Part 2:
vs. Guy:
vs. Hakan:
vs. Ibuki:
vs. Juri:
vs. Ken:
vs. Makoto:
vs. M.Bison (Dictator): [details=Spoiler] Match-up (in numbers): 5-5 (Although some may argue it’s very slightly in Bison’s favor)
What should be my general strategy against M. Bison?
In Super, Bison was able to shut down Rose’s fireball game pretty easily with U2, and pressure with Scissor Kicks all day. However, in AE, with the changed motion to his U2, and the increased pushback distance on his blocked Scissor Kicks, it makes the match-up a bit easier for Rose. Your strategy here is to try to have a life lead while maintaining a mid-screen game, where Rose is most strong. Having a life lead will force him to come to you, which is one of his weaknesses.
To take notice:
Normals and moves:
**+ s.MK is great for stuffing his cr.short, which easily hit-confirms into Scissor Kicks. **
+ s.HK is great for punishing far blocked Psycho Crushers.
+ s.HK goes over his cr. LK, useful for those that like to mash crouch tech.
+ cr.MP is useful for punishing poorly spaced or blocked MK / HK / EX Scissor Kicks.
+ cr.MP is a good bait for Psycho Crusher, as some Bison players will assume you would finish the string with Spiral.
**+ EX ST stuffs his j.HP, and attempted headstomps. **
+ s.MK is useful for stuffing attempted Scissor Kicks at certain distances.
**+ EX Spark is a great O/S for punishing wake-up teleports. **
+ Rose can be a bit more liberal with her projectiles, due to the U2 nerf.
+ Stand blocking Scissor Kicks will put Rose in a position where she can punish easier.
+ Slide is good for counter poking a whiffed s.MK.
+ Slide is useful for head stomp attempts.
+ Whenever you’re pressured in the corner by his Scissor Kicks, you can jump back and do j.HP, getting a free combo if he tries to go for Scissor Kicks again.
- Bison can punish in-between c.MP xx Spiral with Psycho Crusher.
- Poorly spaced Spiral strings can easily result in a cr.short -> knockdown.
- c.HP does sometimes lose to j.HP, depending on where he jumps in.
- Jump-ins can be problematic, as it allows him to easily start Scissor Kick pressure.
Wake-Up:
+ You can trick Bison into wasting meter by timing a meaty cr. LK on his wake-up, as this will make his EX Psycho Crusher whiff.
+ You can easily punish Bison’s Psycho Crusher on his wake-up by blocking, and using s.HK.
+ EX Spark O/S will beat out any wake-up teleports.
- Bison can do Psycho Crusher on your wake-up, forcing you to block and guess a tricky cross-up.
- Bison can easily bait an EX Spiral by whiffing a meaty short on your wake-up, and punishing accordingly.
- EX Spiral is a poor pressuring tool on his wake-up, as he can easily stuff it with many moves.
Preferred Ultra:
Which Ultra is best for this match-up?
Both Ultras work well in this match-up, there isn’t one that is preferred more than the other.
U1:
+ Can punish wake-up teleports, poorly spaced headstomps, and blocked Psycho Crushers.
- If blocked or whiffed, you are vulnerable to big damage.
U2:
+ Forces him to respect your space (can’t do headstomps or Scissor Kicks freely)
- Doesn’t deal a good amount of damage, and is useless when you’re trying to activate it during Scissor Kick pressure.
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vs. Oni:
vs. Rose (mirror match):
vs. Rufus:
**vs. Ryu: **[details=Spoiler] Match-up (in numbers): 6-4 Rose
What should be my general strategy against Ryu?
Rose is considered the anti-shoto, especially against Ryu. From full screen, you can easily build meter with Soul Reflect (LP) while he’s chucking fireballs at you. At close range, you win the footsies battle as you have the better normals to work with. To win against Ryu, you need to take advantage of both ranges. As with any character, the one thing you need to avoid is knockdowns.
To take notice:
Normals and moves:
+ Both s.MK and s.HK are useful pokes that beat out a lot of Ryu’s crouching normals (c.MK for instance).
