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Page 1: SSF4AE 2012 Rose Player Guide.pdf

Page 1

SSF4AE 2012 Rose Player Guide

7/6/2012

Super Street Fighter 4: Arcade Edition v.2012

Rose Player Guide

Created by: Brendan Poree

Page 2: SSF4AE 2012 Rose Player Guide.pdf

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SSF4AE 2012 Rose Player Guide

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CONTENTS

Basic Information ...................................................................................................................................................................... 5

Statistics ................................................................................................................................................................................... 5

Story .......................................................................................................................................................................................... 5

Version 2012 changes ......................................................................................................................................................... 6

Character Synopsis ............................................................................................................................................................... 6

Rose General Strategy ....................................................................................................................................................... 7

Move List ...................................................................................................................................................................................... 8

Notable Normal Moves ..................................................................................................................................................... 8

Crouching Medium Punch .......................................................................................................................................... 8

Crouching Medium Kick .............................................................................................................................................. 8

Close and Far Standing Medium Kick or Far Standing Hard Kick .............................................................. 8

Anti-Air: Crouching Hard Punch .............................................................................................................................. 8

Soul Piede .......................................................................................................................................................................... 9

Slide ..................................................................................................................................................................................... 9

Jumping Medium Kick .................................................................................................................................................. 9

Special Moves ..................................................................................................................................................................... 10

Soul Spark (Fireball) ................................................................................................................................................... 10

Soul Spiral (Drills) ....................................................................................................................................................... 11

Soul Reflect ..................................................................................................................................................................... 12

Soul Throw...................................................................................................................................................................... 12

Super Move .......................................................................................................................................................................... 13

Super — Aura Soul Spark ......................................................................................................................................... 13

Ultra 1 — Illusion Spark ................................................................................................................................................ 14

Ultra 2 — Soul Satellite (Orbs) .................................................................................................................................... 14

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Example Combos ................................................................................................................................................................... 15

Frame Data ................................................................................................................................................................................ 15

Normal Moves ..................................................................................................................................................................... 16

Other, Special Moves, Supers & Ultras ..................................................................................................................... 18

Hit Box Information (Japanese) .......................................................................................................................................... 21

Character Match Up (work in progress) ........................................................................................................................... 23

Vs. Abel: ................................................................................................................................................................................. 24

Vs. Adon: ............................................................................................................................................................................... 24

Vs. Akuma: ............................................................................................................................................................................ 24

Vs. Balrog (Boxer): .............................................................................................................................................................. 24

Vs. Blanka: ............................................................................................................................................................................. 24

Vs. Cammy: ........................................................................................................................................................................... 25

Vs. Chun-Li: ........................................................................................................................................................................... 25

Vs. Cody: ................................................................................................................................................................................ 25

Vs. Dan: .................................................................................................................................................................................. 25

Vs. Dee Jay: ........................................................................................................................................................................... 25

Vs. Dhalsim: .......................................................................................................................................................................... 25

Vs. Dudely: ............................................................................................................................................................................ 25

Vs. E.Honda: ......................................................................................................................................................................... 25

Vs. El Fuerte: ........................................................................................................................................................................ 26

Vs. Evil Ryu: ........................................................................................................................................................................... 26

Vs. Fei Long: .......................................................................................................................................................................... 26

Vs. Gen: .................................................................................................................................................................................. 26

Vs. Gouken: ........................................................................................................................................................................... 26

Vs. Guile: ................................................................................................................................................................................ 26

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Vs. Guy: .................................................................................................................................................................................. 26

Vs. Hakan:.............................................................................................................................................................................. 26

Vs. Ibuki: ................................................................................................................................................................................ 26

Vs. Juri: ................................................................................................................................................................................... 26

Vs. Ken: .................................................................................................................................................................................. 27

Vs. Makoto:........................................................................................................................................................................... 27

Vs. M.Bison (Dictator): ...................................................................................................................................................... 27

Vs. Oni: ................................................................................................................................................................................... 27

Vs. Rose: ................................................................................................................................................................................ 27

Vs. Rufus: ............................................................................................................................................................................... 27

Vs. Ryu:................................................................................................................................................................................... 27

Vs. Sagat: ............................................................................................................................................................................... 27

Vs. Sakura: ............................................................................................................................................................................. 27

Vs. Seth: ................................................................................................................................................................................. 27

Vs. T.Hawk: ........................................................................................................................................................................... 28

Vs. Vega (Claw): ................................................................................................................................................................... 28

Vs. Yang: ................................................................................................................................................................................ 28

Vs. Yun: .................................................................................................................................................................................. 28

Vs. Zangief:............................................................................................................................................................................ 29

References: ............................................................................................................................................................................... 30

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BASIC INFORMATION

STATISTICS

Basic Fight Style: Zoning

Tier: B

Stamina (Defense): 950

Stun: 1000

Forward Dash: 21 frames

Dash Distance: 1.7 meters

Back Dash: 22 frames

B. Dash Distance: 1.2 Meters

Jump: 4 frames to leave ground / 38 frames in air

STORY

Rose, a fortuneteller from Genoa, was Bison's soul mate, literally. After facing Bison for the first

time, she discovered the two shared the same soul, his corrupt and hers pure. The demented

warrior briefly possessed the mystic before he moved to another body. Rose cannot remember

what happened while Bison controlled her, but knows he is still out there no matter what others

might say. She embraces her mysterious Soul Power, the one weapon Bison cannot command, and uses it to

wield her golden scarf against the wrongs of the world. Entering the new fighting tournament, Rose

is determined to put an end to Bison once and for all.

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VERSION 2012 CHANGES

• Ultra 2 - Soul Satellite - Changed startup from 7F to 5F. Fixed issue whereby EX Soul Reflect could be triggered accidentally. • Near Standing Medium Kick - Extended hit stun by 1F, giving the attacker a possible +4F advantage on a hit. • Soul Spark - Changed Super Meter build-up from 20 to 30 for light, medium, and hard versions. • Soul Piede (Toward + HK) - Changed total action frames from 33F to 29F. Increased reach by moving hitbox forward. Shrunk active period hurtbox. • Crouching Medium Kick - Fixed issue whereby counter-hit damage was taken when attacked in any frame after hit detection started. • EX Soul Reflect - Made invincible to projectiles from start until 7th frame. Activated projectile return hitbox from 5th frame onward. • EX Soul Spiral - Changed damage from 100 to 120.

CHARACTER SYNOPSIS

Rose is a zoning character with great pokes and footsies. Rose also controls space very well with a

dominating presence at mid-range with her high-priority normals and anti-air attack. She also has no

problems with projectile battles and can come out on top of them easily with her Soul Reflect, Soul

Spark and Slide.

Rose has a very bad reversal game though. Once she's knocked down, her subpar wakeup game gets

beaten by safe jumps and option selects incredibly easily. She also has low damage on her standard

combos, meaning that you'll have to beat up your opponent quite a bit to get the win.

• Strengths •

+ Best backdash in the game.

+ High-priority pokes at all ranges.

+ Can walk backwards and forwards out of attack range quickly.

+ A really strong normal anti-air.

+ Can control projectile battles in her favor.

+ Throw has amazing range.

• Weaknesses •

- Focus Attack is the worst in the game.

- Hopeless reversal and escape game.

- Low damage offense.

- Ultras are either slow or not damaging.

- Fireballs have slow startup and recovery.

- Opponents who can get in close range easily give her a rough time.

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ROSE GENERAL STRATEGY

Rose is a spacing and zoning character with a ground strategy game that is difficult to punish. Your goal

is to press as few buttons as necessary so that there will be no openings for the opponent to take

advantage of. Rose's anti-air game is very effective, meaning that you won't have to worry about players

exploiting your air space unless you do a risky move like a standing Hard Kick.

Rose players shouldn't have to worry about chip damage either. A well-spaced Hard Soul Spiral or long-

range Light Soul Sparks can easily net chip. Getting into close range is not a problem for Rose either, as

she has fast walk speed, a decently quick forward dash and a very annoying Slide.

Once you've knocked someone down with Rose you can play quite a deadly mind game with them. You

can option select crouching jab into EX Spiral to catch back-dashes (hard), use Close Standing Medium

Kick to beat tech attempts since it hops over crouch techs and is airborne or simply throw them with

Rose's huge throw range.

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MOVE LIST

NOTABLE NORMAL MOVES

CROUCHING MEDIUM PUNCH

This move has an incredible amount of priority and it's special cancelable. This can be used for option selects at mid-range into

Soul Spiral.

If you want to control mid-range and keep opponents out, use this normal. It also whiff recovers fast enough for you to anti-air

jumping opponents.

