Street Fighter Alpha 3
General Game Info
The SFA3 System
ISMs and Modes
Rose Basic Play
The Various Moves (Regular, Special, etc.)
Other Rose Stuff
The SFA3 System
The number in the top-middle of the screen. Once the timer ends, the round ends. Whoopee. But, seriously, keeping an eye on the timer is extremely important, especially if its running faster than usual.
Life BarThose two big bars in the upper screen, to the sides of the Timer. Obviously, you lose if it becomes depleted, or if Rose life bar is lesser than your opponent's when time runs out. The bar starts out a solid green (with a red background). As you get hit it shades down to yellow.
Hold the joystick back prior to being hit by an attack aimed at the head, chest, or waist. Hold the joystick down-back to defend against attacks that hit low. When Rose blocks, Regular Moves, Command Moves and Taunts do no damage. Special Moves and Super Combos do reduced damage, but some Special Moves and Super Combos cannot be blocked. Throws cannot be blocked.
Blocks can be done in the air or on the ground under A/V-ism. In X-ism, air-blocking is not available. Note that not all moves may be air-blocked. All air-to-air moves can be air-blocked. If a character's feet near the ground, any attack he performs cannot be air-blocked. For example, the Dragon Punch can be air-blocked shortly after Ryu/Ken's feet leave the ground, but not when the Dragon Punch is just beginning. All projectile Special Moves (fireballs, Sonic Boom, etc.) can be air-blocked. Almost all Super Combos cannot be air-blocked.- Blocking takes a chunk out of the Guard Meter. Generally, the stronger the attack blocked, the bigger the chunk.
Guard Meter; also known as "Guard Power", or GP. The bar right underneath the Life bar. If Rose blocks any move, the Guard Meter is reduced. The Guard Meter replenishes itself over time. If the Guard Meter is completely depleted, then Rose becomes "Guard Crashed". Rose screams and holds a pose. During this short period she becomes unable to move. After this period, the Guard Meter replenishes itself in full, but the total capacity is permanently decreased. The total capacity Guard Meter can never be fully depleted. At least one bar will always be left, no matter how many times a character is Guard Crashed. Classic -ism has no Guard Meter, and therefore cannot be Guard Crashed.
Guard Meter Protection
Do the block just _immediately before_ being hit. If you're successful, Rose will flash blue. The chunk that would have been taken from Rose' Guard Meter is reduced.
When hit by an opponent, by any move or a hold, move the joystick in any direction and press a button. If you're successful, Rose will flash red. The damage Rose would have taken is reduced. This is extremely hard to do. The best time to use damage reduction is when being hit by a multi-hit move, such as during most Super Combos. Waggle the stick and mash the buttons while being hit. This move is not available in X-ism.
Press any two punch buttons after being hit in the air before Rose touches the ground. She'll flip upright. Holding the joystick back causes her to flip further back. Holding it forward causes her to flip nearer the opponent. Not all attacks can be air-recovered from. Generally, moves that launch Rose high in the air can be air-recovered from, but not always. Once Rose flips, she can air-block (in A/V-ism) or attack with any usual aerial attack, but with the priority increased tremendously. Air recovery is not available in Classic-ism.
Ground Recovery Roll, Forward
Press any two kick buttons when Rose has been knocked down or did an air-block. Once she hits the ground, she'll roll a bit forward then get up on her feet. Holding the stick forward as she rolls makes her roll farther than usual. Like the air recovery, not all moves can be ground-rolled from. Rose can still be hit while rolling. This move is not available in X-ism.
Ground Recovery Roll, Backward
Press any two punch buttons the moment Rose lands flat on her back. She'll roll a bit backward then get up on her feet. There are very few instance that can be rolled backward Rose can still be hit while rolling. This move is not available in X-ism.
Dizzy and Dizzy recovery
To dizzy an opponent, repeatedly hit him with attacks. Generally, the more damage inflicted, the greater the chance to do a dizzy. A dizzied character is seen with stars around his head and is unable to respond to controls for a couple of seconds. If you find Rose dizzied, waggle the joystick and mash buttons to wake her up.
Press any of the six buttons to do a Regular Move. Generally, the top row is for punches, while the bottom row is for kicks. The left most column represents fast but weak attacks, and the right most column represents powerful but slow attacks. Regular Moves do no damage when blocked.
Command Moves are moves that require a certain controller position in addition to a button press. Like Regular Moves, Command Moves do no damage when blocked.
