Super Street Fighter IV/Rose

From SuperCombo Wiki
Super Street Fighter IVSSFIVLogo.png



Rose

SSFIV-Rose Face.jpg

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 Counter.png 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

Name
Command
Notes
Slide
Df.png + Mk.png
Low.png
Soul Piede
F.png + Hk.png

Throws

Name
Command
Notes
Soul Fall
F.png or N.png + Lp.png + Lk.png
Throw.png
Soul Loop
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Soul Spark
Hcf.png + P.png
Ex.png
Soul Spiral
Qcf.png + K.png
Ex.png Armorbreak.png
Soul Reflect
Qcb.png + P.png
Lp.png converts projectile into Super Meter; Mp.png reflects projectile horizontally; Hp.png reflects projectile at an upwards angle; Ex.png
Soul Throw
Dp.png + P.png

Super Combo

Name
Command
Notes
Aura Soul Spark
Qcf.png Qcf.png + P.png
Not possible during Soul Satellite

Ultra Combos

Name
Command
Notes
Illusion Spark
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Soul Satellite
Qcb.png Qcb.png + 3p.png
Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 20 50 20 ch/sp/su 4 2 10 -1 +2 - -
Strong.gif HL 70 100 40 sp/su 6 2 11 +1 +4 - -
Fierce.gif HL 90 200 60 sp/su 6 2 19 -3 +1 - -
Short.gif HL 40 50 20 sp/su 4 2 10 -1 +2 - -
Forward.gif HL 70 100 40 sp/su 7 3 11 0 +3 - - 1~20 cannot be thrown
Roundhouse.gif HL 100 200 60 sp/su 7 2 18 -2 +3 - -
Standing Far Attacks
Jab.gif HL 20 50 20 ch/sp/su 4 2 11 -2 +1 - -
Strong.gif HL 70 100 40 sp/su 7 2 12 0 +3 - -
Fierce.gif HL 100 200 60 - 11 5 18 -5 -1 - -
Short.gif HL 30 50 20 - 4 2 10 -1 +2 - -
Forward.gif HL 70 100 40 - 6 2 13 -1 +2 - -
Roundhouse.gif HL 100 200 60 - 9 2 19 -3 +1 - -
Crouching Attacks
Jab.gif HL 20 50 20 sp/chp/su 3 3 8 0 +3 - -
Strong.gif HL 60 100 40 sp/su 4 3 14 -3 0 - -
Fierce.gif HL 100 150 60 sp/su 5 5 28 -15 -10 - - Forces stand
Short.gif L 30 50 20 - 4 4 6 +1 +4 - -
Forward.gif L 60 100 40 sp/su 7 2 12 0 +3 - -
Roundhouse.gif L 90 200 60 - 9 2 26 -10 - - - cannot fast recover
Straight Up Jump Attacks
Jab.gif H 40 50 20 - 4 6 - - - - -
Strong.gif H 70 100 40 - 6 6 - - - - -
Fierce.gif H 90 150 60 - 9 6 - - - - -
Short.gif H 50 50 20 - 4 7 - - - - -
Forward.gif H 80 100 40 - 7 6 - - - - -
Roundhouse.gif H 90 200 60 - 11 5 - - - - -
Angled Jump Attacks
Jab.gif H 40 50 20 - 4 6 - - - - -
Strong.gif H 70 100 40 - 7 3 - - - - -
Fierce.gif H 90 150 60 - 7 7 - - - - -
Short.gif H 30 50 20 - 4 7 - - - - -
Forward.gif H 60 100 40 - 7 5 - - - - -
Roundhouse.gif H 100 200 60 - 6 5 - - - - -
Unique Attacks
Downright.gif + Forward.gif L 60 100 40 - 7 8 12 -6 -3 - -
Right.gif + Roundhouse.gif HL 100 200 60 - 11 2 21 -5 -1 - -
Focus Attacks
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 - - - -
Throws
Forward Throw 1.0 140 100 40 - 3 2 20 - - - -
Back Throw.png 1.0 140 100 40 - 3 2 20 - - - -
Special Moves
Soul Spark Jab.gif HL 80 50 30/20 su 14 - 52 (total duration) -12 -8 - -
Soul Spark Strong.gif HL 80 50 30/20 su 22 - 52 (total duration) -4 0 - -
Soul Spark Fierce.gif HL 80 50 30/20 su 29 - 53 (total duration) +2 +6 - -
Soul Spark EX.gif HL 30*70 50*50 -250/0 su 14 - 48 (total duration) 0 +4 - -
Soul Spiral Short.gif HL 100 100 20/40 su 12 6 23 -8 - - - Armor break
Soul Spiral Forward.gif HL 100 100 20/40 su 15 6 21 -6 - - - Armor break
Soul Spiral Roundhouse.gif HL 100 100 20/40 su 16 6 19 -4 - - - Armor break
Soul Spiral EX.gif HL 100 100 -250/0 su 13 6 21 -6 - - - 1~11f invincible, Armor break
Soul Reflect Jab.gif 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 Strong.gif HL 50 100 20/30 su 13 3 25 -7 - - -
Soul Reflect Fierce.gif HL 50 100 20/30 su 12 2 26 -7 - - -
Soul Reflect EX.gif HL 50 100 -250/0 su 8 2 24 -5 - - - Increases damage of reflected projectile by 10%
Soul Throw Jab.gif 0.4 160 100 20/40 - 6 10 26+8 - - - -
Soul Throw Strong.gif 0.4 160 100 20/40 - 6 11 27+8 - - - -
Soul Throw Fierce.gif 0.4 160 100 20/40 - 6 11 30+8 - - - -
Soul Throw EX.gif 0.4 160 100 -250/0 - 6 11 30+8 - - - - 1~7f invincible
Super Combo
Super Combo HL 50x4*100 0 -1000/0 - 1+8 - 54 (total duration) +16 - - - 1~7f invincible
Ultra Combos
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+3 600 5 (total duration) - -
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Normal Moves

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


Unique Attacks

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


Normal Throws

N/A


Focus 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. 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

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 Combos

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 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.

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 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.


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.
  • 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