CROUCHING MEDIUM KICK

Similar to crouching Medium Punch but slower with longer range and can duck under high attacks.

CLOSE AND FAR STANDING MEDIUM KICK OR FAR STANDING HARD KICK OR

Far Standing Medium Kick is a great poke and when Rose's scarf flashes blue she cannot be hit by low attacks. This is a really

great counter-attack to those who abuse low moves at mid-range. Close Standing Medium Kick is one of Rose's best mix-up moves on the opponent's wakeup. She is considered to be in a throw

invincible state. Also, she can combo afterwards if it lands. This move is nasty for feinting throws and getting counter-hit setups. Far Standing Hard Kick is very similar to Far Standing Medium Kick in that when Rose's scarf flashes blue, she can avoid low

attacks. Another great poke, but watch out for the startup time.

ANTI-AIR: CROUCHING HARD PUNCH

This can anti-air opponents from a ton of angles and is also very fast. Use this as your primary counter to jump-ins.

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SOUL PIEDE

This is a very long-ranged poke from Rose. This is good to use against slow characters to keep them at bay from maximum

range, but be careful of the slow startup.

SLIDE

This is one of Rose's best moves. It's completely safe if it's blocked at maximum distance, though it's unsafe enough at close

range to be punished by Light Attacks. You can also duck under projectiles and slip under jump-ins with this move. It has fantastic utility and should be used often.

JUMPING MEDIUM KICK

This is Rose's cross-up attack. Very ambiguous and can lead to an easy combo if it lands.

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SPECIAL MOVES

SOUL SPARK (FIREBALL) OR

Damage Light 80 Medium 80 Hard 80 EX 100

Properties Rose's Soul Spark has slow startup and recovery, so you'll want to be careful using it at anywhere but long range. Using it in block-strings is not recommended because of the wide frame gap it gives the opponent to attack you. The Soul Spark is the highest-damaging non-EX projectile in the game and it also does a nice amount of chip damage. The Light version starts up the fastest, but all Soul Sparks recover in the same amount of time. The Hard version is the only one with frame advantage on hit or block, meaning that it inflicts the most block and hit-stun. With the combined toolset of Soul Spark, Soul Reflect and Slide, you should have no problem keeping up in projectile battles as long as you keep an eye on where the opponent is standing when they throw projectiles. This is still a move you'll want to use limitedly; mostly at long range to chip and build meter against defensive opponents. EX Version: The EX Soul Spark hits twice; comes out as fast as the Light version, travels swiftly and recovers a little faster than the normal versions. The damage isn't much higher than a regular Soul Spark, though. Rose players mainly use her Light Punch Soul Spark, so throwing out an occasional EX Soul Spark which travels a good deal faster can throw off an opponent's timing who's trying to avoid your projectiles. The best time to use this move is to safely challenge Focus Attack users at mid-range or to blow through someone's regular fireball and hit them. EX Soul Spark is also completely safe on block at any range as a bonus against a bad prediction.

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SOUL SPIRAL (DRILLS) OR

Damage Light 100 Medium 100 Hard 100 EX 100

Properties

Considered the core of Rose's offense, the Soul Spiral is Rose's primary combo ender. It knocks down, breaks armor, and is easy

to combo into from her cancelable normals. This move is initially confusing at first though. After all, each Drill does the same amount of damage (as well as the EX version)

so it might be a bit hard to discover which Drill to use and when. Follow the breakdown below.

Light Spiral: This version starts up the fastest. It's combo-able from Light Attacks, but it's the most unsafe version on block. Essentially you're risking a big punish for the most guaranteed combo. Even though this version offers the tightest block-strings, the frame disadvantage is not worth using in such a way. This version isn't used often.

Medium Spiral: More safe on block than the Light version, but starts up a bit slower so it leaves a frame gap in block-strings. Not combo-able from Light Attacks, so it requires Medium Attacks or higher to work.

Hard Spiral: This one starts up the slowest, making it possible for opponents to punish its startup on reaction. However if you space this version so that it strikes near the end of the move, it can be impossible for the opponent to punish. Still combo-able from Medium Attacks, but leaves wide open block-strings.

