SSF4 Rose: Buffs & Nerfs

OK Rose got buffed a lot with her faster C.HP.

She can do:

  • On Counter hit:
    C.lk, C.hp, Spark/Spiral.
    Cl. St.mk, Chp, Spark/Spiral.
    Cl. St.mp, Far St.mk.

  • Normal Combos
    Spark FADC C.HP WORKS easily. So… u can do for example in corner: J.Hp, C.hp, LP Spark, FADC, C.Hp, HP Reflect, Soul Throw for 434 Damages.
    Without the J.hp, u can still do, Cmp ,LP Spark, FADC, C.Hp, HP Reflect, Soul Throw for 351 Damages.

I’ll edit if i find new thing.

yep its true

ouch, didnt notice it. Ill update the first post later with damage data…

Good find Luff.
But I must suck cuz I cant get it everytime to save my life.

Another nerf is the loss of some leg invincibility during EX Spiral.

All except that first combo were already possible, babe… and then some.
http://www.shoryuken.com/wiki/index.php/Rose_(SFIV)#Counter_Hit_Specific

mm… i have just tested Aurora Soul Spark (ASS LOL!) and damage is the same on both vanilla and SSFIV (300 dmg). Am i missing something??

Saqs, what do you exactly mean with “loss of leg invincibility”? does that means that Rose is not truly invincible during EX SSpiral invincibility frames, and that what really happens is that the passive hitbox is reduced?

We could do st mk to c hp?? lol i didnt knew that :’(.

I’m beginning to use mp reflect more to push my opponent in the corner… as rose have nice combos in corner now.

I hope you are only making fun of the acronym because ASS is a nearly broken addition to any ultra combo (midscreen or corner). ASS would be some good shit if it had 50 to 100 more damage to beat out proration with.

of course i was, Rose super is very good and paired with the new ultra it is so good that more damage would have made it close to broken!

So after playing around with her a bit, the best way to link her Ultra 2 anywhere on the screen is like this:

Jump in with HP, Crouch HP, Light Spark, FADC, Ultra2. Wait for the first orb to hit, slide, the second one will hit, crouch HP, Heavy Drill.

This does the best damage without being in the corner with only two bars of meter.

You can now also connect the illusion spark with 3 bars. Ex spark, fadc, ultra.

She can also link crouching hp, drill, super, ultra2.

Her reflect, soulthrow link is cool but it would only be worth it in the corner. Mid screen you would have to burn two meters. To me, a mp, light spark, fadc, crouch hp drill is way more effective.

on the side note, the Ultra 2 does not “juggle” the HK HK drill combo. It only works on the ground in the corner. You can only link a soul throw if you do not throw a super. Soul throw, drill, do the same damage normally so don’t waste your meter unless its a reversal/counter situation. You can do alot of cool looking combos in the corner, but the biggest damage is simply jump HP, crouch HP, Heavy Drill, Super, Ultra2. It deals easily 550 damage. If someone figures out an effective way to use it as an anti air, let me know. As far as i know, it sucks as anti air.

Other than that, she is exactly the same. Her soul throw is supposed to have better priority but i haven’t tested that too much yet.

So after playing around with her a bit, the best way to link her Ultra 2 anywhere on the screen is like this:

Jump in with HP, Crouch HP, Light Spark, FADC, Ultra2. Wait for the first orb to hit, slide, the second one will hit, crouch HP, Heavy Drill.

This does the best damage without being in the corner with only two bars of meter.

You can now also connect the illusion spark with 3 bars. Ex spark, fadc, ultra.

She can also link crouching hp, drill, super, ultra2.

Her reflect, soulthrow link is cool but it would only be worth it in the corner. Mid screen you would have to burn two meters. To me, a mp, light spark, fadc, crouch hp drill is way more effective.

on the side note, the Ultra 2 does not “juggle” the HK HK drill combo. It only works on the ground in the corner. You can only link a soul throw if you do not throw a super. Soul throw, drill, do the same damage normally so don’t waste your meter unless its a reversal/counter situation. You can do alot of cool looking combos in the corner, but the biggest damage is simply jump HP, crouch HP, Heavy Drill, Super, Ultra2. It deals easily 550 damage. If someone figures out an effective way to use it as an anti air, let me know. As far as i know, it sucks as anti air.

Other than that, she is exactly the same. Her soul throw is supposed to have better priority but i haven’t tested that too much yet.

During a few casual matches I found that activating U2 on a jump-in gave me a chance to think about my choices. In many instances I could wait and see if the balls would juggle or I could save them for later and do a preemptive Soul Throw. Other (obvious) choices to consider would be to back-dash, jump, or slide. I wanna try doing reflect on a jump-in, post U2 activation, and see what happens.

IMO, U2 is the perfect anti-air that isn’t an SRK. So many options become visible when you can pause the screen.

U2 is a very good AA. If they know how to jump in so that they can block the first orb, you completely change the flow because now you’re on the offensive. Just a second before the second orb hits, you can throw them. You can also do a quick jp. lk for an instant overhead for desperate but sometimes match-deciding damage.

Versatility is Rose’s Ultra 2.

I’m very sad about the nerf of her sweep… it leaves at minimum -8 now…

What did it use to be?

-3 it used to be the longest and one of the safest sweeps in the game.

one of the first things i noticed about sf4 was that you couldn’t counter a block sweep with sweep if it wasn’t max distance. if you did a sweep on block that wasn’t max distance in other sf games you would simply eat a super art combo. that’s the way it should have been.

Hey Im new here but I saw Rose’s Super properties being discussed so id offer my findings in the retail copy. I entered practice and it seems Soul Absorb does NOT add damage to the orbs but DOES buff both EX and Aura Soul Spark. Where can I get cool avatars? lol

I take that back Orbs Are slightly buffed, but the Aura SSpark is more substantial (from 300 to 407 at max)…corner* JHP,SHP,SSpiral,Aurora SSpark>U2=653 at max (lp reflect absorbs)

That really doesn’t seem like much of a problem. At first I was disappointed, but then I checked start-up frame data of hazard characters like Boxer/Fei/Blanka, and none of their forward propulsion moves come out fast enough to punish.

Maybe Blanka’s U1 could punish, and definitely Chun super/ultra could. I’m not too worried.

??, Rekka punish it clean, that’s why i said it’s minimum -8, coz HP Rekkaken with a startup of 10 frames beat it FOR SURE on reversal, or even without…

I’m pretty sure i got punished by Ryu’s C.mk as well.