Rose (SSFIV)

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Revision as of 01:44, 28 October 2010 by Kurt Kremitzki (talk | contribs) (Undo revision 40683 by Kurt Kremitzki (Talk))

Introduction To Rose

File:Rose2.jpg

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 and being able to adapt accordingly is of utmost importance. Rose has quite a few things going for her that make her a very formidable fighter. Her walking speed is quite good and her back dash is superb with invincibility on the starting frames and make much of her well spaced attacks quite safe in most situations, she also has very good poke options and the range for many of her attacks are excellent. Soul reflect is Rose's defining special, because of this unique skill, Rose is unable to be pinned down by fire ball spammers and can quickly absorb or reflect incoming attacks back to there opponent, all the while gaining super meter at an incredible rate. Rose has gained quite a few buffs during the transition from SF4 to SSF4 and is now deadlier then ever, most noticeably, being able to combo her reflect into soul throw.

Rose is not a weak character, but due to her flexibility, she isn't especially strong in any particular area either. Her stamina is below average and her damage output is not as great and if you are not on guard, Rose can take a very nasty beating against rush down characters such as Akuma(Gouki) and Bison(Dictator). One other sigh of dismay goes to the absence of an overhead attack which, not all too crippling, would have been a welcomed addition. 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 reckoned with.


Strengths

  • Above average foot speed and an excellent dash
  • Great range for some of her attacks
  • Good throw game
  • Good pokes
  • Good anti air
  • Both of her Ultras are useful in there own right
  • Very fast meter build up
  • Can beat down projectile barrages

Weaknesses

  • Below average stamina
  • Below average damage output
  • No overhead attack
  • Lacking in strong reversals, making her wake up after a knockdown very unfriendly

The Basics

Standing Normal Moves

Stand jab

S.LP.jpg

Block:HL
Damage:20
Stun: 50
Super Gain: 20
Cancel: ch/sp/su
Startup: 4
Active: 2
Recovery: 11
Block Advantage: -2
Hit Advantage: 1

Analysis:

Standing Strong

S.MP.jpg

Block:HL
Damage:70
Stun: 100
Super Gain: 40
Cancel: sp/su
Startup: 7
Active: 2
Recovery: 12
Block Advantage: 0
Hit Advantage: 3

Analysis:

Standing Fierce

S.HP.jpg

Block:HL
Damage:100
Stun: 200
Super Gain: 40
Cancel: none
Startup: 11
Active: 5
Recovery: 18
Block Advantage: -5
Hit Advantage: -1

Analysis:

Standing Short

S.LK.jpg

Block:HL
Damage:30
Stun: 50
Super Gain: 20
Cancel: none
Startup: 4
Active: 2
Recovery: 10
Block Advantage: -1
Hit Advantage: 2

Analysis:

Standing Forward

S.MK.jpg

Block:HL
Damage:60
Stun: 100
Super Gain: 40
Cancel: none
Startup: 6
Active: 2
Recovery: 13
Block Advantage: -1
Hit Advantage: 2

Analysis:

Standing Roundhouse

S.HK.jpg

Block:HL
Damage:100
Stun: 200
Super Gain: 60
Cancel: none
Startup: 9
Active: 2
Recovery: 19
Block Advantage: -3
Hit Advantage: 1

Analysis:

Crouching Normal Moves

Crouching Jab

C.LP.jpg

Block:HL
Damage:20
Stun: 50
Super Gain: 20
Cancel: ch/sp/su
Startup: 3
Active: 3
Recovery: 8
Block Advantage: 0
Hit Advantage: 3

Analysis:

Crouching Strong

C.MP.jpg

Block:HL
Damage:60
Stun: 100
Super Gain: 40
Cancel: sp/su
Startup: 4
Active: 3
Recovery: 14
Block Advantage: -3
Hit Advantage: 0

Analysis:

Crouching Fierce

C.HP.jpg

Block:HL
Damage:100
Stun: 150
Super Gain: 60
Cancel: sp/su
Startup: 5
Active: 5
Recovery: 28
Block Advantage: -15
Hit Advantage: -10