The normal Spirals only utility outside of combos is to get safe chip damage with the Hard Spiral (risky) or to challenge players

who repeatedly Focus Attack at mid-range. EX Version: EX Soul Spiral is Rose's only true reversal with its startup invincibility. However, the move's invincibility runs out

before it can reach an attacking state, meaning that simple option selects can smack you out of this attack. It also doesn't get

any speed increase compared to the regular versions. The only time you should use this is if you can read that an attack is coming. Otherwise, it's best to just alternate between

blocking and back-dashing..

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SOUL REFLECT OR

Damage Light 50 Medium 50 Hard 50 EX 50

Properties Soul Reflect is a move that is designed to turn the tides of fireball wars in Rose's favor. All Reflects start up in the same amount

of time, but each version performs a different action against the fireball. The Light version absorbs fireballs and build around

50% of one EX bar for Rose. The Medium version reflects the fireballs back at the opponent, and the Hard version reflects them

in an up-forward direction. Most Rose players stick with the Light and Medium versions in projectile battles both to gain a meter advantage and to force

the other player to react against their own projectile. Be wary of characters that have fast recovery on their projectiles (such as

Gouken) because a Reflect will often leave you open to attack. Also be careful of how close you are to the opponent before you

Reflect anything. You can attack opponents with the Soul Reflect but it's really not recommended unless you're doing a combo into the Hard

version. Hard Soul Reflect juggles the opponent into the air where you can follow up with a Soul Throw (in the corner, outside

of it requires FADC). EX Version: EX Reflect comes out much faster than the regular versions and can reflect EX projectiles back at the opponent.

There really aren't too many uses for this move, so it's best to just neutral jump or block EX fireballs instead of taking the risk of

wasting a bar on a failed Reflect attempt.

SOUL THROW OR

Damage Light 160 Medium 160 Hard 160 EX 160

Properties Rose's regular Soul Throw isn't of much use to Rose players. It has no invulnerability and starts up slowly for an anti-air. The

only real use for the regular Soul Throws is to combo into them from either Hard Soul Reflect or Ultra 2. The Hard Soul Throw

has the best hit-box priority should you want to take the risky gamble of countering a jump. EX Version: EX Soul Throw is completely invincible on startup allowing you to challenge jump-ins and safe jump setups. Should

you notice that the opponent didn't do a safe jump or are performing late cross-ups than you can fight back with this move. For

regular anti-airing it's best to stick with the Crouching Hard Punch as spending meter to constantly fight against jump-ins isn't

worth the cost.

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SUPER MOVE

SUPER — AURA SOUL SPARK

Damage Super 300 A straightforward fireball Super. Starts up slower than it looks, meaning it can't be used in point blank punishes. The button

pressed controls how fast the Aura Soul Spark travels meaning that you can punish high-recovery moves from full screen with

the Hard version. Using all of your EX meter means that Rose loses her only viable reversal option. Still, if you feel like you can gain a significant

life lead that could clinch the game then you definitely want to cancel into this Super.

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ULTRA 1 — ILLUSION SPARK

Damage Ultra 1 498

Properties A very high damaging Ultra. Unfortunately it starts up really slowly, meaning that you can only punish some very specific

moves. While you can combo into it with an EX Soul Spark FADC combo, the amount of meter spent usually isn't worth it. You

can also use it as an anti-air, though this requires a good prediction. Most Rose players stick with Ultra 2, but you might find a use for this Ultra in some specific matchups..

ULTRA 2 — SOUL SATELLITE (ORBS)

Damage Ultra 2 240

Properties The preferred Ultra for Rose players. Rose summons Ouroboros which surrounds her with two projectiles for 10 seconds.

During this time it is extremely difficult to engage Rose due to this defensive barrier. The best part about this Ultra is how it stops the offensive momentum of the opponent. While it's not invincible on wakeup

(meaning you can't use it as a reversal without getting stuffed) if you activate it during a grounded battle then you force the

other player to back into the corner or take chip damage. If you space it perfectly, Rose's throw range actually exceeds the range of Soul Satellite. Space it correctly and go for sneaky

throws just outside the range of the Orbs. It's possible to combo into this Ultra using certain combo tricks, but most Rose players use this Ultra as a momentum shifter to

force a guessing game onto the field. You can also combo out of this Ultra if it lands, increasing the overall damage output.