Special Moves are moves that often require specific joystick motions in addition to button press. These moves inflict damage even when blocked, and some cannot be blocked at all.
Super Combo Meter
The bar in the bottom of the screen. This bar is filled up by attacking, by being hit, and by hitting an opponent. In X-ism, this is a red bar. The Super Combo Meter is used for executing Super Combos (duh!), which completely depletes it. In A-ism, the bar is green and divided into 3 "levels". The Super Combo Meter, aside from being used for Super Combos, is also used for Zero Counters. Super Combos will consume 1 - 3 levels of the meter, while Alpha Counters consume 1. The amount of Super Combo Meter consumed can usually be controlled by pressing the appropriate button.
In V-ism, the bar is blue and is recorded as a percentage. It's used for "Variable Combos" and is slowly depleted once the V.C. is started. Alpha Counters consume 50% of the bar. Classic-ism has no Super Combo Meter
Super Combos are extremely powerful moves that require complex joystick motions and keypress in addition to at least 1 charge of the Super Combo Meter. Super Combos inflict damage even when blocked, and some cannot be blocked at all. Super Combos are available on X/A-ism only
Variable Combo; "Oricom"
Press the same strength punch and kick buttons (ie. fierce punch + roundhouse kick). If you're successful, Rose will flash and be trailed by purple shadows. The final "shadow" will perform any move that Rose does, effectively doubling most moves. Using fierce punch + roundhouse kick to start the Variable Combo causes the shadow to follow approximately 1.5 seconds after Rose. Using the strong punch + forward kick causes the shadow to follow around 3/4ths of a second after Rose, while the jab punch + short kick causes the shadow to follow immediately after Rose. During the Variable combo, Rose's attacks are speeded up considerably. Her Regular Moves become "cancellable" and "links", and the recovery time from her Special Moves is shortened. During the brief period that Rose flashes as she starts the Variable Combo she is completely invulnerable to all attacks. The Variable Combo require that the Super Combo Meter be at least
50% full. Characters cannot block while Variable Combo is activated. The Variable Combo ends when the Super Combo Meter becomes depleted or if the character is hit by any attack. If Rose is hit by any attack during the Variable Combo or if the round ends then her Super Combo Meter is decreased by 50%. Variable Combo is available in V-ism only (duh !)
The damage of certain moves can be increased by waggling the stick and mashing buttons as you attack. The effect of this can be most seen with holds (such as Rose's Soul Drain). If you're succesful, Rose will flash white as you mash the buttons.
Upon blocking an attack on the ground, push the joystick forward and press the same strength punch and kick buttons (ie. fierce punch + roundhouse kick). This move is not available in X-ism/Classic.
Not to be confused with "Super Combos". A combo is a series of attacks where if one of the attacks hit the rest will probably hit too. If you're successful, the number of hits in the combo will appear right beneath Rose's picture.
Links are a type of combo. A link is performed when two or more Regular Moves hit in succession. Links require special timing, and few Regular Moves will actually link together.
Two-in-ones are a type of combo. All moves have recovery time. For example, when Rose does a crouching kick, you have to wait until she finishes before you can make another move. Certain moves, however, can be "cancelled". The recovery times of these moves may be cut short. To do this, do a Regular Move. Immediately after the Regular Move connects, do a Special Move or a Super Combo. Instead of recovering from the Regular Move, Rose will do the Special Move/Super Combo. Note that not all Regular Moves can be cancelled in this manner.
If you hit your opponent while he's attacking, he will take more damage than usual. If you're successful, the game pauses and there is a "smashing" sound. The message "Counter" appears. There are two types of Counter Hit -- major and minor. The major one is the one described above. A minor counter hit presents with a less game pause and less smashing sound.
If an opponent hits Rose while she's attacking, usually the attack will end. You can force Rose to continue with the move by moving the joystick in any direction and pressing a button (as if you're trying a Damage Reduction). If you're successfull, Rose will flash red and your attack will still continue. Some particularly powerful moves will do this automatically.
Reversals, BlockStuns, HitStuns
Normally, if Rose blocks an attack she will be unable to move for a brief moment. Some authors call this brief moment "BlockStun". This is also true with being hit -- if she's hit by an attack she will be unable to move for a brief moment. This is called "HitStun". The blockstun and the hitstun are the very reason combos exist -- if Rose blocks or gets hit by an attack, she can't move so the next attack can't be avoided. In real life, blockstun and hitstun are equivalents to flinching after being hit. If you opponent is hit as a counter hit (see "Counter Hit, above), the hitstun of your move is increased dramatically. However, during the blockstun and the hitstun, there exists a very, very, very tiny window of opportunity. With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting your opponent before his next attack hits Rose. If you're successful, the message "Reversal" appears.
