Let the Spirits Guide You - The AE v.2012 Rose Matchup Guide

I love the match up guide, great work! Sorry for this question but I was wondering about the notation. For example I’m reading the Gouken match up and for the option selects it says:
j.HP ~ cr.HK
cr.LK-> cr.LP ~ cr.HK
cr.LP, cr.LP ~ cr.HK

I was just wondering what “~”, “->”, and “,” stood for respectively.
Thank you.

The arrow represents a link, the comma represents a chain, and the squiggly line means you input the moves in quick succession. For the last option select I made a typo, it should be “cr.LP + cr.HK” which means you press them simultaneously. Also, second option select requires you to hit cr.HK before cr.LP. I should probably change that.

Anyone else notice how Akuma is like the new Ryu? It might just be me but I’m facing more Akuma players on-line now than Ryus.
Anyway, I see there’s no matchup written for Akuma yet, so do any of you pro Rose players know any tips against Akuma? Or how would you generally approach this matchup? I can normally win if I can keep a good distance away from Akuma throughout the match, but obviously they get in sometimes and do major damage.

I have no idea how to fight Akuma xD but I think it’s just cos infiltration is god right now.

I apologize to the Rose community. I have prepared a write up on rose bad match ups. I said I was going upload it mid. august and I didnt due to my CPA work. I will upload it soon…very soon

General Strategy
For the most part, you want to stay at cr.forward range so you can out footsie Dudley and not let him start his momentum. You also want to take any space on the screen he gives you during footsies; this is to ensure that if he starts playing aggressively, you have space to move and also to prevent accidentally putting yourself in the corner. You can also use Rose’s great 50/50 throw setups and cl.forward when she gets momentum, but if you do this, be aware of his meter and spacing as getting knocked down can be devastating if you don’t have U2 stocked or some space to walk into.

Picking Ultra
Ultra 2 is fantastic in this matchup as it can put a halt to Dudley’s pressure once he gets a knock down. I recommend using it defensively off a throw tech or to escape the corner.

Ultra 1 has its uses for punishing things like ducking, but no good Dudley will put themselves in a situation where you will get easy punishes.

Far-Range / Fireball Game
When Dudley is far away from you, you never want to use fierce fireballs as it just gives Dudley the ability to move forward without being contested (via using ducking and focus dash forward). Instead, use slow fireballs and walk behind them to gain more control of the screen and so you can punish a ducking on reaction with throw or ex.soul spiral.

At mid screen and farther, if he has ultra 1, don’t throw fireballs because they are too easy to react to. Even without the ultra stocked, if he’s within range to use roundhouse ducking, it’s still relatively easy to react to. Use them sparingly to force him into a defensive situation to allow yourself to move into footsie range. <<

Mid-Range / Footsies Game
This is the range that Rose is the strongest at The primary tools you’ll be using is cr.forward and st.forward. Although every button serves a purpose in the footsie game, these are the ones you’ll be pressing constantly.

Dudley struggles against any characters that have a shoto style cr.forward as he has no move that will cleanly beat it out. What he has to do instead is try to trade with his own cr.forward and continue on from the momentum gained from a knockdown (he can also whiff punish you with this but its incredibly hard). Your st.forward and st.roundhouse are going to be used to beat out his cr.forward and so he’ll start hesitating when trying to go for the trade, but be extremely careful as his st.roundhouse will beat both moves clean and can be option selected into ex.MGB.

When you start to dominate the footsie game, expect Dudley to attempt to avoid it entirely by using focus attacks and focus dash throw, they also might occasionally throw out a random MGB to catch you off guard. His focus is fantastic so you really cannot let him use it frequently. Try to reaction punish it with ex.soul spiral or add a couple of dash up throws into your gameplay.

Anti-Air
Slide will beat every single jump-in attack Dudley can do, the problem is if you do it too late or space them incorrectly, you’re going to be negative on block which will allow Dudley to circumvent playing footsies and instead be exactly where he wants to be.

cr.fierce is great at close angles. A traded fireball / ex.fireball is good too and it puts you at your best range. You can also try to go under his jump attacks with cr.forward which will work sometimes, however, this doesn’t work consistently against his j.forward.