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EXAMPLE COMBOS

Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

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FRAME DATA

NORMAL MOVES

Move Block Damage Stun Meter Gain

Cancel Ability

Startup Active Recover Frame Adv. Block

Frame Adv. Hit

Notes

Close Light Punch HL 20 50 20 C*Sp*Su 4 2 10 -1 2

Close Medium Punch

HL 70 100 40 Sp*Su 6 2 11 1 4

Close Hard Punch HL 90 200 60 Sp*Su 6 2 19 -3 1

Close Light Kick HL 40 50 20 Sp*Su 4 2 10 -1 2

Close Medium Kick

HL 70 100 40 Sp*Su 7 3 11 0 3 1~20 cannot be thrown

Close Hard Kick HL 100 200 60 Sp*Su 7 2 18 -2 3

Far Light Punch HL 20 50 20 C*Sp*Su 4 2 11 -2 1

Far Medium Punch

HL 70 100 40 Sp*Su 7 2 12 0 3

Far Hard Punch HL 100 200 60 - 11 5 18 -5 -1

Far Light Kick HL 30 50 20 - 4 2 10 -1 2

Far Medium Kick HL 70 100 40 - 6 2 13 -1 2

Far Hard Kick HL 100 200 60 - 9 2 19 -3 1

Crouch Light Punch

HL 20 50 20 sp/chp/Su 3 3 8 0 3

Crouch Medium Punch

HL 60 100 40 Sp*Su 4 3 14 -3 0

Crouch Hard Punch

HL 100 150 60 Sp*Su 5 5 28 -15 -10 Forces stand

Crouch Light Kick L 30 50 20 - 4 4 6 1 4 Low attack

Crouch Medium Kick

L 60 100 40 Sp*Su 7 2 12 0 3 Low attack

Crouch Hard Kick L 90 200 60 - 9 2 26 -10 D Low attack, cannot fast

recover

Jump Up Light Punch

H 40 50 20 - 4 6 - - -

Jump Up Medium Punch

H 70 100 40 - 6 6 - - -

Jump Up Hard Punch

H 90 150 60 - 9 6 - - -

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Jump Up Light Kick

H 50 50 20 - 4 7 - - -

Jump Up Medium Kick

H 80 100 40 - 7 6 - - -

Jump Up Hard Kick

H 90 200 60 - 11 5 - - -

Jump Toward Light Punch

H 40 50 20 - 4 6 - - -

Jump Toward Medium Punch

H 70 100 40 - 7 3 - - -

Jump Toward Hard Punch

H 90 150 60 - 7 7 - - -

Jump Toward Light Kick

H 30 50 20 - 4 7 - - -

Jump Toward Medium Kick

H 60 100 40 - 7 5 - - -

Jump Toward Hard Kick

H 100 200 60 - 6 5 - - -

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OTHER, SPECIAL MOVES, SUPERS & ULTRAS

Move Block Damage Stun Meter Gain

Cancel Ability

Startup Active Recover Frame Adv. Block

Frame Adv. Hit

Notes

Slide L 60 100 40 - 7 8 12 -6 -3 Low attack

Forward + Hard Kick

HL 100 200 60 - 11 2 21 -5 -1

Focus Attack Level 1

HL 60 100 20 - 21 2 35 -21 -21

Focus Attack Level 2

HL 80 150 40 - 17+14 2 35 -15 D

Focus Attack Level 3

- 120 200 60 - 65 2 35 D D

Forward Throw

1 140 100 40 - 3 2 20 - D Throw range 1.0

Back Throw 1 140 100 40 - 3 2 20 - D Throw range 1.0

Soul Spark Light Punch

HL 80 50 20/20 Su 14 - 52 -12 -8

Soul Spark Medium

Punch

HL 80 50 20/20 Su 22 - 52 -4 0

Soul Spark Hard Punch

HL 80 50 20/20 Su 29 - 53 2 6

Soul Spark EX

HL 30*70 50*50 -250/0 Su 14 - 48 0 4

Soul Spiral Light Kick

HL 100 100 20/40 Su 12 6 23 -8 D Armor Break

Soul Spiral Medium

Kick

HL 100 100 20/40 Su 15 6 21 -6 D Armor Break

Soul Spiral Hard Kick

HL 100 100 20/40 Su 16 6 19 -4 D Armor Break

Soul Spiral EX

HL 100 100 -250/0 Su 13 6 21 -6 D 1~11f invincible, Armor Break

Soul Reflect Light Punch

HL 50 100 20/30 Su 13 2 27 -8 D gives super gauge +100, 11~22f , increases super damage by 5% up to 7

times/35%, EX

Soul Reflect Medium

Punch

HL 50 100 20/30 Su 13 3 25 -7 D , 10~19f , EX

Soul Reflect HL 50 100 20/30 Su 12 2 26 -7 D , 11~19f , EX

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Hard Punch

Soul Reflect EX

HL 50 100 -250/0 Su 8 2 24 -5 D , 7~14f , Increases damage of reflected projectile by

