Rose Street Fighter 4 Moves, Combos, Strategy Guide
Last updated on Oct. 12, 2009

Character Overview
• Strengths •
+ Excellent Dashes and above average foot speed.
+ Good pressure game.
+ Slide Attack (Down-Forward + Medium Kick) is a very good move.
+ Solid anti air moves when you're properly spaced.
+ Has several attacks with outstanding range.
+ Throw damage is above average.
+ Can counter most characters who turtle and throw a lot of projectiles with her Soul Reflects.
+ Several viable poke attacks.
+ Crouching Hard Kick (sweep) has a ton of range.
+ Ultra move can be pretty good when used properly.
• Weaknesses •
- Lacks highly damaging combos. Can't combo into her Ultra without using a Focus Attack.
- Timing on reflecting/absorbing projectiles can be tricky.
- Outside of a few moves, her damage overall is below average.
- Doesn't have an overhead attack.
- Slightly below average stamina rating.
Beating down Fireball throwers
Rose is terrific at stopping people who spam fireballs. Her Light Punch Soul Reflect will absorb a projectile giving her about 1/2 of a blue block of Super meter.
Most players tend to stop throwing many projectiles after you absorb a few and will move on to other tactics. This allows you to get inside and play a strong positioning game because you're not having to dodge a bunch of fireballs.
You'll want to be at a range where you can dash in and throw your opponent and also in a good spot to use her two main anti air moves, Crouching Hard Punch and her Soul Throw.
From this spot on the ground, you can throw out some Soul Sparks, be in position for a jump in combo or a sweep.
Using these moves will help keep your opponent off guard, because Rose has quite a few viable tactics she can resort to when she's right around sweep distance.
The trade off is you won't have as much time to react to fast projectiles, but just fall back and start absorbing them if your opponent starts to pester you with fireballs.
Special Moves
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• Soul Spark (Fireball) •
On the slow side for a projectile, but it doesn't matter much because you can absorb or reflect fireballs back at your opponent.
You're going to use this mainly to control spacing and pester your opponent, which works especially well against characters who have a difficult time getting around fireballs.
Rose's Light Punch Soul Spark is very slow and it's on the large side for a projectile, so players like Balrog and E. Honda can have a difficult time getting around it, so you'll want to use these to control the match and their spacing. Always try to put yourself in position for easy throws, jump in combos, sweeps and the like.
You're going to be using the Light Punch version the majority of the time, because the Medium and Hard Punch Fireballs have a delay that will keep them from comboing in most cases, and the start up time for either projectile can lead to easy jump in attacks for your opponent.
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• Soul Spiral (Lunge Drill) •
*Armor Breaking*
Great attack when coupled with her Crouching Light or Medium Punch. You can put a lot of pressure on your opponent with this and it breaks armor.
This attack should be safe as long as you perform it from the proper distance. Use a couple of Crouching Light attacks Linked into a Crouching Medium Punch to gain a little extra distance if you need it.
Also, your Hard Kick (and sometimes Medium and EX) Spiral is safe in many situations if you couple it with your back dash. Your Hard Kick Drill has the shortest recovery time, and your back dash has a few invincible frames. These two combined together allow you to apply pressure, but then immediate dash away to safety when your opponent tries to counter.
From this point you may be in a perfect position to throw another Spiral to punish their attempted counter poke or just reposition yourself for a more ideal setup.
Remember, never do Soul Spirals from point blank range — unless it's in a combo — as they're very easy to punish from close up.
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• Soul Reflect •
This move will not reflect/absorb EX projectiles. Light Punch will absorb the projectile, giving you about half a blue block of Super meter. Medium Punch bounces the projectile back at the person horizontally. Hard Punch bounces the fireball back diagonally.
A projectile being reflected does not change the damage it does, unless you use the EX version.
Rose's scarf can hit your opponent at point blank range when she does her Soul Reflect. This can be an alright move in combos and such, but its main purpose is bouncing projectiles.
Note: You cannot instantly pull off this move to negate fireballs, Rose needs to be in about the middle part of the animation to reflect/absorb, so timing and a bit of prediction is crucial.
If you land the Hard Punch version from close range, you can use it to juggle the other fighter into Rose's Super. Because the range on her Soul Reflect is so terrible though, it's not a very practical combo.
