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    Rose by JCulbert

    Version: 1.0 | Updated: 01/01/70 | Printable Version | Search This Guide

    ROSE Character Guide version 1.0
    Street Fighter Alpha 2 (SATURN/PLAYSTATION)
    By John "CUL" Culbert (tigeraid@geocities.com)
    
    INTRO:
    ======
    
    One guy e-mailed me asking if I'd do a guide for Rose--I was thinking of 
    doing one anyways, as I have found many of her combos need explaining, as do
    other aspects of her gameplay. With mastery of her combos, she is definetely
    one of the most deadliest fighters in SFA2.
    
    *******
    LEGEND:          BUTTONS
    *******
                    .-------------Jab
       D-PAD        | .-----------Strong
                    | | .---------Fierce
       U/B U U/F    | | |
          \|/       | | |
        B--o--F     | | |
          /|\       O O O
       D/B D D/F    O O O
                    | | |
                    | | |
                    | | |
                    | | ----------Roundhouse
                    | ------------Forward
                     -------------Short
    
    QCT= Quarter Circle Toward (roll the joystick from D to F)
    QCB= Quarter Circle Back (roll the joystick from D to B)
    HCT= Half Circle Toward (roll the joystick from B to D to F)
    HCB= Half Circle Back (roll the joystick from F to D to B)
     + = enter commands simultainiously
     N  = Neutral (return D-Pad to center)
     C. = Crouching
     S. = Standing
     J. = Jumping
     CU.= Cross-up (jump over opponent and hit back of neck with attack)
     
    (Note: the graphical legend applies to default arcade settings; the Saturn or
     other platform systems can be set up in many different ways)
    
    #############################################################################
    
    Some Short Forms Used in This FAQ:
    ----------------------------------
    
    SF2= Street Fighter II: the World Warrior (may also refer to it as Classic)
    SF2CE= Street Fighter II: Champion Edition (may just be CE)
    SF2T= Street Fighter II Turbo: Hyper Fighting
    SSF2= Super Street Fighter II: the New Challengers
    SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo)
    SFA= Street Fighter Alpha: Warrior's Dreams
    SFA2= Street Fighter Alpha II
    L1, L2, L3= Alpha Meter levels
    DP= Dragon Punch- can be referring to Ryu's, Ken's, or Akuma's Special move, 
                      or to the similiar joystick/D-Pad motion (F, D, D/F)
    HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move,
                        or to the similiar motion (QCB+any kick)
    FB= Fireball- can be referring to Special Move possessed by many characters,
                  or to the similiar motion (QCT+any punch)
    SC= Super Combo- pertaining to Super Combos from SSF2T or SFA2
    CC= Custom Combo- pertaining to Custom Combos from SFA2
    FK= Flash Kick- Guile's and Charlie's move, or similiar motion (charge D, 
                    U+any kick)
    SB= Sonic Boom- Guile's and Charlie's move, or similiar motion (charge B, 
                    F+any punch)
    HHS= Hundred Hands Slap- pertaining to E. Honda's Special Move (tap any punch
                             repeatedly)
    YF= Yoga Flame- pertaining to Dhalsim's Special Move or similiar motion 
                    (HCT+any punch)
    SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move (charge D, 
                             U+any kick)
    TAP= Turn-Around Punch- pertaining to Balrog's pattened move (charge all 3
                            punches or kicks, release)
    TU= Tiger Uppercut- pertaining to Sagat's pattened move (F, D, D/F+any punch)
    TK= Tiger Knee- pertaining to Sagat Pattened move (QCT, U/F+any kick or 
                    F, D, D/F+any kick in SFA2)
    SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll
                             360 degrees)
    FAB= Final Atomic Buster- Zangief's SC
    
    #############################################################################
    
    A WORD ABOUT...
    ***************
    
    THROWS AND GRABS:
    
    A Throw or Grab (including Special Move Throws, eg. Zangief's SPD) must be 
    done right up close, and is unblockable; they can only be avoided. For grabs, 
    repeatedly tap the button used and shake the joystick or D-Pad to make the 
    repeated hits last longer. Do the same thing if you are caught in a grab to 
    escape early. Rose has only one regular Throw.
    
    TAUNTS:
    
    To taunt or tease your opponent with Rose, press the button you designated as 
    "Chouhatsu" in the controller config screen (I recommend L if you use it at 
    all, though it's better to have all three punches or kicks on the trigger
    buttons). Note that taunts cannot be stopped, and you are totally vulnerable, 
    so choose where to do it wisely. With the exception of Dan, Taunts can only 
    be done once per round. IMO this is the only thing that the PS version has 
    over the Saturn version (i.e. the Select button for the Taunt).
    
    TECH HITS:
    
    In SFA2 the Throw soften was renamed the "tech hit", and it was given a 
    little more freedom. To perform a tech hit, hold B or F and hit Strong or 
    Fierce just as the opponent grabs you; in SFA2, you can now escape ALL 
    regular Throws, including presses and grabs! It is still impossible to tech 
    hit Special Move Throws (eg. Birdie's Bandit Chain).
    
    BUFFERING:
    
    This is a technique used in 90% of all fighting games out today. To buffer
    means to do the motions of one move while the animations of another move
    are still being performed. I will Rose's 4 hit as a model:
    
    -C.Fierce buffered into Roundhouse Soul Spiral
    
    This combo can be done either of two ways for it to count as a true combo:
    
    a) crouch, hit Fierce, then QCT+Roundhouse
    
    b) D+Fierce, D/F, F+Roundhouse
    
    Both cases have their advantages. A is much easier to time and more
    difficult to screw up, but you must have FAST fingers. The second can be
    confusing, but EXTREMELY effective if you can get the timing off. Just
    remember that the idea is to pull off the Spiral BEFORE the Fierce Punch is 
    finished its animations ("cancelling" the animation.)
    
