Street Fighter IV/Rose: Difference between revisions

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'''cr.FP''' - Good anti-air, but has really bad recovery tho.<br>
'''cr.FP''' - Good anti-air, but has really bad recovery tho.<br>
'''cr. MP''' - Good combo starter that will stuff quite a few moves. Best with used with soul drills. Do this from a little ways out so you're safe from most counter attacks. Great way to apply pressure.<br>
'''cr. MP''' - Good combo starter that will stuff quite a few moves. Best with used with soul drills. Do this from a little ways out so you're safe from most counter attacks. Great way to apply pressure.<br>
'''cr. HK''' - Rose's sweep. Nice range, speed and damage on this move. Can not be quick recovered, which can lead to some good cross up situations.


===Normal Throws===
===Normal Throws===

Revision as of 21:40, 6 May 2009

Introduction

Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - D, DF, F - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - D, DB, B - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - F, D, DF - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. In SFIV, there is a "shortcut" for this motion: DF, neutral, DF.
  • 360 - Full circle - Complete a full rotation of the stick.
  • 720 - Complete a 720 degree rotation of the stick.
  • Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.

X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.

Six Button Notation

  • Jab - weak punch (also called LP or WP)
  • Strong - medium punch (also called MP)
  • Fierce - fierce punch (also called HP or FP)
  • P - any punch
  • PPP or 3P - all three punches simultaneously
  • Short - weak kick (also called LK or WK)
  • Forward - medium kick (also called MK)
  • Roundhouse (RH) - fierce kick (also called HK)
  • K = any kick
  • KKK or 3K - all three kicks simultaneously

Connectors

  • ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
  • , Link
  • xx Cancel

State Modifiers

  • st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
  • cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
  • j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.

Miscellaneous Notation

  • Claw = American Vega = Japanese Balrog
  • Boxer = American Balrog = Japanese Bison
  • Dictator (Dic) = American Bison = Japanese Vega

Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.

Move Analysis

Notable Normal Moves

cr.FP - Good anti-air, but has really bad recovery tho.
cr. MP - Good combo starter that will stuff quite a few moves. Best with used with soul drills. Do this from a little ways out so you're safe from most counter attacks. Great way to apply pressure.
cr. HK - Rose's sweep. Nice range, speed and damage on this move. Can not be quick recovered, which can lead to some good cross up situations.

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Soul Spark - HCF+P

Soul Reflect - QCB+P

Soul Spiral - QCF+K

Soul Throw - DP+P

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 20 50 4 2 10 15 -1 +2 10 13 20 O O O -
Close MP 70 100 6 2 11 18 +1 +4 13 16 40 X O O -
Close HP 90 200 6 2 19 26 -3 +1 17 21 60 X O O -
Close LK 40 50 4 2 10 15 -1 +2 10 13 20 X O O -
Close MK 70 100 7 3 11 20 0 +3 13 16 40 X O O 1~20 cannot be thrown
Close HK 100 200 7 2 19 26 -2 +3 18 23 60 X O O -
Far LP 20 50 4 2 11 16 -2 +1 10 13 20 O O O -
Far MP 70 100 7 2 12 20 0 +3 13 16 40 X O O -
Far HP 100 200 11 3 18 31 -3 +1 17 21 60 X X X -
Far LK 30 50 4 2 10 15 -1 +2 10 13 20 X X X -
Far MK 70 100 6 2 13 20 -1 +2 13 16 40 X X X -
Far HK 100 200 9 2 19 29 -3 +1 17 21 60 X X X -
crouch LP 40 50 3 3 8 13 0 +3 10 13 20 O O O -
crouch MP 60 100 4 3 14 20 -3 0 13 16 40 X O O -
crouch HP 90 150 6 5 28 38 -15 -10 17 22 60 X O O Forces stand
crouch LK 30 50 4 4 6 13 +1 +4 10 13 20 X X X Low attack
crouch MK 60 100 7 2 12 20 0 +3 13 16 40 X O O Low attack
crouch HK 90 200 9 2 19 29 -3 D 17 - 60 X X X Low attack, cannot fast recover
Jump up LP 40 50 4 6 - - - - - 20 - - - -
Jump up MP 70 100 6 6 - - - - - 40 - - - -
Jump up HP 90 150 9 6 - - - - - 60 - - - -
Jump up LK 50 50 4 7 - - - - - 20 - - - -
Jump up MK 80 100 7 6 - - - - 40 - - - -
Jump up HK 90 200 11 5 - - - - - 60 - - - -
Jump forward LP 40 50 4 6 - - - - - 20 - - - -
Jump forward MP 70 100 7 3 - - - - - 40 - - - -
Jump forward HP 90 150 7 7 - - - - - 60 - - - -
Jump forward LK 30 50 4 7 - - - - - 20 - - - -
Jump forward MK 60 100 7 5 - - - - - 40 - - - -
Jump forward HK 100 200 6 5 - - - - - 60 - - - -
Slide 60 100 7 8 12 26 -6 -3 13 16 40 X X X Low attack
Soul Piety 100 200 11 2 17 29 -1 +3 17 21 60 X X X -
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 80 150 18+13 2 35 67 -15 D 21 - 40 - - - -
Focus attack LVL 3 120 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 140 100 3 2 20 24 - D - - 40 - - - Throw range 1.0
Back throw 140 100 3 2 20 24 - D - - 40 - - - Throw range 1.0
Soul Spark LP 80 50 14 - 52 -12 -8 30/20 X X O -
Soul Spark MP 80 50 22 - 52 -4 0 30/20 X X O -
Soul Spark HP 80 50 29 - 53 +2 +6 30/20 X X O -
Soul Spark EX 65*65 50*50 14 - 54 -6 -2 0/0 X X O -
Soul Spiral LK 100 100 12 6 40 -8 D 20/40 X X O Armor break
Soul Spiral MK 100 100 15 6 41 -6 D 20/40 X X O Armor break
Soul Spiral HK 100 100 16 6 40 -4 D 20/40 X X O Armor break
Soul Spiral EX 100 100 13 6 39 -6 D 0/0 X X O 1~11f invincible, Armor break
Soul Reflect LP 50 100 13 2 41 -8 D 20/30 X X O gives super gauge +100, 11~22f (translate), increases super damage by 5% up to 7 times/35%, EX(translate)
Soul Reflect MP 50 100 13 3 40 -7 D 20/30 X X O (translate), 10~19f (translate), EX(translate)
Soul Reflect HP 50 100 12 2 39 -7 D 20/30 X X O (translate), 11~19f (translate), EX(translate)
Soul Reflect EX 50 100 8 2 33 -5 D 0/0 X X O (translate), 7~14f (translate), Increases damage of reflected projectile by 10%, (translate)
Soul Throw LP 140 100 6 9 49 D D 20/40 X X X -
Soul Throw MP 140 100 6 10 51 D D 20/40 X X X -
Soul Throw HP 140 100 6 11 52 D D 20/40 X X X -
Soul Throw EX 140 100 6 11 53 D D 0/0 X X X 1~6f invincible
Aura Soul Spark 50x4*100 0 9 - 52 +16 D 0/0 - - - 1~8f invincible
Illusion Spark 83x6 0 12 14 43 68 -37 D 0/0 - - - 1~12f invincible, Armor break
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes