Professional Documents
Culture Documents
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
7/6/2012
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SSF4AE 2012 Rose Player Guide
7/6/2012
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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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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SSF4AE 2012 Rose Player Guide
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MOVE LIST
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.
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.
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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.
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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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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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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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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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SSF4AE 2012 Rose Player Guide
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FRAME DATA
NORMAL MOVES
Move
Cancel
Ability
Frame
Adv. Block
Frame
Adv. Hit
Notes
HL
20
50
20
C*Sp*Su
10
-1
Close Medium
Punch
HL
70
100
40
Sp*Su
11
HL
90
200
60
Sp*Su
19
-3
HL
40
50
20
Sp*Su
10
-1
Close Medium
Kick
HL
70
100
40
Sp*Su
11
HL
100
200
60
Sp*Su
18
-2
HL
20
50
20
C*Sp*Su
11
-2
Far Medium
Punch
HL
70
100
40
Sp*Su
12
HL
100
200
60
11
18
-5
-1
HL
30
50
20
10
-1
HL
70
100
40
13
-1
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
30
50
20
Low attack
Crouch Medium
Kick
60
100
40
Sp*Su
12
Low attack
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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SSF4AE 2012 Rose Player Guide
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Block Damage
Stun
Meter
Gain
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
Back Throw
140
100
40
20
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
Soul Reflect
Light Punch
HL
50
100
20/30
Su
13
27
-8
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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SSF4AE 2012 Rose Player Guide
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Hard Punch
Soul Reflect
EX
HL
50
100
-250/0
Su
24
-5
Soul Throw
Light Punch
0.4
160
100
20/40
10
26+8
Soul Throw
Medium
Punch
0.4
160
100
20/40
11
27+8
Soul Throw
Hard Punch
0.4
160
100
20/40
11
30+8
Soul Throw
EX
0.4
160
100
-250/0
11
30+8
Super
HL 50x4*100
-1000/0
1+8
53
16
1~7f invincible
Ultra 1
HL
498
0/0
1+11
14
44
-37
Ultra 2
HL
120*120
0/0
1+4
600
Stun
Meter
Gain
Move
Block Damage
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
Back Throw
140
100
40
20
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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SSF4AE 2012 Rose Player Guide
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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
Soul Reflect
Light Punch
HL
50
100
20/30
Su
13
27
-8
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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VS. ADON:
VS. AKUMA:
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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SSF4AE 2012 Rose Player Guide
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VS. CAMMY:
VS. CHUN-LI:
VS. CODY:
VS. DAN:
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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SSF4AE 2012 Rose Player Guide
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VS. EL FUERTE:
VS. GEN:
VS. GOUKEN:
VS. GUILE:
VS. GUY:
VS. HAKAN:
VS. IBUKI:
VS. JURI:
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SSF4AE 2012 Rose Player Guide
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VS. KEN:
VS. MAKOTO:
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. 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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