Uh man here we go.
Rose. She can be played various ways effectively, so use whateverstyle fits you whether aggressive or c.mp x100. Hands down top 4 in A2, no arguing about it. And if anyone wondersm Rose has always been my favorite character way before I even knew she was any good.
Poking- c.mp is a all around get the hell off me move and highly abusable, when used smart any way, dont expect to just mash c.mp and win, but on top of that she does have a very good set of normals, df+mk for example.
Anti-air- c.mp, c.fp, and s.fp pretty much cover almost any AA situation you can run into.
ACs- Hands down best acs, Punch ac is godly and kick ac is too good, more on these later.
Supers- Well, hands down best single super, Soul Illusion. This baby gives you shadows that mimic you and power up all you moves, and is the key to doing unblockables. Fireball and grab super buff as well.
Matches- No bad match-ups imo, being a even 5:5 in general.
No-wake up moves with out super, this is really bad vs gief
Thats all I could really think of lol
s.lp- good little poke that alot of characters can not duck, gives enough frame advantage to link a c.mp, and can stop characters from jump when close.
s.mp- good priority poke, but gets over looked since c.mp is so much better
s.fp- Works as far anti-air in alot of cases, and can cancel into andy super or special move. Good to use vs characters who cannot duck it, canceled into soul spark.
s.lk- Rose does a shin kick with slight frame advantage and very good range. Good use up close, then counter hit with c.lk, c.mp xx drill.
s.mk- Very under used normal, even by me. I beats alot of moves and anything low, and cannot be grabbed once she starts animation. This can actually avoid magic grab if the gief players timing is off, I havent tried this vs regual tick grabs.
s.hk- Abuse this vs people who cant crouch it (Gief, Sagat), great range and early anti airs jumper, good AA from a distance if they do swing early.
c.lp- quick fast liitle poke that links into c.fp or c.mp.
c.mp- All man, if CvS2 Sagat’s c.fp and 3S chuns b+fp had a love child, this is it. This move right here beat a good 98% of the moves in A2 and trades with the other 2%, even works as anti air vs alot of character. Any character wants to get pokey, start pressing this bad boy to stuff their move. If you want to get more advanced, buffer into soul spark while whiffing. Links into itself and very good meaty attack.
c.fp- Her main anti air, just as effective as shotos c.fp. But wait! There’s more! This bad boy can be canceled into lvl 1 soul grab for 40% damage. This move is a very good meaty which you can link a c.mk xx lk drill after (drill misses on small characters unless in corner) also can be canceled into any special or super. Vs Gief jumping on top of you, do c.fp LATE to trade, otehrwise you will get stuffed.
c.lk- Very very good lk, offer enough frame advantage to link into c.mp or c.fp. Good range, I like to walk up and poke with this alot, and this is what I i usually use to stop tick throw vs c.lp.
c.mk- Rose does a quick low hit, decent priority and range. Nothing too special, but is cancelable into anything.
c.rh- Very good ranged sweep, giving her one of the longest Vallee ccs in the game
j.lp- Ive literally never used this, her other normals are so much better
j.mp- Very good air to air vs high jumpers (Bison, sim, etc)
j.fp- Good jump in with decent priority.
j.lk- This is a very good jump in, awesome priority and angle. Beats most anything when done early, but dont do it early above their head, they can just mash grab, jump from a distance. This normal is a instant overhead, which is…well…badass.
j.mk- Very good cross up and air-to-air. This is the normal I use 80% of the time.
j.hk- Awesome ranged jump in, allowing to punish fireballs from afar, very good jump back normal.
df+mk- When done at max distance you can counter hit c.mp xx drill, but if not done right you can be hit if you attempt to swing. This normal is so useful once you scare your opponent. Why? Cause…
1.df+mk, block then punch ac, buffer soul spark
2.df+mk (MAX distance), c.mp xx lk drill
3.df+mk, lvl 1 or 2 super fireball
4.df+mk, walk up throw
There goes some options, fun times. Best option is #1, cause it they swing, you ac, if they dont, c.mp xx soul spark comes out.
Punch- Best ac in the game, use for any situation, wake-up, anti air whatever.
Now, why so good? Its a grab that grabs anything. Rose will dash forward and grab the opponent and switch side, leaving them stunned. This allows for c.mp xx lk drill vs everyone (except chun, drill will be blocked, do soul spark) and s.fp xx hk drill vs Gief. Another reason this is so good is because it BUILDS METER. Yup 1/3 a lvl 1. If you do 3 acs in a row you will have a lvl 1. Fucked up huh? This will not trade with anything, will grab any multi hit move. THIS WILL NOT GRAB FIREBALLS, use kick instead. When alpha countering always buffer into soul spark.
Kick- This is the AC to use vs fireballs and set-up cross up and unblockable.
Hp- She grabs the opponent, goes vertical with her hands on their heads and saps life from them. If done with opponent in corner it sets you up for a meaty jump in.
Soul Spark- Rose’s fireball. Slow coming out but good recovery, when opponent cornered i usually throw like three in a row, try to bait a jump etc. You are not gonna win any fireball fights, dont even try. This has a special property, Rose will actually push the opponent away with her scarf while throwing this out. Ive been saved plenty of times from this, where my opponent did a cc, got pushed back and got hit by the fireball.
Soul Throw- Her grab that isnt AA at all. Dont even bother, cc ender only.
Soul Reflect- These are her fireball reflectors, each with a different property. All version are safe on block and actually useful meaties and good in poke string, EX. cross up mk, c.mk xx hp reflect, df+mk.
Lp- Rose will twirl her scarf absorbing any fireball, except iirc, Charlie’s super. This will absorb one hit of supers. This give you roughly 1/3 of a lvl 1 and powers up your soul spark (chip damage also) with each absorb, up to 6 absorbs (i believe). This power up leads to Rose’s 100% cc. Special note about this though, power up last for ONE soul spark only UNLESS you are in cc. So if you absorb 6 soul sparks then fireball, power up is reset to normal, BUT if you are powered up then cc, each soul spark does powered up damage.
Mp- Rose twirls her scarf in a circular motion, reflecting any projectile forward and key to A2 tennis (patent pending) lol, and her 100% corner combo. Good meaty.
Hp- Does a diagonal reflect and main one used in poke strings. This will reflect the fireball at a 45 degree angle. This is very useful vs Bison and Charlie, as Bison tend to try to headstomp after and Charlie tries to jump after a couple mp refelects from afar.
Soul Drill- This is your special move to combo into. This move does very good damage when rh version is used. Lk drill can be comboed from any medium attack and rh version can be comboed from andy hard attack. Try not to do these when opponent has meter or long limbs, because it is punishable is those cases.
Rose’s cc is very good due to crazy range on her sweep, at they HURT.
Lvl 1- c.hk xx hk drill x2, soul throw
lvl 2- add 1 hk drill
lvl 3- add another
Anti Air- c.fp, let them fall a bit, hk drill, end with grab. Im lazy with her I just c.fp x10000, soul throw lol.
Soul Grab- Buff version of her special grab, beat everything and changes per lvl. Truthfully all you need is c.fp xx lvl 1, and other lvls are not worth the meter, maybe lvl 3 is it will kill or you need a quick 50% damage to catch up.
Lvl 1- Regular soul grab animation, roughly 30%.
Lvl 2- Rose does her c.fp, then soul throw. 40%.
Lvl 3- Rose does a rushing punch, c.fp, soul throw. 50%, can combo off light attacks
Soul Spark- I love this damn super, consistently AA’s for full damage at lv 1 and is safe 99% of the time. Good damage at lvl 1.
Lvl 1- Rose throws a 3-hit version of her soul spark
Lvl 2- Rose gets fancy with it and does some acrobatic shit then throw a soul spark.