Reversal Only Moves
Some characters have moves that can only be performed during a Blockstun, a Hitstun, or while getting up after being knocked to the floor. These are "Reversal Only Moves". As Rose has no Reversal Only Moves, I won't being going into detail on this.
Some multi-hit moves (such as Ken's Shoryureppa and Rose' level 3 Aura Soul Throw) can be escaped from (meaning that the rest of the move will no longer hit). To do this, waggle the joystick and mash the buttons as she is being hit (as if you're trying to do damage reduction). Combo escape is not available in Classic-ism.
If Rose is knocked flat on her back (and did not do a ground recovery roll) she is granted a very brief period of invulnerability as she's getting to her feet. During this period of invulnerabiliy, she can try to do a Special Move or a Super Combo. If done successfully, the message "Reversal" appears.
While very near the opponent, hold the joystick forward or back, then press any two punch buttons or any two kick buttons. If Rose is too far away to throw, trying to do so will leave her vulnerable for a small period of time (Rose makes a weird gesture and grunts).
Tech. Hit; also known as "throw escape"
Do a throw as soon as the opponent does a throw. If you're successful, the message "Tech. Hit" appears. The damage Rose would have taken is reduced, depending upon how fast you do the Tech. Hit. - Not available in Classic-ism.
Press the [customiseable chohotsau button] and Rose will do a taunt. During a taunt, Rose will not respond to any other command, leaving her wide open to attack.
Presented below are the general characteristics for the various -isms.
X-ism/"Super Street Fighter 2 version"
Guard Meter around around 5 1/2 blocks long
Most of Rose's attacks cause up to 10% more damage than in A-ism
Rose takes up to 10% more damage from attacks than in A-ism
no air block, no ground recovery roll, no Alpha Counter
one Super Combo (identical to A-ism's level 3 Aura Soul Throw)
Guard Meter around 4 1/2 blocks long
Alpha Counter requires 1 level of the Super Combo Meter
taunt, once per round
three Super Combos available (Aura Soul Spark, Aura Soul Throw,
Soul illusion) that consumes 1 to 3 levels of the Super Combo Meter
Guard Meter around 4 1/2 blocks long
Rose's attacks cause up to 10% less damage than in Z-ism
Zero Counter requires 50% of the Super Combo Meter
taunt, once per round; while in VC, Rose may taunt repeatedly
no Super Combo
Variable Combo available
0/infinite Guard Meter (therefore cannot be guard crashed)
damage inflicted and taken same as X-ism
no air block, no ground recovery roll, no air recovery, no taunt,
no tech. hit, no damage reduction
Rose is difficult to juggle; being hit in the air usually causes her to fall to the ground
no Super Combo Meter (and therefore no Super Combos, no Variable Combos, no Alpha counter)
In addition to the X/V/A-ism, two additional modes can be added to your character.
the Guard Meter is extremely short (two blocks)
you get dizzied 2x - 4x times faster than normal
there are no "cancellable" attacks, making combos extremely difficult to do
increased inflicted and taken damage, around 2x more than usual
if you lose even 1 round, you've lost the entire match
Rose Basic Play
In the list below are moves that are marked with "<near>". To do these moves in V-ism the joystick must be pushed backward while the appropriate button is pressed. To do these moves in X/A-ism the opponent must be near Rose. Other moves are marked "<far>". To do these moves in V-ism the joystick must be in "neutral" position or pushed forward. To do these moves in X/Z-ism the opponent must be far from Rose.
Standing JP Rose does a quick punch.
Jumping JP Rose does a quick horizontal slash in the air.
Crouching JP A quick punch.
<far> Looks exactly like her standing JP, but her palm emits lightning.
<near> A slap across the chest.
V-ism notes: both the <far> and <near> standing SP have nearly the same range, despite their name; also the <far> standing SP is a little faster than the <near> standing SP, despite their animation.
Crouching SP Looks exactly like her crouching JP, but her palm emitslightning.
<far> Rose whips out her shawl.
<near> Rose whips out her shawl, but at a shorter distance than her
<far> standing FP.
V-ism notes: despite their names (and their graphics), the ranges <far> and <near> standing FP are not that different.
Jumping FP Rose whips out her shawl in a downward arc.
