Street Fighter Alpha 3/Rose/Introduction

From SuperCombo Wiki

Introduction

Fearing Bison's plans of global domination impending. Rose, with her Soul Power, now actively continues to seek out the dictator and destroy him, even if it will cost her life. Over the course of her journey, she has discovered that she is also, in fact, Bison's other half, further strengthening her cause.

Pros Cons
  • Great, long range normals in s. RH and c. RH
  • Several of her kick normals low crush
  • One of the best sweeps in the game
  • One of the best jump-ins with j. LK and great air to airs in general
  • c. MP is not quite what it was in A2, but is still very strong and high priority
  • Soul spiral gives her a great combo option from many situations
  • Soul throw can combo from any anti-air c. FP, resulting in very good damage off a punished jump
  • Reflect is a great anti-projectile option
  • Air grab does a lot of damage
  • Level 1 Soul Illusion is incredibly versatile and can be used to set up unblockable loops and guard pressure. Can rack up a lot of damage/stun quickly.
  • Great custom combos leading into potential infinites
  • Can act faster out of the activate freeze than any other character, allowing her to set up easy Valle VCs or link into customs in ways no one else can
  • Can hit confirm into her activates due to spiral having a lot of range and her jabs being very plus on hit
  • Can consistently get great damage off crouch cancel juggles due to her jump arc and solid air to airs
  • Infinite is difficult to keep going and requires a re-activate at 50%
  • c. FP has much worse priority than it appears and must be done close/early to work as anti-air, meaning she's better off using air to airs in many situations.
  • Anti-air activation options aren't as strong as her grounded ones
  • No meterless reversal option
  • Has a fat hurtbox, making cross-up loops easy on her
  • Soul throw is useless as an actual anti-air