Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
also, ex spiral.
Normals:
s. lp - Largely unused. You can set up some tick throw set-ups and you can link it to c. lp and go from there, but you don't really want to do that.
far s. mp - Also largely unused. Can be used for some poking, but it has a very limited range, so don't expect much from it.
close s. mp - A good move. You can set up nasty frame traps with this move. c. lk -> s. mp -> c. mp xxx medium spiral. That is quite hard to link, so if you are a beginner, don't pay too much attention to it.
far s. hp - Amazing move. It looks slow and you might wonder why use it over s. hk, but it can be used as an anti-air. When you see your opponent jumping in from a very far away, you can easily catch them with this move. Also, if you are against a dive kick character, you can anti-air them as well. Try it out, go to training move, record your opponent doing a jump in heavy kick and use this move to hit them. It honestly feels like it hits from full screen. It's a very situational anti-air, but very effective once you learn to use it.
close s. hp - Pretty useless. c. hp does everything this move does, but better.
s. lk - Decent move. You can tick throw after this move, but that's about it.
far s. mk - A very good move. It hits surprisingly far and it starts up fast, so learn the spacing, it's a very good poking tool.
close s. mk - Godlike move, honestly. Since Rose is actually a grappler, people tend to tech against Rose than anyone else. This move has a very fast start up and you actually leave the ground. It's not an overhead, but you can't be grabbed while in the animation. You can then link something like c. mp xxx spiral xxx super, it's amazing. Or, you can link c. lp for easy hit confirm. Basically, tick throw your opponent a few times and when they get pissed off, use this move. Use a throw after this move, it's hard to see coming.
far s. hk - A great poke. It starts up pretty fast, but don't be predictable, or people will focus attack you and crumple you, that's something you don't want. Use with caution, but use it a lot too.
close s. hk - Very situational. Can be used as an anti-air, but really not recommended. Other than that, it has no real uses, as other normals do the same thing, but better.
c. lp - Your basic bnb combo starter. You can tick throw after this.
c. mp - Another godlike move. This is your most important poke. Learn to use it, love it, abuse the hell out of it. It has amazing priority, it hits far and it's made of everything awesome. Chain mk or hk spiral after this and do another c. mp. It's a frame trap of a sort,
c. hp - Your anti-air and a very good at that. Learn to use it, it's absolutely vital.
c. lk - Your basic bnb, well, light kick. Use throw after it (tick throw), chain it to m. mp, use a frame trap by using s. mk after it, you name it.
c. mk - Yet another godlike poke, but it's slightly different from c. mp and it hits low.
c. hk - Your sweep. It actually starts up pretty slowly, but it's still good and it has a good range.
j. lp - Well, no.
j. mp - Also no.
j. hp - Amazing. It's very good for air-to-air situations and jump ins.
j. lk - Also amazing. You can throw after this very effectively and in the corner, it's a fake cross-up.
j. mk - Your cross-up. Pretty good as a normal jump in as well.
j. hk - Good for air-to-air, but stick with j. hp.
Command normals:
Slide - Very annoying. It's safe from maximum distance. People will probably hate you and call you a scrub if you use throw after it, so do it anyway. Don't be predictable though. It also goes under fireballs, but the timing is very hard.
Soul Piede - A very good poke, learn to use it and far s. hk.
Specials:
Fireball - Beware, you are not a fireball warrior. All versions of it start up really slowly and have a massive recovery time. Use only lp version in medium-far distance. Using it close (jumping heavy kick range) means death, so avoid it at all costs. You can chain to it from your pokes pretty safely. Only use mp and hp versions in the far version. The EX versions is quite good, but it still suffers from the massive recovery time.
Drill - Your basic offensive attack. All three versions deal the same amount of damage, but have different properties. lk version starts up fast, but it has a short range and it unsafe. hk version starts up slow, but has a far range and is safe in some cases. In this case, you just need to learn what to use when in different situations. For now, use the mk and hk versions. The EX version is NOT invincible (but will be in USF4). However, it's still your only reversal, so use it sparingly. Always FADC backdash out of it if blocked.
Soul Throw - Very situational and it's pretty horrible. You need to predict the jump if you want to catch your opponent raw. Other than that, the EX version is preferred. You can catch your opponent when they have a delayed jump or your opponent leaves the ground (Furtre's bs mix ups, Ibuki's overhead, Akuma's Demon Flip). It can be comboed to as well, but more of that later.
Reflect - This is your tool to win fireball wars. lp version drains the fireballs and gives you a lot of meter. Use this mainly. mp version reflects them back at them. hp version reflects the fireball upwards, which is useful for Akuma players, who usually throw a fireball and then demon flip at you. Only EX version reflects EX fireballs, and all non-energy projectiles (Cody's rocks) won't reflect. Don't depend on it too much though. You can't reflect everything, because it's really hard. You won't win fireball wars against Sagat who can throw a different speed fireballs. So really, against Sagat, only use reflect to get in. Same for Guile.
Super:
Very easy to chain from a drill. It's your basic fireball super, and its speed depends on a button pressed.
Ultra:
Ultra 1 - Mostly horrible. It starts up very slowly and you have to sacrifice too much meter if you want to land it. It's not useless though. In some matches, it's very good. For Blanka, if you block an EX roll, you can use this Ultra and it will land. For Adon, if you see the dive kick thing, you can react to it by Ultra 1. For Balrog, you can react to rush punches. For Zangief, you can punish lariats and slow jump ins.
Ultra 2 - Your preferred ultra. Never activate it vain. It's not invincible at start-up, so don't panic use it. You can use it in many ways though. After hk drill, activate it and you may catch your opponent. Use it as anti-air. The time "stops" when you activate it, so if you see your opponent just starting a jump, soul throw them. Some moves, like Honda's hk beat soul throw, so use with caution. You mostly want to use slide (goes under them) and after the second orb hits, use soul throw for maximum damage. Then the really annoying use: corner pressure. Activate it when your opponent is in the corner and get as close as you can without the orbs touching them. Then move just a little forward and throw them between the orbs. Practise the timing and the distance. It's a fantastic tool to use. Once thrown, crouch. When they get up, throw them again. Use s. mk to confuse them when they try to tech. You can do this outside of the corner as well. There are so many mix-up possibilities, check these videos:
http://www.youtube.com/watch?v=YJ3wpapiwNA
http://www.youtube.com/watch?v=iap55Z3JXKc
Combos:
Your basic bnb: c. lp -> c. lk -> c. mp xxx drill. It's a 1 frame link, so it's pretty hard.
c. lp -> c. lp -> c. lk -> c. mp xxx EX drill
Anything else requires at least two 1 frame links, so for now, those will do.
In the corner: j. hp -> c. hp xxx hp reflect -> soul throw
But generally, you'll be doing c. mp xxx drill. It's your very basic pressure tool, so learn it and use it a lot.
General stuff:
Rose has the furthest throw range in the game, so abuse that throw. Tick throw your opponents and make them angry. Good use of throw:
http://www.youtube.com/watch?v=d5m2LRxb9Dc
Rose's backdash is the best in the game. Abuse it. Focus dash backwards all day, but beware of options selects. Forward dash is great as well.
General strategy:
Poke your opponents. Your normals are one of the best in the game, so use them. However, don't just play lame, Rose can be used offensively. From this point forward, it's just match-up knowledge. Rose does horribly against dive kick characters and some offensive characters, but eats shotos for breakfast.
Follow players like Sako, Filipin0Man and Louffy, and example of Louffy: http://www.youtube.com/watch?v=Cba6spsmyUU
Finally, watch this video:
http://www.youtube.com/watch?v=jplL7CSVKZM
It shows much of the stuff I explained and more.
And holy something that was long.