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• Soul Throw •
Timing on this is fairly strict. In most instances you'll want to use Crouching Hard Punch to knock your opponent out of the air instead, but if you know a jump is coming this can work pretty well. Also handy against fighters like Vega (Claw) because you can grab him right out of his Wall Dive.
The main problem with this move is you'll trade hits all too often against most fighters unless you arrive very early as your opponent is jumping in. You need great timing and execution to land this consistently.
Still a good move against some fighters and in some situations though...
EX Moves
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• EX-Soul Spark (Fireball) •
This projectile hits twice and can be used in combos. Does solid damage and if you end your combo with it — it'll bounce you away so you're out of range from counter attacks, in most cases.
If you get into a projectile match with your opponent, mix in a few EX-Fireballs to keep them off balance. If they throw a normal projectile out, Rose's EX-Soul Spark will absorb that and follow through to hit them.
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• EX-Soul Spiral (Lunge Drill) •
*Armor Breaking*
This has the most range of all of your Soul Spirals, but its biggest asset is giving you a few frames of invulnerability while it's starting up. This lets you blow through some attacks, sometimes to counter your opponent's move and other times to escape.
This has the same recovery time on block as the Medium Kick Soul Spiral, which means it can definitely be countered on block, but coupled with your back dash, you can make this fairly safe if used from the proper range.
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• EX-Soul Reflect •
This will bounce an EX or normal projectile back at your opponent, doing slightly more damage than a regular Soul Reflect would have.
This has a slightly faster startup time than your regular Soul Reflect. The reflected projectile will travel straight across the screen.
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• EX-Soul Throw •
Offers a few frames of invulnerability, which the regular version doesn't have. This works pretty well, letting you blow through some attacks you normally wouldn't be able to with your regular Soul Throw.
If your opponent attempts a jump in that doesn't hit you right as you're standing, you should be able to time this to grab them out of the air.
This most closely mimics your Hard Punch Soul Throw, but it also offers a tad bit more range in additional to the invincibility.
Super and Ultra Moves
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• Aura Soul Spark (Super) •
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• Illusion Spark (Ultra) • *Armor Breaking*
This can be a pretty good Ultra, and also a not so good one. If someone jumps from the right distance you can make them eat your Ultra nearly every time if they don't have an air move that lets them avoid it. It takes off a good amount of power and it's pretty nifty when this works out.
The biggest problem though is you cannot combo into your Ultra without using your Focus Attack, which means in some matches, depending on the character, you won't have much of an opportunity to land this at all.
Against some characters, this is a pretty good punishing tool when your enemy throws out a move they shouldn't have, but the long start up time and bad recovery time will ensure you pay a price when you do not connect with it.
As such, Rose's Ultra is a mixed bag. Definitely useful, but not one of the better Ultras in the game, and can be devastating to your game if you do not use it properly.
Combos
• Jump in with Medium Kick, Crouching Medium Punch, Cancel into Light Kick Soul Spiral •
Your Bread and Butter Combo. Does good damage and very easy to do.
• Cross up with Jumping Medium Kick, Crouching Hard Punch, Cancel into EX-Soul Spark •
Good, safe, easy to do combo if you have EX meter to spare.
• Cross up with Jumping Medium Kick, Crouching Light Punch, Crouching Light Kick, Link into Crouching Medium Punch, Cancel into EX-Soul Spiral •
On bigger characters you can do a Light Kick Soul Spiral instead of an EX version, but from mid-size characters or smaller, only the EX version will combo.
• Jump in with Hard Kick, Crouching Hard Punch, Cancel into Light Punch Soul Spark, Cancel into Super •
You can swap out the Soul Spark with a Soul Spiral here.
• Jump in with Hard Kick, Crouching Hard Punch, Cancel into Light Punch Soul Spark, Focus Attack Dash Cancel, Crouching Light Punch, Crouching Light Kick, Link into Crouching Medium Punch, Cancel into Light Kick Soul Spiral •
Difficult combo to pull off, but the damage is good. Instead of following up with Crouching Light Punch after the Focus Attack Dash Cancel, you can set up a throw instead, which usually catches people off guard.
• Light Punch Soul Spark, Focus Attack Dash Cancel, Dash, Crouching Light Punch, Crouching Light Kick, Link into Crouching Medium Punch, Cancel into Light Kick Soul Spiral •
A variation on the combo above, which doesn't require a jump in attack to set up and lets you apply some good pressure on the ground.
• Level 2/3 Focus Attack, Dash Forward or Backwards, Ultra •
The only was you can combo into your Ultra.
