Street Fighter IV/Rose: Difference between revisions

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===Special Moves===
===Special Moves===
All of Rose's special combo into her super '''expect for soul throw'''.
All of Rose's specials combo into her super '''expect for soul throw'''.
'''Soul Spark''' - HCF+P
'''Soul Spark''' - HCF+P



Revision as of 03:23, 7 May 2009

Rose Closeup

Introduction

Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - D, DF, F - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - D, DB, B - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - F, D, DF - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. In SFIV, there is a "shortcut" for this motion: DF, neutral, DF.
  • 360 - Full circle - Complete a full rotation of the stick.
  • 720 - Complete a 720 degree rotation of the stick.
  • Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.

X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.

Six Button Notation

  • Jab - weak punch (also called LP or WP)
  • Strong - medium punch (also called MP)
  • Fierce - fierce punch (also called HP or FP)
  • P - any punch
  • PPP or 3P - all three punches simultaneously
  • Short - weak kick (also called LK or WK)
  • Forward - medium kick (also called MK)
  • Roundhouse (RH) - fierce kick (also called HK)
  • K = any kick
  • KKK or 3K - all three kicks simultaneously

Connectors

  • ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
  • , Link
  • xx Cancel

State Modifiers

  • st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
  • cl. - The following move should be performed in the standing position close to the opponent (neutral in the Y-axis). i.e. cl.Fierce, perform a Fierce whilst standing close.
  • cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
  • j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.

Miscellaneous Notation

  • Claw = American Vega = Japanese Balrog
  • Boxer = American Balrog = Japanese Bison
  • Dictator (Dic) = American Bison = Japanese Vega

Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.

Move Analysis

Notable Normal Moves

cl. MK - Good comboable move that makes you unthrowable during its animation.
cr. FP - Good anti-air, but has really bad recovery tho.
cr. MP - Good combo starter that will stuff quite a few moves. Best with used with soul drills. Do this from a little ways out so you're safe from most counter attacks. Great way to apply pressure.
cr. HK - Rose's sweep. Nice range, speed and damage on this move. Can not be quick recovered, which can lead to some good cross up situations.
j. MK - Nice attack, good range and it's the way you'll cross up the other fighter.

Normal Throws

Soul Fall
LP + LK or F + LP + LK
Soul Loop
B + LP + LK

Command Normals

Slide - DF + MK
Soul Piede - F + HK

Focus / Saving Attack

Rose's Focus Attack comes out quick but does not have the longest range. It can also be used as anti-air when timed correctly.

Special Moves

All of Rose's specials combo into her super expect for soul throw. Soul Spark - HCF+P

Soul Reflect - QCB+P
Light Punch - Absorbs projectiles and gives you 49% of 1 stock, powers up soul spark.
Medium Punch - Reflects projectile straight forward.
Heavy Punch - Reflects projectiles upward 45 degrees.
EX - Can reflect EX fireballs straight forward.
Soul Spiral - QCF+K
Normal - Rose lunges at her opponent with scarf wrapped around her arm. This is her only armor breaking move. The higher the strength the longer the startup is but the shorter the recovery is.
Soul Throw - DP+P
Normal - Rose goes at a angle upward and grabs any airborne opponent.
EX - Has invincibility frames on start up and will grab just about anything in the air.

Super Move

Aura Soul Spark - QCFx2 + P

Ultra Move

Illusion Spark - QCFx2 + PPP

The Basics

From Eventhubs

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.

