Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like focus attacks, ex moves, jumps, and throws.
Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.
Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.
I’ll update this post as all the info comes in so no one has to scan thru xx amount of pages for info.
Special Moves:
Soul Spark- HCF+P: Cancel to super or EX
Her fireball, stronger the stregnth the slower the start up and faster the speed.
EX properties- 2-hitter that will beat out normal fireballs, good start-up and recovery
Soul Reflect- QCB+P: Cancel to super or EX
Regular reflects CANNOT reflect EX fireballs and EX reflect CANNOT reflect a regular fireball.
LP version- Absorbs projectiles and gives you 49% of 1 stock, powers up soul spark
MP version- Reflects projectile straight forward.
HP version- Reflects projectiles upward 45 degrees.
- EX properties-* Can reflect EX fireballs
Soul Spiral- QCF+K: Cancel to super or EX, LK drill isn’t safe at close range. I programmed Rose to dash up, then c.lk x c.lpx2 x lk drill and go straight into block. With Ken I was able to srk on block easily. In fact, a well timed c.hk even hits. Since c.hk has 8 frames of startup according to the Ken forum, this means that at minimum an lk drill at close range is -8 on block.
EX properties- Goes through fireballs and normals, best wake up.
Soul Throw- DP+P:
Rose goes at a angle upward and tosses opponent to the ground.
- EX properties-* Seems to grab anything airborne.
Super/Ultra
Aura Soul Spark (super)- QCFx2 +P
Uses- Anti-air, combo into
Illusion Spark (Ultra)- QCFx2 +PPP
Rose extends her scarf, wrapping around the opponents forearms, then shocks the hell out of them for like 5 secs with her soul power.
Uses- Ultra is universal, meaning it can be used as anti-air, anti-fireball (must be close, punishment etc.)
Normals:
-Close Standing-
s.lp
s.mp
s.hp
s.lk
s.mk
s.rh- Great anti-air when opponent is above you, good hitbox it seems, I have beat headstomps with this.
-Standing-
-Crouching-
c.lp
c.mp
c.fp- Good anti-air, but really bad revcovery, best bet is to try to cancel into a fireball.
-Jumping-
-Special-
f+rh- Can be used as a far anti-air which knocks down and a good poke.
df+mk-