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Rose Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:05 p.m. PDT

Rose Ultra Street Fighter 4 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.

+ 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.

- 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.
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.

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
Soul Spark (Fireball)


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.

Soul Spiral (Drills)


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.

Soul Reflect


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.

Soul Throw


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

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
Ultra 1


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)
Ultra 2


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.

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 forums.
Contributions to this guide by Nyoro, Legacy_Virus and Catalyst.


RA_MO said on March 11, 2010 at 1:08 a.m.

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 :)

dchong said on March 17, 2010 at 9:57 p.m.

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.

Demonbreeder said on April 2, 2010 at 5:32 a.m.

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

tvn said on April 23, 2010 at 8:37 p.m.

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.

tvn said on April 23, 2010 at 8:46 p.m.

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.

UsaySHONUFF said on May 5, 2010 at 10:48 a.m.

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

Danielq94 said on May 13, 2010 at 2:09 p.m.

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

SpARelentless said on May 22, 2010 at 3:48 p.m.

"Ultra 1 — Illusion Spark (Shamwow)"

Haha too great :D

Chip_the_monk said on June 23, 2010 at 7:03 p.m.

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

Grotsnik said on June 27, 2010 at 10:09 p.m.

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.

VegaBisonAbel said on July 15, 2010 at 4:37 p.m.

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

VegaBisonAbel said on July 15, 2010 at 4:37 p.m.

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

Nelaelu said on July 23, 2010 at 3:28 a.m.

@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...

Nelaelu said on July 23, 2010 at 3:37 a.m.

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

AuraSoulThrow said on September 10, 2010 at 6:24 p.m.

"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! =)

DarknessFallz said on December 11, 2010 at 9:22 p.m.

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.

DeezeeKujaku said on February 14, 2011 at 3:58 a.m.

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. :)

DeezeeKujaku said on February 14, 2011 at 4:01 a.m.

(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.

zUkUu said on July 17, 2011 at 7:33 p.m.

this is sooooo outdated.

MaysTheCraze said on August 3, 2011 at 1:48 p.m.

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

Artiskan said on December 2, 2011 at 11:30 a.m.

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)

Legacy_Virus said on December 2, 2011 at 11:45 a.m.

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

abcbadcat said on December 2, 2011 at 4:13 p.m.

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

surrender said on March 8, 2012 at 2:56 a.m.

Soul Throw is of no use?? Excuse me?? Of course, sticking to crouching HP is ideal but a well-baited Soul Throw can FLUSTER an opponent. Then they usually try to jump in again for whatever reason like they haven't learned their lesson. And when they do... they eat another Soul Throw :)

Kimori said on April 2, 2012 at 12:15 p.m.

People dont forget the fact EX Soul Spiral connects every time no matter wich normal you use and at wich distance you use it.

FrancisJardim said on October 10, 2012 at 9:17 p.m.

hey see my combo video :

FrancisJardim said on October 10, 2012 at 9:18 p.m.

rose ae 2012 combos :
METERLESS (160/200) (160/200)
cr.hp+spiral (200/250)
cr.hp+hp reflect,ST (278/330)corner
cr.lp,, (168/250),cr.hp+spiral (268/355)counter hit, (210/280)
1 METER,cr.lp,, (228/420),cr.lp,, (188/270)
cr.hp+EX-spark, (318/350)
cr.hp+hp reflect,FADC,ST (278/330)
cr.hp+lp spark,FADC,cr.hp+spiral (330/390)
cr.hp+lp spark,FADC,cr.HP+hp reflect,ST (391/450)corner
cr.hp+EX-spark,FADC,cr.hp+spiral (350/440)
cr.hp+EX-spark,, (414/480)corner
cr.hp+EX-spark,cr,mp+lp spark,FADC,cr.hp+reflect,ST (453/543)corner
soul piede+super (400/200)
cr.lp,, (348/250),cr.hp+spiral+super (478/355)counter
cr.hp+lp spark,FADC,cr.hp+lp spark,FADC,cr.hp+spiral (426/495)
cr.hp+EX-spark,,FADC,cr.hp+reflect,ST (467/595)corner
cr.hp+EX-spark, spark,FADC,cr.hp+EX-spark, (468/580)

Swipa said on March 12, 2013 at 11:47 a.m.

The notations for Ultra 2 are wrong. It's 2x HCB + 3PPP not 3KKK!!!!!!

Zuzaleandro said on October 20, 2013 at 8:55 p.m.

Hey guys look this video about the brazilian Rose ^^



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