Sort of. The content of the OP is copied over from something I posted in the Newbie Saikyo Dojo in reply to a player wanting to learn Rose. Its a fairly objective (in my subjective opinion) overview of her weaknesses and strengths. Just wanted to get the opinions of the rest of the Rose community. Feel free to just read the summary as most of the points I mentioned in the overview should be familiar to Rose mains.
[details=Spoiler]As a Rose main myself, believe me when I say she is one of the most unforgiving and demanding characters to learn and play, up there with Dhalsim. Don’t expect to win without developing consistent execution, solid fundamentals and extensive matchup knowledge. Do expect to lose frequently when trying to get to that level.
As for why she’s a tough character to play at a high level…
Firstly there’s the execution barrier. Her main bread 'n butter hitconfirm (cr. LP -> cr. LK -> cr. MP xx Spiral) requires a 1-frame link. Same with her main frame-trap combos (cl. MK -> cr. LP xx LK Spiral and cl. MP -> cr. MP) as well as her “practical” high damage punishes (cr. HP xx LP/MP Spark FADC cr. HP xx Spiral).
Secondly, she has incredibly low damage output. She cannot punish for more than 210 damage meterless (the aforementioned cl. MP -> cr. MP xx MK/EX Spiral). Her standard punish (cr. MP xx MK Spiral) does a measly 160. In certain situations or against certain characters, she also needs to spend meter on EX Spiral in order to complete the combo.
The first two points coupled together already make for some serious problems. If you drop your links, not only will you lose out on the measly damage she deals but you’ll also eat a combo yourself. Usually the consequence for dropping a link is simply missing out on damage but in Rose’s case, you’re going to be receiving it as well.
Thirdly, Rose’s offense is based almost exclusively on her frame-trap/throw mixup. This requires you to be in your opponent’s face and subject to considerable risk. Both frame-traps and throws are vulnerable to invincible reversals. The risk-reward ratio for Rose is usually skewed to her disadvantage, even when she is the one on the offense.
Fourthly, Rose has little, if no, comeback factor at all. Her U1 is usually a situational anti-fireball punish and requires 3 bar to combo in to. Her U2 is essentially a poor gypsy woman’s version of Dhalsim U1. It gives her breathing room and a mixup oppurtunity, but she can be hit (instead of thrown) out of it. It does pathetic damage on its own and usually just ends up chipping.
Finally, Rose has extremely limited wakeup options. EX Soul Throw and EX Spiral can be used as situational escapes but are both highly punishable. EX Spiral will beat out certain slow-starting normal but starts up too slowly itself and also doesn’t have much invincibility meaning fast chainable normals (Balrog’s cr. LP) or normal with lots of active frames (Makoto’s st. MP) will flat out beat it. Her below-average stamina (950) doesn’t help her ability to take hits either. Most of the characters she can successfully keep out for the most part will absolutely destroy her once they get in. This leads to some of her supposedly favorable matchups being quite different in practice as opposed to in theory.
All that being said, Rose does have some redeeming strengths.
She has great mobility. She has a slide which can be used to avoid and even stuff fireballs at ranges or to evade air attacks. She has the best backdash in the game (on par with Chun Li’s).
Her frame-trap/throw mixup, despite the earlier criticisms, can be quite effective. Her cl. MK is airborne meaning it will beat stand-tech and all throw attempts. cr. LK, cl. MP, and HP/EX Spark are also great frame trap tools. Rose also has the best normal throw range in the game up there with Claw and Chun.
Her pokes are excellent. st. MK, st. HK, cr. HK are quite fast and long-reaching, making them good for whiff-punishing and keeping the opponent at bay. cr. MP xx MK Spiral is incredible for pressure when spaced perfectly.
She has a variety of decent AA moves. As mentioned earlier, slide can be used to go under certain jump-ins which allows you to throw them afterwards. Same goes for Rose’s cr. MK. A late or preemptive Soul Throw does good damage (160) and nets a hard knockdown which opens up mixup opportunities. Finally, she has her 5 frame cr. HP which will beat most jump-ins when timed properly.
Rose also has the best set of anti-fireball and anti-shoto tools. st. MK and st. HK can punish shoto cr. MKs very effectively. Her reflects shut down their fireball game and forces them to go on the offensive.[/details]