Analysis:
Forces Stand

Crouching Short

C.LK.jpg

Block:L
Damage:30
Stun: 50
Super Gain: 20
Cancel: none
Startup: 4
Active: 4
Recovery: 6
Block Advantage: 1
Hit Advantage: 4

Analysis:

Crouching Forward

C.MK.jpg

Block:L
Damage:60
Stun: 100
Super Gain: 40
Cancel: sp/su
Startup: 7
Active: 2
Recovery: 12
Block Advantage: 0
Hit Advantage: 3

Analysis:

Crouching Roundhouse

C.HK.jpg

Block:L
Damage:90
Stun: 200
Super Gain: 60
Cancel: none
Startup: 9
Active: 2
Recovery: 26
Block Advantage: -10
Hit Advantage: Knockdown

Analysis:

Proximity Normal Moves

Close Jab

P.LP.jpg

Block:HL
Damage:20
Stun: 50
Super Gain: 20
Cancel: ch/sp/su
Startup: 4
Active: 2
Recovery: 10
Block Advantage: -1
Hit Advantage: 2

Analysis:

Close Strong

P.MP.jpg

Block:HL
Damage:70
Stun: 100
Super Gain: 40
Cancel: sp/su
Startup: 6
Active: 2
Recovery: 11
Block Advantage: 1
Hit Advantage: 4

Analysis:

Close Fierce

P.HP.jpg

Block:HL
Damage:90
Stun: 200
Super Gain: 60
Cancel: sp/su
Startup: 6
Active: 2
Recovery: 19
Block Advantage: -3
Hit Advantage: 1

Analysis:

Close Short

P.LK.jpg

Block:HL
Damage:40
Stun: 50
Super Gain: 20
Cancel: sp/su
Startup: 4
Active: 2
Recovery: 10
Block Advantage: -1
Hit Advantage: 2

Analysis:

Close Forward

P.MK.jpg

Block:HL
Damage:70
Stun: 100
Super Gain: 40
Cancel: sp/su
Startup: 7
Active: 3
Recovery: 11
Block Advantage: 0
Hit Advantage: 3

Analysis:
Frame 1~20 Cannot be thrown

Close Roundhouse

P.HK.jpg

Block: HL
Damage: 100
Stun: 200
Super Gain: 60
Cancel: Sp/Su
Startup: 7
Active: 2
Recovery: 18
Block Advantage: -2
Hit Advantage: +3

Analysis:

Jumping Toward Attacks

Jumping Toward Jab

J.LP.jpg

Block: H
Damage: 40
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Jumping Toward Strong

J.MP.jpg

Block: H
Damage: 70
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 3
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Jumping Toward Fierce

J.HP.jpg

Block: H
Damage: 90
Stun: 150
Super Gain: 60
Cancel: -
Startup: 7
Active: 7
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Jumping Toward Short

J.LK.jpg

Block: H
Damage: 30
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 7
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Jumping Toward Forward

J.HK.jpg

Block: H
Damage: 60
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 5
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Jumping Toward Roundhouse

J.HK.jpg

Block: H
Damage: 100
Stun: 200
Super Gain: 60
Cancel: -
Startup: 6
Active: 5
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Neutral Jump Attacks

Neutral Jump Jab

NJ.LP.jpg

Block: H
Damage: 40
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Neutral Jump Strong

Frame 1

NJ.MP1.jpg

Frame 2

NJ.MP2.jpg

Frame 3

NJ.MP3.jpg

Frame 4

NJ.MP4.jpg

Frame 5

NJ.MP5.jpg

Frame 6

NJ.MP6.jpg


Block: H
Damage: 70
Stun: 100
Super Gain: 40
Cancel: -
Startup: 6
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Neutral Jump Fierce

NJ.HP.jpg

Block: H
Damage: 90
Stun: 150
Super Gain: 60
Cancel: -
Startup: 9
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Neutral Jump Short

NJ.LK.jpg

Block: H
Damage: 50
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 7
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Neutral Jump Forward

