Strategy Guide








P Soul Reflect (fireball counter) (LP version absorbs fireballs)
P Soul Spark (becomes more powerful with every fireball absorbed)
P Soul Throw
K Soul Spiral


P Aura Soul Throw
P Aura Soul Spark
K Soul Illusion


Rose can do a deep forward kick combo that with a strong and combo it with a 1 level super soul illusion then very quickly into a 2 level super tumble super fireball doing 16 hits!!!

---Anthony Ju---            

Standard jumping combo - jump and crossover with a jumping forward, followed by a ducking forward into a short spiral. Want insane damage? you got it, this makes any possible V-ism look like cookies: Use her Soul Illusion (Friends) and do a jumping crossover forward into a ducking fierce into a roundhouse drill/spiral, this does INSANE amounts of damage with 9 or 10 hits+! Also to note, her Medium Soul Reflect (the one that reflects fireballs horizontally) is a good reversal if they're in your face and you're retreating.

I don't suggest using her V-ism because her Soul Illusion inherently is better than her V-ism because all four shadows are active while in V-ism I think only two will hit. Additionally, with A-ism you have more variety with the option to do a ducking fierce into a Level I Soul Throw or Soul Illusion and do the combo as stated above. If you're using her X-ism be sure to never neglect her Hyper X Soul Throw, yes it seriously does insane damage and her priority is super high! It's great to use it as soon as you get up for those who like to attack immediately, you win on priority and it's an excellent air counter. Reason for this is because she charges and hits at the same time and will throw ALWAYS if she contacts with the uppercut even if it is off centered. Even if the opponent isn't hit by the uppercut, if he/she is in the air, the throw will connect doing lots of damage as well. Guard Crush Drain - jump in with a forward or roundhouse while using Soul Illusion and slides until they give in. Even if you dont get a hit off of it, it's seriously annoying for them to sit there and watch their guard meter fall, and if they try to counter attack, most likely your shadow will cover for you and you will connect and start combos. Static Combo - ducking forward into a short spiral, you can do this as soon as they get up (granted they wont time a perfect dragon punch or something) and it causes block and guard damage it's also 3 hits if they flinch. Stylish A-ism: Do a level 1 Soul Illusion and immediately do a Level 2 Soul Spark, her shadows are involved in the super itself and that hits hard! It does about 10 hits and probably the equivilant to a Level 3 without the risk of her soul throw jumping nor just a petty fireball. If you do this when their guard meter is begging for mercy I guarantee you will enjoy the results. The first few hits will drain the meter off and they will get hit by the charge and fireball.

I dont suggest using her V-ism at all or her Level 3 Soul Spark because of the minimal gains and high risk involved.

---David Lau---            

In my opinion, A-Rose is the best Rose. Low Fierce [HP] is still decent as anti-air. She can still interrupt that Low Fierce into a Level 1 Aura Soul Throw. Or she can just interrupt into a normal Soul Throw (decent damage). Her Shadows super combo [Soul Illusion] makes it extremely easy to break opponents' guard (slide, poke, poke, poke, etc.). Her new Standing Fierce [HP] and Standing Roundhouse [HK] add quite a bit to her ground game as both have great range and hit over most any low poke (both attacks also do good guard damage).

---Greg Young [via alt.games.sf2]---            

Rose's X mode super (Level 3 Soul Catch [Aura Soul Throw]) does insane damage, is great for wake-ups and against pokers, and is also good as an air counter.

---PhatSaqs [via alt.games.sf2]---            












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