Combos

Strategy

Matchups

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 20 50 4 2 10 15 -1 +2 10 13 20 O O O -
Close MP 70 100 6 2 11 18 +1 +4 13 16 40 X O O -
Close HP 90 200 6 2 19 26 -3 +1 17 21 60 X O O -
Close LK 40 50 4 2 10 15 -1 +2 10 13 20 X O O -
Close MK 70 100 7 3 11 20 0 +3 13 16 40 X O O 1~20 cannot be thrown
Close HK 100 200 7 2 19 26 -2 +3 18 23 60 X O O -
Far LP 20 50 4 2 11 16 -2 +1 10 13 20 O O O -
Far MP 70 100 7 2 12 20 0 +3 13 16 40 X O O -
Far HP 100 200 11 3 18 31 -3 +1 17 21 60 X X X -
Far LK 30 50 4 2 10 15 -1 +2 10 13 20 X X X -
Far MK 70 100 6 2 13 20 -1 +2 13 16 40 X X X -
Far HK 100 200 9 2 19 29 -3 +1 17 21 60 X X X -
crouch LP 40 50 3 3 8 13 0 +3 10 13 20 O O O -
crouch MP 60 100 4 3 14 20 -3 0 13 16 40 X O O -
crouch HP 90 150 6 5 28 38 -15 -10 17 22 60 X O O Forces stand
crouch LK 30 50 4 4 6 13 +1 +4 10 13 20 X X X Low attack
crouch MK 60 100 7 2 12 20 0 +3 13 16 40 X O O Low attack
crouch HK 90 200 9 2 19 29 -3 D 17 - 60 X X X Low attack, cannot fast recover
Jump up LP 40 50 4 6 - - - - - 20 - - - -
Jump up MP 70 100 6 6 - - - - - 40 - - - -
Jump up HP 90 150 9 6 - - - - - 60 - - - -
Jump up LK 50 50 4 7 - - - - - 20 - - - -
Jump up MK 80 100 7 6 - - - - 40 - - - -
Jump up HK 90 200 11 5 - - - - - 60 - - - -
Jump forward LP 40 50 4 6 - - - - - 20 - - - -
Jump forward MP 70 100 7 3 - - - - - 40 - - - -
Jump forward HP 90 150 7 7 - - - - - 60 - - - -
Jump forward LK 30 50 4 7 - - - - - 20 - - - -
Jump forward MK 60 100 7 5 - - - - - 40 - - - -
Jump forward HK 100 200 6 5 - - - - - 60 - - - -
Slide 60 100 7 8 12 26 -6 -3 13 16 40 X X X Low attack
Soul Piety 100 200 11 2 17 29 -1 +3 17 21 60 X X X -
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 80 150 18+13 2 35 67 -15 D 21 - 40 - - - -
Focus attack LVL 3 120 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 140 100 3 2 20 24 - D - - 40 - - - Throw range 1.0
Back throw 140 100 3 2 20 24 - D - - 40 - - - Throw range 1.0
Soul Spark LP 80 50 14 - 52 -12 -8 30/20 X X O -
Soul Spark MP 80 50 22 - 52 -4 0 30/20 X X O -
Soul Spark HP 80 50 29 - 53 +2 +6 30/20 X X O -
Soul Spark EX 65*65 50*50 14 - 54 -6 -2 0/0 X X O -
Soul Spiral LK 100 100 12 6 40 -8 D 20/40 X X O Armor break
Soul Spiral MK 100 100 15 6 41 -6 D 20/40 X X O Armor break
Soul Spiral HK 100 100 16 6 40 -4 D 20/40 X X O Armor break
Soul Spiral EX 100 100 13 6 39 -6 D 0/0 X X O 1~11f invincible, Armor break
Soul Reflect LP 50 100 13 2 41 -8 D 20/30 X X O gives super gauge +100, 11~22f (translate), increases super damage by 5% up to 7 times/35%, EX(translate)
Soul Reflect MP 50 100 13 3 40 -7 D 20/30 X X O (translate), 10~19f (translate), EX(translate)
Soul Reflect HP 50 100 12 2 39 -7 D 20/30 X X O (translate), 11~19f (translate), EX(translate)
Soul Reflect EX 50 100 8 2 33 -5 D 0/0 X X O (translate), 7~14f (translate), Increases damage of reflected projectile by 10%, (translate)
Soul Throw LP 140 100 6 9 49 D D 20/40 X X X -
Soul Throw MP 140 100 6 10 51 D D 20/40 X X X -
Soul Throw HP 140 100 6 11 52 D D 20/40 X X X -
Soul Throw EX 140 100 6 11 53 D D 0/0 X X X 1~6f invincible
Aura Soul Spark 50x4*100 0 9 - 52 +16 D 0/0 - - - 1~8f invincible
Illusion Spark 83x6 0 12 14 43 68 -37 D 0/0 - - - 1~12f invincible, Armor break
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes