Rose Strategies and Match-ups

It really saddens me that my baby mama(Cammy) sucks so much in this game. I wanna make it happen so much, but she has like 3 combos that you have to do like 80 times to win the match.:sad:

Also, I want to apologize in advance if any of my recent advice has turned out to be complete BS. I haven’t really played Rose in like 2 weeks now. My new main is Random Select.:looney:

How do you guys fight super queer Dhalsim? Hella annoying to fight because of his stupid reach.

A good Sim is tough. I played some dude in player match first to 20 and got worked over pretty good. Rufus has been givin me mad problems too.

Can’t say to much about Rufus but I played a good SIM and it seemed useless. . .first time I’ve felt like I can’t do much. He just completely out did everything I tried. . .I ended up switching to Viper (still lost) but wasn’t nearly as bad but he’s got a lot of YEARS under his belt so it’s all good.

Played a guy named Minihimalism using abel last night, lost 16 matches straight with only 3 rounds won. That shit was crazy. Never been owned so hard :frowning:
He used mix-ups of low and high grabs, lots of cross-ups and FADC in blockstrings to throws. It was as if I was never blocking anything.

Be VERY careful when trying to sweep her after a whiffed cannon drill, the very good Cammy players can follow this immediately with a cannon spike and hit you first.

FA is your best friend in this match-up. When Abel puts you into a CoD string, you can tap out(not-so clever way of saying mash) a lv1 FA after the first hit to score a counter hit crumple. It doesn’t matter if he goes for mid or low for the second hit, he’ll lose to FA every time. His only option is to stop the string/FADC while you get a Lv1 FA and dash, so it’s entirely in your favor. [edit]I don’t know if this works vs. the super armor on his EX CoD. I don’t have the time to check now, try it out!

When he knocks you down and goes for a cross-up j.MK, absorb that with FA and back dash out of it. Treat him like a grappler, and take him being in close range very seriously. His normals and mix-up game is good up close, so you don’t want to be there. Fortunately it’s not very difficult to keep him out with Rose. Be careful with fireballs at mid-range, it’s asking for doom as he can just roll in and punish. If he rolls at you for any other reason, really… don’t let him get away with that, lol. Be on the look out for stuff like cr.HK cancelled to roll. His mediums are all relatively good openings to CoD, be aware of his f+MK into dash command normal. Back dash after blocking this because he will dash in and cr.lk pressure ticks/tornado throw. His regular goofy kicks have such long start-up you can slide under those and punish him on reaction.

What exactly is Rufus doing that you’re having troubles with? Unfortunately I don’t play this match-up nearly enough to fully understand it… so I’m interested. I can start with a couple of things:

Obviously his character design is to RTSD. You can stop repeated dive kicks with a simple cr.lp(vs. TK dive kick) cr.hp or ex soul throw(vs. dive kicks that start up high), but he beats all of these with an EX messiah kick. If you just sit there and try to bait out the messiah kick he gains momentum from mix-ups which is really in his favor. EX Messiah kick is his goto “get off me” special, and it’s so good. Because of this, you generally can bait one out, and If you do manage that is good because you can get a lv2 FA after all three of his options(you can’t Ultra, because a reversal will beat two of his options, but lose to his overhead follow-up. If you wait and don’t reversal you beat his overhead but lose to his low follow-up – At least I’m pretty sure thats how this works, any insight would be nice), so he can only FADC out of it, and forcing him to burn 2 meters is really good.

Going forward air to air with him is in his favor, snake strikes really hurts, and Ultra juggle is even worse. However, neutral j.HP vs. anything he does is really nice. It beats his dive kicks and I think all of his other specials on the ground clean. He really can’t touch this outside of the tail end of EX messiah kick, but that’s a trade. This normal, even on neutral has a tendency to cross his fat ass hitbox up if one of his specials whiffs under you. It only takes one j.HP to knock him down and get out of the corner.

Rose vs Sim is really awkward. At least the way I play Rose, I am comfortable everywhere on the screen and Sim completely takes her out of that. One thing I have found very effective vs. Sim is horizontally reflecting his fireballs. Rose 101 is reflect his fb, he can’t follow up with his limbs as he likes to do in every other match-up… but there have been many times when I have reflected his fb and he tries to follow it up with a normal and he ends up getting knocked down. I really don’t know what this is, I should bring it into training mode but I haven’t been thinking about it recently. One time I reflected his fireball and he went to the air to attack, his limb hit the horizontally reflected fb and he got knocked down(his model was covered in flames so it definitely hit), but the fb remained on the screen and actually meatied him for my jump-in! :rofl:

Of course you don’t want to reflect every fb that comes your way, but it’s definitely an interesting tool to consider. Especially if it scores you a knock down.

Slide is good for closing distance when he goes to the air. Stay on your toes with every single teleport he makes, and if he pops up in front of you (without meter) you can Lv2 FA. I’m really interested in some discussion on these two relatively obscure characters.

TBH, i haven’t played a rose vs chun match, only once, but it seems like rose wins inside. Her block strings wil stuff most things, and if chun decides to FA, the safe (dunno how safe they are,) shamwow drill will armor break chun. It could be like one of those odd-ball matchups, like chun vs fei in ST (chun wins until fei gets her in a corner where it becomes very hard for her)

Lately ive been having trouble stopping El Fuerte. Is there any specific moves to beat out his 50/50 mix up. My Rose is on the ground too much.

I’m also having problems against chun. I found her Cr. HK to beat out a lot of my air attacks like j.HP/j.MK/j.HK it was really strange because I wouldn’t be in range for chun to hit me with cr. HK but when she tosses it out I teleported back and ended up not hitting her and myself eating a big foot in the face.

