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Super Street Fighter 4: Arcade Edition v.

2012
Rose Player Guide
Created by: Brendan Poree

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SSF4AE 2012 Rose Player Guide
7/6/2012

CONTENTS
Basic Information ...................................................................................................................................................................... 5
Statistics................................................................................................................................................................................... 5
Story .......................................................................................................................................................................................... 5
Version 2012 changes ......................................................................................................................................................... 6
Character Synopsis ............................................................................................................................................................... 6
Rose General Strategy ....................................................................................................................................................... 7
Move List ...................................................................................................................................................................................... 8
Notable Normal Moves ..................................................................................................................................................... 8
Crouching Medium Punch .......................................................................................................................................... 8
Crouching Medium Kick .............................................................................................................................................. 8
Close and Far Standing Medium Kick or Far Standing Hard Kick .............................................................. 8
Anti-Air: Crouching Hard Punch .............................................................................................................................. 8
Soul Piede .......................................................................................................................................................................... 9
Slide ..................................................................................................................................................................................... 9
Jumping Medium Kick .................................................................................................................................................. 9
Special Moves ..................................................................................................................................................................... 10
Soul Spark (Fireball) ................................................................................................................................................... 10
Soul Spiral (Drills) ....................................................................................................................................................... 11
Soul Reflect ..................................................................................................................................................................... 12
Soul Throw...................................................................................................................................................................... 12
Super Move.......................................................................................................................................................................... 13
Super Aura Soul Spark ......................................................................................................................................... 13
Ultra 1 Illusion Spark ................................................................................................................................................ 14
Ultra 2 Soul Satellite (Orbs) .................................................................................................................................... 14
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SSF4AE 2012 Rose Player Guide
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Example Combos ................................................................................................................................................................... 15


Frame Data ................................................................................................................................................................................ 15
Normal Moves ..................................................................................................................................................................... 16
Other, Special Moves, Supers & Ultras ..................................................................................................................... 18
Hit Box Information (Japanese) .......................................................................................................................................... 21
Character Match Up (work in progress) ........................................................................................................................... 23
Vs. Abel: ................................................................................................................................................................................. 24
Vs. Adon: ............................................................................................................................................................................... 24
Vs. Akuma: ............................................................................................................................................................................ 24
Vs. Balrog (Boxer): .............................................................................................................................................................. 24
Vs. Blanka: ............................................................................................................................................................................. 24
Vs. Cammy: ........................................................................................................................................................................... 25
Vs. Chun-Li: ........................................................................................................................................................................... 25
Vs. Cody: ................................................................................................................................................................................ 25
Vs. Dan: .................................................................................................................................................................................. 25
Vs. Dee Jay: ........................................................................................................................................................................... 25
Vs. Dhalsim: .......................................................................................................................................................................... 25
Vs. Dudely: ............................................................................................................................................................................ 25
Vs. E.Honda: ......................................................................................................................................................................... 25
Vs. El Fuerte: ........................................................................................................................................................................ 26
Vs. Evil Ryu:........................................................................................................................................................................... 26
Vs. Fei Long:.......................................................................................................................................................................... 26
Vs. Gen: .................................................................................................................................................................................. 26
Vs. Gouken:........................................................................................................................................................................... 26
Vs. Guile:................................................................................................................................................................................ 26
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SSF4AE 2012 Rose Player Guide
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Vs. Guy: .................................................................................................................................................................................. 26


Vs. Hakan:.............................................................................................................................................................................. 26
Vs. Ibuki: ................................................................................................................................................................................ 26
Vs. Juri: ................................................................................................................................................................................... 26
Vs. Ken: .................................................................................................................................................................................. 27
Vs. Makoto:........................................................................................................................................................................... 27
Vs. M.Bison (Dictator): ...................................................................................................................................................... 27
Vs. Oni: ................................................................................................................................................................................... 27
Vs. Rose: ................................................................................................................................................................................ 27
Vs. Rufus: ............................................................................................................................................................................... 27
Vs. Ryu:................................................................................................................................................................................... 27
Vs. Sagat: ............................................................................................................................................................................... 27
Vs. Sakura:............................................................................................................................................................................. 27
Vs. Seth: ................................................................................................................................................................................. 27
Vs. T.Hawk: ........................................................................................................................................................................... 28
Vs. Vega (Claw):................................................................................................................................................................... 28
Vs. Yang: ................................................................................................................................................................................ 28
Vs. Yun: .................................................................................................................................................................................. 28
Vs. Zangief:............................................................................................................................................................................ 29
References: ............................................................................................................................................................................... 30

