You're not logged in | Login / Register | Contact Us
Follow  RSS Twitter Facebook

Rose Super Street Fighter 4 Arcade Edition Moves, Combos, Strategy Guide

Last updated on Dec. 2, 2011

123 Comments

Rose Super Street Fighter 4 Arcade Edition Character Guide


Character Overview
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.

Notable Normal Moves

Crouching Medium Punch
This move has an incredible amount of priority and it's special cancelable. 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.
 or
Close and Far Standing Medium Kick or Far Standing Hard Kick
Far Standing Medium Kick is a great poke and when Rose's scarf flashes blue she cannot be hit by low attacks. A really great counter-attack to those who abuse low moves at mid range.

Close Standing Medium Kick is one of Rose's best mixup moves on the opponent's wakeup. She is considered airborne (cannot be thrown) and invincible to lows. 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.

Soul Piede
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
Rose's crossup attack. Very ambiguous and can lead to an easy combo if it lands.
Special Moves
or
Soul Spark (Fireball)
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 blockstrings 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 hitstun.

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 times 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.

or
Soul Spiral (Drills)
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 comboable 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 blockstrings, 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 blockstrings. Not comboable 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 comboable from Medium Attacks, but leaves wide open blockstrings.

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 backdashing.

or
Soul Reflect
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 comboing 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.

or
Soul Throw
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 hitbox 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 crossups 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.

Super and Ultra Moves

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.


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.

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.

cr.MP xx MK Spiral
2 Hits
160 Damage
Rose's most basic combo.


cr.MK xx HK Spiral
2 Hits
120 Damage
The same basic combo, but from a longer range.


cr.HP xx HK Spiral
2 Hits
200 Damage
Rose's point blank meterless punish combo.


cr.LP, cr.LK, Link cr.MP xx HK Spiral
4 Hits
134 Damage
Rose's bread and butter link combo from her Light Attacks.


cr.HP xx HP Soul Reflect, HP Soul Throw
3 Hits
278 Damage
Rose's corner punish combo of choice.


st.HP xx LP Soul Spark xx FADC, Dash Forward, cr.HP xx HK Soul Spiral
4 Hits
320 Damage
An example of a Rose FADC combo.


st.HP xx EX Soul Spark xx FADC, Dash Forward, Ultra 2
5 Hits
358 Damage
A combo into Ultra 2. Also works for Ultra 1 for big damage. You can of course follow this up for more damage.


Ultra 2, Soul Throw
3 Hits
368 Damage
The combo to use if Ultra 2 lands as an anti-air.
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 backdashes (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.

Other Resources and Credit
You can find more information about playing Rose on the Central Character Discussion Thread on the EventHubs.com forums.
Contributions to this guide by Nyoro, Legacy_Virus and Catalyst.

Posted by Mario on January 19, 2009 at 8 p.m. #1

Sweet, Rose is going to be my main in SFIV!

 

Posted by William F Guile on January 20, 2009 at 2:40 p.m. #2

I think she'll be the sort of character who can potentially give fireballers a hard time as she can reflect them.

Can anyone tell me whether her Soul Reflect will reflect EX projectiles? I have used her in the Alpha series but all I know is that super fireballs cannot be reflected

 

Posted by Xavion on January 22, 2009 at 10:29 a.m. #3

Apparently, Ex projectiles can only be reflected by the EX soul reflect. I have no idea if there is some benefit to reflecting/absorbing normal projectiles with the EX reflect.

 

Posted by ED on January 23, 2009 at 11:15 a.m. #4

What I don't understand is why her Super Move is Aura Sould Spark and not a Sould Throw variation. It would make more sense.

 

Posted by ninjaxx on February 1, 2009 at 5:45 p.m. #5

Rose seems pretty good thinking of maining her anyone have any advice

 

Posted by criszt on February 1, 2009 at 9:32 p.m. #6

she used to have a very good anti air soul throw super that's guaranteed to land someone jumping in but i think it was taken out. There's still the regular soul throw which if like alpha, would be a guaranteed anti air.

 

Posted by ED on February 3, 2009 at 7:50 a.m. #7

@criszt

Precisely what I'm saying. No idea why they choosed Aura Soul Spark as her special move.

 

Posted by William F Guile on February 3, 2009 at 5:12 p.m. #8

Rose Vs Fireballers:

- This type of match will likely involve Rose using her soul reflect a lot as well as her soul spark projectile.

- Upon reflecting fireballs, she can use this as a shield and close in on her opponent and apply some offesnive pressure. Soul Spiral comes to mind. Soul throw can be used if opponent tries to jump over their own fireball :), but hopefully this can be possible like in the Alpha Series.

They chose the Aura Soul Spark as it is a safe super.

 

Posted by julio on February 7, 2009 at 12:53 p.m. #9

Man they should have put ingrid in this instead or rose.

rose sucks.

 

Posted by UltimaHadouken on February 7, 2009 at 2:58 p.m. #10

I agree with you julio, I to like Ingrid more then Rose. I do hope she makes a return.

 

Posted by Cronopio on February 13, 2009 at 9:45 a.m. #11

Ingrid sucks, I'm glad they put Rose instead.

 

Posted by Rose on February 13, 2009 at 2:52 p.m. #12

^this.

 

Posted by SF4 MONSTARZ on February 17, 2009 at 1:42 a.m. #13

Rose is hot!!! Besides Chun Li & Cammy, Rose is the only female character I ever liked in SF history. She will be in the 8!!

 

Posted by Phoenix hawk on February 20, 2009 at 1:50 p.m. #14

She is an awesome charter but she takes time to master. And she can reflect EX projectiles but thats it, she can't absorb them

 

Posted by William F Guile on February 20, 2009 at 7:55 p.m. #15

medium punch reflect can reflect akumas HP red fireball....for the record.

the EX reflect comes out pretty quickly so if your timing is good you could even reflect an EX sonic boom

 

Posted by William F Guile on February 20, 2009 at 7:59 p.m. #16

oh and her dash is very good too

 

Posted by yflow on February 21, 2009 at 5:29 a.m. #17

Hey, you know how you mention that Rose's reflect is "alright in combos"? It's better than that, the fierce punch version actually juggles into her super. That is, if you can find a way to consistently land it since the range is so short.

 

Posted by Matt on February 21, 2009 at 7:50 a.m. #18

I have been playng Rose pretty solidly since unlocking her (by beating the game with Bison) and I have to say that the rapage of ryu/ken/akuma fighters is really incredibly amusing :)

 

Posted by yflow on February 21, 2009 at 9:48 a.m. #19

Also, you should probably have it listed that jumping MK is a cross up. I'm trying to main rose, and I've used this website a lot over time, so I wanna be able to help out if I can.

Matt: I dig. Everyone wants to play a shoto. Ken is amazingly prevalent. I guess all the new players think he's cool or something.

 

Posted by Baldhead on February 21, 2009 at 12:46 p.m. #20

Rose is an amazing shoto counter. Newbies never fail to either jump into Soul Throw or get their fireballs shot back at them.

Her sweeping kick has nasty range too. Those long legs of hers are fantastic.

 

Posted by SSj3X on February 22, 2009 at 6:56 p.m. #21

@Baldhead

This is true. I used to fight with Ken against other Shoto players, but after switching to Rose, I find her to be ridiculously better as a counter to those types of players. She's one of the better defensive fighters IMO.

I find her not as good against C.Viper. I won a match against an online aggressive C.Viper, but she's not someone to use against her.

 

Posted by Spanky on February 22, 2009 at 7:31 p.m. #22

"Soul Throw -- timing on this is a bit" WHAT?

 

Posted by yflow on February 22, 2009 at 10:32 p.m. #23

Spanky: The guide isn't finished yet, but I can imagine that it'll say something along the lines of the fact that the timing is specific. If you catch your opponent after they throw out any decent air attack, you usually end up taking the hit.

 

Posted by NK1 on February 23, 2009 at 4 a.m. #24

Who fights with a scarf, honestly?

 

Posted by yflow on February 23, 2009 at 4:43 a.m. #25

NK1:
A total babe with psycho power, that's who.

 

Posted by Crabjuice on February 23, 2009 at 9:16 a.m. #26

It's not a scarf. It's a SHAM-WOW!

 

Posted by goose on February 25, 2009 at 11:26 p.m. #27

Rose is amazing against the onslaught of akumas and shoto fighters. But she takes a lot of patience and practice to fight against non jumping/fireballing characters like e. honda and viper. Otherwise I'd put her at number one or two on my list of mains.

 

Posted by cale on February 26, 2009 at 11:04 a.m. #28

Possibly not the place to ask this but... any tricks to Rose's trials? Especially the cancels on the normal challenges. Having loads of problems going from hard kick into light soul spark. Which hard kick? Standing one or close over-the-head one. Want to use her as my main but haven't made the breakthrough yet...

Haven't got a stick yet, so am on a pad. Stick arrives soon!

 

Posted by ojisan on February 27, 2009 at 8:12 a.m. #29

Anyone else find Rose's 3D rendering lacking?

I mean the drawing when the versus screen shows up is awesome, but then when you see her standing there... It was a disappointment.

She was probably my best character in Alpha 1/2, not sure if I'm gonna go back to maining her yet, still trying to get all the characters.

 

Posted by shammy on February 27, 2009 at 12:42 p.m. #30

Rose is the best since alpha 13 years ago and still friggin' is! my best main ever!

 

Posted by Gibo1984 on March 1, 2009 at 9:26 a.m. #31

I main Rose, and i have been quite successful in my fights, she got extremely good anti air game fireball counter, and a long reach with her > + HK i could cancel Zangief double lariat if I'm in a good range, and is also a good anti-air as well, if you can manage to predict the other player.

 

Posted by tapoh on March 2, 2009 at 1:53 p.m. #32

Please note, Ex Soul Reflect ONLY reflects Ex fireballs and not normal ones just as normal Soul Reflect can only reflect regular fireballs.

