Super Street Fighter IV AE/Rose: Difference between revisions

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Revision as of 07:51, 3 September 2013

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


AE ver. 2012 Changes

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 heavy versions.


Soul Piede

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.


AE Changes

  • Her Super will no longer work when there is a Soul Spark on the screen. It is still possible to Cancel into Super from a Soul Spark, though.
  • Soul Satellite has no startup invincibility.
  • Soul Spark meter building has been adjusted.
  • Crouching MP has a 4 Frame start-up, and the hitbox sticks out in front of the hurtbox, making it easy to use for pokes, combos, and such.

The Basics

Combos

Strategy

Matchups

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 +4 Unthrowable for duration
Close Roundhouse.gif HL 100 200 60 sp/su 7 2 18 -2 +3 Forces stand
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 4~18f lower body strike and projectile invincible
Far Roundhouse.gif HL 100 200 60 - 9 2 19 -3 +1 7f~ lower body strike and projectile invincible
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 Forces stand
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 - Hard knockdown
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 17 -1 +3 [Air hit] Limited juggle knockdown
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+13 2 35 -15 -
Focus Attack LVL 3 - 120 200 60 - 65 2 35 - -
Forward Throw 1.00 140 100 40 - 3 2 20 - - Hard knockdown
Back Throw 1.00 140 100 40 - 3 2 20 - - Hard knockdown
Soul Spark Jab.gif HL 80 50 30/20 su 14 - Total 52 -12 -8 16~17f cancellable
Soul Spark Strong.gif HL 80 50 30/20 su 22 - Total 52 -4 0 24~25f cancellable
Soul Spark Fierce.gif HL 80 50 30/20 su 29 - Total 53 +2 +6 31~32f cancellable
Soul Spark EX.gif HL 30*70 50*50 -250/0 su 14 - Total 48 0 +4 16~17f cancellable, pursuit property
Soul Spiral Short.gif HL 100 100 20/40 su 12 6 23 -8 - Armor break
Soul Spiral Forward.gif HL 100 100 20/40 su 15 6 21 -6 - Armor break
Soul Spiral Roundhouse.gif HL 100 100 20/40 su 16 6 19 -4 - Armor break
Soul Spiral EX.gif HL 120 100 -250/0 su 13 6 21 -6 - 1~11f Invincible, Armor break
Soul Reflect Jab.gif HL 50 100 20/30 su 13 2 27 -8 - 12~27f absorbs projectiles and gains 100 meter, increases Soul Spark and Super damage by 5% up to 7 times (35%)
Soul Reflect Strong.gif HL 50 100 20/30 su 13 3 25 -7 - 10~23f reflects projectiles
Soul Reflect Fierce.gif HL 50 100 20/30 su 12 2 26 -7 - 11~21f reflects projectiles upwards
Soul Reflect EX.gif HL 50 100 -250/0 su 8 2 24 -5 - 1~7f projectile invincible, 5~16f reflects projectiles, Can reflect EX projectiles
Soul Throw Jab.gif 0.55 160 100 40/40 - 6 10 26+8 - - 6f~ airborne, hard knockdown, pursuit property, only hits airborne opponents
Soul Throw Strong.gif 0.55 160 100 40/40 - 6 11 27+8 - - 6f~ airborne, hard knockdown, pursuit property, only hits airborne opponents
Soul Throw Fierce.gif 0.55 160 100 40/40 - 6 11 30+8 - - 6f~ airborne, hard knockdown, pursuit property, only hits airborne opponents
Soul Throw EX.gif 0.55 160 100 -250/0 - 6 11 30+8 - - 1~7f Invincible, 6f~ airborne, hard knockdown, pursuit property, only hits airborne opponents
Super Combo HL 50x4*100 0 -1000/0 - 1+8 - Total 53 +16 - 1~7f Invincible, pursuit property, cannot use when a Soul Spark is active
Ultra Combo 1 HL 498 0 0/0 - 0+12 14 44 -37 - 1~12f Invincible, hard knockdown, armor break, active frames 6~14 reach further, goes into animation on hit
Ultra Combo 2 HL 120*120 0 0/0 - 0+5 600 2 - - [Air hit] Limited Juggle knockdown, armor break, projectile hitbox, orbs disappear if Rose takes damage
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: