Ultra Street Fighter IV

Ultra Street Fighter IV

43 ratings
Soup for the soul - A recipe for playing Rose
By Steel Parliament
A beginner guide for playing the character Rose. Designed specifically for newer players to the character and street fighter as a whole.
This guide will cover: strengths, weaknesses, combos, general advice, and details on; normals, specials, supers, and ultras.
   
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Character Overview - Required Ingredients
Overview
Rose is an easy character to learn and play. Very good at zoning and controlling space with her amazing pokes and footsies. Her health is below average at 950, like most of the female cast in Super Street Fighter IV: Arcade Edition. Walking speed is average, with some of the best dashes in the game. Special moves are very similar to Shoto Characters with her own unique variations.

Strengths
Rose has high-priority pokes at every range with an exceptional anti-air normal and long throw range. Her walk speed and some of the best dashes in the game; if not the best backdash, allow her to get in and out of comfortable attack ranged quickly. Her special moves allow her to push and projectile battle into her favor.

-High priority normals
-Long throw range
-Strong anti-air normal
-Amazing Dash
-Powerful projectile game

Weaknesses
Her attacks don't do a whole lot of damage, and has the worst focus attack in the game. Specials have slow start-up and recovery, making them very easy to punish. Opponents that rush down and stay in your face will give you immense trouble.

-Low Damage output
-Terrible Focus attack
-Easy to punish specials
-Trouble with close range
Normals - Enough to taste
Standing Normals
  • Standling Light Punch [20 damage] Not a very noteworthy move, one of her least useful normals
  • Standing Medium Punch [70 damage] Decent poke with decent damage
  • Standing Heavy Punch [100 damage] A lot of active frames, giving nice counterhit oppertunity
  • Standing Light Kick [30 damage] Not very useful
  • Standing Medium Kick [30 damage] Excellent for poking, great reach and is considered airborn, causing enemy low attacks to miss
  • Standing Heavy Kick [100 damage] Has the same airborn property as medium kick, with longer reach but slower start up.

Close Normals
  • Close Light punch [20 damage] Not a very noteworthy move, one of her least useful normals
  • Close Medium Punch [70 damage] Excellent close attack, lots of frame advantage.
  • Close Heavy Punch [90 damage] Decent combo starter, can be cancelled into special moves.
  • Close Light Kick [40 damage] Not very useful
  • Close Medium Kick [70 damage] Another excellent close attack with, with a lot of frame advantage.
  • Close Heavy Kick [100 damage] Can be cancelled into special moves, has a tendancy to wiff.

Crouching Normals Note: Rose's crouching punches can be blocked high, however her crouching kicks have to be blocked low.
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  • Crouching Light punch [20 damage] Very good for causing pressure, and can be chained to a crouching light kick
  • Crouching Medium Punch [60 damage] Negative on block, but safe on hit. Useful for punishing a whiffed normal and can be special cancelled.
  • Crouching Heavy Punch [100 damage] Amazing anti-air normal. Lots of active frames, Easy to combo after hitting
  • Crouching Light Kick [30 damage] Can link into crouching medium punch, and has a lot of priority
  • Crouching Heavy Kick [90 damage] One of the longest reaching sweeps in the game.
Specials - Adding the spices
Unique normals
Slide [Downforward + Medium Kick] Can slide under fireballs and jump-ins. Safe on hit and block when spaced properly. A lot of active frames and a decent start up. This move is powerful, but will take a lot of practice to be good with.
Soul Piede [Forward + Heavy Kick] Her longest reaching normal attack. Useful on bigger slower opponents, but won't get much use elsewhere.

Specials

Soul Spark [Half Circle Forward + Punch] Slow start up and recovery, making it only useful at longer range. Highest damaging non EX projectile in the game. It's best to use this move only for chip damage at long range. The light version is the most used among rose players due to the speed of its start up.
  • Light [Damage 80] Starts up the fastest, and has the same recovery as medium and heavy. The projectile travels acrossed screen the slowest.
  • Medium [Damage 80] Starts up slower than light but faster than heavy with the same recovery as medium and light. The projectile travels faster than the light fireball but slower than the heavy fireball.
  • Heavy [Damage 80] Starts up the slowest, and has the same recovery as light and medium. The projectile travels acrossed screen the fastest.
  • EX [Damage 100] Hits twice and starts up as fast as the light version and has a faster recovery time than the normals. The projectile Travels faster than any of the normal fireballs.

Soul Spiral [Quarter Circle Forward + Kick] The primary combo ender and causes a knockdown. Very easy to combo into and is a core part of playing rose.
  • Light [Damage 100] This version starts up the fastest and can be used after any cancellable normal. It's however incredibly unsafe when blocked.
  • Medium [Damage 100] Starts up slower than the light version and can only be used after any cancellable medium or heavy normal. It's safer on block than the light.
  • Heavy [Damage 100] Starts up the slowest making it easy to punish. Can be used after any cancellable medium or heavy normal.
  • EX [Damage 100] The startup of the move is invincible. The start up and recovery speed isn't any better than the normal versions.

Soul Throw Not a very useful special and has a very slow start up. Only use is in specific occasions when a combo ends in a hard soul reflect.
  • Normal [Damage 160] The heavy version of this attack has the best priority, there is no reason to ever use medium or light.
  • EX [Damage 160] Invincibility on start up, allowing you to counter certain specific setups.

Reflect [Quarter Circle Backwards + Punch] A move designed to turn projectile battles in your favor. Only the hard version is practical during combos due to the fact that it launches opponents.
  • Light [Damage 50] absorbs fireballs and builds half a bar of EX meter.
  • Medium [Damage 50] Reflects the fireball back at the opponent
  • Heavy [Damage 50] Reflects the fireball up and towards the opponent. Causes an air juggle.
  • EX [Damage 50] Comes out faster than the normal versions and can reflect EX projectiles back at opponents.

