Super Street Fighter IV AE/Rose: Difference between revisions

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==Introduction==
{{SSFIVAEHeader}}
{{SSFIVCharacterHeader|Rose|Rose|
A fortune teller from Europe, Rose has a mastery of "Soul Power," the spiritual opposite of M. Bison's "Psycho Power."  Thus, Rose has taken it upon herself to put an end to M. Bison and the last remaining source of Psycho Power.  However, in an encounter in which Rose felt she had defeated M. Bison, it turned out that Bison inhabited her body at "death" and survived through using her as a vessel.  Once Bison found a new body, Rose awoke and vowed to recover and make sure to finish the job next time they meet.
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Rose does not excel in any particular area.  Her offense nor defense are particularly strong, but taking advantage of that and taking advantage of her perceived vulnerability is what makes Rose effective.  Rose is a character who is like a mouse trap, always baiting you and then hurting you whenever you think you're free to move.  She appears to leave herself vulnerable in so many situations, so it's very easy to trick opponents into opening themselves up and taking damage from her counter attacks.  There is definitely a lot of risks you have to take with Rose, but those who do it right can easily reap the rewards.}}


==Move Analysis==


===Normal Moves===
== Moves ==


===Normal Throws===
==== Unique Attacks ====


===Command Normals===
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Slide | df + mk | low }}
{{SSFIVMoveListRow | Soul Piede | f + hk |  }}
{{MoveListFooter}}


===Focus / Saving Attack===  
==== Throws ====


===Special Moves===
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Soul Fall | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Soul Loop | b + lp + lk | throw }}
{{MoveListFooter}}


===Super Move===
==== Special Moves ====


===Ultra Moves===
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Soul Spark | hcf + p | ex }}
{{SSFIVMoveListRow | Soul Spiral | qcf + k | ex armorbreak }}
{{SSFIVMoveListRow | Soul Reflect | qcb + p | lp converts projectile into Super Meter; mp reflects projectile horizontally; hp reflects projectile at an upwards angle; ex }}
{{SSFIVMoveListRow | Soul Throw | dp + p | }}
{{MoveListFooter}}


==The Basics==  
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Aura Soul Spark | qcf qcf + p | Not possible during Soul Satellite }}
{{MoveListFooter}}


==Combos==
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Illusion Spark | qcf qcf + 3p | armorbreak }}
{{SSFIVMoveListRow | Soul Satellite | qcb qcb + 3p | armorbreak }}
{{MoveListFooter}}


==Strategy==
==Matchups==


==Frame Data==
==Frame Data==

Revision as of 05:01, 2 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Rose

SSFIV-Rose Face.jpg

A fortune teller from Europe, Rose has a mastery of "Soul Power," the spiritual opposite of M. Bison's "Psycho Power." Thus, Rose has taken it upon herself to put an end to M. Bison and the last remaining source of Psycho Power. However, in an encounter in which Rose felt she had defeated M. Bison, it turned out that Bison inhabited her body at "death" and survived through using her as a vessel. Once Bison found a new body, Rose awoke and vowed to recover and make sure to finish the job next time they meet.


In a nutshell

Rose does not excel in any particular area. Her offense nor defense are particularly strong, but taking advantage of that and taking advantage of her perceived vulnerability is what makes Rose effective. Rose is a character who is like a mouse trap, always baiting you and then hurting you whenever you think you're free to move. She appears to leave herself vulnerable in so many situations, so it's very easy to trick opponents into opening themselves up and taking damage from her counter attacks. There is definitely a lot of risks you have to take with Rose, but those who do it right can easily reap the rewards.


Moves

Unique Attacks

Name
Command
Notes
Slide
df + mk
low
Soul Piede
f + hk

Throws

Name
Command
Notes
Soul Fall
f or n + lp + lk
throw
Soul Loop
b + lp + lk
throw

Special Moves

Name
Command
Notes
Soul Spark
hcf + p
ex
Soul Spiral
qcf + k
ex armorbreak
Soul Reflect
qcb + p
lp converts projectile into Super Meter; mp reflects projectile horizontally; hp reflects projectile at an upwards angle; ex
Soul Throw
dp + p

Super Combo

Name
Command
Notes
Aura Soul Spark
qcf qcf + p
Not possible during Soul Satellite

Ultra Combos

Name
Command
Notes
Illusion Spark
qcf qcf + 3p
armorbreak
Soul Satellite
qcb qcb + 3p
armorbreak


Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 4 2 10 -1 +2
Close Strong.gif HL 70 100 40 sp/su 6 2 11 +1 +4
Close Fierce.gif HL 90 200 60 sp/su 6 2 19 -3 +1
Close Short.gif HL 40 50 20 sp/su 4 2 10 -1 +2
Close Forward.gif HL 70 100 40 sp/su 7 3 11 0 +3
Close Roundhouse.gif HL 100 200 60 sp/su 7 2 18 -2 +3
Far Jab.gif HL 20 50 20 ch/sp/su 4 2 11 -2 +1
Far Strong.gif HL 70 100 40 sp/su 7 2 12 0 +3
Far Fierce.gif HL 100 200 60 - 11 5 18 -5 -1
Far Short.gif HL 30 50 20 - 4 2 10 -1 +2
Far Forward.gif HL 70 100 40 - 6 2 13 -1 +2
Far Roundhouse.gif HL 100 200 60 - 9 2 19 -3 +1
crouch Jab.gif HL 20 50 20 ch/sp/su 3 3 8 0 +3
crouch Strong.gif HL 60 100 40 sp/su 4 3 14 -3 0
crouch Fierce.gif HL 100 150 60 sp/su 5 5 28 -15 -10
crouch Short.gif L 30 50 20 - 4 4 6 +1 +4
crouch Forward.gif L 60 100 40 sp/su 7 2 12 0 +3
crouch Roundhouse.gif L 90 200 60 - 9 2 26 -10 -
Jump up Jab.gif H 40 50 20 - 4 6 - - -
Jump up Strong.gif H 70 100 40 - 6 6 - - -
Jump up Fierce.gif H 90 150 60 - 9 6 - - -
Jump up Short.gif H 50 50 20 - 4 7 - - -
Jump up Forward.gif H 80 100 40 - 7 6 - - -
Jump up Roundhouse.gif H 90 200 60 - 11 5 - - -
Jump forward Jab.gif H 40 50 20 - 4 6 - - -
Jump forward Strong.gif H 70 100 40 - 7 3 - - -
Jump forward Fierce.gif H 90 150 60 - 7 7 - - -
Jump forward Short.gif H 30 50 20 - 4 7 - - -
Jump forward Forward.gif H 60 100 40 - 7 5 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Slide L 60 100 40 - 7 8 12 -6 -3
Soul Piety HL 100 200 60 - 11 2 21 -5 -1
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+14 2 35 -15 -
Focus attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.00 140 100 40 - 3 2 20 - -
Back throw 1.00 140 100 40 - 3 2 20 - -
Soul Spark Jab.gif HL 80 50 20/20 su 14 - 52 -12 -8
Soul Spark Strong.gif HL 80 50 20/20 su 22 - 52 -4 0
Soul Spark Fierce.gif HL 80 50 20/20 su 29 - 53 +2 +6
Soul Spark EX.gif HL 30*70 50*50 -250/0 su 14 - 48 0 +4
Soul Spiral Short.gif HL 100 100 20/40 su 12 6 23 -8 -
Soul Spiral Forward.gif HL 100 100 20/40 su 15 6 21 -6 -
Soul Spiral Roundhouse.gif HL 100 100 20/40 su 16 6 19 -4 -
Soul Spiral EX.gif HL 100 100 -250/0 su 13 6 21 -6 -
Soul Reflect Jab.gif HL 50 100 20/30 su 13 2 27 -8 -
Soul Reflect Strong.gif HL 50 100 20/30 su 13 3 25 -7 -
Soul Reflect Fierce.gif HL 50 100 20/30 su 12 2 26 -7 -
Soul Reflect EX.gif HL 50 100 -250/0 su 8 2 24 -5 -
Soul Throw Jab.gif 0.55 160 100 40/40 - 6 10 26+8 - -
Soul Throw Strong.gif 0.55 160 100 40/40 - 6 11 27+8 - -
Soul Throw Fierce.gif 0.55 160 100 40/40 - 6 11 30+8 - -
Soul Throw EX.gif 0.55 160 100 -250/0 - 6 11 30+8 - -
Super Combo HL 50x4*100 0 -1000/0 - 1+8 - 53 +16 -
Ultra Combo 1 HL 498 0 0/0 - 0+12 14 44 -37 -
Ultra Combo 2 HL 120*120 0 0/0 - 0+7 600 4 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: