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Feb252010

ROSE - SPECIAL MOVES - SUPER STREET FIGHTER 4

SOUL SPARK


HALF CIRCLE FORWARD + PUNCH

Soul Spark is Rose's projectile attack and her primary tool for zoning.

The strength of the punch button used determines the speed and recovery time of the move and the speed of the projectile.  The Light Punch version executes the fastest but has the slowest recovery and the projectile is the slowest.

EX Soul Spark is a two hit projectile and is the fastest version to use in all aspects. 

You can combo into Soul Spark as well.

 

SOUL SPIRAL *ARMOR BREAKING*

QUARTER CIRCLE FORWARD + KICK

Rose's Armor Breaking attack and most useful within combos or to punish whiffed moves thrown out by the opponent.

The strength of the kick button used determines the execution speed and recovery of the move as well as the distance Rose launches forward.  The Light Kick version travels the shortest distance and has the fastest execution speed but the longest recovery.

The EX Soul Spiral executes the fastest and travels the farthest forward.  The EX version also has some invincibility at the beginning of the animation and dishes out a bit more damage -- 120 compared to 100 -- than the normal versions. 

 

SOUL REFLECT

QUARTER CIRCLE BACK + PUNCH

Soul Reflect is one of Rose's primary defenses against projectile characters.  Not only does Soul Reflect protect her from a projectile attack, but it allows her to actually reflect the opponent's projectile back at him.  Soul Reflect can, if desired, absorb the projectile instead, which not only deals with the projectile but also adds some energy to the Super Combo Guage.

The strength of the punch button used determines how the enemy projectile reflected or if it is to be absorbed.  The Light Punch version absorbs the projectile.  This gives a slight damage and stun increase to the next Soul Spark she performs as well as adding roughly half a stock to the Super Combo Guage.  The Medium Punch reflects the projectile horizontally back at the opponent.  The Heavy Punch version reflects the projectile at an upward angle, turning the opponent's projectile into an anti-air if the opponent tries to jump after throwing the projectile.

The EX Soul Reflect reflects EX projectiles in the same fashion as the Medium Punch version (horizontally).

You can also combo Soul Reflect into Soul Throw on its own if the opponent is cornered or using an FADC if the opponent is not.

 

SOUL THROW

FORWARD, DOWN, DOWN-FORWARD + PUNCH

Soul Throw is one of Rose's anti-air special moves.  She launches herself into the air at a roughly 45 degree angle to grab an airborne opponent and tosses him to the ground.

The strength of the punch button used determines the horizontal and vertical distance she launches herself into the air to grab the opponent.  The Light Punch version travels the shortest horizontal and vertical distance.

The EX version is especially useful as an anti-air, as it has some invincibility at the beginning of the animation.  It also covers the most horizontal and vertical distance upward into the air.


SUPER - AURA SOUL SPARK

QUARTER CIRCLE FORWARD X2 + PUNCH

The Aura Soul Spark is a much more powerful version of the Soul Spark.  It is a five hit projectile attack. 

The strength of the punch button used determines the projectile speed, with the Light Punch version being the slowest. 

This Super is easy to combo into after a number of normal and special moves.

Use this Super if it will finish off your opponent, but for the most part it is more advantageous to save your Super Combo Guage for EX special moves.

 The Aura Soul Spark cannot be used while the Soul Satellite Ultra Combo is still in effect.

ULTRA 1 - ILLUSION SPARK *ARMOR BREAKING*

QUARTER CIRCLE FORWARD X2 + PUNCH X2

The Illusion Spark does tremendous damage limited only by the number of ways to land it.  In this Ultra Rose throws her scarf straight out in front of her.  If the opponent cannot get out of the way, the scarf shocks for big damage.  The scarf also has tremendous range.

The Illusion Spark has some invincibility at the start of the animation, allowing her to use the Ultra through some attacks and projectiles.  This aspect makes the Illusion Spark very useful to punish a whiffed move or most other attacks that are still in the start-up phase.

In addition, the Illusion Spark has armor breaking property. This, along with the Ultra's execution speed and range, makes opponent Focus Attack attempts pretty unsafe once the Ultra is available.

The Illusion Spark is an excellent anti-air attack. The opponent just has to touch any part of the outstretched scarf and they take huge damage.

 

ULTRA 2 - SOUL SATELLITE *ARMOR BREAKING*

    
QUARTER CIRCLE BACK X2 + THREE PUNCHES

Though the Soul Satellite does not do a ton of damage on its own, it will be the preferred Ultra for most Rose players. Not only does it allow her  to extend many of her combos, it is a great "get off me" attack to use when she is pressured by the opponent.

Once activated, two orbs appear and orbit around Rose.  They last for about 10 seconds or until they hit or are blocked by the opponent.

There is rarely a bad time to activate this Ultra. If you are being rushed down, activating the Ultra gives the opponent a reason to back down. If Rose was on the defensive, she can feel more confident in going on the offensive as well because of the many set-ups that are available for her to use and the opponent's newfound reason for caution.

Rose is more of a defensive character, so don't think that because you have the Soul Satellite active that you must immediately go into rushdown mode.  Only go on the offensive with the Soul Satellite if you have a plan for how to best utilize the Ultra, as it is fragile and you can lose both orbs in the blink of an eye if you are careless.

YouTube Videos for Setups and Applications

Combos and Setups by bhytre

Setups and Mix-Ups by Renegade (a couple minutes into the video)

References (3)

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Reader Comments (1)

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June 16, 2011 | Unregistered Commenterrogelio

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