Super And Ultras

Aura Soul Spark - Super [Quarter Circle Forward, Quarter Circle Forward, Punch] [Damage 300] Cannot be used while Soul Satelite is active. Typical fireball super. Not much else to say about this move.

Illusion Spark - Ultra 1 [Quarter Circle Forward, Quarter Circle Forward, All Three Punches] [Damage 498] Very slow start up, and very high damaging. Only really useful during specific match ups, most of the time you should be using Ultra 2.

Soul Satellite - Ultra 2 [Quarter Circle Backwards, Quarter Circle Backwards, All Three Punches [Damage 240] Causes 2 fireballs to circle around rose for a lengthy period of time. Being hit while this is active will nullify the ultra. This ultra has many uses, and will give you some good breathing room.
Combos - The meat and potatoes
These are not the only combos avilable for rose, and I will be leaving out a lot of combos that I personally feel would be too complicated for a beginner rose player. All combos can be done anywhere on the screen unless stated otherwise. I won't be including any FADC combos, as I feel those are overwhelming to newer players. I advise you to read the previous sections of the guide, as understanding the character is far more important than learning flashy combos.

*Note: Chaining is cancelling a normal into another normal

cr. = crouching
s. = standing
j. = jumping
P = punch
K = kick
L = light
M = Medium
H = Heavy
, = link
xx = cancel | chain

Meterless Combos

cr.MP xx Spiral [Damage]
cr.HP xx Spiral [Damage]
cr.MK xx Spiral [Damage]
cr.LP xx cr.LK , cr.MP xx Spiral [Damage]
s.MP , s.MP xx Spiral [Damage]

One Meter Combo
cr.LP xx cr.LP xx cr.LK , cr.MP xx EX Spiral

Three Meter Combos
j.HK , cr.HP xx EX fireball , cr.HP xx h reflect , soul throw : if your opponent does not end up in a corner after reflect, do not use soul throw
j.HP , cr.HP xx EX fireball , cr.HP xx h reflect , soul throw : if your opponent does not end up in a corner after reflect, do not use soul throw

Four Meter Combos
cr.HP xx h reflect , super
cr.MP xx spiral , super
cr.HP xx spiral , super

Corner Only Combos
cr.HP xx h Reflect , soul throw
cr.HP xx h reflect , ultra 2 , soul throw
cr.HP xx h reflect , ultra 2 , super
Additional Info
If you are interested in learning more about Rose or other characters from this or other fighting games, take a visit over to shoryuken.com

http://shoryuken.com/
http://shoryuken.com/forum/index.php?forums/street-fighter-iv-series.8/
http://shoryuken.com/forum/index.php?forums/rose.32/

If you are only interested in character moves and data, take a moment to visit the Super Street Fighter IV: Arcade Edition shoryuken wiki.

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Rose

I am by no means an expert on super street fighter IV arcade edition, and this guide was intended for newer players. I hope you enjoyed this guide, and I hope to see more rose players online.
10 Comments
Cipher Esteria 17 Jan, 2015 @ 7:30am 
Will you update some of the stuff for Ultra?
Rose footsies and pokegame is amazing,she shut down allmost every fireballgame and has an easy gameplay. I think she's the best beginner char in SF and an overall very strong char in Ultra.
You should notice that you're cr.hp is only decent against Divekickcharacters.You will probaly beat Yun's divekick,but Rufus and Cammys will kill you.Her Soulthrow isn't good for AA exept the EX version.
Some patience is needed if you want to play her good.
David / Waveshaper 31 May, 2014 @ 1:17am 
I wouldn't say Rose's focus is the worst in the game. Far from it, knowing what kind of focus attack Rufus, Dee Jay, Dhalsim and some others have. Rose's focus is pretty solid, average I'd say.
Steel Parliament  [author] 20 Jun, 2013 @ 6:12am 
@Szaki™
Thanks for the catch. While the difference is minor, I will make an adjustment.
yum 20 Jun, 2013 @ 5:17am 
xx is cancel, not chain
Rain. 27 Feb, 2013 @ 4:42pm 
I'm stupid enough to main this hoebag lol
Steel Parliament  [author] 21 Jan, 2013 @ 9:12am 
@General Pouding
I felt it more important to know that throwing a fireball isn't safe than knowing dan will ultra through it and taunt afterwords. It is a begginer guide, not a begginer to advanced guide. I made it "way too general" on purpose, but thank you for the feedback.
Afro 21 Jan, 2013 @ 9:08am 
Guide is way too general. Don't be afraid to put in information that ''bigginers'' may not grasp right away. Once they get the basics they will need that information and will want to learn those advanced tips (i.e FADC combos). It makes the guide feel a bit incomplete. But it's a good start. Thanks
ClearPier 18 Jan, 2013 @ 8:23pm 
Nice for helping out beginners, good work
pahnda 18 Jan, 2013 @ 10:36am 
Whilst skimming over the guide, i really liked the layout, this will defnitely help my friend who is new. The only problem i have with this, is that crouching medium punch isnt very safe at all, its -3. Which means people ending there blockstrings with it, against a mashing ryu or ken will be punished and possibly ultra'd. Please make some kind of appeasement, i can see people like my friend who are new to the game getting frustrated when this happens. Also maybe mention the grapplers and roses matchup because of the spirals. But im probably getting a little pushy for a basic guide aren't I : \
kuro 14 Jan, 2013 @ 4:53pm 
this was a really solid guide, had a lot of good information and will help out a lot of new rose players.