Punishing
• lp.MGB is -2 on block
• mp.MGB is -4 on block so use cr.strong
• hp.MGB is -5 on block so use cr.strong
• ex.MGB is -8 on block so use cr.fierce

•    st.roundhouse xx ducking mixups use cr.jab

•    lp.SSB is -2 on block
•    mp.SSB is -4 on block so use cr. strong
•    hp.SSB is -4 on block so use cr. strong
•    ex.SSB -s -2 on block

Defending Against Pressure & Mixups
When the momentum shifts in Dudley’s favour and he scores a knock down on you, the most important thing is block low and react to overheads. For the most part, it’s pretty much a guess but it’s not impossible to react to and if you struggle with doing so then just guess. A lot of Dudley players stick to this mixup and save meter for extra damage on combos, but there are some that will use meter to go for the throw/dragon punch mixup, which isn’t that scary as it’s not going to do much damage even if he has Ultra to follow up.

If you block the initial high/low mixup, the next thing for Dudley to try is throw or frame trap you. This is the most important part for you to react correctly to as a tech puts you at the perfect range you need to either start your footsie game or for activating Ultra 2 to push him away. Whether or not you should activate Ultra 2 depends mainly on where you are on the screen. If you’re about to be cornered or are in the corner then activate straight away, another factor you might want to consider is his meter because if he doesn’t have 1 ex stock, his damage is mediocre but his damage potential is still just as high as any combo he lands will give him a knockdown.

One of the most basic throw setups amateur Dudley players like to do is st.roundhouse xx ducking into throw - this mixup is terrible as if he goes for the throw, you can just jab him out of it and if he decides to use a ducking follow up, it acts as a true string and therefore your jab will not come out to be counterhit.

Applying Pressure
I personally don’t like applying any type of unsafe pressure against Dudley (ex.soul spiral traps and whatever) because if he is even slightly competent, he’s going to punish you and land a knockdown. Primarily you want to just go for standard throw/cl.forward mixups, but be aware of his meter and the player’s general tendencies because you do not want to eat a shoryuken and let him gain momentum. You can OS all his non shoryuken wake up options on the ground and from a safe jump you can OS everything because his shoryuken is 4 frames startup.

He does however have his cross counter which can lead into his ultra, so once again, pay attention to his meter. My general rule of thumb is only apply pressure to either keep my gameplay varied enough so he’s constantly thinking about multiple options OR to gain back some control of the screen if I’m getting close to the corner. When you do however get him into the corner and he can no longer walk back just sit at cr.forward range playing footsies and he is entirely helpless.

Option Selects
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Additional Resources
-videos coming soon-

Concluding Tips
When you’re getting pressured just focus on teching the throw. His footsies are terrible against Rose but his reward for landing a cr.forward is massive so make sure you’re on point at mid range.


If i’ve got anything wrong there please call me out on it so i can change it.

Rose mirror is so weird. Can someone help me ?

Cammy mirror wev got like 3unblockables and mirror combo specific lol.

Rose vs Ken
Matchup Figure: 5-5
In this match up Rose has the better footsie tools to use against ken. She has her Crouching medium punch, crouching medium kick, standing medium kick, standing fierce kick, and her far standing hard punch. In this match up ken flat out loses the fireball war against Rose. She can either reflect them or absorb them. You should be doing both while throwing in your own fireballs every now and then. The next thing that happens in this match is that ken loves to use his step kick to get in. I suggest you learn how to Focus absorb the attack at the tip of the move so that you can continue to play keep away. You do have moves that can go under his step kick like her slide and her crouching medium kick. You can use those to make ken realize that his step kick comes in at with a risk. Another thing you should watch for in this match up is that

