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USF4 > Rose > Ultra 2 - Super and Ultras

Rose's Ultra 2 Ultra Street Fighter 4 - Soul Satellite, Orbs


Ultra 2 a.k.a. Soul Satellite, Orbs
9.3 of 10
Rating
Hard knockdown
Limited juggle
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Serperior posted November 22, 2014

Strengths (Continued):
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3. Combo potential

The orbs have a lot of different ways of being utilized in combos. There are ways to use them within combos via FADC, but most are somewhat less practical and less often used.

The orbs are better as combo starters and are versatile in both creating and finishing juggle combos. One of the most commonly used applications of the orbs is in combination with Soul Throw. After activating U2, you can use Soul Throw to propel Rose up and over your opponent's head while the orbs are spinning. If spaced correctly, which is absolutely key when doing this, it is difficult to predict which side of your foe Rose will land on when she descends back down. And with both orbs spinning around her it creates an ambiguous cross-up type scenario where your opponent has to guess which way to block the orbs. If blocked incorrectly, the orbs will hit and you will have landed on the ground right next to your foe with enough time to land a follow up combo.

Soul Satellite also has multiple juggle capabilities. First, it can be used within juggle combos. After successfully landing HP Soul Reflect, your opponent is put into a juggle state, and just as they begin to descend you can activate U2 and either walk forward, forward dash, or slide (Down-Forward Medium Kick) to connect with the orbs (to do this mid-screen you are required to FADC after HP Soul Reflect and then activate U2). Second, Soul Satellite can be used to initiate juggle combos. The orbs put your opponent into a juggle state if they are hit while airborne, allowing Rose to follow up with moves like Soul Throw, Soul Spiral, and even Aura Soul Spark (but only if both orbs connect as it's not possible to activate Aura Soul Spark while the orbs are still active). So Soul Satellite is actually a pretty good anti-air if your opponent foolishly (Read: stupidly) tries to jump at you while the orbs are active, because it can lead to some decent damage.
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4. Good defensive tool/Momentum shifter

Soul Satellite is good as a defensive tool, as well, in that the orbs can essentially act as a shield to Rose, protecting you from being pressured by your opponent. You'll come to notice after you activate the orbs, your opponent typically starts to back off and gets defensive, which does two really beneficial things. First, it gives you space to breathe, particularly if your opponent has been hounding you and you feel like you need to regroup. Second, it actually allows Rose to somewhat shift the momentum of the match in her favor (at least temporarily) because you can go from being the hunted to the hunter, pursuing your opponent as they frantically try to escape from Soul Satellite.
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+1
Rating
Serperior posted November 22, 2014

Ultra 2, Soul Satellite, is one of, if not perhaps the best tool Rose has in her arsenal. Upon activation, Rose summons two spherical orbs of Soul Power that she sends revolving around her for 10 (real-time) seconds as she is able to move and attack freely. While this concept may seem at face value to be really simplistic and maybe even unimpressive, Soul Satellite provides Rose with both offensive and defensive benefits that are so great that most find it impossible to resist selecting Ultra 2 in most (or all) match ups. Sorry, Illusion Spark (U1), but you'll be sitting out this (and most) round. Let's discuss some of the qualities of Rose's Ultra 2, Soul Satellite:

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Strengths:

1. Relatively safe to use

One of the nice things about Soul Satellite is that it starts up rather quickly (5 frames). While it may not have any startup invincibility (because remember SSF4?) it doesn't usually matter because all you need is just a little bit of space or a knockdown to have enough time to activate and get the orbs out there without anyone being able to threaten you. This is because most moves that startup in 5 frames or less are light punches and kicks or command grabs and throws that have relatively short range and would only hit you if your opponent was right up close AND would require a quick reaction. Just don't activate Soul Satellite if your foe is right up in your face at point blank range and you should be fine.
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2. Armor breaking properties

A unique and beneficial quality of Soul Satellite is that the orbs can break armor. While technically considered projectiles, being given the armor break property means that your opponent can't just try to focus absorb them like any other projectile and then dash away. Seems pretty fair since this is an Ultra Combo, after all.
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+1
Rating
Serperior posted November 25, 2014

Weaknesses (Continued):

4. The orbs will dissolve when hit by projectiles

As the orbs are technically considered projectiles, they can be canceled out when hit by other projectiles. When you activate U2, opponents that have projectile moves will tend to try to get as much distance away from you as possible and then start throwing fireballs/sonicbooms/kunai knives/rocks at you in an attempt to destroy the orbs. It is important that you try to avoid letting this happen as U2 is too valuable to be wasted.