 

Posted by Gibo1984 on March 2, 2009 at 4:03 p.m. #33

so far i have manage to Ex Soul reflect normal projectiles, only things is that is way more faster than the Soul reflect.

 

Posted by tapoh on March 3, 2009 at 8:11 a.m. #34

Wait, is the reflect timing way faster or the speed of the rebounding projectile way faster? I'm totally fine with being corrected, but I just want to be precise on the specifics.

 

Posted by blahblah on March 3, 2009 at 9:33 a.m. #35

if you had two roses fighting each other, and one rose throws a soul spark, and the other reflects it, could they continually reflect it through infinity, or does the spark speed up over time?

 

Posted by Kelgar on March 4, 2009 at 1:10 p.m. #36

You wrote "Video walkthrough of Abel's Trial Challenges" under Rose's video

@blahblah: lol, dunno, but that would be funny indeed. SF4 version of Pong

 

Posted by ukm on March 9, 2009 at 11:33 a.m. #37

any tips on the timing for the crouching light punch x3 into soul spiral? i can easily cancel 1 d+lp into soul spiral and easily link 3 d+lp but no matter what timing i've tried i just can't get the 3rd lp to cancel into soul spiral

 

Posted by BeaM on March 10, 2009 at 5:53 p.m. #38

@ukm

You have to delay the third c.lp a bit, instead of mashing all three out.

 

Posted by Beezs on March 10, 2009 at 6:23 p.m. #39

I'm wondering if anyone has some tips or something for me, regarding Rose's Hard Trial 3. I can correctly combo the j.HK into the c.MP>EX Soul Spark>EX FADC, but I can't get the timing down to finish with the Ultra. I've noticed that in the video, that Dan looks like he's been hit with a level 2 FA since he crumples to the floor, but when I do it it's a level 1 hit that just pushes him back with a hit and then he recovers to block the Ultra.

I'm not sure, but whenever I've canceled a super into the FA I haven't been able to charge them up to level 2 before so I guess I'm missing something important by miles and miles. Tips, help, anything would be appreciated.

 

Posted by Beezs on March 10, 2009 at 6:29 p.m. #40

Well... insta-double post, but I just tried the FA cancel from an EX and I can charge it, now I gotta go cry in the corner out of happiness and shame.

 

Posted by Gibo1984 on March 11, 2009 at 1:03 p.m. #41

about Rose hard trial 3, try practicing doing ex Soul spark and cancel it doing ex FA level 2 after that Ultra. remember the lvl-2 FA is the one that shines and remember you have to learn that time. I hope that helps. the only you know if it works is if it gets the combo hits numbers.

 

Posted by yflow on March 16, 2009 at 11:52 a.m. #42

Under the Soul Throw section, it says that you'll trade hits unless you throw it early. Don't you mean that you'll be hit out of it?

 

Posted by UrbandFever on March 20, 2009 at 1:47 a.m. #43

I strongly believe that Rose is a very versatile character for she got greats moves and her soul spiral can go through fireballs with the right timing. 2nd Soul throw normally would beat out any normal attacks and her ultra works wonders because anyone who jumps with an attack while executing soul spark will get hit regardless! Also her poke are also Magnificent. c.lp c.lk c.mp XX lk soul spiral and it will be safe on block!!! does good enough damage so why not!
especially her slid its safe on block and it useful too!
Understanding Frame DATA would up your game a bit more with her. It teaches you what is safe and what is not safe and recovery time. That goes for all character! good luck with everything else guys

 

Posted by Joeyspy on March 26, 2009 at 8:29 a.m. #44

I found a combo with Rose that you didn't mention above.

Jump in HK (or HP)-CLP-CLP-CLK-CMP- EX Soul Spiral.

The timing is tough, but it can be done. The CLP to CLK is easy but you have to be very precise on the CLK to CLP. Also, you can obviously remove the jump part and use it when you're in close and doing some poking.

 

Posted by will on March 27, 2009 at 1:27 p.m. #45

Any tips on fighting boxer and blanka with rose?

 

Posted by SSJ3X on March 27, 2009 at 9:34 p.m. #46

Usually, I use soul throw A LOT. Because you're a projectile player (generally with Rose since she does have projectiles) make use of her soul spark. It maybe slow and most times players will jump over it to get closer, thats when you use your soul throw. Most times though you just have to be extremely aggressive against those players, especially Boxer since if he's close his jabs will come out faster than yours. Also use the Ultra when you have when they're throwing a dash punch or a spin ball (Blanka.) Timing is key: if you put the ultra in even while their in the sequence, you win, at least thats happens with me.

Most importantly, play the field. If you're in a corner with either of them, you're pretty much screwed.

 

Posted by DR Jam on March 27, 2009 at 11:56 p.m. #47

I just would like to thank you guys, for the vids, and all. (HARD TRIAL) I've just completed Rose. Yesterday, I completed Guile. So, hopefully i'll be progressing steadily.

