Rose Moveset and Attributes

Roses cr.mp makes up in range and speed for what it lacks in plus frames, but i do think it could use +1or2 on hit though. Same with her cr.mk if it was +4 on hit that 1f link to cr.mp would be nice add to her high/low game. All and all she has come aways from vanilla with only 3-4 big nerfs.

Rose can still block INSTANTLY after Soul Satellite (post-patch).

W00t.

Was there any talk about possible changes to her? I didn’t even consider that they might have done something… hopefully nothing.

Yeah. They said they were going to not let us guard during the first few fames of recovery on ultra, like it breaks our guard, but it’s still zero frames.

It would’ve gotten confusing, but they didn’t change it.

Like we can attack straight after it, but we can’t block.

Apparently they changed their minds so the ultra is still godly.

Has anyone thoroughly tested how helpful Soul Reflect might be as a defensive, like, “get the hell off me” move? It seems to have good priority. I’ll rarely use EX Reflect for this but it seems to work well (except for range, which mp reflect seems to have the best.)

Edit: Hmm, nevermind. I think I was getting lucky with the timing, since it’s kind of a weird move. I’m just wishing for more versatility. Besides reflecting, it’s still okay for keeping the big grappler guys away.

Hey Rose players!

Do you really use stand HK as an anti-air? It whiffs 3/4 times for me. I used 2HP but I think Rose cans have better.

I begin with her, and I use alternatively the Soul Throw, but it’s broken by any jump in, does the ex version work versus them, with invincibility frame or? Thx.

Ex Version has invincibility frames and will beat just about anything in the air. Crouching Heavy Punch is another good Anti Air. Soul Throw works but you kinda need to see the attack coming, it isn’t a Dragon Punch.

How useful is Rose’s super outside of combos? I was thinking of using it like Ryu’s super (anti-air/lp fireball cheese)

^ I believe it’s a good AA if you can time and space it correctly. Can also do it on reaction if you land an AA f.HK.

Roses corner pressure game is kind of nasty, I was messing around and found out if u do cr.lp,cr.lp,cr.lk,cr.mpxxHpSSpark it can combo to f.hk,fr.Hk,cr.Hk and slide. It also works with cr.lk,cr.lp,cr.lk,cr.mpxxHpSpark.

So from a about a box and half maybe a little less/more Rose’s SSparks are +5/+6 (at least from what i see) and it works with all SSparks so for example lp.SSpark at this range becomes -7 on block -3 on hit. Mp.SSpark +1 on block and +5 on hit. Hp.SSpark +7 on block and +11 on hit. Ex.+5 on block and +9 on hit. Remeber this all range dependent and in most cases should be looked at as a really good reset that is at its best in the corners. I dont recall this being mentioned so if it has been known skip over it dont b&m at me.

I dont care how high-level the players are I’m facing…I always seem to get kicked in the face whenever I try to use a hp spark in my blockstrings :xeye:

What’s the Frame Data on Rose’s Slide? EH’s says it’s negative in hit and block but that can’t be right…

The frame data assumes it’s at close rage (point blank). So, by doing it at a distance, only the tip would hit, and it’s pretty safe on hit/block. I don’t know the specific numbers, but it’s good/safe if you get spacing right.

Ah, I see. Never played Rose before yesterday and some scrub was spamming me with it on wakeup. Seemed like a guaranteed throw setup everytime, but I guess he was just doing it meaty a lot.

It’s +0 on block and +3 on hit I’m pretty sure.

Simply because you can link a cr. lp to the end on hit from a really meaty slide.

I mostly use it after some Condtioning to aviod this, but you are right it is still a
gamble.Watch your oppent an see how they move then determine if its worthwhile also if you want be safe just go with lp.SSpark a coulpe of times inside/outside the corner (Follow it with FADC and hit the links!) then when they get to the corner they should be bit more weary of your SSparks. An if your worried about srk’s the SSpark usually causes them to wiff. (particulary Mp,Hp versions but against guiles i would go with lp so u will generally trade, in my exp the other versions wiff an u get smacked with FK)

Also the cr.lp,cr.lp,cr.lk,cr.mpxxSSpiral (lk version) can be completed on some/most characters when they are crounching with out the use of Ex.meter. (It doesnt work on Guile though)

Is their any reason to use any other Soul Spiral other then F.K or EX? All the others are more unsafe for some reason.

Yes…you’ll probably HAVE to use all 4 within a match to be successful. If you use the wrong one, you’re unsafe and you get punished. If you use LK SS at the end of c.LP, c.LP, c.LK, c.MPxxSS you’ll come up short and get wrecked. Using MK will keep it completely safe on block, and HK goes slow enough to where you might catch a counter hit. For just small time c.LP or c.MP cancels, you use LK SS to make it as safe as possible, or hell just safe enough to be able to FADC out if you sense you’ll get wrecked. Anything else will probably get you killed. Max distance c.MK, pretty sure the only two Spirals that can combo are MK and EX. I think LK is too short and HK takes too long. And you won’t always have meter.

Thanks. Appreciate it.

What’s Rose’s anti air of choice? I seem to jump in on Roses for free mostly with usually no trade. Is it her Airthrow?