NJ.MK.jpg

Block: H
Damage: 80
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Neutral Jump Roundhouse

NJ.HK.jpg

Block: H
Damage: 90
Stun: 200
Super Gain: 60
Cancel: -
Startup: 11
Active: 5
Recovery: -
Block Advantage: -
Hit Advantage: -

Analysis:

Normal Throw

Throw.jpg

Block: 1
Damage: 140
Stun: 100
Super Gain: 40
Cancel: -
Startup: 3
Active: 2
Recovery: 20
Block Advantage: -
Hit Advantage: D

Analysis:
Throw Range 1.0

Command Normals

Slide

Slide.jpg

Block: L
Damage: 60
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 8
Recovery: 12
Block Advantage: -6
Hit Advantage: -3

Analysis:
Low Attack
Properly Timed, can slide under projectile attacks

Lunge Kick

Lunge Kick.jpg

Block: HL
Damage: 100
Stun: 200
Super Gain: 60
Cancel: -
Startup: 11
Active: 12
Recovery: 21
Block Advantage: -5
Hit Advantage: -1

Analysis:
Can be used to keep an opponent from jumping if you feel an attempt coming

Focus / Saving Attack

Focus.jpg

Level 1

Block: HL
Damage: 60
Stun: 100
Super Gain: 20
Cancel: -
Startup: 21
Active: 2
Recovery: 35
Block Advantage: -21
Hit Advantage: -21

Analysis:

Level 2

Block: HL
Damage: 80
Stun: 150
Super Gain: 40
Cancel: -
Startup: 17+14
Active: 2
Recovery: 35
Block Advantage: -15
Hit Advantage: D

Analysis:

Level 3

Block: -
Damage: 120
Stun: 200
Super Gain: 60
Cancel: -
Startup: 65
Active: 2
Recovery: 35
Block Advantage: D
Hit Advantage: D

Analysis:

Special Moves

Soul Spark

Soul Spark.jpg
Rose's projectile. Used to agitate opponents 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 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

Block: HL
Damage: 80
Stun: 50
Super Gain: 30/20
Cancel: Su
Startup: 14
Active: -
Recovery: 52
Block Advantage: -12
Hit Advantage: -8

Analysis:


M.Soul Spark

Block: HL
Damage: 80
Stun: 50
Super Gain: 30/20
Cancel: Su
Startup: 22
Active: -
Recovery: 52
Block Advantage: -4
Hit Advantage: 0

Analysis:


H.Soul Spark

Block: HL
Damage: 80
Stun: 50
Super Gain: 30/20
Cancel: Su
Startup: 29
Active: -
Recovery: 53
Block Advantage: 2
Hit Advantage: 6

Analysis:


EX.Soul Spark

Block: HL
Damage: 30*70
Stun: 50*50
Super Gain: #DIV/0!
Cancel: Su
Startup: 14
Active: -
Recovery: 48
Block Advantage: 0
Hit Advantage: 4

Analysis:

Soul Spiral

Soul Spiral.jpg
Rose's only Armor Breaker outside of Ultra I. You will see this special a lot since it is part of Rose's bread and butter combos. Very affective special with a slight invincibility on EX. Use at maximum range to benefit from the distance, if blocked, a quick back dash will keep you safe from most retaliations.

L.Soul Spiral

Block: HL
Damage: 100
Stun: 100
Super Gain: 20/40
Cancel: Su
Startup: 12
Active: 6
Recovery: 23
Block Advantage: -8
Hit Advantage: D

Analysis:
Armor Break


M.Soul Spiral

Block: HL
Damage: 100
Stun: 100
Super Gain: 20/40
Cancel: Su
Startup: 15
Active: 6
Recovery: 21
Block Advantage: -6
Hit Advantage: D

Analysis:
Armor Break


H.Soul Spiral

Block: HL
Damage: 100
Stun: 100
Super Gain: 20/40
Cancel: Su
Startup: 16
Active: 6
Recovery: 19
Block Advantage: -4
Hit Advantage: D

Analysis:
Armor Break


EX.Soul Spiral

Block: HL
Damage: 100
Stun: 100
Super Gain: #DIV/0!
Cancel: Su
Startup: 13
Active: 6
Recovery: 21
Block Advantage: -6
Hit Advantage: D

Analysis:
Armor Break
Frame 1~11 invincible

Soul Throw

Soul Throw.jpg
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 consistent 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 juggle state.