 

Posted by B.A.L. on April 8, 2009 at 3:17 p.m. #48

@blahblah

Yes, you can keep reflecting fireballs Pong style!

http://www.youtube.com/watch?v=BDvs1i...

 

Posted by manoftheleaf on April 9, 2009 at 7:39 p.m. #49

I just started maining Rose this week and man she just seems to click with me. I'm addicted to psychic love, baby...

Don't see many Rose players to often but if you ever want to play Rose ball hit me up on the PSN: manoftheleaf

 

Posted by saikotik on April 10, 2009 at 1:21 p.m. #50

how do i beat guile/bison/seth? these online players who use these three are freaking devasting. i get punished all the time with high level guile's because they barely throw sonic booms cause they assume i'll reflect it, and when i think its coming, i reflect, and get punished in with their BnB combo's. i try to air throw em too but guile's hp in the air and bisons headstomp have priority. while im in the air, i get shoryuken'd 3 times by seth. i tried using rose's slide as they cross up and D+MP > Soul Spark/Sprial which isn't bad but leaves me open. any tips?

 

Posted by Standard kicks on April 16, 2009 at 4:10 a.m. #51

Kicks you say?

Well you probably didn't or maybe you did? Hmmmm...

Rose has some of the best standard attack moves in the game, quite powerful, good distance and fast.

Bit slow to get out some of her special moves though so trying to combo is weird... That's just by going from my experience.

Fun to play. Love deflecting fireballs then when they get frustrated and jump you just counter that with the "soul throw" move.

:D

 

Posted by Boopie on April 16, 2009 at 4:08 p.m. #52

I swear all these SF4 sites undersell the Soul Throw it seems like a pretty damn good AA to me and I rarely trade hits much less get stuffed all the time. I am no expert though.

 

Posted by blahblah on April 18, 2009 at 8:29 a.m. #53

lol.. thanks B.A.L. i wish i had two controllers now.. that would be so beast.

 

Posted by Mr Alfred 24 on April 22, 2009 at 7:42 a.m. #54

I main Rose all the time. i love playing with her. But i have to see she lacks moves when you compare her to other characters. She has no double hit move like all the characters do. Her ultra if blocked does no damage. Okay Zangief ultra also does no damage but her can take alot of damage to balance him out. Rose can not. She is not a combo queen either. i can pull a nice 4 hit combo thats it. and maybe more if i add a super to it. Cant combo into ultra though like almost every other character.Why not Capcom? Oh as much i find fault with her i still cant stop playing with her. I hold my own when i play but i have to play twice as hard as everyone else.

 

Posted by KevinLTC on April 30, 2009 at 2:33 a.m. #55

I really don't see how she is that good against projectiles throwers. She can reflect projectiles yes but you have to have very very good timing to do that!!! Some players stay at maximum range and vary their projectile shot from slow to fast ones giving u a lot of trouble reflecting them. You will easily take a few of these shots. Against Ryu and ken she's still very fine but against sagat and Akuma(esp akuma) who has air projectile the the red hadouken, I really find it hard to even get close... any hints?

 

Posted by yogi on April 30, 2009 at 12:09 p.m. #56

@MrAlfred24

quit complaining, Guile has two moves and they dont double hit. its obvious that Rose sucked in alpha and they beefed her up for SFIV. Guile was crazy back then, and now they toned him down, still keeping 2 moves. i think you might want to read the GUILE forums because one person complaining about a character wont do it. All the guile players complain all the time and capcom still hasn't done anything about it, but they did balance out fei long so he cant do his infinite loop.

 

Posted by b on April 30, 2009 at 7:36 p.m. #57

SHAM WOW

 

Posted by Vince on May 7, 2009 at 2:23 p.m. #58

1. Predict a jump-in.
2. Ultra.
3. Say "WOW!"
4. ?????
5. Profit!

 

Posted by Evil Rose! on May 7, 2009 at 3:20 p.m. #59

I started playin w/ Rose a few weeks ago and played some pretty good Ken/Ryu player today and Rose is sooooo great!! Kicked major butt!! She builds meter like crazy: Heres what I like to do with that meter:
Her lk soul spiral- cancel into a focus attack-then back dash cancel- is a great way to charge in and outand setup for Ultra. But don't make it something you do all the time.
Mp has high block/hit stun.
Mp-lk soul spiral-super *nasty* to counter close blocked attacks
Use soul spiral against hurricane kicks-
Against ppl who jump back against corner- quickly forward dash and hit the ultra before they land.
Jumping MK as soon as you leave the ground beats out alot of jump attacks

These are some of the things that got me mad wins. I still need practice but, Rose is one of the best characters on the game. She requires patience, timing, and a good knowledge of how SF4 works.

"It'll take more than that!"

 

Posted by Evil Rose! on May 7, 2009 at 4 p.m. #60

OMG!!!! I JUST DID ROSE'S HARD TRIAL#1!!! THAT WAS INSANE!!! THANX FOR THE ADVISE EVENTHUBS!!!