10%,

Soul Throw Light Punch

0.4 160 100 20/40 - 6 10 26+8 D D Throw range 0.4

Soul Throw Medium

Punch

0.4 160 100 20/40 - 6 11 27+8 D D Throw range 0.4

Soul Throw Hard Punch

0.4 160 100 20/40 - 6 11 30+8 D D Throw range 0.4

Soul Throw EX

0.4 160 100 -250/0 - 6 11 30+8 D D 1~7f invincible, Throw range 0.4

Super HL 50x4*100 0 -1000/0 - 1+8 - 53 16 D 1~7f invincible

Ultra 1 HL 498 0 0/0 - 1+11 14 44 -37 D 1~11f invincible, Armor Break

Ultra 2 HL 120*120 0 0/0 - 1+4 600 4 - D

Move Block Damage Stun Meter Gain

Cancel Ability

Startup Active Recover Frame Adv. Block

Frame Adv. Hit

Notes

Slide L 60 100 40 - 7 8 12 -6 -3 Low attack

Forward + Hard Kick

HL 100 200 60 - 11 2 21 -5 -1

Focus Attack Level 1

HL 60 100 20 - 21 2 35 -21 -21

Focus Attack Level 2

HL 80 150 40 - 17+14 2 35 -15 D

Focus Attack Level 3

- 120 200 60 - 65 2 35 D D

Forward Throw

1 140 100 40 - 3 2 20 - D Throw range 1.0

Back Throw 1 140 100 40 - 3 2 20 - D Throw range 1.0

Soul Spark Light Punch

HL 80 50 20/20 Su 14 - 52 -12 -8

Soul Spark Medium

Punch

HL 80 50 20/20 Su 22 - 52 -4 0

Soul Spark Hard Punch

HL 80 50 20/20 Su 29 - 53 2 6

Soul Spark EX

HL 30*70 50*50 -250/0 Su 14 - 48 0 4

Soul Spiral Light Kick

HL 100 100 20/40 Su 12 6 23 -8 D Armor Break

Soul Spiral HL 100 100 20/40 Su 15 6 21 -6 D Armor Break

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Medium Kick

Soul Spiral Hard Kick

HL 100 100 20/40 Su 16 6 19 -4 D Armor Break

Soul Spiral EX

HL 100 100 -250/0 Su 13 6 21 -6 D 1~11f invincible, Armor Break

Soul Reflect Light Punch

HL 50 100 20/30 Su 13 2 27 -8 D gives super gauge +100, 11~22f , increases super damage by 5% up to 7

times/35%, EX

Soul Reflect Medium

Punch

HL 50 100 20/30 Su 13 3 25 -7 D , 10~19f , EX

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HIT BOX INFORMATION (JAPANESE)

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CHARACTER MATCH UP (WORK IN PROGRESS)

VS. ABEL:

VS. ADON:

VS. AKUMA:

VS. BALROG (BOXER):

A big key to this match is not letting Balrog get easy opportunities to do damage to you, and smart use

of your fireball will help prevent that from happening. So pester the Boxer with Light Punch Soul Sparks.

If he uses his Headbutt to go through them, Dash forward and throw him as soon as he comes out of it.

Beware of his Turn Punch though.

Use Crouching Medium Punch after you block his Running Punches and apply some pressure with follow

up Light Kick Soul Drills. Note that Balrog has some excellent pokes, so you'll have to be a bit more

careful against him when throwing out some of your normals. When you think he'll go for an EX-Running

Punch, throw out an EX-Soul Spark to knock him out of it.

If he gets in close try to gain a little breathing room by jumping away. If he's expecting you to jump back,

use Crouching Medium Punches with Soul Drills to push him back and then jump away. Then start

throwing Soul Sparks again. Also your Crouching Hard Kick has more range than any of Balrog's normal

attacks, so if he's Crouched and throwing out a bunch of normals to try and catch you, sweep him and

go for a cross up attack.

