Rose
A fortune teller from Europe, Rose has a mastery of "Soul Power," the spiritual opposite of M. Bison's "Psycho Power." Thus, Rose has taken it upon herself to put an end to M. Bison and the last remaining source of Psycho Power. However, in an encounter in which Rose felt she had defeated M. Bison, it turned out that Bison inhabited her body at "death" and survived through using her as a vessel. Once Bison found a new body, Rose awoke and vowed to recover and make sure to finish the job next time they meet.
In a nutshell
Rose does not excel in any particular area. Her offense nor defense are particularly strong, but taking advantage of that and taking advantage of her perceived vulnerability is what makes Rose effective. Rose is a character who is like a mouse trap, always baiting you and then hurting you whenever you think you're free to move. She appears to leave herself vulnerable in so many situations, so it's very easy to trick opponents into opening themselves up and taking damage from her attacks. There is definitely a lot of risks you have to take with Rose, but those who do it right can easily reap the rewards.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
Standing Normal Moves
Stand jab
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Block: H
Damage: 40
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Jumping Toward Strong
Block: H
Damage: 70
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 3
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Jumping Toward Fierce
Block: H
Damage: 90
Stun: 150
Super Gain: 60
Cancel: -
Startup: 7
Active: 7
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Jumping Toward Short
Block: H
Damage: 30
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 7
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Jumping Toward Forward
Block: H
Damage: 60
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 5
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Jumping Toward Roundhouse
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
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
Frame 2
Frame 3
Frame 4
Frame 5
Frame 6
Block: H
Damage: 70
Stun: 100
Super Gain: 40
Cancel: -
Startup: 6
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Neutral Jump Fierce
Block: H
Damage: 90
Stun: 150
Super Gain: 60
Cancel: -
Startup: 9
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Neutral Jump Short
Block: H
Damage: 50
Stun: 50
Super Gain: 20
Cancel: -
Startup: 4
Active: 7
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Neutral Jump Forward
Block: H
Damage: 80
Stun: 100
Super Gain: 40
Cancel: -
Startup: 7
Active: 6
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Neutral Jump Roundhouse
Block: H
Damage: 90
Stun: 200
Super Gain: 60
Cancel: -
Startup: 11
Active: 5
Recovery: -
Block Advantage: -
Hit Advantage: -
Analysis:
Normal Throw
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
Unique Attacks
Slide
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
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
Normal Throws
N/A
Focus Attack
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
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
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. A decent wake up choice but very punishable ob block.
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
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
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
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
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
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 Combos
Aura Soul Spark
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 Combos
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.
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
invincibility during the summoning and can block directly after.
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.
The Basics
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
Advanced Strategy
N/A
Combos
Bread and Butters
- 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.
- Jump HK, C.HP xx LP.Spark, FADC, C.LP, C.LK xx C.MP xx LK Spiral
- 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.
Hit Confirm Combos
- Counter-Hit 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
Dizzy / Focus Crumple Combos
- N/A
FADC 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
Advanced Combos
- N/A
Combos Into Super
- 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
Combos Into Ultras
- Soul Satellite (Ultra II)
- (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.
Matchups
- Vs. Abel
To Be Written (TBW)
- Vs. Adon
TBW
- Vs. Akuma
TBW
- Vs. Balrog
TBW
- Vs. Blanka
TBW
- Vs. C. Viper
TBW
- Vs. Cammy
TBW
- Vs. Chun Li
TBW
- Vs. Cody
TBW
- Vs. Dan
TBW
- Vs. Dee Jay
TBW
- Vs. Dhalsim
TBW
- Vs. Dudley
TBW
- Vs. E. Honda
TBW
- Vs. El Fuerte
TBW
- Vs. Fei Long
TBW
- Vs. Gen
TBW
- Vs. Gouken
TBW
- Vs. Guile
TBW
- Vs. Guy
TBW
- Vs. Hakan
TBW
- Vs. Ibuki
TBW
- Vs. Juri
TBW
- Vs. Ken
TBW
- Vs. M. Bison
TBW
- Vs. Makoto
TBW
- Vs. Rose
TBW
- Vs. Rufus
TBW
- Vs. Ryu
TBW
- Vs. Sagat
TBW
- Vs. Sakura
TBW
- Vs. Seth
TBW
- Vs. T. Hawk
TBW
- Vs. Vega
TBW
- Vs. Zangief
TBW