Rose Combos and Glitches

Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:

  • Best BnB combo
  • Best punish combo
    You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super. Thank you

-Best practical punish for Rose would be:
cl.HP xx EX Spark FADC cl.HP xx Spiral (350dmg/440stun)

  • Best practical Bnb Combo would be
    cr.lk,cr.lk, cr.mp xx EX spark FADC cr.HP xx Spiral (288dmg/390stun)

Thank you, Cerberus. Wait, Rose has a 288 dmg bnb starting from lights ?? Wow, that’s a lot of dmg (I know needs 3 bars, but still…)

I’ve just realized that i’ve never shared a video of my resets and harblocking setups

youtube.com/watch?v=r8Ch5-8I978

Edit: I can’t integrate the video ??? I try 3 differents ways but i failed … anyone?

Can someone explain why Rose keeps her orb after getting hit? Happens on 360 and pc so far. v.2012

properties of her U2. If she’s hit on her frames 2-3 of her activation, she trades and keeps her orbs. If she’s hit on the 1st active frame the orbs are removed.

That was an interesting reply on the tech video I shared with you a year ago.

But its quite ironic http://www.eventhubs.com/news/2013/oct/22/filipin0man-shows-us-rose-has-unblockables-too-and-theyre-not-hard-do-ssf4-ae-v2012-tech-against-guile-c-viper-and-guy/
… dont u think?

he had an epiphany at evo when he met a stronger rose, and apparently decided sharing was better for everyone. kids actually grow up :slight_smile:

hum I dont think it really matters. He’s sharing a tech that will be gone in the next patch. So what ?

I have been playing around with the state change cancels with Rose and came across this random thing…

My understanding is that you cannot super while soul spark is onscreen. Ie you cannot have 2 fireballs on the screen at once, although you used to be able to do this in previous versions.

Now, I don’t really have a good handle on the state change stuff yet, but I can get her to fairly regularly trigger EX Spiral and ultra 1 after a whiff. Fine. They’re quite slow to come out so I guess not that effective… maybe.

Anyway, while practising this in training mode, usually while trying to mash out U1, several times I have been able to do an immediate fireball Super after doing a soul spark. I would do lp spark, opponent starts his ‘whiff punish’ (albeit from opposite sides of the screen), and immediately Super comes out, overtaking the lp soul spark, and both fireballs hit simultaneously. It is definitely not the case that the lp spark hits and then the super comes out. Both are onscreen at the same time.

Apologies I can’t capture this on video, but I’ve done it about 5 times so it must be a thing? (unless I’m being retarded or some shit - possibility)

If this post is completely wrong, mods please delete, but if the above is true, does this mean that other characters could fireball super whilst fireballing?

well, super trap (throwing the super while a spark was on screen) was huge in vanilla and super, but disappeared in AE. the super-cancellability of her special moves (spiral spark and reflect) still remained thoug, which explains why you can have (all versions !) of soul spark hit along with her super if you cancel them early enough.
link to her frame data : http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Rose

Hey can someone help me figure something out? I might be misunderstanding frame data but here it goes.

So Rose’s cl.mk is +3 on hit. Her c.MP has 4 frame start up. I’ve seen people link cl.MK into c.MP and have read on this post that that is only possible on counterhit (as the frame data would indicate). However, I am being able to link these without a counterhit!

WHY?! O.o

Also, I’ve seen people link CH.Slide into c.lk (I imagine you can more easily link into c.lp but I’m not sure). However, the frame data on the Slide says its -3 on hit. Even if it is CH, the frame data would change to +0 on hit, making it impossible to link into something.

Is there something I misunderstood about the mechanics of this game? O.o

*Frame data taken from http://www.eventhubs.com/guides/2009/apr/18/roses-frame-data-street-fighter-4/

Frame data taken from http://www.eventhubs.com/guides*/2009/apr/18/*roses-frame-data-street-fighter-4/
Frame data taken from http://www.eventhubs.com/guides
/2009/apr/18/*roses-frame-data-street-fighter-4/
Frame data taken from http://www.eventhubs.com/guides
/2009/apr/18/**roses-frame-data-street-fighter-4/

I’m emphasizing that you’re reading old data.

yup, sc.mk is +4 on hit. Not sure about the CH slide.

Frame data assume you hit on the first active frame. The later in active frames you hit, the more positive you are on hit/block.

Slide has 8 active frames, hitting on the last one would make her +4 on hit and +1 on block.

When applies to a downed opponent, this concept is called “meaty”

Most moves in SF4 don’t have a lot of active frames though.

if she is hit during activation causing a dizzy state she is still supposed to keep her orbs?

A newb question, I know, but what does the “xx” that is always showing up in combo strings stand for?

Special cancel.

Hey I’ve been playing around with rose and was wondering what was a good combo you could do with this. (I’m not very experienced with rose ultra 2 so dont know how to use it too effectively)

cr.fierce -> strong soul spark -> FADC forward -> ultra 2 (ultra 2 combos with first orb) -> something

Not sure how to get the most out of the combo after the first orb hits and the second orb is still coming around to possible extend the combo even more.
Was thinking something to juggle them into the second ball, then follow up with soul throw, but not sure how I would go about it, testing random stuff atm.

-edit-

Did a little bit of testing, if you are a little bit further than midscreen, then after the ultra you can dash 1nce, walk forward, and they will be close enough to the corner to cr.fierce->soul reflect-> soul throw This combo does 497 dmg, uses 2 meters from the FADC, and builds ALMOST a meter (like 230/250) (~447 damage with half ultra) on training stage they need to be standing on the 2nd black line from the center. (might be able to do it from further away, that's best I could do) Just a note, this combo is pretty damn easy to do.

If they are in the center of the stage, you can do a second cr.fierce -> strong soul spark -> fadc to add damage and push them far enough for the combo. Need to use 4 bars though.
Using the second FADC will raise the damage to 522, so probably not worth the meters.
One FADC does 380 stun, 2 FADCs does 465 stun

If you are already close to the corner you can do st.roundhouse -> cr.fierce -> reflect -> soul throw for increased damage/stun (probably more, but as I said I don’t really know how to use roses ultra)
512 damage 465 stun

(This is in AE not sure if it works in ultra)

If someone knows how to improve this please share :smiley:
Also would like to know if this works in ultra if someone can test it for me :3 (They changed something about FADC forward I believe but I don’t really know the specifics of it)

^I didn’t realize it was 2010 again. All they changed about her dash forward was give it 1 less frame recovery so her fadc combos are somewhat easier. I know they added recovery to her ultra 2, but I don’t think combos into U2 off spark are impossible now. I haven’t tested to be sure, it’d just seem like a weird nerf.

Most practical mid screen combo for me is U2 > slide, c.mp xx spiral. There are many variations that can lead into a throw setup or other reset, but I usually like the guaranteed damage.