Is this just a timing issue or what? Also does my cr.HP beat chuns j.HK because for the life of me it seems it losses which hurts roses AA game badly as chun gets to jump for free.

Unless i"m missing a lot, which is very possible mind you, this matchup seems heavily in chuns favor.

Well, both Rose and Chun have the tools they need to keep each other out, but you have a big advantage in Soul Spark not beinbg a charge move. Sparks keep her away for a while. Chun has to either FA absorb them or jump over them if a fireball war gets started. I was just playing a good Chun player too, but I for got what I was doin to beat him.:sweat:

I DO remember that the biggest threat Chun has imo is her ultra since she can hit you out of Soul Spark on reaction with it. I always just block Chun’s jumpins since her crossup game isn’t all that compared to other characters so I don’t know what beats her air normals at all. If Chun get’s jump happy, remember you have the slide and dashes to use to make some distance.

I wish I remembered what all I did like 15 minuites ago so I could be some kind of help:rofl:

Wake-up EX drill is a get out of jail free card in this match-up.

Honda ochio ticks fucked me up last tournie I was at. Solutions?

Well, just play defense and don’t panic, use focus to absorb the splashed and back dash out of the tortilla throws. It’s not a good situation to be in at all, but you can really damage him once you hit him in this match. Don’t worry about zoning him if he has meter either, he can just EX run through and start his offense pretty easily, feel him out a bit and react accordingly.

f+roundhouse beats a lot of Chun’s pokes, deceivingly better than it looks. If Chun is try to poke you with her low roundhouse, you can time a jump over it during the poking game, they recovery on her sweep isn’t that great. They take a risk every time. If they really are committing to it and are good at her anti air game, you can just focus it and hit her if you’re close enough.

Maybe in different timings but for the most part, with a good connection online, my jump roundhouse (using Chun) was losing to low fierce anti airs. He timed it pretty early.

As does El Fuerte, Chun takes a battering once you hit her. A fun thing to do is to really test the Chun player’s anti air game…they have to always be on point to beat Rose’s jump fierce.

Don’t worry too much about Soul Spark zoning. If she trades with a kikoken, she can dash up and split kick over your next one. But you can easily focus and crumple her if she does it too much. I only recommend zoning outside if their jump range against good players, Soul Spark is definitely no tiger shot lol.

Back dash.

Thanks, never would have occurred to me.

Chun was giving me some issues at first, then I realized that I was getting away from my game plan. With Chun I find that a defensive Rose is best. If Chun jumps in, a simple jumping HP will beat most of what she has, her FB is no comparison to Rose’s FB so you have a decent way to keep her either blocking or jumping and either play into Rose’s favor. If they jump, you can either jump HP or soul throw (EX soul throw if you have meter) if they want to turtle and play defensive you can throw FB’s to chip away at them and force them to act (be careful with FB’s at close range though as her Ultra will go right through them, always FB from long distance when she has Ultra) If she (or anyone for that matter) tries to focus attack me, they end up getting thrown. This simple tactic is surprisingly effective as most players are expecting you to try an attack so they will not cancel the FA in attempt to crumple you. So when you see them start the FA just dash in and throw them to the ground. If they are foolish enough to try an FA you after they knock you down just wake up with EX soul spiral to put them on their back.

CoD on hit can’t be reversaled out of if they time it right correct? (ie it combo’s) but as a block string during the high/low second hit mixup you can FA it? that’s good to know. The FA 1 as counter hit crumples? I thought only 2/3 crumple… but maybe that counter hit adds the crumple, which is great.

Any advice for timing the FA’s on wakeup? I am very consistent on wakeup ultra’s, backdashes and EX drills, but for some reason because of the need to hold the FA for backdash canceling I have less confidence in my timing.

Can you provide some details about his roll. IE what kind of recovery does he have after, can you hit him out of it? throw him out of it? The roll distances don’t seem to be too different from each other. Yes some have more range, but none of them seem to go tremendously far.

I don’t even mess with soul sparks against him once he has ultra. I have been beasted by that thing too many times. Same with Chun.

any advice against teleport happy Sim’s? I was handling one that like to teleport at the end of his jumps, catching me in my SS recovery. Obviously this took out my spark game as he was landing from jumps. I got decent with the soul throw as a counter to the teleport, but it didn’t always come out before his FP did. Also turning around to block that high. He still had his landing to do a normal move without much fear of punishment. Focus attack would probably be a great answer here…

When I see a player FA me trying to get up a light goes on in my head to their level of intelligence. If they are dashing out early as an obvious bait for wakeup w/e… then I don’t risk it. But if they like to ride out the FA longer and possibly go for a hit, they get wakeup ultra’d every time. Its certainly not a great option, but you can condition your opponent to walk into it by backdashing out on wakeup. While you may not punish them yet, if they see that you don’t appear to have a counter hit option on wakeup… they may be more inclined to try to land the hit. And if you are in the corner, you know they will.

They basically have to backdash before you activate your ultra. I don’t think there is time to backdash/block if its done after you activate your move.

Also, many people don’t time their FA’s perfectly. meaning wakeup throw to the face.

Chun can get you from full screen with Ultra too, so be careful when throwing sparks from full screen too.

She can’t do it on reaction though. She has to do her ultra the second you throw a spark at full screen to get you, otherwise you can block and punish her for it. She can however ultra on reaction to a spark at say for instance half screen because of Rose’s recovery time from the spark.