USF4 Body n Soul: Efficient combos. Updated 10/14!

This is my personal shortlist of effective and damaging shit to know that I couldn’t find in a single, complete and updated source elsewhere. Some of it I’m still learning, I don’t claim to be a great player but hopefully, as a concise resource, it might help somebody else. My knowledge comes from scattered sources on this forum, youtube and lab time. Thanks and credits to Acku, RagingStormX, Loopiz, Dinkleberggg, The-Olympian, Theory Fighter +Filipinoman & Luffy (for being awesome) and all the other cats on Rose forum!

Preface:
*Remember that any combos done after jump-in/crossup opportunities are more hit-confirmable.
*Spiral combo enders can be replaced with LP spark or just block for safety on block.

BASICS

BnB basic hit-confirm:
c.lp x c.lk, c.mp xx EX or lk Spiral (end with fireball or nothing on block. C.lk, c.mp is also a 3 frame trap)
cs.mk, c.mp xx spiral (228. plinked 2 frame link. Great off crossups and even as a punish. Cs.mk has the added benefit of throw invincibility and wakeup mixup of course)

Miscellaneous:
Anti air Piede- combos into spiral or super.
Anti air hp reflect can combo into hp soul throw.

Frame trap combos
c.lk, c.lp (2fr trap), c.lk, c.mp (3fr trap) x ender
meaty c.lk, s.mp (2fr trap), c.mp (3fr trap) x ender
meaty sc.mk, c.lk (2fr trap), c.mp (3fr trap) x ender
meaty c.lk, sc.mk (beats lows/throw), c.mp x ender
c.lk, c.hp (4 fr trap) x hpspiral or fb fadc … or reflect, soul throw if hit in corner (can link c.lk to c.hp on Counterhit otherwise it frametraps)

Counterhit fishing:
meaty cs.hk or cs mk CH, c.hp (or mp) x hk spiral or fadc combo etc. (cs.hk only -2 on block)

Simple no metre punishment: (Key: damage/stun/stun if s.hk instead of c.hp)
c.hp xx hk spiral (210 damage/stun250/s.hk stun300) | c.hp xx hp reflect, ST in corner (278/st330/hkst380)
U2, c.hp xx hk spiral (373/st190/hkst230)
U2, slide, c.hp xx hk spiral (400/st245)

c.hp xx hp reflect, U2, ST in corner (414/st310/hkst360 -good stun) (useful off fake j.hp crossup, s.mp x reflect)
U2, c.hp xx hp reflect, ST in corner (427/st250/hkst290 -better damage)
U2, cs.hk, c.hp xx hp reflect, ST in corner (476/st375, Best!)

**1 bar ex spiral juggle, extra stun, less dmg in corner: **
c.hp x hp reflect, ex spiral (254/st410/hkst460)
U2, c.hp xx hp reflect, ex spiral (409/st310/hkst350)
U2, slide, c.hp xx hp reflect, ex spiral (429/st345)

**Easy mode 2 metre punish from anywhere: **
c.hp xx lp spark FADC, c.mp xx hk spiral (c.mp is 4 framer if plinked)

Real Rose with 2 bars, damage queen

C.hp xx Lp Spark FADC, C.hp xx hk Spiral (337/st390/hkst440)
C.hp xx Lp Spark FADC, U2, C.hp xx Hk Spiral (451/st340/hkst390)
C.hp xx Lp Spark FADC, U2, slide, C.hp xx Hk Spiral (466/st375/hkst425)
C.hp xx Lp Spark FADC, C.hp xx hp Reflect, ST (in corner, 391/st450/hkst500)
C.hp xx Lp Spark FADC, C.hp xx hp Reflect, U2, ST (in corner, 479/st430/hkst480)
C.hp xx Lp Spark FADC, U2, CS.hk, C.hp xx Hp Reflect, ST (in corner, 514/st465/hkst515. EPIC. If you skip the cs.hk, damage will be 485)

*Use c.hp as written to start the string for full punish situations.
*Use c.mp or cs.mk etc instead to start string for hit confirmations. If you go as far as the FADC on block, perhaps try throwing for a mixup. Use these eg. with a crossup/jump-in for a great hit confirm into big damage.

*Replacing the LP spark with EX makes the link easier but if not in the corner, C.hp will whiff so replace with S.hp or c.mp. Personally, I’m not sure that EX is worth it. It’s more tech to practice, will be used less often and eats valuable meter for an extra 20 damage.

3 bar ex spiral juggle for extra stun, less damage in corner:
C.hp xx Lp Spark FADC, C.hp xx hp Reflect, EX spiral (373/st510/hkst560)
C.hp xx Lp Spark FADC, U2, C.hp xx hp Reflect, EX spiral (473/st420/hkst470)
C.hp xx Lp Spark FADC, U2, s.hk, C.hp xx hp Reflect, EX spiral (505/st495/hkst545 CORNER, EPIC stun)
C.hp xx Lp Spark FADC, U2, slide, C.hp xx hp Reflect, EX spiral (481/st435)


All the meter in the world

**Super: **
c.hp xx hk spiral xx Super, U2, slide (591/st250/hkst300 Anywhere on screen. Timing of U2 must be right…)
**Easier punish version: **
U2, c.hp xx hk spiral xx Super (553/st190/hkst230)
Variation: U2, c.hp x hp fireball, c.hp xx hk spiral xx Super (583dmg/295st/335hkstun!! corner only)

For those about to shamwow

3 bar U1 tech:
(tricky but big damage)

Confirms:
j.hp/j.mk, c.mp (or sc.mk) xx EX spark FADC, U1 (530/500)
c.lp, c.lk, c.mp xx EX spark FADC, U1 (420, gotta start point blank)
sc.mk xx EX spark FADC, U1 (524, good off slide mixup, crossup or against throw/wakeup etc)

**Punish: **
c.hp xx EX spark FADC, U1 (576. 589 off j.hp)

Good luck! Please post any feedback or errors :slight_smile:

There’s activity here? It’s good to be home.