WHEW!now, I need a beer!)

 

Posted by Evil Rose! on May 7, 2009 at 4:21 p.m. #61

I love Rose!!! Just did 2nd Hard trial! AWWWWYEEEAH!!!

 

Posted by ExCelius on May 14, 2009 at 2:35 a.m. #62

I started practicing as Rose today. Damn, she's so fun to play as :D I really like to play as her, i'll prob start to main her. <3 Oh and yeah, Rose's Hard Trial 1 was a ***** to do. After that, the rest are pretty easy.

 

Posted by Evil Rose! on May 19, 2009 at 1:56 p.m. #63

OK! I just did all roses trials and got her nice icons! My fav. title w/ her is Pshycic Goddess!! Her 1st and 4th hard trial were the hardest!

Yes, ExCelius, Rose is one of the most fun characters in the game to play with!!

 

Posted by IllusionSpark on May 31, 2009 at 7:16 a.m. #64

Reflect>Akuma fireball spammers, lol.

 

Posted by Mr Alfred 24 on June 9, 2009 at 7:19 a.m. #65

I did this for fun so here are some Rose matchs. Im decent player but not great.

http://www.youtube.com/MrAlfredtwenty...

 

Posted by rosei on June 9, 2009 at 11:41 p.m. #66

how do you beat cheese sagats and akumas who only fireball non-stop

 

Posted by Matt on June 12, 2009 at 9:48 a.m. #67

I have now played over 1000 online matches with Rose, I'm completely addicted to using her and I regularly get to the finals in championship mode with her.

In my opinion her most devastating weapon is her MK Slide, which almost always takes out jumping opponents, or buffers crouching opponents leaving you close in, and ready to throw.

Always absorb projectiles where possible leaving you super charged and then it is EASY to tag a HUGE aura soul spark super onto the end of a soul spiral.

Her crouching HP is also an easy way to take out close cross-up attempts by Shoto / guile players.

I'll say again though, her MK slide is the bad boy here, it even takes Balrog out of his EX dash punches, leaving him with an energy defecit before you throw him :)

 

Posted by Matt on June 12, 2009 at 9:52 a.m. #68

Oh in addition...

Her MK slide is the PERFECT antidote for Akumafags who like to keep their distance spamming air fireballs. Simply slide all the way accross the screen and get up close and personal.

Don't bother trying to jump Akumas fireballs or you are playing into his strengths. Slide under them and then he will most likely panic, and try to either jump over you (soul throw) or he will crouch block, allowing you to poke him into a stun throw - these shoto' just dont expect to be closed down in such a manner and it scares the hell out of them.

I haven't even talked about the sham-wow because it's so awesome it doesn't even need much thought :)

 

Posted by Matt (the MK Slide Evangalist) on June 12, 2009 at 9:58 a.m. #69

Sliding MK is also brilliant against Abel, who is usually rolling about all over the place.

A correctly timed MK slide will knock him out of his roll at the end before he can try his twirly throw thingy, and then you go in for a throw.

The EX soul throw is also great for taking his long range leg dive attack down, and highly dramatic too :)

 

Posted by Irrenmann on June 13, 2009 at 10:25 a.m. #70

You'll be saying Sham-WOW!

 

Posted by Mr Alfred 24 on June 13, 2009 at 5:56 p.m. #71

This was a crazy Ultra against Vega it connects from full screen!! I especially love how the round ends with the super slow super.

http://www.youtube.com/watch?v=_A14Bv...

 

Posted by white scarf on June 14, 2009 at 11:13 a.m. #72

Im having trouble against zangief, SPD has such weird priority. any tips?

 

Posted by TrYED84 on June 18, 2009 at 12:53 a.m. #73

After playing with ryu and cammy for a while,i decided to practice with rose,i never got hatemail with either of my normals,but with ROSE,i pissed the hell out of a sagat spammer,he sent me a message WTF!!!TROW,TROW(he spelled throw like that)hey if he can't counter it,why should i stop?i will use the baseball analogy,if a hitter can't hit your curveball,why should you stop throwing it?

 

Posted by white scarf on June 26, 2009 at 10:21 a.m. #74

most people get pissed when u do something over and over and they dont know how to counter it. Same with spammers that just do one move over and over, they get pissed when you know how to counter because then they dont know what to do... but still, matches like that is just noobfights.

 

Posted by shannaro!!! on July 12, 2009 at 3:18 a.m. #75

Back in the Alpha days, one of Rose's winning pose makes her transform into this ridiculous dress with her holding some tarot cards in her hands and cleavage. It only works if you win with a perfect.

*sigh*

It's dissapointing how she lost that winning pose....

 

Posted by zenken on July 22, 2009 at 1:17 a.m. #76

lol at yogi. Rose was BEAST in Alpha, if only for A2. C. mp beat just about everything, best super (Soul Illusion), one of the best Valle CCs, faster moves, and SO much more!

