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Rose has a history of being boring yet powerful in past Street Fighter titles but how is her new glow up going to change what worked great before?

Posted by Dakota 'DarkHorse' Hills • April 17, 2021 at 8:23 p.m. PDT • Comments: 17

Rose's core design philosophy in previous Street Fighter titles was that of a simplistic / straight-forward zoner that many players considered "boring" for decades, but Capcom is seemingly trying to change that by giving her some more flair in Street Fighter 5: Champion Edition.

With the fated fortune teller's release now just a day away as the second DLC character of Season 5, we thought now's the perfect time to look back at what made Rose's more basic nature successful in previous games along with how they've been adapted to her latest form.

Many players here are likely most familiar with Rose's Street Fighter 4 incarnation and the headaches she could cause to anyone, no matter who they played.

Despite not having hardly any combos that lasted for more than three hits, Rose was able to keep pace with the crazier fighters in the game like Evil Ryu and Ibuki for a handful of key reasons.

Perhaps chief amongst them was Rose's backdash, which was likely the best in the game and really embodied her slippery nature.

Since backdashes were an invincible escape option in SF4, strong players had to take advantage of option selects to try and counter them with sweeps or other far-reaching attacks.

Problem was, however, most of them didn't work on Rose. Her distance traveled and amount of invincibility frames meant that players had to try and come up with character-specific OS's, if they even existed, or else she'd have a get out of jail free card to reset to neutral or even counter those who were trying to counter her.

Obviously, Street Fighter 5 nipped that problem by removing most of the invincibility from backdashes, but Capcom is still trying to keep that slippery nature intact this time around.

Rose's backdash still seems to travel a good distance by SF5's standards, and her slide kick looks even better now to dodge projectiles and low-profile other attacks.

Her V-Trigger 1 also gives her the option to easily reset the game to neutral though it comes at a much higher cost in SF5.

Soul Dimension allows the fortune teller to teleport backwards quite a ways, but she'll have to burn up one of her two uses to achieve it. She'll also probably benefit quite nicely from the universal V-Shift mechanic as well to get out of trouble.

Busted Normals and Specials

The other major factor that helped push Rose over the top in SF4 was that her normal buttons were also among the best the game had to offer. Her specials put in a lot of work too.

Far standing heavy kick reached nearly half way across the stage and did 100 damage, so players would be losing usually at least 10 percent of their total health every time they got caught with it or her forward heavy kick move.

Many of her other normals had similar long reach, fast recovery or a combination of the two, which let Rose chip at her opponent from pretty much any range.

These pieces wouldn't all come together, however, until Ultra Street Fighter 4 where Rose received some nice damage buffs to help push her over the top.

This is the time that GO|Luffy would win EVO 2014 with the character and cemented himself as one of the premier competitors in the game.

Soul Spiral was also a great way for Rose to quickly go in with a move that could break through Focus Attacks while being somewhat difficult to react to and punish.

Fellow Zoner players will remember just how good she was as an anti-zoner character in SF4 as well with Soul Reflect allowing her to either send projectiles back or simply absorb them for a ton of EX meter.

While reflect has been transferred to Menat in SF5, outside of seemingly being her V-Reversal, Rose's Soul Punish serves a similar function and allows her to pretty much set up dangerous bombs wherever she wants on screen.

With the wider screen real estate in the current game, her heavy kick options won't be as oppressive as they were before, but there's a few moves that are even better.

Heavy punch and crouching medium kick's ranges seem improved and will likely be some of her main tools considering they're both special cancellable this time around too.

Soul Spiral doesn't look like it travels nearly as far as in SF4 though we've yet to really see it used in neutral at the moment.

Soul Satellite Shenanigans

Rose's Ultra 1 was notoriously awful in SF4, so Capcom apparently decided to make up for that by giving her probably the best utility Super move, outside of Genei Jin, with Soul Satellite.

These two floating orbs being summoned to the field would be the make or break point for many matches involving Rose thanks to one of the easiest and hardest hitting 50/50s in the game.

Simply land a hard knockdown, activate Soul Satellite and use Soul Throw to drop on either side of the opponent and make them guess where you're gonna land.

The move became so synonymous with the character that Capcom had to include it in Rose's SF5 toolkit via her V-Skill 2.

It won't be nearly as punishing in this game since she needs to find the time to perform it twice to get both orbs, but that doesn't mean it still won't be dangerous.

Despite the fact that Soul Throw is gone now too, she'll still get mixups using her V-Trigger teleport or going for the good ol' high-low.

Soul Satellite's true strength won't be known until we can get our hands on the character, but it'll probably still be good considering she'll be able to use it whenever she wants.

Kickin' it back to Alpha

While Rose didn't have quite the same track record in the Street Fighter Alpha games as she did in Ultra Street Fighter 4, she still had some aspects that made her stand out in the crowd.

Alpha introduced us to her Soul Illusion Super that allowed her to string lengthier combos together or do a bunch of chip damage by making all of her attacks hit twice without much that could be done to stop it.

After skipping out on SF4, Soul Illusion is back as Rose's VT2, which looks to be used in much the same way as before, so it could have some good potential.

Players will have to make it count though, as the V-Trigger double hit form only lasts for about six seconds.

One thing that certainly won't be returning from Alpha 2 is her infamously busted crouching medium punch.

David Sirlin historically used crouching strong 18 times in a row to win during grand finals at East Coast Championships 4 many moons ago thanks to the move's speed allowing her to pretty much throw it out constantly without any openings.

Capcom's philosophy in Street Fighter 5 for Rose appears to be wanting to keep much of what made her strong in the previous games, like being slippery and difficult to nail down, while making her a more active player on the field.

She can't simply run away and hit roundhouse forever, but her zoning and spacing tools look to be some of the strongest SF5 has to offer.

On top of what she had before, the developers are also allowing Rose to get some real combo extensions now for added offensive flair with both of her V-Triggers.

Even outside of VT, she'll still get new follow-ups thanks to EX Soul Punish and EX Soul Bind launching the opponent for juggle combos.

We'll see just how true to form Rose is in Street Fighter 5 in just one day, but it seems like Capcom's managed to capture the interest of old Rose players as well as those who probably disliked her before.

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