Serperior posted November 22, 2014

Weaknesses:

1. Low damage output

While this is fair, given the wide versatility of the move, it is still a negative nonetheless. At most, each orb does only 120 damage, for a total of 240, so if you don't use Soul Satellite when your revenge gauge is at maximum, they do even less. Yes, it is possible to combo off of the orbs to add more damage, but not in every situation.
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2. Does not function very well as a comeback tool

Mostly due to its lack of power, Soul Satellite really can't (and usually shouldn't) be used as a reliable comeback tool (if raw power and comeback potential is what you're looking for, Illusion Spark-Ultra 1 is the better choice). At maximum the damage output of Soul Satellite is underwhelming, and even if you do manage to hit your opponent with the orbs, a followup combo is not always guaranteed. Therefore, trying to use this move to mount a comeback when you have less than 30% stamina can be difficult to pull off, especially if your opponent manages to simply block the orbs or successfully runs away until the orbs dissolve. In addition, due to the lack of invincibility on startup, if your opponent is applying a lot of in-your-face pressure, you won't be able to activate the orbs unless you manage to safely create enough space to do so, which is not always an easy task (contrary to popular belief, mashing backdash does not solve all of Rose's problems).
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3. Can be neutralized by well timed pokes

This point is being made as more of a caution to the Rose player rather than being a severe detrimental factor of Soul Satellite itself. But it does beg to be mentioned that it is possible for your opponent to dissolve the orbs without being hit by connecting a well timed poke in between the gaps of the orbs' rotation. Again, this is more of a cautionary warning to Rose players that even though you are well protected when the orbs are spinning, it doesn't mean you are an impenetrable wall. Savvy foes will be patiently trying to time a poke just right with the rotation of the orbs and if you're not being careful, you could lose them before having a chance to utilize them for anything other than being something pretty to look at.
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Serperior posted November 22, 2014

Strengths (Continued):

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5. Good at closing out rounds

One of my favorite things about Soul Satellite is that it can be used to swiftly close out a round or a match when your opponent's stamina is low. In fact, Soul Satellite is at its most effective when you have the life lead and your opponent is at 10-20% or less. All it takes at this point is just one orb to connect and it's game over for your foe.
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6. Can (sometimes) be used multiple times in a round

Just one more thing that makes this move so useful is the fact that it's one of the only Ultra Combos that can be used twice in one round, if played well (<-- Can't stress that point enough). It takes some effort to be able to pull off consistently but if you're able to do it, it is really helpful. First, you must successfully focus absorb at least one or two hits from your opponent. This builds your revenge gauge without causing you to actually lose health, which is essential because this means you will gain enough revenge meter to stock U2 with more than 50% of your stamina remaining. This leads to the second part, in that when you do stock U2, you must use it before your opponent can reduce your stamina to below 50%, otherwise it will become much more difficult and perhaps nearly impossible to get a second U2 before you get KO'd.

While this can be done against just about every character, it tends to be much easier to do against projectile characters, as it is relatively safe and easy to focus absorb projectiles from a distance, which easily ensures that you'll have an opportunity to stock and use your first U2 early on, and then obtain a second one for use later.
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ScrubSaibot posted November 22, 2014

Against characters with jumping attacks that are difficult to anti air (such as Seth's divekick) you can alternatively AA with the orbs for high damage. But more importantly, the threat of being AAed by the orbs keeps these characters grounded, allowing you to control space better and make them take more risks to get in on you.





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