Overview
This match up you have an advantage over ken with your footsies. The main test is knowing how to keep him out and dealing with his pressure.
Pros
Ultra 1 is a very damaging punish for poorly spaced fireballs and blockstrings ending in normal fireballs. Rose should use is as an anti air on ken’s poorly spaced tatsus. She shouldn’t use it as an anti air any where else because ken can use his tatsu to fly to the other side of the screen.
Ultra 2 serves its standard purpose as a way to gain space or to set up mixups. However, activating it from far away is a good way of wasting this Ultra because Ken can stuff the orbs with his own projectiles just like any other projectile user. This is the better Ultra in this matchup because it provides Rose opportunities and tools she doesn’t typically have.
Cons
-Ken’s mix up game is difficult to deal with without meter.
-His ultra 1 can blow through her strings.
-Some of his air normals can stuff her normal anti airs.
Far-Range/Fireball Game
Rose shuts down Ken’s fireball zoning completely. Just like Ryu, ken can only throw fireballs as blockstrings or around the footsies range. Any fireball thrown from outside of the range of Rose’s st. HK can be reflected on reaction. Be careful not to pull the distance too far however as Ryu can then jump over reflected fireballs and Rose will not be able to anti-air.
Slide can be used to stuff close-ranged fireballs but requires a healthy amount of prediction and can be punished if whiffed or spaced incorrectly.
Rose doesn’t have to use her fireball in this match up since she can use ken’s as her own but she should be using it sparring to gain meter along with her reflects.
Far range/Footsies game
Ken cannot do much at this point but use his own fireballs, step kick, and fake thunder kick to get in. Please watch out when he is using his thunder kick. For him it is a better option to get closer as opposed to his step kick in which he can get tagged out of it by a fireball and ken has his air tatsu to make close in attempts but they can be easily anti aired with soul piede when timed correctly. Other than that you have the main advantage.
Midrange/Footsies Game
Rose basically owns this area. Her st.mk shuts down Ken’s crouching medium kick just like she does with ryu. Her st.hk does the same thing.
Anti-Air
Rose’s standard AA options are all useful here but they require her to be particularly attentive. Remember Ken can stuff cr.hp out with his jump fierce when timed correctly.
Defending Against Pressure and Mixups
Ken is based around his tatsu mix ups, throw mix ups, and his knock down game. When you deal with his tatsus remember that you can focus dash away from it if it is spaced wrong, other wise I suggest you Anti air it with ex soul throw, cr.hp or block it. When dealing with his tech game you should know when he his going to do it. I say watch out for his throws when he is about his crouching mid punch distance because he will try to kara throw you or he will break a block string to do it. You do have ex spiral but becareful because he could delay his timing to knock you out of it with srk or an ultra 1.
You should also know that his step kick can tag you out of a back dash so do not rely on it much.
Applying Pressure and Mixups
Be careful about how you use Spiral blockstrings. ken can SRK through them since they are not true blockstrings. Also, he can do st.LK to make long-ranged Spirals whiff then punish with sweep.
Tips
Be on point with your anti-airs and anti-fireball game
You must Be on point with your footsies and spacing
Learn how to punish air tatsus and learn how to tech properly since it is a must in this match.
Always be careful about pressuring Ken when he has meter and don’t take unnecessary risks.

From the 2012 patch notes;

This isn’t reflected in the frame data here on shoryuken.com, however, or anywhere else I found frame data. This change is definitely in the final version of 2012 however! I thought they reduced EX SRK for Dudley to 3 frames also but I cannot find information on that after a quick Google and don’t have access to anything to test with right now… I don’t know how pertinent this is to the conversation as HP jet upper doesn’t have any invulnerability frames, but then it could end up trading with Rose’s safe jump? Regardless, he has a DP which is definitely faster than 4 frames!

as long as the active frames are present when dudley mashes DP, if the hitbox makes contact before Dudley’s DP’s startup ends, Rose’s normals will stuff Dudley’s DP

I wasn’t too sure about the ultra choice that most people use for the match even though i use ultra 1 for that match i wasn’t too confident in my reason why.

Ken doesn’t need to jump on Rose to get near her. The only time he will jump (or even SHOULD jump) is when he scores a knockdown. Othewise Rose’s AAs can take care of Ken’s aerial attacks. U2 also provides her more space to breath and makes her zoning game even better, making Ken not being able to throw a fireball without taking a risk.

See that’s what i thought but when i looked at the SRK frame data i guessed i was mistaken, i’ll jump in to training mode in a bit and test out safe jumps against it! Thanks for that.

Ken’s jumps are good against Rose.

It’s 5-5.

I changed it to 5-5.

I really think the Cammy and Rufus match-ups need to be discussed…please?

I really don’t know what to say about the cammy rose mu. With rose (u1) i never had trouble beating cammy. It’s paramount to save meter for ex st. Be lame. The good thing about ex st, you switch position (keeps away from the corner) and can setup safejumps.

I will add more info once I get home.

I’ve actually never had too much of an issue with Cammy but the amount of high quality Cammy players is very much lacking. I totally agree with keeping meter though, its pretty easy to tell which divekicks are safe and which are not when she is mixing you up. On top of this it shuts down her air approaches from some of the closer angles much better than cr.fierce.

If you can convince them to not jump whenever you have meter and force them into footsies and random spiral arrows, you’ll actually be able to play toe to toe with her for the most part. Just don’t get back thrown.

Yeah, I guess I just need to work on noticing when I can EX ST her dive kicks. I don’t have much experience against her so I can’t easily tell what I can or can’t punish.

dead easy unblockable setup:

cornered Rufus/Cammy/Guy: backthrow, dash forward, j.hp.

crossup on the majority of the cast.