L.Soul Throw

Block: 0.4
Damage: 100
Stun: 20/40
Super Gain: -
Cancel: 6
Startup: 10
Active: 26+8
Recovery: D
Block Advantage: D
Hit Advantage:

Analysis:
Throw Range 0.4


M.Soul Throw

Block: 0.4
Damage: 160
Stun: 100
Super Gain: 20/40
Cancel: -
Startup: 6
Active: 11
Recovery: 27+8
Block Advantage: D
Hit Advantage: D

Analysis:
Throw Range 0.4


H.Soul Throw

Block: 0.4
Damage: 160
Stun: 100
Super Gain: 20/40
Cancel: -
Startup: 6
Active: 11
Recovery: 30+8
Block Advantage: D
Hit Advantage: D

Analysis:
Throw Range 0.4


EX.Soul Throw

Block: 0.4
Damage: 160
Stun: 100
Super Gain: #DIV/0!
Cancel: -
Startup: 6
Active: 11
Recovery: 30+8
Block Advantage: D
Hit Advantage: D

Analysis:
Frame 1~7 Invincible
Throw Range 0.4

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

L.Reflect.jpg

Block: HL
Damage: 50
Stun: 100
Super Gain: 20/30
Cancel: Su
Startup: 13
Active: 2
Recovery: 27
Block Advantage: -8
Hit Advantage: D

Analysis:
Gives super gauge +100
Frame 11~22(???)
Increases super damage by 5% up to 7 time/35%
EX(???)


M.Reflect

M.Reflect.jpg


Block: HL
Damage: 50
Stun: 100
Super Gain: 20/30
Cancel: Su
Startup: 13
Active: 3
Recovery: 25
Block Advantage: -7
Hit Advantage: D

Analysis:
(???)
Frames 10~19(???)
EX(???)

H.Reflect

H.Reflect.jpg


Block: HL
Damage: 50
Stun: 100
Super Gain: 20/30
Cancel: Su
Startup: 12
Active: 2
Recovery: 26
Block Advantage: -7
Hit Advantage: D

Analysis:
(???)
Frames 11~19(???)
EX(???)

EX.Reflect

EX.Reflect.jpg


Block: HL
Damage: 50
Stun: 100
Super Gain: #DIV/0!
Cancel: Su
Startup: 8
Active: 2
Recovery: 24
Block Advantage: -5
Hit Advantage: D

Analysis:
(???)
Frame 7~14(???)
Increases damage of reflected projectile by 10%
(???)

Super Move

Aura Soul Spark

Super.jpg

Block: HL
Damage: 50x4*100
Stun: 0
Super Gain: #DIV/0!
Cancel: -
Startup: 1+8
Active: -
Recovery: 53
Block Advantage: 16
Hit Advantage: D

Analysis:
Frame 1~7 invincible

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 the active frames, which is similar to Dhalsim's S.HP hit box. Another good thing about this Ultra other then its excellent reach, is its invincibility that helps wonders for players attempting to counter.
You can quickly execute this attack as a reaction to many opposing Specials and Ultras, so quick execution is key for landing it as soon as your opponent activates any of his attack, opens himself up with a whiff or 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.

Ultra 1.jpg

Block: HL
Damage: 498
Stun: 0
Super Gain: 0/0
Cancel: -
Startup: 1+11
Active: 14
Recovery: 44
Block Advantage: -37
Hit Advantage: D

Analysis:
Frame 1~11 incincible
Armor Break

Ultra Move II: Soul Satellite

The preferred 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 disappear after its allotted time, connects with the opponent, blocked or Rose takes damage. This Ultra by itself is not very powerful. Each of the orbs only do 60-120 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 execute 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 possibilities 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.
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 there revolution, 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. It should be noted that Rose has has invincibility during the summoning and can block directly after.