Crouching FP Rose punches upward, her shawl trailing her fist.
Standing SK Rose kicks to shin level..
Jumping SK A weak downward kick.
Crouching SK A low, short ranged ground kick.
<far> Rose plants her shawl on the ground then extends her foot.
<near> Rose hops with a kick.
V-ism notes: despite their name, both <far> and <near> FK have nearly the same range; the <far> version is slightly faster than the <near>
Jumping FK Rose does a kick that makes it look like she's trying to lie down in the air.
Crouching FK Rose kicks out far and low.
<far> Rose plants her shawl on the ground then extends her foot
<near> Rose flips forward in a cartwheel. Quite fast.
V-ism notes: the <near> standing RK is worthless in X/A-ism, but is quite a poking weapon in V.
Jumping RK A long-ranged aerial kick.
Crouching RK Rose swings her feet out for a long-ranged sweep.
hold joystick down-forward, press FK
Rose slides forward.
hold joystick forward, press RK
Rose does <near> standing RK, then takes a step forward.
while Rose and the opponent are on the ground near each other, hold back or forward, press any two punch buttons Rose does a handstand on her opponent's head, holding on. To increase the damage, waggle the joystick and press buttons repeatedly.
while Rose and the opponent are in the air near each other, hold back or forward, press any two punch buttons Rose does a aerial version of her Soul Drain
move the joystick back, down-back, down, down-forward, forward, then press any punch Rose whips out her shawl, and a fireball comes out of it.
move the joystick down, down-forward, forward, then press any kick Rose wraps her shawl around her fist, then lunges forward with it
move the joystick forward, down, down-forward, then press any punch Rose jumps up and forward, and if your opponent is in Rose' path, she'll grab and throw him down
move the joystick down, down-back, back, then press any punch Rose whips her shawl around her with the JP version. If the shawl hits an opponent's fireball, the fireball will disappear and a small amount of energy will be added to Rose' Super Combo Meter. Also, the next Soul Spark Rose will throw will have its damage increased. Rose arcs her shawl out and downward with the SP version. If the shawl hits an opponent's fireball, the fireball will be reflected back at him.
Rose whips her shawl down then up in front of her with the FP version. If the shawl hits an opponent's fireball, the fireball will be reflected back upward at about 30 degrees.
Aura Soul Spark
move the joystick down, down-back, back, down, down-back, press any punch
Use JP to do a level 1 Aura Soul Spark. Rose whips out her shawl anda fireball comes out of it.
Use SP to do a level 2 Aura Soul Spark. Rose does a cartwheel, then whips out her shawl and a fireball comes out of it.
Use FP to do a level 3 Aura Soul Spark. Rose whips her shawl in anarc, then throws a fireball. If her shawl hits an opponent's
fireball, the fireball will be reflected back at him.A-ism only
Aura Soul Throw
move the joystick down, down-forward, forward, down, down-forward, press any punch
Use JP to do a level 1 Aura Soul Throw. Rose jumps up and forward, and if your opponent is in Rose' path, she'll grab and throw him down. This requires at least 1 block of Super Combo meter.
Use SP to do a level 2 Aura Soul Throw. Rose punches upward, then jumps up and forward, and if your opponent is in Rose' path (or was hit by the upward punch), she'll grab and throw him down. This requires at least 2 blocks of Super Combo meter.
Use FP to do a level 3 Aura Soul Throw. Rose dashes forward with a punch, punches upward, then jumps up and forward, and if your opponent is in Rose' path (or was hit by the previous two punches),
she'll grab and throw him down. This requires at least 3 blocks of Super Combo meter (in A-ism) or the entire Super Combo Meter (in X-ism).A-ism and X-ism only. In X-ism, only the level 3 Aura Soul Throw can be done and not the level 1 and 2.
move the joystick down, down-forward, forward, down, down-forward, press any kick
Rose will be trailed by several shadows. During the Soul Illusion, all of Rose' Regular Moves and her SK Soul Spiral hit three times, while the rest of her moves (with some exceptions) hit a little over twice the normal number.
Use SK to do a level 1 Soul Illusion, FK to do a level 2, RK to do a level 3. This requires 1, 2, and 3 blocks of Super Combo meter, respectively. The higher the level, the longer the duration of the Soul Illusion.
block an attack on the ground, push the joystick forward and press the same strength punch and kick buttons (eg. FP + RK) Rose hops forward. If the opponent is within range, Rose will grab and hop behind him, stunning him temporarily. A-ism only; requires 1 block of Guard Meter and 1 block of Super Combo Meter
block an attack on the ground, push the joystick forward and press the same strength punch and kick buttons (eg. FP + RK) Rose does a sweep (her crouching RK). If the opponent is within range (and not blocking) he will fall backward, spinning. V-ism only; requires 1 block of Guard Meter and 50% of Super Combo Meter.
