  | 29
| align="center"  | -
| align="center"  | 53 (total duration)
| align="center"  |  +2
| align="center"  |  +6
|  |
|-
|  | Soul Spark EX
| align="center"  | HL
| align="center"  | 30*70
| align="center"  | 50*50
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 14
| align="center"  | -
| align="center"  | 48 (total duration)
| align="center"  | 0
| align="center"  |  +4
|  |
|-
|  | Soul Spiral LK
| align="center"  | HL
| align="center"  | 100
| align="center"  | 100
| align="center"  | 20/40
| align="center"  | su
| align="center"  | 12
| align="center"  | 6
| align="center"  | 23
| align="center"  | -8
| align="center"  | -
|  | Armor break
|-
|  | Soul Spiral MK
| align="center"  | HL
| align="center"  | 100
| align="center"  | 100
| align="center"  | 20/40
| align="center"  | su
| align="center"  | 15
| align="center"  | 6
| align="center"  | 21
| align="center"  | -6
| align="center"  | -
|  | Armor break
|-
|  | Soul Spiral HK
| align="center"  | HL
| align="center"  | 100
| align="center"  | 100
| align="center"  | 20/40
| align="center"  | su
| align="center"  | 16
| align="center"  | 6
| align="center"  | 19
| align="center"  | -4
| align="center"  | -
|  | Armor break
|-
|  | Soul Spiral EX
| align="center"  | HL
| align="center"  | 100
| align="center"  | 100
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 13
| align="center"  | 6
| align="center"  | 21
| align="center"  | -6
| align="center"  | -
|  | 1~11f invincible, Armor break
|-
|  | Soul Reflect LP
| align="center"  | HL
| align="center"  | 50
| align="center"  | 100
| align="center"  | 20/30
| align="center"  | su
| align="center"  | 13
| align="center"  | 2
| align="center"  | 27
| align="center"  | -8
| align="center"  | -
|  | gives super gauge +100, increases super damage by 5% up to 7 times/35%
|-
|  | Soul Reflect MP
| align="center"  | HL
| align="center"  | 50
| align="center"  | 100
| align="center"  | 20/30
| align="center"  | su
| align="center"  | 13
| align="center"  | 3
| align="center"  | 25
| align="center"  | -7
| align="center"  | -
|  | 
|-
|  | Soul Reflect HP
| align="center"  | HL
| align="center"  | 50
| align="center"  | 100
| align="center"  | 20/30
| align="center"  | su
| align="center"  | 12
| align="center"  | 2
| align="center"  | 26
| align="center"  | -7
| align="center"  | -
|  | 
|-
|  | Soul Reflect EX
| align="center"  | HL
| align="center"  | 50
| align="center"  | 100
| align="center"  | -250/0
| align="center"  | su
| align="center"  | 8
| align="center"  | 2
| align="center"  | 24
| align="center"  | -5
| align="center"  | -
|  | Increases damage of reflected projectile by 10%
|-
|  | Soul Throw LP
| align="center"  | 0.4
| align="center"  | 160
| align="center"  | 100
| align="center"  | 20/40
| align="center"  | -
| align="center"  | 6
| align="center"  | 10
| align="center"  | 26+8
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Soul Throw MP
| align="center"  | 0.4
| align="center"  | 160
| align="center"  | 100
| align="center"  | 20/40
| align="center"  | -
| align="center"  | 6
| align="center"  | 11
| align="center"  | 27+8
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Soul Throw HP
| align="center"  | 0.4
| align="center"  | 160
| align="center"  | 100
| align="center"  | 20/40
| align="center"  | -
| align="center"  | 6
| align="center"  | 11
| align="center"  | 30+8
| align="center"  | -
| align="center"  | -
|  |
|-
|  | Soul Throw EX
| align="center"  | 0.4
| align="center"  | 160
| align="center"  | 100
| align="center"  | -250/0
| align="center"  | -
| align="center"  | 6
| align="center"  | 11
| align="center"  | 30+8
| align="center"  | -
| align="center"  | -
|  | 1~7f invincible
|-
|  | Super Combo
| align="center"  | HL
| align="center"  | 50x4*100
| align="center"  | 0
| align="center"  | -1000/0
| align="center"  | -
| align="center"  | 1+8
| align="center"  | -
| align="center"  | 54 (total duration)
| align="center"  |  +16
| align="center"  | -
|  | 1~7f invincible
|-
|  | Ultra Combo 1
| align="center"  | HL
| align="center"  | 498
| align="center"  | 0
| align="center"  | 0/0
| align="center"  | -
| align="center"  | 1+11
| align="center"  | 14
| align="center"  | 45
| align="center"  | -37
| align="center"  | -
|  | 1~11f invincible, Armor break
|-
|  | Ultra Combo 2
| align="center"  | HL
| align="center"  | 120*120
| align="center"  | 0
| align="center"  | 0/0
| align="center"  | -
| align="center"  | 1+4
| align="center"  | 600
| align="center"  | 5 (total duration)
| align="center"  | -
| align="center"  | -
|  |
|- 
! align="center"  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
! align="center"  |
|-
! align="center"  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|- 
|}
 
 
 
==Matchups==
=== Abel ===
=== Adon ===
=== Akuma ===
=== Balrog ===
=== Blanka ===
=== Cammy ===
=== Chun-Li ===
=== Cody ===
=== C. Viper ===
=== Dan ===
=== Deejay ===
=== Dhalsim ===
=== Dudley ===
=== E.Honda ===
=== El Fuerte ===
=== Fei Long ===
=== Gen ===
=== Gouken ===
=== Guile ===
=== Guy ===
=== Hakan ===
=== Ibuki ===
=== Juri ===
=== Ken ===
=== Makoto ===
=== M. Bison ===
=== Rose ===
=== Rufus ===
=== Ryu ===
=== Sagat ===
=== Sakura ===
=== Seth ===
=== T.hawk ===
=== Vega ===
=== Zangief ===
 
 
{{Super Street Fighter IV}}

Latest revision as of 09:20, 10 February 2012