Ultra 2.jpg

Block: HL
Damage: 120*120
Stun: 0
Super Gain: 0/0
Cancel: -
Startup: 1+4
Active: 600
Recovery: 4
Block Advantage: -
Hit Advantage: D

Analysis:
Cannot activate Aura Soul Spark untill both orbs have been expended.

Combos

Basic Chain Combos

Simple Chain Combos

  • C.LP, C.LK xx C.MP xx Spiral
  • C.LP x 2, C.LK xx C.MP xx EX Spiral
    Note: 1 On medium to large characters, EX is not necessary to connect with Spiral.
  • C.LK xx C.LP xx C.LK xx C.MP xx EX Spiral
  • C.HP xx HP Reflect xx FADC, Soul Throw
    Note: 1 No FADC necessary in the corner

Proximity Combos

  • Close S.MP xx C.MP xx Spiral

Jump In Combos

  • Jump HK, C.HP xx LP.Spark, FADC, C.LP, C.LK xx C.MP xx LK Spiral
    Note: 1 Difficult combo to pull off, but the damage is good. Instead of following up with
    C.LP after the FADC, you can set up a throw instead, which usually catches people off guard.

Cross Up Combos

  • Cross up Jump MK, C.HP xx Spark
  • Cross up Jump MK xx C.LP, C.LK xx C.MP xx EX.Spiral
    Note: 1 On large characters EX is not necessary to connect with Spiral, only on small to medium characters.

Counter Combos

  • S.MK xx C.MP xx Spiral
  • S.MK xx C.LK xx C.MP xx EX.Spiral
  • C.MP xx C.HP xx Spiral

Ultra 2 combos

  • (counter hit/meaty) C.LK, Ultra II xx C.HP xx HK.Spiral
  • C.HP xx HP.Reflect xx FADC xx Ultra II xx Soul Throw
    Note: 1 No FADC necessary in the corner
  • Close S.HK xx LP.Spark xx FADC xx Ultra II xx C.HP xx HK.Spiral
  • Jump HK/HP xx Ultra II, Slide, C.MP xx HK.Spiral xx Super
  • Anti Air Ultra II, Soul Throw
  • Jump in HK xx C.HP xx Spiral xx Super xx Ultra II
    Note 1: A quick forward dash may be necessary depending on the opponent.
    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.

Super Combos

  • C.HP, HK Spiral xx Super
    (can tack on Ultra 2)
  • C.LP x 2, C.LK, C.MP xx Super
  • C.HP xx HP Reflect, Ultra 2, Super
    Note: 1 Super Distance dependant to be able to get ultra 2 Anti Air. Easy when executed in a corner

Focus attack/Dash Cancel only combos

  • FA 2/3, FA1, Soul Throw
    Note: Character specific does not work on Ryu, Ken, Ibuki, Bison confirmed so far
  • FA 2/3, Dash Forward/Backwards, Ultra 1
  • FA 2/3, EX.Spark, FADC, Ultra 2, soul throw
    Note: 1 No FADC necessary in the corner
  • Jump HK/Stand HP xx EX Spark, FADC, HP xx HK Spiral

Rose Statistics and Frame Data

Vitality/Stun

Character Vitality Stun
Rose 950 1000

Dash

Character Toward Dash Distance Backdash Distance Invincible Grounded Airborne
Rose 21 1.7 22 1.2 1~8 19~22 9~18

Focus Attack Dash

Character Level 1 Level 2
Rose -5 +1

Jump

Character Total Startup Airborne Recovery
Rose 47 4 39 4

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 20 50 20 ch/sp/su 4 2 10 -1 +2
Close MP HL 70 100 40 sp/su 6 2 11 +1 +4
Close HP HL 90 200 60 sp/su 6 2 19 -3 +1
Close LK HL 40 50 20 sp/su 4 2 10 -1 +2
Close MK HL 70 100 40 sp/su 7 3 11 0 +3 1~20 cannot be thrown
Close HK HL 100 200 60 sp/su 7 2 18 -2 +3
Far LP HL 20 50 20 ch/sp/su 4 2 11 -2 +1
Far MP HL 70 100 40 sp/su 7 2 12 0 +3
Far HP HL 100 200 60 - 11 5 18 -5 -1
Far LK HL 30 50 20 - 4 2 10 -1 +2
Far MK HL 70 100 40 - 6 2 13 -1 +2
Far HK HL 100 200 60 - 9 2 19 -3 +1
crouch LP HL 20 50 20 sp/chp/su 3 3 8 0 +3
crouch MP HL 60 100 40 sp/su 4 3 14 -3 0
crouch HP HL 100 150 60 sp/su 5 5 28 -15 -10 Forces stand
crouch LK L 30 50 20 - 4 4 6 +1 +4
crouch MK L 60 100 40 sp/su 7 2 12 0 +3
crouch HK L 90 200 60 - 9 2 26 -10 - cannot fast recover
Jump up LP H 40 50 20 - 4 6 - - -
Jump up MP H 70 100 40 - 6 6 - - -
Jump up HP H 90 150 60 - 9 6 - - -
Jump up LK H 50 50 20 - 4 7 - - -
Jump up MK H 80 100 40 - 7 6 - - -
Jump up HK H 90 200 60 - 11 5 - - -
Jump forward LP H 40 50 20 - 4 6 - - -
Jump forward MP H 70 100 40 - 7 3 - - -
Jump forward HP H 90 150 60 - 7 7 - - -
Jump forward LK H 30 50 20 - 4 7 - - -
Jump forward MK H 60 100 40 - 7 5 - - -
Jump forward HK H 100 200 60 - 6 5 - - -
Slide L 60 100 40 - 7 8 12 -6 -3
Soul Piety HL 100 200 60 - 11 2 21 -5 -1
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+14 2 35 -15 -
Focus attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.0 140 100 40 - 3 2 20 - -
Back throw 1.0 140 100 40 - 3 2 20 - -
Soul Spark LP HL 80 50 30/20 su 14 - 52 (total duration) -12 -8
Soul Spark MP HL 80 50 30/20 su 22 - 52 (total duration) -4 0
Soul Spark HP HL 80 50 30/20 su 29 - 53 (total duration) +2 +6
Soul Spark EX HL 30*70 50*50 -250/0 su 14 - 48 (total duration) 0 +4
Soul Spiral LK HL 100 100 20/40 su 12 6 23 -8 - Armor break
Soul Spiral MK HL 100 100 20/40 su 15 6 21 -6 - Armor break
Soul Spiral HK HL 100 100 20/40 su 16 6 19 -4 - Armor break
Soul Spiral EX HL 100 100 -250/0 su 13 6 21 -6 - 1~11f invincible, Armor break
Soul Reflect LP HL 50 100 20/30 su 13 2 27 -8 - gives super gauge +100, increases super damage by 5% up to 7 times/35%
Soul Reflect MP HL 50 100 20/30 su 13 3 25 -7 -
Soul Reflect HP HL 50 100 20/30 su 12 2 26 -7 -
Soul Reflect EX HL 50 100 -250/0 su 8 2 24 -5 - Increases damage of reflected projectile by 10%
Soul Throw LP 0.4 160 100 20/40 - 6 10 26+8 - -
Soul Throw MP 0.4 160 100 20/40 - 6 11 27+8 - -
Soul Throw HP 0.4 160 100 20/40 - 6 11 30+8 - -
Soul Throw EX 0.4 160 100 -250/0 - 6 11 30+8 - - 1~7f invincible
Super Combo HL 50x4*100 0 -1000/0 - 1+8 - 54 (total duration) +16 - 1~7f invincible
Ultra Combo 1 HL 498 0 0/0 - 1+11 14 45 -37 - 1~11f invincible, Armor break
Ultra Combo 2 HL 120*120 0 0/0 - 1+4 600 5 (total duration) - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit 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