Normal Moves
This is not a complete list of Rose's normal moves, just the ones we think are noteworthy.
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• Anti Air Punch •
When you have your spacing down this will stop a lot of jump in attacks. Also works good in combos. You must learn to use this move to be a good Rose player.
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• Crouching Medium Punch •
It's back, but it's not as good as it was in Alpha 2. Rose's Crouching Medium Punch used to be the stuff of legends, now it's just simply a good move. Good combo starter, will beat out quite a few moves.
You'll use this mainly in conjunction with Soul Spirals and Sparks. You can Link into this after a Crouching Light Punch or Light Kick, but the timing is very strict.
(In the air)
• Jumping Medium Kick •
Great cross up attack. Hit box on this is deceptively large, meaning you can set up some ambiguous cross up situations.
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• Crouching Hard Kick (Sweep) •
Nice range, speed and damage on this move. Use this attack to punish moves with long recovery times when you'd otherwise be out of range to hit your opponent.
Video walkthrough of Rose's Trial Challenges in Street Fighter 4. Watch ►
Movie courtesy of Kalelulen4
Walkthrough: How to complete Rose's Trials in Challenge Mode
On Rose's 1st Hard Trial, you need to delay the last Crouching Light Punch so that you can Cancel into her Soul Spiral. If you do the last Crouching Light Punch too quickly, you won't be able to Cancel. The timing on this is like a Link.
On Rose's 4th Hard Trial, you have pause for a split second after doing your Focus Attack to be able to land the Standing Hard Kick. Dan will come crumpling down which will give you a chance to hit him. Doing it too early or late will cause you to whiff.
Going through all 10 of Rose's Trials will give you a pretty good idea what her core combos are and how to use most of the moves.
While some of the Links and Cancels are difficult to pull off, getting through these will really help you improve your execution, so try your best and keep practicing.
If you're struggling with understanding any of these notes, make sure you check out the video over on the right so you can see the moves being executed.
| Normal: Trial 1
• Standing Medium Kick. • Standing Hard Kick. • Towards + Light Punch and Light Kick (Throw). • Backwards + Light Punch and Light Kick (Throw). • Down-forward + Medium Kick (Slide). • Towards + Hard Kick. |
Normal: Trial 2
• Soul Spark (Fireball). • Soul Spiral (Drill). • Soul Reflect. • Soul Throw. • Aura Soul Spark (Super). • Illusion Spark (Ultra). |
| Normal: Trial 3
• Standing Medium Kick, Cancel into Soul Reflect. • Standing Hard Punch, Cancel into Soul Spiral. • Standing Hard Kick, Cancel into Soul Spark. • Crouching Medium Kick, Cancel into Soul Spiral. • Crouching Hard Punch, Cancel with EX-Focus Attack. |
Normal: Trial 4
• Jumping Hard Punch, Crouching Medium Kick, Cancel into Soul Spiral. • Jumping Hard Punch, Standing Hard Kick, Cancel into Soul Reflect. • Jumping Hard Kick, Standing Hard Punch, Cancel into Light Punch Soul Spark, Cancel into Aura Soul Spark (Super). • Focus Attack, Illusion Spark (Ultra). |
| Normal: Trial 5
• Standing Medium Punch, Link into Standing Light Kick. • Standing Medium Punch, Link into Crouching Medium Punch. |
Hard: Trial 1 • Crouching Light Punch 2x, Link into Crouching Light Punch, Cancel into Soul Spiral, Cancel into Aura Soul Spark (Super). |
| Hard: Trial 2 • Jumping Hard Kick, Standing Medium Punch, Link into Crouching Medium Punch, Cancel into Soul Spiral. | Hard: Trial 3 • Jumping Hard Kick, Crouching Medium Punch, EX-Soul Spark, Cancel into EX-Focus Attack, Illusion Spark (Ultra). Some people find it helpful to Dash Backwards after the EX-Focus Attack, but you can can still land the Ultra without that. |
| Hard: Trial 4 • Jumping Hard Kick, Standing Hard Kick, EX-Soul Spark, Cancel into EX-Focus Attack, Dash, (Pause Briefly) Standing Hard Kick, EX-Soul Spark. | Hard: Trial 5 • Crouching Medium Kick, EX-Soul Spark, Cancel into EX-Focus Attack, Illusion Spark (Ultra). |
Contributions to this guide by YFlow.

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 :)
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