+ c.MP can be an irritating normal for him to deal with (can also be a great bait for SRK’s).
**+ c.HP solidly beats all of his jumping attacks. **
+ If timed right, slide can go underneath his projectiles.
+ Soul Spark (LP) is great for baiting out a late tatsu, due to the slow speed of the projectile.
+ Soul Reflect (LP) is incredibly useful in building meter quickly when playing a full-screen fireball game.
+ EX Spiral can blow through his c.MK xx Hadouken when used in-between.
+ Due to the changed arc to Ryu’s jump tatsu, it’s harder for him to escape corner pressure.
- Cannot jump in on him easily, since SRK is a great AA, and it has good invincibility.
- Cannot go for too many untrue blockstrings, since he can SRK in-between (c.mp xx Spiral)
- Cannot play too much of a fireball game from mid-screen due to the poor recovery of her Soul Spark (leaves you susceptible to a jumping attack)
- His cr. MP can stuff s.MK.
- He has solid mix-ups once you’re knocked down.
Wake-Up:
+ Safe jumps can really limit his wake-up game.
+ Intentionally mistimed meaties are useful in baiting DP’s.
- With his SRK, sometimes you are forced to respect his wake-up game.
- Ryu’s OS can really shutdown a lot of Rose’s wake-up options.
Preferred Ultra:
What Ultra is best for this match-up?
U1 is considered to be the better Ultra to use in this match-up, although U2 can be effective as well.
U1:
**+ Limits his options from full screen (can’t jump freely). **
+ Dashing forward after reflecting a projectile with Soul Reflect (MP) is a great set-up.
- If blocked or whiffed, you are vulnerable to big damage.
**- If he has one bar, he can dodge U1 on reaction with an air EX tatsu. **
U2:
+ Forces him to respect your space.
- If used at full screen, it’s easier for Ryu to get rid of the orbs by throwing projectiles.[/details]
vs. Sagat:
vs. Sakura:
vs. Seth:
vs. T.Hawk: [details=Spoiler] Match-up (in numbers): 4.5-5.5 T.Hawk
What should be my general strategy against T.Hawk?
Like with all grappler matchups, Rose wins against T. Hawk by keeping him and whittling down his health with pokes, AA and fireballs. Unlike other grappler matchups however, T. Hawk has some unique and tricky tools to get in with. Fortunately, Rose has all the tools to counter T. Hawk with but they require the player to know exactly what situations to use them in and the reactions to successfully react to the situations. As usual, the risk-reward ratio is skewed against Rose. She cannot safely mixup Hawk. She can keep Hawk out the whole round and then lose to a single hard knockdown and a series of good guesses on Hawk’s part. This matchup is generally a grind and requires you to be on point the entire time.
To take notice:
Normals and moves:
+ F+HK and s. HK are great for punishing blocked Condor Dives.
+ Rose’s s.MK stuffs T. Hawk’s c.MK
+ Jumping back LK is a great instant overhead, and can be used after a safe jump fierce.
+ T. Hawk’s s.HK will whiff when Rose is crouching.
+ A well timed c.HP will stuff any of his jumping attacks.
+ A delayed ST is good for catching Condor Dives.
+ Slide is good for far-angled Condor Dives.
- Cannot rely too much on projectiles, since Condor Spire allows him to punish far from jumping distance.
- c.HP can’t be too much of a relied anti-air; loses to Condor Dive.
- Condor Dive, Condor Spire, and close-ranged cr. HK will beat backdashes.
-
st. HK and Tomahawk Buster will beat jump attempts.
- Cross-up Condor Dive can be very ambiguous to block.
-
st. MK will whiff-punish Rose’s slide.
- st. HK will punish attempts to jump after a knockdown
- cr. MK goes under Rose’s st. HK.
Wake-Up:
+ cl.MK is a good pressuring tool on T. Hawk’s wake-up when he does NOT have meter (if he has meter, watch out for EX Tomahawk Buster)
+ EX Spiral is good for dealing with cross-up splashes.
**+ EX ST is useful for beating mistimed safe jump non cross-ups. **
- T. Hawk can safe jump you with LP Tomahawk Buster.
- EX Spiral will lose to non cross-up slashes.
- EX ST will lose to cross-up splashes.
Preferred Ultra:
What Ultra is best preferred for this match-up?
Both Ultras have their merit in this matchup.
U1:
+ Great punisher for unsafe Condor Dives.
+ Useful for punishing T.Hawk players that like to mash command throws.
- If whiffed or blocked, Rose is susceptible to big damage / knockdown.
- Allows T. Hawk to get in if the attempt is unsuccessful.
U2:
+ Useful for T.Hawk players that like to play more safely.
+ Can help pressure T. Hawk on wake-up.
- A well timed command throw can stuff U2.
- You won’t be able to punish unsafe Condor Dives with big damage.
[/details]
**vs. Vega (Claw): **
**vs. Yang: **[details=Spoiler] Match-up (in numbers): 6-4 Yang
What should be my general strategy against Yang?
Although Yang may not have as deadly of an offense as Yun, his offense can still be very potent. Similar to the match-up against Yun, you want to zone him out so he doesn’t get in and mix you up or reset you to death. The catch is that Yang has more of a solid defense than Yun does, so he has more ways of dealing with pressure.
To take notice:
Normals and moves:
+ cl.MK can lead to potential frame traps.
+ s.FP can easily stuff his far dive kicks if spaced correctly due to his hitbox in front of his foot.
+ c.MP beats a good amount of Yang’s normals.
+ c.RH is great to punish Yang players that like to dash in a lot for pressure.
+ Slide helps to get in on him, and will even beat some of his dive kicks/normals.
+ Soul Piede is great to punish Yang as an AA on his way up.
**+ Far standing MK will stuff a lot of his lows, and is extremely helpful against those that like to use cr. short a lot. If you get a CH off of it, you have a good amount of time to hit-confirm into cr. MP. Also, it can stuff roll kicks. **
+ cr.LP is useful for punishing mistimed dive kicks.
+ Using properly spaced Spirals will not only set-up your offense, but can also be a reliable AA if timed right.
+ Use ST to punish badly timed jumps or dive kicks within range.
- If Yang does a crouch tech, and you do cl.MK, it will whiff.
- c.MP sometimes loses to his cr.short, making it an easy hit-confirm into Rekka.
- c.HP can lose to quick or delayed dive kicks.
- s.FP does have a horrible hitbox, so it isn’t too reliable.
- Rolling Kick limits your fireball game.
- Yang’s dive kick can be considered more problematic than Yun’s.
- Yang’s U2 cannot be safe jumped.
Wake-Up:
+ Unlike Yun’s HK and EX Upkicks which travel him to the other side of the screen, all versions of Yang’s Rolling Kick are easily punishable on block.
- Yang’s meaty Palm pretty much beats out all of Rose’s wake-up options, so you MUST block.
- Yang can use EX Teleport to get out of pressure.
Preferred Ultra:
Which Ultra is best for this match-up?
Both Ultras work well in this match-up, but U1 is the preferred Ultra.
U1:
**+**Great punishing Ultra for many of Yang’s options, such as a blocked Rolling Kick, and untrue blockstrings.
+ Like Yun, he has low stamina, so if you land the Ultra, he will take a significant amount of damage.
- If whiffed or blocked, you are vulnerable to a big combo.
U2:
+ Can be used to generate an offense, such as after a knockdown.
- Cannot be used when he’s in close range, and you’re being pressured.
[/details]
vs. Yun:[details=Spoiler] Match-up (in numbers): 6-4 Yun
What should be my general strategy against Yun?
As Rose, you want to zone Yun out so he doesn’t get in, and start mixing you up to death. You really cannot afford to let him get in, as you have poor reversal options, and he has every offensive tool that is a nightmare for Rose; dive kicks, safe normals, and a command grab.
To take notice:
Normals and moves:
+ s.MP and FP is great for stuffing dive kicks at far range (Note: Spiral works as well if timed right)
+ Use ST to catch his jumps and close dive kick attempts
+ Use slide to beat out EX Lunge Punch, if you see it coming.
+ s.MK stuffs all his lows.
- cr.MP is not as effective in this match-up, as it loses to dive kicks at times, and some of his pokes.
- cr.HP can lose to quick or delayed dive kicks.
- Don’t backdash too often, as you can be punished with Lunge Punch.
- Due to EX Lunge Punch being +1 on block, it makes it pretty easy for him to get in.
- EX Shoulder and U2 limits your fireball game.
Wake-Up:
+ You can punish his LK and MK regular upkicks when whiffed.
- Yun’s meaty Palm beats out pretty much all of Rose’s wake-up options, so you MUST block.
- Yun’s HK and EX Upkicks travel him to the other side of the screen, making it hard to punish.
Preferred Ultra:
What Ultra is best for this match-up?
Both Ultras do work well, but U1 is the preferred Ultra.
U1:
+ Limits far dive kicks and lunge punches.
+ Landing it will take a significant chunk of his health, as he has low stamina.
- If whiffed or blocked, you may lose a significant amount of life as you are vulnerable to a big combo.
U2:
+ Can be used for mix-ups after a knockdown.
- Cannot be used if he’s in close range, and you’re being pressured.
[/details]
vs. Zangief: [details=Spoiler] Match-up (in numbers): 5-5
What should be my general strategy against Zangief?
Zangief is a grappler that heavily relies on getting within close range for his damage. As Rose, you want to establish your space against him, and keep him out. Use Rose’s great normals to accomplish this goal. Once you’re knocked down, you’re going to be forced to make a guess; you want to be making the correct guesses to get out of pressure, and save yourself from a lot of damage.
To take notice:
Normals and moves:
+ s.HP, c.HP, and F+HK (from an appropriate distance), are all reliable anti-airs.
+ s.HK is a great poking tool.
+ nj. fierce and j.fierce are great air-to-air normals against him.
+ cl.MK is a great command throw bait, and even beats his Lariat if timed right (making it useful as a meaty)
+ Max range LK Spirals will make his SPD whiff if you walk backwards.
+ You can throw him out of Green Hand.
+ Spark strings work well in pushing you out of his SPD range.
**+ EX ST is useful for punishing badly mistimed jumps or cross-up Splashes. **
+ You can use Sparks to pester Zangief from full screen (mostly LP spark), and use F+HK to punish if he uses Lariat to make it whiff.
+ EX Green Hand no longer knocks down on hit, making it one less knockdown for you to worry about.
+ c.MP xx LK Spiral works at max distance, due to Zangief’s large hitbox.
- Zangief has very high stamina and stun compared to other characters.
- Changes to his U2 now make it possible for him to punish backdashes.
-** Any blocked Spiral will usually equal to eating a SPD, they have to be spaced extremely well.**
- Slide isn’t reliable against him, since he can punish that with SPD as well.
-** Increased jab SPD range makes it more dangerous to whiff normals against him at a distance.**
- His Lariat makes it impossible to jump in on him, forcing you to play more of a ground approach.
-** s.MP beats a lot of her normals.**
- He is extremely dangerous in the corner.
Wake-Up:
+ Meaty cl.MK beats a good amount of Zangief’s options, except EX Green Hand and Lariat.
- If Zangief has U2, you can be punished if you try to backdash or jump, forcing you to play a risky guessing game.
- His Splashes can be very ambiguous to block.
Preferred Ultra:
What Ultra is best for this match-up?
U1 is heavily agreed to be the better Ultra in this match-up, especially given the U2 nerf in AE.
U1:
+ Limits his movement from full screen.
+ Great for punishing whiffed Lariats, and EX Green Hand.
**- If whiffed, it makes it a lot easier for him to close the distance gap quickly. **
U2:
+ Decent damage.
- With Lariat, you can’t really rely on U2 jump cross-up set-ups.
- If you want to deal damage with the orbs, you’re going to have to wander within SPD range.
- Cannot be used if you’re being pressured or if he’s in close range (note: Even if he does SPD you in frame 6 of your Ultra, you will still lose the orbs after hitting the ground, despite keeping them in the process of getting SPD’ed).[/details]