Lvl 3- Rose does a reflect then soul spark. The reflect will send back any projectile to INCLUDE SUPERS.
Yeah, this gets its own section. Soul Illusion is the best super in the game, hand down. Leads to tremendous damage and unblockables. When canceled from a normal leave you with a ton of frame advantage. Best time to do the soul illusion is when you opponent is cornered or when canceled from a normal. This super allows rose the pressure and acs will trade. HK drill does about 10% chip, If anything trades with a HK drill, Ive seen the trade at 40%, so not worth it for them.
Soul Illusion make throws whiff. This is SOOOOOO god vs birdie and gief. They try to tick, you SI, they go into whiff animation, free s.fp xx hk drill XD
Instant overhead lk in SI mode does good damage. Another use is to throw, ex c.mp xx SI, walk up throw, or point blank SIm then throw. Walk up c.lk is good and is one connects you can sneak in a c.mp xx lk drill.
If opponent jumps , activate SI, c.fp as anti air does 3 hits for good damage and can be canceled into soulthrow super for a solid 50% life.
Here are various ways and combos/unblockables with the SI. All combos are from point blank or after a cross up unless mentioned other wise. Lvl 2 soul spark does tremendous damage in SI mode.
c.mk xx SI, sweep
c.mk xx SI, c.mp xx lk drill
c.mk xx SI, walk forward, c.fp xx hk drill (can just s.fp if they are standing)
c.mk xx SI, lvl 2 soul spark
c.mk xx SI, walk forward, c.fp xx lvl 2 soul spark
c.fp xx SI, sweep
c.fp xx SI, activate cc, any lvl cc
c.lp, c.lp xx SI, c.mk xx lk drill
c.lk xx SI, c.fp xx hk drill
Punch AC, c.mp xx SI, lvl 1 cc
In the corner cancel any mediums attack into a SI then c.lk xx hk drill.
The way this works is doing any meaty to where only the last shadown hits and rose isnt in attack animation from that normal. This isnt easy but not impossible. Here are my set-ups:
sweep, immeadiate SI, meaty df+mk (ub), c.mp xx rh drill
c.fp xx SI, sweep, meaty df+mk (ub), c.mp drill
You can get creative with it, but like a said it isnt easy. c.lk works well also.
Powered up SI
Credit goes to zoo for this. Basically do a cc and only 2 fireballs powers up SI and lets you do crazy shit in the corner. Mp reflect with allow you to juggle in the corner with anything, you can just do mp reflect x6 to kill or get fancy and mp reflect, mp reflect, j.mk, c.fp, j.fp, land and super. But also a hk SI drill will do like 70%. Neat stuff
Alpha Counter CC Bug
If you punch ac some while while they are doing a blocked custom, they will get up facing the opposite direction. When this happens they actually have to block TOWARDS you if you do a meaty attack. EXAMPLE:
You punch ac a blocked custom, c.mp xx lk drill follow up. Jump forward with a meaty j.rh, c.mp xx lk drill. If they didnt hold towards you the rh will hit and you can repeat the process til they block the right way. Also if they know about the glitch you can time your attacks later so they just walk into it :).
Same as above, point blank or after a cross up.
Bread and Butter: c.lk, c.lp, c.mp xx lk drill
c.lk, c.fp xx HK drill
c.mp, c.mp xx lk drill
c.lp, c.lp, c.lk xx lvl 3 soul throw
c.mk xx hp reflect, lvl 1 soul throw
Well play however you feel comfortable, you will have to play differently vs different characters, but the basics are the same. Rose can zone very good vs the entire cast so don’t let anyone run over you. Remember to AA, and punish HARD. One mistake and rose can win the match. I’ll add more later Im tired, never write a 101 at 7 am. When in doubt, c.mp lol.
If you have any questions just hit me up. Ill update this quite a bit im sure.