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Rose Shrine

Street Fighter Alpha 2

Below is some basic information on Rose's moves and the best way of getting to grips with her in SFA2.

Jab: A short punch, same delay as Ryu/Ken jab.
Strong: Same animation as jab except has a glow around it, delay is the same.
Fierce: She whips her cape out and swings it in an arc. Excellent recovery. Excellent range. This is a great counter to jumpers, especially would be cross over attempts.
Short: A quick kick with a better range than forward.
Forward: Good counter move for Ken/Akuma roundhouse.
Roundhouse: Good kick to counter jumping people, but only the tip of her foot connects, and if you mess up you leave yourself open.

Jab: A quick low punch. Only useful in chain combos.
Strong: A low punch. Same animation as jab, but has that little glow around it. Better range than jab.
Fierce: She stands up and whips her cape in an upward arc. Awesome for hitting jumpers. Useful in combos.
Short: A quick litle kick. Useful in starting chain combos.
Forward: A low kick with nice range. Should use slide if you are going to poke low. Useful in chains and other combos.
Roundhouse: Standard low roundhouse. More range than low forward. Useful in setting up juggling combos.

Jab: She punches. Good priority, standard jab.
Strong: Same animation as jab, but with the glow effect again.
Fierce: Swings her cape in an arc. Good range, useful, nice priority. I use this a lot when trying to corner trap people. Or just keeping them pinned.
Short: Vary rarely used, has a oh kay hit priority, but use only in specific combos.
Forward: Good angled kick. Nice for cross overs.
Roundhouse: Nice range. Useful in jumping in over fireballs and starting jump in combos.

Slide: The slide is simply performed by moving the joystick to offensive crouch and hitting the forward kick button. With rose, this is going to be your main weapon. This thing has ZERO recovery time. It goes cleanly under bison's fireball, charlie's sonic boom (except jab), sagat's high tiger. It will trade with all others. More than likely though the trade will be in their favor. Can be countered but most of the time you will recover in time to block.

Alpha Counter
HCF, and any punch
Requires 1 level of your super meter, so it is under here. Alpha counters are new to the street fighter series. They are a type of guard reversal. Basically they allow you to attack right after blocking by-passing 'block stun'. Rose's does a jab soul catch which stuns the oppponent for a brief second when they land. However, in that brief second, there is only so much you can do. The easiest is to slide. You can also do a low forward into a low roundhouse. Also you can do a level 2 soul spark.

-Soul Spark: HCT+any punch
-Soul Catch: F, D, D/F+any punch
-Soul Spiral: QCT+any kick
-Soul Reflect (Straight): QCB+Strong
-Soul Reflect (Upward): QCB+Fierce
-Soul Absorb: QCB+Jab -Slide: D/F+Forward
-Mind Blast: F or B+Strong or Fierce (close)
-Punch AC (Exchange): B, D/B, D+any punch (after block)
-Kick AC (Sweep): B, D/B, D+any kick (after block)

-Aura Soul Spark: QCB, QCB+any punch L1- 3 hits L2- 5 hits L3- 4 hits
Level 1: She does a three hit soul spark. She is invincible until soul spark appears. Can't be air blocked.
Level 2: She moves forward while doing normal attacks (last normal attack is a standing roundhouse) then ends with a 3 hit soul spark. Is invincible until the end of the RH frame. 6 hits total.
Level 3: She does a soul reflect then a soul spark. The soul reflect in this is the only reason to do this SC. The soul reflect not only reflects normal projectiles, but also Super Combo projectiles! So now you can reflect ryu's Super Combo! Should be able to do so for Sagat, akuma, rose, and possibly akuma's air fireball. Will check later. 4 hits total. Invincible slighlty before soul spark appears.

-Aura Assault: QCT, QCT+any punch L1- 1 hit L2- 3 hits L3- 4 hits
Level 1: She does a more damaging soul throw. Doesn't hit opponents on the ground. More priority than normal soul throw. It is invincible during the rise.
Level 2: She does a crouching fierce which knocks the opponent into the air and then jumps after the air-borne opponent and slams them to the ground. This hits opponents on the ground and in the air. Invincible til she leaves the ground.
Level 3: She does a standing strong, crouching fierce which knocks the opponent into the air then jumps up and slams them to the ground. Invincible halfway when moving forward.

-Soul Illusion: QCT, QCT+any kick L1- 5 secs L2- 6 secs L3- 9 secs
This is rose's comback move. When activated 3 shadow's follow rose and mirror her actions. Any move that hits, will hit 4 times (once by her and 3 by the shadows). The only exceptions are throws, air throws, her crouching roundhouse and her standing roundhouse (which hits up to 7 times). Her normal moves gain not only more priority, but also juggle properties. When using this, try to penetrate their block with slides, cross ups and other attacks.
Level 1: 5 seconds
Level 2: 6 seconds
Level 3: 9 seconds
All time is 'game time'

1. J.Fierce, C.Fierce buffered into Roundhouse Soul Spiral
this is THE combo for Rose, doing good damage and easy to perform. 5 hits.

2. CU.Forward, C.Jab, C.Jab, C.Short buffered into Roundhouse Soul Spiral
a fun little combo, not much more damage than #1. 7 hits.

3. J.Roundhouse, C.Fierce buffered into L3 Aura Assault or Aura Soul Spark
a powerful combo with either SC. 6 hits in both cases.

4. (corner) J.Fierce, C.Strong buffered into Fierce Soul Reflect, juggle with L1 Aura Assualt
just a TASTE of what Rose can do in the corner! 4 hits.

5. J.Roundhouse, C.Roundhouse
basic, easy 2-hit for decent damage.

6. L1 Soul Illusion, J.Fierce, C.Fierce buffered into Roundhouse Soul Spiral
this is the easiest thing you can do when you've used the Soul Illusion. If you don't have the enemy in the corner, this is probably the best combo to use. around 19 hits.

7. L1 Soul Illusion, J.Fierce, C.Fierce buffered into L2 Aura Soul Spark
THE most powerful combo Rose can do outside of the corner. If the enemy is not in the corner and you're at L3, it may be a good idea to try HARD to get this one in!

8. (corner) L1 Soul Illusion, J.Fierce, S.Jab buffered into Fierce Soul Reflect, juggle with L2 Aura Assault
it is THIS COMBO that makes Rose SO powerful. This does around 80% damage and is NOT that hard to do! This is the main reason that you must try to get the enemy in the corner .

9. Fierce Soul Reflect, juggle with L1 Aura Assault
if you're really fast, you don't need to be in the corner to juggle with the Aura Assault. Basically, use this if you can't get them in the corner.

Custom Combo's
1. standing Roundhouse -> Roundhouse Soul Spiral -> Roundhouse Soul Spiral -> crouching Fierce -> Fierce Soul Catch
2. crouching Fierce -> Fierce Soul Reflect -> Fierce Soul Reflect -> Fierce Soul Reflect -> Fierce Soul Reflect -> Fierce Soul Catch (VS. JUMPING ENEMIES)

Shrine Contents

Rose biography
Rose game play faq (street fighter alpha 1)
Rose game play faq (street fighter alpha 2)
Rose game play faq (street fighter alpha 3)
Miscellaneous Rose information
Rose Art
Rose Wall paper

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