Written below are some of Rose' more useful combos
Real Easy Combos
Jump-in RK -> crouching RK
Not only easy, but useful, too. This combo will reach out quite far. Never be ashamed of doing a two-hit no-brainer.
[crouching JP] repeat * 3
easy links = easy combos. I use this against the large characters [Zangief, T.Hawk] when cornered.
crouching JP/SK -> crouching FK -> SK Soul Spiral
I use this to punish mistakes (and don't have a charge in my Super Combo meter).
Jump-in FK -> crouching SP/FK -> SK Soul Spiral
An easy, relatively low-risk three hitter.
Jump-in FP -> crouching FP -> level 3 Aura Soul Throw/RK Soul Spiral
The hardest part here is to range the crouching FP. Sometimes it misses entirely if you hit too early or too deep with the jump-in FP. You can try replacing the crouching FP with a crouching SP/FK. Truth is, any combo involving the FP automatically becomes a "moderate" difficulty combo.
(opponent in the air) crouching FP -> Soul Throw
A "flipped juggle". Extremely useful, and will often scare opponents from jumping again. Can be flipped out from, but I haven't seen it happen. The Soul Throw can be replaced with a Level 1/2 Aura Soul throw and make this a "true juggle".
Here are the fancy combos -- good damage and look great, but don't expect to land them often.
level 1 Soul Illusion -> level 2 Aura Soul Spark
Pretty easy to do (but hard to set up). Lots of hits, but not that damaging.
level 1 Soul Illusion -> cross-up RK/jump-in SK -> crouching FP RK Soul Spiral
This is an example of a ordinary three-step combo (jump attack -> ground attack -> Special) that can benefit greatly from Soul Illusion being active. Unfortunately, activating Soul Illusion also makes such combos harder to do, since all those extra hits tend to push Rose farther away faster (therefore making the rest of the combo hard to connect with).
cross-up FK -> crouching JP -> crouching JP -> crouching JP -> level 3 Aura Soul Throw An example of doing multiple links to a cancel. This is harder than it's worth.
jump-in FP -> crouching FK -> FP Soul Reflect -> level 3 Aura Soul Throw
Works best in corners. This is an example of taking advantage of the Soul Reflect's effect of jerking an opponent upwards. You can sneak in an attack (such as crouching SP) prior to the Aura Soul Throw.
Here are the two VC's that I can do.
(activate VC JP+SK) -> [SP Soul Reflect] repeat A corner only juggle. Not as hard as the first one, but still harder than VC's of other characters.
(activate VC JP+SK) -> [Slide -> JP Soul Spark] repeat
What I've listed for the VC are only the repetive, juggling parts of the VC. You can do an jump-attack first, then when you land do the VC.
Poking means doing an attack, even if it's not a sure hit. What's the rationale ? The attack might hit anyway. And if it hits, combo away. If it's blocked, no loss -- his Guard Meter just dropped a few more points. If your opponent over-reacts and does a slow move, close in a combo.
Poking [!] and Footsie-ing [!] with Rose [!!]
So, how do you poke successfully ? First, you have to be solidly familiar with Rose' range, particularly her crouching FK. Second, you also have to be familiar with the ranges of your opponent's attacks. Keep in mind that when poking, it's best to stay at the farthest range possible -- take full advantage of Rose' superior range.
Walk forward and backward, weaving in and out, but never going close enough for your opponent to hit you (which is why you have to be familiar with his attack range -- it won't do you any good to walk into a sweep). This is often called the "footsie".
Avoid corners. It's easy to find yourself slowly backing into a corner when playing footsie. Being cornered cuts your defensive options severely, plus there are a lot of VCs that are corner-specific. Conversely, don't go out of your way to corner your opponent. While cornering him cuts down _his_ defensive options, Rose lacks the moves to maintain a corner lock for very long.
Do quick attacks (such as standing JP) that you _know_ will miss. This is in the hopes that your opponent will over-react and do something stupid. For example, amateur ARK players are prone to doing a dragon punch the moment they see an attack coming. Sometimes even expert players over-react and activate a VC even when they're too far away to use it. Watch for this and punish their mistake with a vicious combo. If you're feeling confident, you can even use slower attacks and intentionally miss. An example is Rose' <far> standing FK. As with quick attacks, your aim is to make your opponent over-react.
