Ground Normals
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+9
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)6(XV)
|
Frame Count |
7/6/18
|
Block Stun |
-5
|
Hit Stun/Counter Hit |
-4/0
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
6/5/11
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+8
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
7/4/19
|
Block Stun |
0
|
Hit Stun/Counter Hit |
+1/Launch
|
Damage |
14 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
14/3/19
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/Launch
|
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
6/4/12
|
Block Stun |
-2
|
Hit Stun/Counter Hit |
-1/+4
|
Damage |
10 |
|
Stun |
0
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
12/3/20
|
Block Stun |
-4
|
Hit Stun/Counter Hit |
-3/+1
|
Damage |
10 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
7/6/19
|
Block Stun |
-6
|
Hit Stun/Counter Hit |
-5/-1
|
- Close Standing Roundhouse:
Damage |
14 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1,4(A)6(XV)
|
Frame Count |
10/3/25
|
Block Stun |
-5
|
Hit Stun/Counter Hit |
-4/Launch
|
Damage |
14 |
|
Stun |
6
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
12/2/37
|
Block Stun |
-16
|
Hit Stun/Counter Hit |
-15/Launch
|
Damage |
4 |
|
Stun |
2
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+8
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
4/7/9
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+8
|
Damage |
15,14 |
 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
6/2/25
|
Block Stun |
-4
|
Hit Stun/Counter Hit |
-3/Launch
|
The 2nd part of this move cannot be special canceled in A-ISM only V-ISM, it can be canceled into supers.
Damage |
4 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+9
|
Damage |
10 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
6/6/13
|
Block Stun |
0
|
Hit Stun/Counter Hit |
+1/+5
|
Damage |
14 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
8/4/29
|
Block Stun |
-10
|
Hit Stun/Counter Hit |
-
|
Air Normals
Damage |
5 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/10/9
|
Damage |
5 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/10/9
|
Damage |
10 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)/4(X,V)
|
Frame Count |
8/8/9
|
Damage |
10 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)/4(X,V)
|
Frame Count |
8/8/9
|
Damage |
15 |
 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)/6(X,V)
|
Frame Count |
8/4/19
|
Damage |
15,14 |
 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)/6(X,V)
|
Frame Count |
7/4/20
|
Damage |
4 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/10/12
|
Damage |
4 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/10/12
|
Damage |
10 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)/4(X,V)
|
Frame Count |
4/8/25
|
Damage |
7,10 |
 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)/4(X,V)
|
Frame Count |
5/6/25
|
Damage |
15 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)/6(X,V)
|
Frame Count |
8/4/17
|
- Diagonal Jump Roundhouse:
Damage |
14 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)/6(X,V)
|
Frame Count |
8/4/17
|
Command Normals
- Sliding:
+
Damage |
8 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
2/3(A)4(XV)
|
Frame Count |
7/10/20
|
Block Stun |
-16
|
Hit Stun/Counter Hit |
15/-10
|
Rose slides forward with a low kick. This can travel under high projectiles.
Damage |
12,14 |
 |
|
Stun |
4,8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
2/3,4(A)4,6(V)
|
Frame Count |
9/8/28
|
Block Stun |
-17
|
Hit Stun/Counter Hit |
16/-12
|
Rose leans forward and touches the ground with one hand, while reaching up over her head with her leg and kicking high. She moves forward slightly after the kick.
Throws
Soul Drain:
/
+
The opponent can mash buttons to take less hits.
Rose cannot mash buttons to increase the number of hits.
Damage |
2x(1~5)+14 |
|
Stun |
0
|
Meter on whiff/hit |
1(A)3(XV)/0
|
Frame Count |
5/1/20
|
Soul Fade:
Any direction but
/
+
The opponent can mash buttons to take less hits.
Rose cannot mash buttons to increase the number of hits.
Damage |
2x(1~5)+14 |
|
Stun |
0
|
Meter on whiff/hit |
1(A)3(XV)/0
|
Frame Count |
3/1/1(before landing)
|
Alpha Counter
During Blockstun
+
+
of same strength
Damage |
0 |
|
Frame Count |
13/8/23
|
Invincibility |
0-11
|
This Alpha Counter is bugged when used against projectiles as the throwbox never comes out, so one should be weary of using this when cornered as using it on a block string that ends with a fireball or something like ryu's corner vc will get you killed.
Damage |
4 |
|
Frame Count |
20/6/19
|
Invincibility |
0-20
|
Special Moves
Soul Spark: HCF+Punch [X Z V]
-Rose whips out her shawl and throws a sphere of Soul energy across the
screen. The stronger the Punch button used, the faster the projectile
travels.
Soul Throw: F,D,DF+Punch [X Z V]
-Rose leaps forward into the air. If she makes contact with her opponent, she
will toss them to the ground. The stronger the Punch button used, the
faster, higher, and farther Rose will leap into the air.
Soul Reflect: QCB+Punch [X Z V]
-Rose slashes her shawl in front of her, which can hit opponents up close.
Each Punch button has a different animation and effect:
LP: Cancels projectiles and absorbs them into Rose's Super Combo Gauge.
MP: Reflects projectiles straight across the screen.
HP: Reflects projectiles at an upward angle.
Soul Spiral: QCF+Kick [X Z V]
-Rose slides forward with a punch while wrapping her shawl around her arm like
a drill. The stronger the Kick button used, the farther Rose slides and the
more hits the attack deals.
Super Combos
Aura Soul Throw: QCF,D,DF+Punch [X Z]
-A more powerful version of the Soul Throw, Rose leaps forward into the air.
If she makes contact with her opponent, she will toss them to the ground
burning with Soul energy. At Level 2, Rose will uppercut before doing the
Soul Throw. At Level 3, she dashes forward with a punch-uppercut combo
before doing the Soul Throw.
Level 1: 1 Hit Level 2: 3 Hits Level 3: 4 Hits
Aura Soul Spark: QCB,QCB+Punch [Z]
-A more powerful version of the Soul Spark, Rose throws a multi-hitting
projectile across the screen. At Level 2, she will do a Soul Piette kick
and Soul Reflect while moving forward before tossing the projectile.
Level 1: 3 Hits Level 2: 5 Hits Level 3: 3 Hits
Soul Illusion: QCF,D,DF+Kick [Z]
-Rose creates a pair of illusions that follow her movements and adds hits to
her attacks, which is similar to a Custom Combo in V-Ism but without the
ability to link anything really quickly. The images will stay longer with
each level used.
Level 1: 3 seconds Level 2: 6 seconds Level 3: 9 seconds