/rant

 

Posted by ixVelius on August 5, 2009 at 12:45 a.m. #77

I miss juggling with her L3-Aura Soul Throw.. the damage was awesome and it worked into nearly all her combos and juggled people out of the air SO easily.

They toned down her crouching medium punch and they seem to have added a little recovery time to her slide =/

I also miss being able to reflect super fireballs and countering with super sparks with her aura soul reflect/spark super.

and did they reduce the range of her standing HK?

i'm glad they kept a lot of her air-priority moves though. just like in alpha, if you kept them at a sweeping range, no closer or further, she totally OWNS since her whole game openes up at that 1/4 screen's length.

 

Posted by Sean aka Flesh.Turned.Stone on August 12, 2009 at 12:26 a.m. #78

I used to play SF alpha 1 ALOT! Rose being my main... I find it awsome that shes back! Though I wish her face was rendered slighty more ellegant.. If she had 2 supers, one of them defenitely should be the Soul Throw... And I kinda miss her normal throw from SF alpha.. The 'brain massage' Btw Akuma sucks and Rose RULES!!

 

Posted by yes4me on August 20, 2009 at 11:23 a.m. #79

I find Rose hard to use. If she even used in competition? How far did she end up? I can't even find a video of her on youtube in (offline) competition.

 

Posted by Blue Lightning on August 29, 2009 at 5:05 a.m. #80

Is it bad that I have the HARDEST time cancelling her HP into a Light Soul Spark? It took me like 5 minutes to do it once in trial mode.

 

Posted by Rose Beats Shotokans on September 6, 2009 at 7:26 p.m. #81

Especially Shotokans who throw Hadouken after Hadouken.

 

Posted by @all on October 9, 2009 at 6:07 p.m. #82

Hah. Just started playing Rose. Best time has got to be reflecting akuma's red fbs right back at him.

 

Posted by cowboy_soultaker on October 18, 2009 at 9:29 p.m. #83

"Also handy against fighters like Vega (Claw) because you can grab him right out of his Wall Dive."

so sad :-( I am thinking I might pick this broad up. Why do I gravitate towards lower tier characters :'( I think I am a bit of a masochist.

 

Posted by Bisons on October 19, 2009 at 12:21 p.m. #84

Any tips on beating M. Bisons (dictators) Im having trouble with them. I just cant beat them! they have more defense and a few hits and ive taken more damage. any advice would be good :)

 

Posted by @84 on October 21, 2009 at 9:55 p.m. #85

Dealing with the vertical:
Head Stomp: dash back and punish (whatever combo you like)
The Punch after the head stomp and the attack version of the devils reverse: slide at the right time and both should miss
Horizontal stuff:
zone him with fireballs but don't use them when hes close cause the her fbs take a long time to do (52 frames)
if he likes to play footsies with you with clk and cmk, your cmp should beat out his cmk so use it when hes out of clk range. If he likes to do lk scissors over and over (without and normals)your cmp should stop it before the active frames kick in. Any jump ins should be countered with chp. Unless you're really good at soul throw, I wouldn't recommend using it. Also use your shk fshk and shp to keep him at bay. If he likes to use shk as a poke when hes close, slide (haven't done any extensive testing but from my play experience that should work).

 

Posted by @28 on November 2, 2009 at 1:30 p.m. #86

Cale, why do you exist?

 

Posted by abhijit on November 3, 2009 at 6:20 a.m. #87

how can i block the attacks
which key 2 use .. i m new 2 this game

 

Posted by Valter on November 3, 2009 at 5:33 p.m. #88

Why is it that Rose can't combo into her anti-air throw? It does bad damage anyway? Why not just allow her to juggle like everyone else?

 

Posted by CuttyMcStab on November 4, 2009 at 8:50 a.m. #89

Here's a fun match. Put it on one-hit kills and you and a friend play a mirror match with Rose. One person throws the souls spark to start and you both keep using soul reflect. The first person to whiff will die. It's also a good way to get the timing down for soul reflect.

 

Posted by @89 on November 4, 2009 at 5:10 p.m. #90

Yes Roseball is good fun. However it could be a lot better in SSF4 if they give her an air reflect.

 

Posted by Krzysiek678 on November 28, 2009 at 3:09 p.m. #91

i love Rose,nice attacks + her super combo and ultra combo are very easy!
I always wins with rose <3

 

Posted by twenty971 on December 10, 2009 at 5:54 a.m. #92

her ultra is an excellent move, very useful to punish jump-ins (air tatsu,burning kick..)but many of her moves have slow start-up! her fireballs are very easy to punish when the opponent jumps over, to use it from close or even mid-range could be death of you! moreover she has no wake up moves, the opponent can readily apply pressure on her. My advice would be to play a very agressive game with her slide kick combined with mps and throws.

 

Posted by Sean on December 10, 2009 at 9:44 p.m. #93

I love Rose, but find it difficult to pull off even her Hard Trial 1! I just can't seem to get these cancelling stuff down- advice and tips would greatly be appreciated!!