Now we go to the meat of poking: hitting your opponent. Instead of weaving forward and backward, walk into Rose' attack range and do an attack such as her crouching SP or crouching FK. Your goal here is to hit your opponent while maintaining enough distance so that he can't counter-attack or he simply blocks. The dangers here is if your opponent reacts with a high-priority move (such as a Dragon Punch). The solution to this is to be unpredictable, which is the very reason why you should try to fake your opponent out (see previous paragraph). One thing I really love about Rose is that her moves that are used to poke can cancel into her Specials and Supers Combos. If your poke is blocked, cancel into a Soul Spark. If the poke hits, cancel into a Soul Spiral (or a Super Combo).
Other Rose Stuff
Rose SFA3 Storyline
Rose is a mysterious woman who wields the mystic "Soul Power." She feels that Doomsday is fast approaching. She must seal Bison's power, even at the cost of her life. What fate awaits her in the end...?
Fifth battle (Vs. Guy), pre-fight:
Guy : You are Rose, are you not? It's not right to give up your life, even for your mission. Risking life and surrendering it are two different things.
Rose : My mind is made up. Is it your place to try and help me? Even if so, your help is not anything that I need nor want.
Guy : "Soul Power".... Most impressive! But never underestimate his power. He's a man of such evil energy, even my kindred fear him.
Rose : Thanks for the advice, but I must continue on my path....
Ninth battle Vs Vega/, pre-fight:
Rose : Vega! Warrior of Shadaloo! I've finally found you! You know where Bison is, don't you? Tell me!
Vega : I have no reason to do such.... However.... As your name implies, you possess the beauty and thorns of a rose. So I shall adorn you in a pure red to suit your name better.
Vega : Remember.... Bison looks forward to your challenge.... I don't understand his thinking, and I probably never will.... Why would you dare to go to him, only to be slain in the end...?
Rose : By reading your mind, I now know where Bison is.... Once divided, two separate fates unite. This is our fate.... I don't know what awaits us.... And neither does he....
Tenth battle (Vs Juli and Juni), pre-fight:
Bison: You arrived earlier than I had anticipated.... Sorry, but I have another appointment.... Come back later.
Rose : Bison! You can't avoid this.... You know you can't.... Since the day we met, fate knew it had to end in this way....
Bison: Ha ha ha ha! Don't be so melodramatic! Why don't you play with them if it's a challenge you desire? You have nothing to lose.... Except perhaps your life...
(Bison leaves, to be replaced by Juni and Juli).
Final battle (Vs Shin M. Bison), pre-fight:
(As Bison comes down from the sky, Rose is in her blocking animation. Bison lands, and Rose throws him a tarot card, which Bison parries.)
Rose : Did you truly believe they could defeat me? There's no escape...for either of us....
Bison: A rose without thorns means friendship.... Come now.... I should never have allowed you to grow thorns....
Rose : No! That obedience is what caused all this tragedy.... The game is over.... Let's finish this now!!
(Picture of Rose Soul Spiraling Bison in the chest.)
Rose : You are finished, Bison....
Rose : It wasn't supposed to end like this.... You were my master.... Now I must destroy you with my bare hands....
(Picture of Bison grinning)
Bison: Guh.... You impressed me.... There was no other way to end this.... But...my "soul" will not be extinguished just yet!
(Bison punches Rose in the gut. Bison's blow can be seen going through the back of Rose).
Rose : Haaaaaaa!! Ugaaaaaaaahhhhh!!
Bison: Just imagine your future...! Can you see it?! Can you see who truly wields the power granted to us? It is YOU who stands victorious in the world of eternal doom!!
Rose : ....!! ...What.... What is this...! This means...you will.... No...I myself...will....
Bison: Right...we'll return to where we belong...as was our wish!
Bison: Two separate lives share the same...soul....
(Picture of Bison's face burning/melting)
(Picture of Guy carrying Rose in his arms.)
Guy : Hmm.... I was wise to come here quickly.... I felt something unsettling.... Her wound does not seem fatal but... ...she needs to be taken care of immediately....
(Flash picture of Bison.)
Guy : Hmm...! Was it all in my mind...? That man is gone.... He is no longer a threat to this world.... Then.... What could this be...? What is this sudden chill...?