Great thread Jazz.

Thanks Chief! Yeah it’s been pretty dead lately :confused:

Edit: have added the cs.hk variation on ‘u2 reflect ST’ corner combos.

From a safe jump or crossup. I almost always start my bnbs with clmk starter.

If they fadc u get far mk… They always take damage. Os to cover regular backdash.

Good job overall…

Good call. I’ve now added some extra sc.mk possibilities in. Not sure though about the FADC far mk thing… doesn’t c.mp have just as much range? It also comes out faster surely making it slightly better at catching FADC backdashers? (but obviously the low and throw invincibility is a bonus)

Jazz cat you still around? I started playing Rose and this thread is very helpful to me.

Thanks Liquidice! Glad it’s getting some use :slight_smile:

Jazz I need some tips to maintain my sanity through the beginning stages of learning Rose. I am just trying to learn some stuff playing online and am getting irritated by repeated jump-ins. I know I should focus backdash but my reaction is to crouch fierce, which gets beat a decent amount. I love the close standing MK on wakeup, works great by stuffing things on wakeup. If you have any fundamental tips and tricks please let me know. I don’t want to get in any bad habits early. Thank you!

Nothing wrong with crouch fierce, it should beat far more than it loses to. You may be trying to do them when it’s too late, if it’s too late just block or focus dash. Some things i’ve learnt so far: Keep her mobile, her dash and movement is good and her pokes are long. She has awesome normals, learn them well. If you watch luffy or any pro Rose, you’ll notice they move around quite a lot and fast.
Know the difference between your soul spirals, lk for fast startup, distance and slow recovery, hk for fast recovery. Use Hk for your quick c.mp fishing combos incase it comes out against a blocking opponent. lk for BnB combo or quickly smashing through a focus attack.
Practice her fireball/reflect game til you can’t lose the long distance game against a Ryu.
Slide into cs.mk or throw is a good mixup game, don’t slide too deep or it’s very punishable. Her throw range is awesome, abuse it.
Master c.hp xx hk spiral and c.hp xx hp reflect, soul throw (in corner) and U2, c.hp xx hk spiral as your first default punish combos.

or if distance is the reason your c.hp is sometimes not working, learn to hit distance jumpins with piede or s.hp…
Slide under jumpin then throw or s.mk is also a great trick, i do this all the time. The slide has a very low hitbox so most attacks sail right over it as she slides.

Haven’t posted in a good while, but thanks for the helpful thread, Jazz. I need to practice all of these and get back into fully understanding Rose again. I’m also starting to rely on slide and LK Soul Spiral way too much. Definitely need to change it up a bit.

thanks for the post, jazz. coltrane is also appreciated :slight_smile:

Here’s a bonus for anyone with SSFIV PC. This file replaces Rose’s trials. Trials 10-24 are now mainly very applicable combos and mechanics from this thread!
To install: go to your install directory then navigate through resource/battle/chara/ROS and replace ROS.clg with my file (backup the original first)
Great way to drill some practice or warm up before playing… Enjoy!

https://docs.google.com/file/d/0B55vy5K6mYbEYnl0ZmNrbDZEUnM/edit

Updated with Frame traps and counterhit combos…

Are these still valid? If some are and others aren’t please let me know. I only asked because a friend of mine told me “it’s a whole new game,somethings are no longer relevant”.

More or less, though the numbers are all wrong because she got damage buffs. Rose didn’t get any changes to her frame data*, and has no use for red focus combos. The only thing to add is you can now do hp reflect combos into EX Soul Spiral pretty much anywhere, and into any Soul Spiral in the corner if you want to keep them in the corner instead of throwing them out with Soul Throw.

*Technically she got a faster dash and U1, but this mostly makes combos easier as opposed to adding new ones.

Just updated it for Usf4 :slight_smile:

As said above. RFC is so useless. Everything is still relevant. New ex spiral juggle combos to use when not in the corner. Still Soul throw in the corner if you want damage over positioning.

The faster dash is a massive change to her combos in my opinion. It makes it extremely viable to always go for her optimal damage fadc u2 combos. It’s the thing that keeps me away from Wultra, as u2 damage is nothing when in double mode.

This is AE2012, but I assume it works in Ultra just fine.

I started experimenting with FADC orb setups because of this thread and found a really useful combo.

(Cross-up jump medium kick if you’d like), Cr.fierce xx L soul spark FADC Ultra 2, take a step forward, soul piede, sweep.

With the cross-up it does 442 damage/470 stun.
Without the cross-up you deal 441 damage/420 stun.

It can be a little tough at midscreen, but it works. It’s really effective for those situations where they’re somewhat close to the corner, but not close enough for the reflect/soul throw combos to land. 5 training room squares from the corner feels like the sweet spot for guaranteeing the sweep at max distance from the corner. At that point you can alleviate the step between the orbs and soul piede, whereas at midscreen it’s necessary.

Hey guys,

can I ask why you guys didn’t add these combos :

cs.MP, cr.MP xx Ender (as punish; 228/280) /edit: cut that, cs.MP is 1f faster, but cs.MP, cr.MP xx Ender does same amount of damage; I see no apparent reason to use one over the other except frame trap purposes.
cr.LK, cr.LK, cr.MP xx Ender (as Hitconfirm/Frametrap; 213/250) hard but both are plinkable by LP