Rose Combos and Glitches

Does it ever get any easier doing c.LP -> c.LK -> c.MP -> soul spiral. Seems like I’m always this close to connecting the mp. Bah.
Also if you never check out the eventhubs street fighter 4 stuff, there an interesting article on links.

mother fucking xero!!yo you play 4 to. this joel yea man the race is on to see who is gonna be the best at 4 here in ga. cough i think im gonna take.:lol: you coming to FR??anyways far as her ground game goes her standing hk to good crouching hp is a great aa. so ppl cant jump and ppl cant spam dumb normals from a far. her standing mk is very good also. i dont have the game yet but if i get a hit i do that combo j.hk,c.mk xx drill xx super. if you are coming to FR lets mm in sf4

What are you guys doing to continue pressure after an ultra? I like to throw out EX Soul Spark and dash in after it, are there any other options?

A lot of the time you trick yourself into waiting too long for the c.mp. The link is done faster than most think .you almost gotta do it like 1-2-3.

That’s what I do, or lp spark if I’m out of ex meter. Now that I think about it, I kinda perfer the lp spark unless the ex one will chip kill them. But anyway, after the spark you can:

a. Dash once and jump for a dirty crossup. (I get this a LOT)

b. Dash once/twice (depending on distance), and then slide. THis works well if they’ve seen the crossup mixup.

c. Keep dashing behind the spark untill they block it and then use that as a tick throw.

d. If you have a full super meter and they’re low on life, lp spark super cancelled into super. (I’ve beaten out Ryu’s reversal ultra soooo many times doing this.

naw cant make it to fr this year even though i want to. i play sf4 maining rose chun and cammy. you gonna have to catch me online when i get a system.

along with that you can see how they act accordingly. ive had enough time to actually dash in SA to level 3 because they are tryin to block the ball still :wonder: that breaks of course. ive also been able to hit her ioh but that doesnt set up for anything but the fireball hit. at least with the crossup you and the fireball hit roughly round the same time enough for another combo into a fireball or super which ever floats your boat. i usually only do any of this fireball mixup off of wake up from max distance though.

You pretty much always wanna throw out a fireball if they’re pretty far away from you. (like after her back tor or something) Then you can wither stay back and do more fireballs.(my option of choice) or walk behind the fireball and either bait a reversal dp, jumpin/crossup, or slide tick throw. Pretty much fireball gives you more than enough time to play out what you wanna do before you opponent can plan what they wanna do.

Xero- Did I play you last night? I can’t remember…:sweat: If not, we need to play tonight.

naw i dont have a system yet but next time im over at my boy house ill try to play you since youre on his gamer list already. his is rugedman. you and me seem like we play our fireball game about the same. i love the fireball tricks with meter

hey just thought of this so someone try this out. throw a fireball then fadc dash in front of fireball and if they throw a fireball reflect theirs thats the only way i can think to have two fireballs on the screen at once for some interesting results.

Just watch out for doing a spark after Ultra on Abel. He can Ultra u right back and goes thru it. It looks weird because he barely catches u with the punch.

^ That is very true. I sometimes bati the ulrta with an lk drill and catch his ultra with my own if i have it. If nor, just block and punish

After extensive testing, I’ve decided to start using j.mk, s.hk, drill as my bnb as opposed to j.mk, s.mp, c.mp, drill. It does 8 less damage, but the link is way, way more consistent and easier to time. Also, if you cancel the drill into her super, it actually does 22 more damage than the previous combo.

i been meanin to ask does fhk still crossup over people on wakeup like in a3

Yes I’m a noob, you don’t have to tell me but what does meaty mean? Also is refect really viable as an attack? It comes out so slow and has very short range, I can’t imagine a situation where reflect would be your best attack option.

you can cancel moves into reflect, so it doesn’t matter what the startup and range is. ie Jump MK, cr.mp, hp. reflect, Super

also, meaty just means having Hit frames on top of the enemy when they get up from a knockdown. Meaning they either have to block or do an invulnerable reversal attack to not get hit. My favorite is to time a meaty EX soul spark to chip people to death. Since they are so low on life they usually try to avoid it all together and eat the damage.

Thanks for the info, I honestly had never even thought of using a reflect to combo into super since drill seems like the natural choice, which does more damage? (I dont own the game yet)

the reflect to super I believe is one of the combos in the training mode. I don’t think i would have come up with it on my own, so it must have been

Jump In -> s.Fierce -> lp Soul Spark -> FADC -> c.lp c.lk c.mp Soul Spiral

Jump in with Fierce/Roundhouse gives you 360 damage. Jump in with MK/cross up, gives you 330 damage.

Jump in -> c.lp c.lk c.mp Soul Spiral xx Super gives only around 400.

So if you can land that combo, you’ll save half a meter for a little less damage.

I think I’ll keep my bar for a super combo ^.^

Does anyone do c.short, c.jab, c.jab soul spiral? I would think this should be a bread and butter combo. Why is everyone starting their combos with c.jab? You can also do c.short, c.jab, c.short link c.strong into soul spiral. Although the soul spiral will only connect when opponent is in the corner.

c.short, c.jab, c.short link c.strong xx soul spiral = 206 dmg
c.jabx3 xx soul spiral = 182 dmg
c.short, c.jabx2 xx soul spiral = 172 dmg (Shorts do 10 points less dmg than jabs but this combo allow you to hit someone if they are blocking high).

Some silly reflector combos…

j. fierce, s. roundhouse, H. reflect, super (if you have bar)
If no super, H. reflect can be substituted for a M. reflect to launch away if you want to go to long range game, otherwise you can still H. reflect and go for a cross up or something.
s. roundhouse can be substituted for down fierce, stand fierce, down strong, etc. I believe roundhouse does the most damage though. The combo itself does equal to your average combo into super, but this looks flashier; haven’t tested the stun on it exactly yet. I should probably do that sometime.

Noob question, sorry

Can someone please ‘translate’ this combo

j.hp c.mp(mk) xx drill xx super

I’m new to street fighter but like Rose
Just please completely spell out what these abbreviations mean, then I’ll know what others mean too. Thanks