2 of her colours that are quite cwl, is no.4 and -8,, I like to call them the 'black rose' or 'white rose' hehe

 

Posted by Guess? on December 11, 2009 at 9:32 p.m. #94

@93/Sean

Can you do ONE light punch cancel into soul spiral. If you can, then the canceling part is not your problem. If this is the case, then your problem is you are canceling the light punches and not linking them.

 

Posted by James on January 12, 2010 at 3:22 p.m. #95

I used to play cammy and still like her because of the tons of advanced stuff. I decided to fully main rose because I could do everything with her every fadc combo every link you'd need in a game. I miss the complex combos of cammy but reflecting a shoto into the corner then landing j.hk hk ex spark ex fa lv2 ultra feels better than the complex cammy ultra combos. Also I find her throw game really good. The fldamage is sweet and the setup aren't bad either, mainly slide, only problem is it can get a bit predictable but recently I found the remedy. Once you've trained them to tech after your slide throw out a mk it's classed as airborne so is immune to throws and you can combo into a spiral. If thy make her tick throw better in ssf4 I can see her going up. One thing so far is ssf4 reflect looks faster and new ultra looks awesome.

 

Posted by one thing to remember on January 16, 2010 at 10:05 p.m. #96

people that uses rose shouldn't always rely on her throw once they slide near their opponent. they other player simply needs to backdash or jump to evade it then punish you badly.

I prefer using her pokes...definitely useful :p

 

Posted by repeatsin on January 24, 2010 at 10:45 p.m. #97

there are actually ways to combo into the ultra without a focus attack. u can use the EX soul spark->FADC->ultra from outside of sweeping range, or even a light soul spark from at the tip of roses c.hk range, the medium soul spark can be done from the same range as the EX, and the hard can be done from very far away just as long as u can dash in and hit them with the ultra. timing is much more strict on the non-EX versions. The EX version can still be used to combo into if it blows through a enemy fireball first and only hits once it will still combo, with some practice it is actually a viable tactic when u have at least 3 super bars

 

Posted by James on January 26, 2010 at 2:58 p.m. #98

@ repeatsin
problem is there's no hit confirm and I'm not burning 3 ex bars to do less damage than if I'd just gone through the fireball with my ultra. Only rose ultra combos that work are fa crumple ultra or ex spark fa crumple ultra in corner.

 

Posted by @98 on March 5, 2010 at 12:47 a.m. #99

true noobs should stick to BNB

 

Posted by wee on March 5, 2010 at 12:48 a.m. #100

http://www.youtube.com/watch?v=ZDUnlN...

 

Posted by RA_MO on March 11, 2010 at 1:08 a.m. #101

It would be interesting if they allowed her to absorb ex fireballs. Since regular ones give her half a ex bar, then if it were possible, she would get a whole for absorbing the ex fireballs. It would be like countering for free :)

 

Posted by dchong on March 17, 2010 at 9:57 p.m. #102

@97
you can also combo into ultra by doing a jump in hp, but u have to hit very late with it in order for ur ultra to connect.

 

Posted by Demonbreeder on April 2, 2010 at 5:32 a.m. #103

I never really need to combo into ultra with Rose, works perfect as a pure punish/counter ultra.

 

Posted by tvn on April 23, 2010 at 8:37 p.m. #104

So after playing around with her a bit, the best way to link her Ultra 2 anywhere on the screen is like this:

Jump in with HP, Crouch HP, Light Spark, FADC, Ultra2. Wait for the first orb to hit, slide, the second one will hit, crouch HP, Heavy Drill.

This does the best damage without being in the corner with only two bars of meter.

You can now also connect the illusion spark with 3 bars. Ex spark, fadc, ultra.

She can also link crouching hp, drill, super, ultra2.

Her reflect, soulthrow link is cool but it would only be worth it in the corner. Mid screen you would have to burn two meters. To me, a mp, light spark, fadc, crouch hp drill is way more effective.

Other than that, she is exactly the same. Her soul throw is supposed to have better priority but i haven't tested that too much yet.

 

Posted by tvn on April 23, 2010 at 8:46 p.m. #105

Oh yeah, on the side note, the Ultra 2 does not "juggle" the HK HK drill combo. It only works on the ground in the corner. You can only link a soul throw if you do not throw a super. Soul throw, drill, do the same damage normally so don't waste your meter unless its a reversal/counter situation. You can do alot of cool looking combos in the corner, but the biggest damage is simply jump HP, crouch HP, Heavy Drill, Super, Ultra2. It deals easily 550 damage. If someone figures out an effective way to use it as an anti air, let me know. As far as i know, it sucks as anti air.

 

Posted by UsaySHONUFF on May 5, 2010 at 10:48 a.m. #106

This is a warning to all Playstation 3 players of SSF4! Combusted99 plays rose and as of this date is in the top 10 of rose player in N. America. We fought the first round and he was defeated without much of a problem. Second round he got past half life called his satellite orbs and didnt move, A few seconds later it says PLAYER LEFT SESSION, NOT DISCONNECTED FROM SESSION. He dropped the battle so he didnt take the point loss.

What he didnt know is i was top 2 player in N. America with Makoto and have been playing high level people since this game came out. I was playing him with my Main Bison. Please be aware of Combusted99!

If you want some games add me my PSN is UsaySH0NUFF not o but the number ZERO

 

Posted by Danielq94 on May 13, 2010 at 2:09 p.m. #107

rose's ultra can be used as an ok anti-air just wait until there at the apex of their jump, ultra and then crouch if they've already input a kick command then they should get hit straight out of their kick and then juggled by the other orb. I'm pretty sure this works on most characters although a chun li managed to kick me once

 

Posted by SpARelentless on May 22, 2010 at 3:48 p.m. #108

"Ultra 1 — Illusion Spark (Shamwow)"

Haha too great :D

 

Posted by Chip_the_monk on June 23, 2010 at 7:03 p.m. #109

I wish she had an overhead...that would give her so much more pressure...

 

Posted by Grotsnik on June 27, 2010 at 10:09 p.m. #110

I don't think there was any mention but Rose can land Ultra off of her j. HK much like Ken save for it being much more difficult.

An extremely shallow hit that hits in the later active frames of the j. HK can combo directly into ultra. Punishing fireballs with j. HK can combo directly into ultra at nearly any range.

 

Posted by VegaBisonAbel on July 15, 2010 at 4:37 p.m. #111

hey there...new rose player here...anyone else having trouble pulling off the super trap? sometimes the super doesn't come out for some reason

 

Posted by VegaBisonAbel on July 15, 2010 at 4:37 p.m. #112

hey there...new rose player here...anyone else having trouble pulling off the super trap? sometimes the super doesn't come out for some reason

 

Posted by Nelaelu on July 23, 2010 at 3:28 a.m. #113

@Grotsnik #110

Many characters can land ultra after a jumping HK/HP. Nobody talks about it cause it's a pretty useless set up. You have no chance for hit confirming it and even if you land a jumping HP/HK you might end up being late with the ultra anyways (the enemy might block due to ultra's long start up)

Ken's ultra 2 (Guren Senpukyaku) is a different story. It has a fast start up and you DON"T NEED to land jHK/HP deep. It's practically possible to hit confirm it (not easy though). Ken can even land his ultra2 after weaker jumping attacks like MK/MP (with cross up MK too!). That's why that set up is worth attention for him...

 

Posted by Nelaelu on July 23, 2010 at 3:37 a.m. #114

Oh wait... You were talking about her ultra2. Sorry, you are RIGHT then!!

 

Posted by AuraSoulThrow on September 10, 2010 at 6:24 p.m. #115

"Cross up with Jumping Medium Kick, Crouching Hard Punch, Cancel into EX-Soul Spark"

It deals the same damage to do a Soul Spiral and does not require EX meter meaning you can cancel into her super! =)

 

Posted by DarknessFallz on December 11, 2010 at 9:22 p.m. #116

Can someone explain something to me? So is her U2 1+4 due to the AE changes? Like for Zangief's U1 it's 1+0 so is that a 1 frame grab? I just want someone to explain the 1+X for ultras basically.

 

Posted by DeezeeKujaku on February 14, 2011 at 3:58 a.m. #117

Actually, you can combo into Ultra 1 without a focus attack. You can do it after you MP Reflect a projectile or Jump in HP, Cr.HP, EX Soul Spark, FADC (Forward), Illusion Spark. Or you can just do it with standing HP or HK. Uses like 3 bars but for 568 damage it's quite worth it. I hope they keep that in mind when revising her guide. :)

 

Posted by DeezeeKujaku on February 14, 2011 at 4:01 a.m. #118

(Sorry for double posting)

The MP reflect trick has to be done at close range. Basically if your opponent tries to supprise you with a hadoken or something. You can also FADC when you reflect projectiles, making it easier to dash in to catch them getting hit by their projectile or trying to throw another one. It's a pretty neat trick that doesn't make her Ultra 1 obselete, despite Ultra 2 being so much more useful.

 

Posted by zUkUu on July 17, 2011 at 7:33 p.m. #119

this is sooooo outdated.

 

Posted by MaysTheCraze on August 3, 2011 at 1:48 p.m. #120

Why is this guide so Vanilla. Even Hakan's gets updated, but note Rose's?

 

Posted by Artiskan on December 2, 2011 at 11:30 a.m. #121

you know it's funny...i was actually looking at this guide last night...for it to be updated the next day is a hell of a coincidence...especially a day after the "death" of youtube (the original design of it at least)

 

Posted by Legacy_Virus on December 2, 2011 at 11:45 a.m. #122

Much more information is on the way. Stay tuned Rose players!

 

Posted by abcbadcat on December 2, 2011 at 4:13 p.m. #123

Nice update. I main Rose and never noticed her grab is just outside of Uroboros. Good to know.

 

Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.

Submit news tip

Contact Us | Advertise | About | Links | Privacy Policy | Off topic | EventHubs.com v.65