VS. BLANKA:

You can punish Blanka's Beast Roll on block with your Ultra — but the key is you must be standing in

most cases to do so. The frame or so it takes you to stand when crouching will cause you to miss your

Ultra when trying to punish a blocked Beast Roll, and many Rose players mistakenly assume they cannot

punish this move.

If you don't have Revenge Meter, use Standing or Crouching Light Punch to knock him out of his Beast

Roll and then go for a cross up, or use your Fireball to create some space.

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VS. CAMMY:

VS. CHUN-LI:

VS. CODY:

VS. DAN:

VS. DEE JAY:

VS. DHALSIM:

VS. DUDELY:

VS. E.HONDA:

Use a lot of Soul Sparks in this match. Honda is really tough to beat up close, so you want to push him

away with your fireballs at every possible chance. When he jumps in, if you're pretty far under him use a

Crouching Hard Punch to knock him back and as soon as he lands make him block another Soul Spark.

If you're not in position to anti air him with Crouching Hard Punch, set up your Soul Throw.

Again keep your distance and jump away when he tries to Oicho Throw you. Make him work to get

inside.

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SSF4AE 2012 Rose Player Guide

7/6/2012

VS. EL FUERTE:

VS. EVIL RYU:

VS. FEI LONG:

VS. GEN:

VS. GOUKEN:

VS. GUILE:

VS. GUY:

VS. HAKAN:

VS. IBUKI:

VS. JURI:

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VS. KEN:

VS. MAKOTO:

VS. M.BISON (DICTATOR):

VS. ONI:

VS. ROSE:

VS. RUFUS:

VS. RYU:

VS. SAGAT:

VS. SAKURA:

VS. SETH:

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VS. T.HAWK:

This match is similar to the Zangief fight. You'll want to use your Soul Drill sparingly because you're going

to eat a command grab if you're not VERY careful with it. Instead, stick with Crouching Medium Punch

Canceled into Light Fireballs in most instances. Also, T. Hawk doesn't have an all-purpose "get the heck

off me move" like Zangief's Lariat, so you can and should go on the offensive for parts of the match, but

again you have to be careful of his grabs.

Your main weapons will be pokes — Crouching Medium Punch, Crouching Hard Kick, Standing Hard Kick

and Toward + Hard Kick — all the things that keep him outside of his effective throw range and

occasional Jumping Hard Kicks to knock him out of the air when he gets predictable with his Condor

Dives and jump ins. Anti-air him with Crouching Hard Punch when he jumps in as well.

Light Punch and EX-Fireballs are OK as well, but Hawk has plenty of ways of getting around your

projectiles, so DO NOT over use it. You have to be patient and smart in this match, but you have solid

tools to deal with T. Hawk if you're careful.

VS. VEGA (CLAW):

You can effectively ground Vega's Wall Dive tactics with Rose. When he's hopping off the wall and some-

what far away from you, either jump in the air with Medium Punch or use a Soul Throw.

When he's directly above you after diving, use Crouching Hard Punch, and if he's to the side, go low and

use a Crouching Medium Punch, which has a surprisingly high hit box.

Using these tactics will make it very difficult for Vega players to consistently apply pressure to you with

his Wall Dive.

VS. YANG:

VS. YUN:

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SSF4AE 2012 Rose Player Guide

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VS. ZANGIEF:

Rose's Toward + Hard Kick command will beat Gief's Lariat clean each time if you do it from the proper distance. This thing has a surprisingly amazing range, because your foot can hit Zangief's outstretched arms.

Avoid executing this though if he's some-what close in, because if you try this from too close, you'll likely trade hits and doing so is always in Zangief's favor because not only does he do more damage, but he'll also score a knock down. So keep your distance as much as possible. Throw a lot of Light Punch Soul Sparks to pester Gief, using your anti air and ground game to maintain distance. Jump back or straight up when he gets too close for comfort.

Also, don't get too predictable with your foot games or Fireballs from mid to close range, because Gief can hit you right out of these moves while his Lariat is starting up, or blow through them with an EX-Green Glove. Use your Ultra to catch him when he gets predictable with his jump in attacks, or does a Lariat too closely to you.

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REFERENCES:

CAPCOM

Eventhubs.com

Shoryuken.com

YouTube.com

Members of the Rose Player’s community