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SSF4AE 2012 Rose Player Guide
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BASIC INFORMATION
STATISTICS
Basic Fight Style: Zoning
Tier: B
Stamina (Defense): 950
Stun: 1000
Forward Dash: 21 frames
Dash Distance: 1.7 meters
Back Dash: 22 frames
B. Dash Distance: 1.2 Meters
Jump: 4 frames to leave ground / 38 frames in air

STORY
Rose, a fortuneteller from Genoa, was Bison's soul mate, literally. After facing Bison for the first
time, she discovered the two shared the same soul, his corrupt and hers pure. The demented
warrior briefly possessed the mystic before he moved to another body. Rose cannot remember
what happened while Bison controlled her, but knows he is still out there no matter what others
might say.
She embraces her mysterious Soul Power, the one weapon Bison cannot command, and uses it to
wield her golden scarf against the wrongs of the world. Entering the new fighting tournament, Rose
is determined to put an end to Bison once and for all.

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SSF4AE 2012 Rose Player Guide
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VERSION 2012 CHANGES


Ultra 2 - Soul Satellite - Changed startup from 7F to 5F. Fixed issue whereby EX Soul Reflect
could be triggered accidentally.
Near Standing Medium Kick - Extended hit stun by 1F, giving the attacker a possible +4F
advantage on a hit.
Soul Spark - Changed Super Meter build-up from 20 to 30 for light, medium, and hard versions.
Soul Piede (Toward + HK) - Changed total action frames from 33F to 29F. Increased reach by
moving hitbox forward. Shrunk active period hurtbox.
Crouching Medium Kick - Fixed issue whereby counter-hit damage was taken when attacked in
any frame after hit detection started.
EX Soul Reflect - Made invincible to projectiles from start until 7th frame. Activated projectile
return hitbox from 5th frame onward.
EX Soul Spiral - Changed damage from 100 to 120.

CHARACTER SYNOPSIS
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.

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SSF4AE 2012 Rose Player Guide
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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 longrange 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 back-dashes (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.

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SSF4AE 2012 Rose Player Guide
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MOVE LIST

NOTABLE NORMAL MOVES


CROUCHING MEDIUM PUNCH
This move has an incredible amount of priority and it's special cancelable. This 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

OR

Far Standing Medium Kick is a great poke and when Rose's scarf flashes blue she cannot be hit by low attacks. This is a really
great counter-attack to those who abuse low moves at mid-range.
Close Standing Medium Kick is one of Rose's best mix-up moves on the opponent's wakeup. She is considered to be in a throw
invincible state. 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.

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SSF4AE 2012 Rose Player Guide
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SOUL PIEDE
This is 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


This is Rose's cross-up attack. Very ambiguous and can lead to an easy combo if it lands.

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SSF4AE 2012 Rose Player Guide
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SPECIAL MOVES
SOUL SPARK (FIREBALL)

OR

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
block-strings 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 hit-stun.
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 time 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.

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SSF4AE 2012 Rose Player Guide
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SOUL SPIRAL (DRILLS)

OR

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 combo-able 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 block-strings, 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 combo-able 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 combo-able from Medium Attacks, but leaves wide open block-strings.

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 back-dashing..

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SSF4AE 2012 Rose Player Guide
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SOUL REFLECT

OR

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 doing a combo 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

OR

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 hit-box 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 cross-ups 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.

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SSF4AE 2012 Rose Player Guide
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SUPER MOVE
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.

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SSF4AE 2012 Rose Player Guide
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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.

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SSF4AE 2012 Rose Player Guide
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EXAMPLE 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.

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FRAME DATA

NORMAL MOVES
Move

Block Damage Stun Meter


Gain

Cancel
Ability

Startup Active Recover

Frame
Adv. Block

Frame
Adv. Hit

Notes

Close Light Punch

HL

20

50

20

C*Sp*Su

10

-1

Close Medium
Punch

HL

70

100

40

Sp*Su

11

Close Hard Punch

HL

90

200

60

Sp*Su

19

-3

Close Light Kick

HL

40

50

20

Sp*Su

10

-1

Close Medium
Kick

HL

70

100

40

Sp*Su

11

Close Hard Kick

HL

100

200

60

Sp*Su

18

-2

Far Light Punch

HL

20

50

20

C*Sp*Su

11

-2

Far Medium
Punch

HL

70

100

40

Sp*Su

12

Far Hard Punch

HL

100

200

60

11

18

-5

-1

Far Light Kick

HL

30

50

20

10

-1

Far Medium Kick

HL

70

100

40

13

-1

Far Hard Kick

HL

100

200

60

19

-3

Crouch Light
Punch

HL

20

50

20

sp/chp/Su

Crouch Medium
Punch

HL

60

100

40

Sp*Su

14

-3

Crouch Hard
Punch

HL

100

150

60

Sp*Su

28

-15

-10

Forces stand

Crouch Light Kick

30

50

20

Low attack

Crouch Medium
Kick

60

100

40

Sp*Su

12

Low attack

Crouch Hard Kick

90

200

60

26

-10

Low attack,
cannot fast
recover

Jump Up Light
Punch

40

50

20

Jump Up Medium
Punch

70

100

40

Jump Up Hard
Punch

90

150

60

1~20 cannot be
thrown

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SSF4AE 2012 Rose Player Guide
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Jump Up Light
Kick

50

50

20

Jump Up Medium
Kick

80

100

40

Jump Up Hard
Kick

90

200

60

11

Jump Toward
Light Punch

40

50

20

Jump Toward
Medium Punch

70

100

40

Jump Toward
Hard Punch

90

150

60

Jump Toward
Light Kick

30

50

20

Jump Toward
Medium Kick

60

100

40

Jump Toward
Hard Kick

100

200

60

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OTHER, SPECIAL MOVES, SUPERS & ULTRAS


Move

Block Damage

Stun

Meter
Gain

Cancel Startup Active Recover Frame Frame


Ability
Adv. Adv. Hit
Block

Notes

Slide

60

100

40

12

-6

-3

Low attack

Forward +
Hard Kick

HL

100

200

60

11

21

-5

-1

Focus Attack HL
Level 1

60

100

20

21

35

-21

-21

Focus Attack HL
Level 2

80

150

40

17+14

35

-15

Focus Attack
Level 3

120

200

60

65

35

Forward
Throw

140

100

40

20

Throw range 1.0

Back Throw

140

100

40

20

Throw range 1.0

Soul Spark
Light Punch

HL

80

50

20/20

Su

14

52

-12

-8

Soul Spark
Medium
Punch

HL

80

50

20/20

Su

22

52

-4

Soul Spark
Hard Punch

HL

80

50

20/20

Su

29

53

Soul Spark
EX

HL

30*70

50*50 -250/0

Su

14

48

Soul Spiral
Light Kick

HL

100

100

20/40

Su

12

23

-8

Armor Break

Soul Spiral
Medium
Kick

HL

100

100

20/40

Su

15

21

-6

Armor Break

Soul Spiral
Hard Kick

HL

100

100

20/40

Su

16

19

-4

Armor Break

Soul Spiral
EX

HL

100

100

-250/0

Su

13

21

-6

1~11f invincible, Armor


Break

Soul Reflect
Light Punch

HL

50

100

20/30

Su

13

27

-8

gives super gauge +100,


11~22f , increases super
damage by 5% up to 7
times/35%, EX

Soul Reflect
Medium
Punch

HL

50

100

20/30

Su

13

25

-7

, 10~19f , EX

Soul Reflect

HL

50

100

20/30

Su

12

26

-7

, 11~19f , EX

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Hard Punch
Soul Reflect
EX

HL

50

100

-250/0

Su

24

-5

, 7~14f , Increases damage


of reflected projectile by
10%,

Soul Throw
Light Punch

0.4

160

100

20/40

10

26+8

Throw range 0.4

Soul Throw
Medium
Punch

0.4

160

100

20/40

11

27+8

Throw range 0.4

Soul Throw
Hard Punch

0.4

160

100

20/40

11

30+8

Throw range 0.4

Soul Throw
EX

0.4

160

100

-250/0

11

30+8

1~7f invincible, Throw


range 0.4

Super

HL 50x4*100

-1000/0

1+8

53

16

1~7f invincible

Ultra 1

HL

498

0/0

1+11

14

44

-37

1~11f invincible, Armor


Break

Ultra 2

HL

120*120

0/0

1+4

600

Stun

Meter
Gain

Move

Block Damage

Cancel Startup Active Recover Frame Frame


Ability
Adv. Adv. Hit
Block

Notes

Slide

60

100

40

12

-6

-3

Low attack

Forward +
Hard Kick

HL

100

200

60

11

21

-5

-1

Focus Attack HL
Level 1

60

100

20

21

35

-21

-21

Focus Attack HL
Level 2

80

150

40

17+14

35

-15

Focus Attack
Level 3

120

200

60

65

35

Forward
Throw

140

100

40

20

Throw range 1.0

Back Throw

140

100

40

20

Throw range 1.0

Soul Spark
Light Punch

HL

80

50

20/20

Su

14

52

-12

-8

Soul Spark
Medium
Punch

HL

80

50

20/20

Su

22

52

-4

Soul Spark
Hard Punch

HL

80

50

20/20

Su

29

53

Soul Spark
EX

HL

30*70

50*50 -250/0

Su

14

48

Soul Spiral
Light Kick

HL

100

100

20/40

Su

12

23

-8

Armor Break

Soul Spiral

HL

100

100

20/40

Su

15

21

-6

Armor Break

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Medium
Kick
Soul Spiral
Hard Kick

HL

100

100

20/40

Su

16

19

-4

Armor Break

Soul Spiral
EX

HL

100

100

-250/0

Su

13

21

-6

1~11f invincible, Armor


Break

Soul Reflect
Light Punch

HL

50

100

20/30

Su

13

27

-8

gives super gauge +100,


11~22f , increases super
damage by 5% up to 7
times/35%, EX

Soul Reflect
Medium
Punch

HL

50

100

20/30

Su

13

25

-7

, 10~19f , EX

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SSF4AE 2012 Rose Player Guide
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HIT BOX INFORMATION (JAPANESE)

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SSF4AE 2012 Rose Player Guide
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CHARACTER MATCH UP (WORK IN PROGRESS)


VS. ABEL:

VS. ADON:

VS. AKUMA:

VS. BALROG (BOXER):


A big key to this match is not letting Balrog get easy opportunities to do damage to you, and smart use
of your fireball will help prevent that from happening. So pester the Boxer with Light Punch Soul Sparks.
If he uses his Headbutt to go through them, Dash forward and throw him as soon as he comes out of it.
Beware of his Turn Punch though.
Use Crouching Medium Punch after you block his Running Punches and apply some pressure with follow
up Light Kick Soul Drills. Note that Balrog has some excellent pokes, so you'll have to be a bit more
careful against him when throwing out some of your normals. When you think he'll go for an EX-Running
Punch, throw out an EX-Soul Spark to knock him out of it.
If he gets in close try to gain a little breathing room by jumping away. If he's expecting you to jump back,
use Crouching Medium Punches with Soul Drills to push him back and then jump away. Then start
throwing Soul Sparks again. Also your Crouching Hard Kick has more range than any of Balrog's normal
attacks, so if he's Crouched and throwing out a bunch of normals to try and catch you, sweep him and
go for a cross up attack.

VS. BLANKA:
You can punish Blanka's Beast Roll on block with your Ultra but the key is you must be standing in
most cases to do so. The frame or so it takes you to stand when crouching will cause you to miss your
Ultra when trying to punish a blocked Beast Roll, and many Rose players mistakenly assume they cannot
punish this move.
If you don't have Revenge Meter, use Standing or Crouching Light Punch to knock him out of his Beast
Roll and then go for a cross up, or use your Fireball to create some space.
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VS. CAMMY:

VS. CHUN-LI:

VS. CODY:

VS. DAN:

VS. DEE JAY:

VS. DHALSIM:

VS. DUDELY:

VS. E.HONDA:
Use a lot of Soul Sparks in this match. Honda is really tough to beat up close, so you want to push him
away with your fireballs at every possible chance. When he jumps in, if you're pretty far under him use a
Crouching Hard Punch to knock him back and as soon as he lands make him block another Soul Spark.
If you're not in position to anti air him with Crouching Hard Punch, set up your Soul Throw.
Again keep your distance and jump away when he tries to Oicho Throw you. Make him work to get
inside.

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VS. EL FUERTE:

VS. EVIL RYU:

VS. FEI LONG:

VS. GEN:

VS. GOUKEN:

VS. GUILE:

VS. GUY:

VS. HAKAN:

VS. IBUKI:

VS. JURI:

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VS. KEN:

VS. MAKOTO:

VS. M.BISON (DICTATOR):

VS. ONI:

VS. ROSE:

VS. RUFUS:

VS. RYU:

VS. SAGAT:

VS. SAKURA:

VS. SETH:

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SSF4AE 2012 Rose Player Guide
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VS. T.HAWK:
This match is similar to the Zangief fight. You'll want to use your Soul Drill sparingly because you're going
to eat a command grab if you're not VERY careful with it. Instead, stick with Crouching Medium Punch
Canceled into Light Fireballs in most instances. Also, T. Hawk doesn't have an all-purpose "get the heck
off me move" like Zangief's Lariat, so you can and should go on the offensive for parts of the match, but
again you have to be careful of his grabs.
Your main weapons will be pokes Crouching Medium Punch, Crouching Hard Kick, Standing Hard Kick
and Toward + Hard Kick all the things that keep him outside of his effective throw range and
occasional Jumping Hard Kicks to knock him out of the air when he gets predictable with his Condor
Dives and jump ins. Anti-air him with Crouching Hard Punch when he jumps in as well.
Light Punch and EX-Fireballs are OK as well, but Hawk has plenty of ways of getting around your
projectiles, so DO NOT over use it. You have to be patient and smart in this match, but you have solid
tools to deal with T. Hawk if you're careful.

VS. VEGA (CLAW):


You can effectively ground Vega's Wall Dive tactics with Rose. When he's hopping off the wall and somewhat far away from you, either jump in the air with Medium Punch or use a Soul Throw.
When he's directly above you after diving, use Crouching Hard Punch, and if he's to the side, go low and
use a Crouching Medium Punch, which has a surprisingly high hit box.
Using these tactics will make it very difficult for Vega players to consistently apply pressure to you with
his Wall Dive.

VS. YANG:

VS. YUN:

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SSF4AE 2012 Rose Player Guide
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VS. ZANGIEF:
Rose's Toward + Hard Kick command will beat Gief's Lariat clean each time if you do it from the proper
distance. This thing has a surprisingly amazing range, because your foot can hit Zangief's outstretched
arms.
Avoid executing this though if he's some-what close in, because if you try this from too close, you'll likely
trade hits and doing so is always in Zangief's favor because not only does he do more damage, but he'll
also score a knock down. So keep your distance as much as possible. Throw a lot of Light Punch Soul
Sparks to pester Gief, using your anti air and ground game to maintain distance. Jump back or straight
up when he gets too close for comfort.
Also, don't get too predictable with your foot games or Fireballs from mid to close range, because Gief
can hit you right out of these moves while his Lariat is starting up, or blow through them with an EXGreen Glove. Use your Ultra to catch him when he gets predictable with his jump in attacks, or does a
Lariat too closely to you.

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SSF4AE 2012 Rose Player Guide
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REFERENCES:
CAPCOM
Eventhubs.com
Shoryuken.com
YouTube.com
Members of the Rose Players community

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SSF4AE 2012 Rose Player Guide
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