    Eg. 2- (same button buffering)
    
    -S.Strong buffered into Strong Soul Reflect
    
    a) hit Strong, then QCB+Strong
    
    b) press and HOLD Strong, QCB, RELEASE Strong
    
    The latter is MUCH easier to time and requires less button presses. But in
    that case the D-Pad motions have to be done faster, but it is easy to get
    used to. I personally use b.
    
    ALPHA METER:
    
    At the bottom of the screen there is a meter called the Alpha Meter. This 
    fills up when a) Rose is hit by the opponent with any attack, or she hits 
    them with any attack, b) using any Special move or c) hitting any Fierce or 
    Roundhouse. When the meter begins to flash it's outline, Rose is cabable of a 
    level 1 Super Combo. If you continue to build his meter to level 2, Rose is 
    cabable of a level 2 Super Combo. A level 2 Super of Rose's must be done 
    with TWO buttons (for example, her Aura Soul Spark is done QCB, QCB+any 
    punch; to perform a level two, do the same motion with TWO punches). When the 
    meter fills to level 3, she is cabable of her most powerful Super Combos. 
    These must be done with all THREE buttons. NOTE: I only list the SCs with one 
    punch or one kick; to perform their level 2 and 3, substitute 2 and 3 punches 
    or kicks...
    
    ALPHA COUNTERS:
    
    Immediately after blocking an opponent's attack, Rose can immediately 
    retaliate with an Alpha Counter. To do this, perform the motion B, D/B, D,
    and any punch or kick; a kick will perform a counter for ground attacks, and    
    punch will counter air attacks (in most cases) Note: you need at LEAST a 
    level 1 Alpha Meter to do one.
    
    BLOCKING:
    
    To block an oncoming attack, hold in the opposite direction. To block a low 
    attack (i.e. the enemy hits low), hold D/B to crouch and block. In addition 
    to blocking on the ground, it is possible in Alpha 2 to block attacks in the 
    air. Attacks that cannot be blocked include most DPs, Super Combos, and 
    ground-based uppercut/high kick attacks (eg. Ken's standing Strong, or Ryu's
    S.Roundhouse).
    
    OVERHEAD STRIKE:
    
    In addition to any jumping attack, there is an attack, introduced in SFA
    (actually, back in SSF2T with Ryu's), that can hit ducking, blocking 
    opponents. Rose does not have an OS, but I thought I'd include this section
    anyhow.
    
    SAFETY ROLL:
    
    To avoid a lot of meaty attacks, Capcom added a roll to every fighter's 
    repitiore. By rolling from B to D in one motion and hitting punch just as you 
    land from a knockdown, Rose will roll forward along the ground to a standing 
    position. You will not lessen any damage taken, but you can avoid meaty 
    attacks in this fashion. Bear in mind that because of this added technique, 
    meaty attacks are more difficult to cheese with in Alpha 2; if you are close 
    enough to an opponent when you knock them down, wait a split second to see if 
    they'll roll, then start your meaty tactic.
    
    SUPER COMBOS:
    
    Each Super Combo is a powerful attack that can be powered up to three 
    different levels. You will know a character has executed a Super Combo 
    because the screen will grow dark for a moment as they gather "chi" (spirit),
    and the game will pause for a second.
    If you finish your opponent with one of Rose's SCs, the screen will flash 
    brightly.
    
    CUSTOM COMBOS:
    
    Replacing Chain Combos from SFA, Custom combos allow you to chain ALL normal 
    moves and even SPECIAL MOVES together into combos (it speeds the move up so 
    their recovery is faster and you can throw another one emmediately). To 
    perform a CC, you must first fill the Alpha meter at the bottom of the 
    screen, then activate the CC with any two punches+any kick. Rose will get 
    blue shadows behind her. A time meter will appear right above the Alpha 
    Meter; depending on how much Alpha Meter energy you have when you initiate 
    the CC, the timer will count down for a period of time. Once the CC is 
    activated, Rose will slide forward and CANNOT be stopped until you attack. If 
    you activate the CC in the air, she will fall at a normal rate, then start
    sliding forward. You CANNOT stop a CC once it is activated, and even if the 
    opponent switches sides with you (i.e. jumps over you, or teleports), you 
    will keep going in the same direction. BTW, the CCs I have listed to help out
    require a level 3. It is my opinion that this is the only time worth doing
    CCs, if at all...
    
    TICKS:
    
    The definition of a tick is basically this; a tick is an attack that, if you 
    connect with it, you can go into a combo of your choice, and if blocked, you 
    will recover in time to throw another attack before your opponent can; but, 
    note that they also recover from their blocking animations at relatively the 
    same time, so they will also be able to block the follow-up. But, since 
    Throws are unblockable, you can nail them with a Throw! 
    This tactic has been refined by many players, and in SF2: the World Warrior, 
    Guile had the ability to Throw a Jab, and if blocked he could Throw 
    emmediately (this was remedied in the later version--still possible, though,
    but can be avoided quickly) This tactic was used to win a popular SF2 
    tournament in Albuquerque, New Mexico, and ticks were to forever be 
    considered extremely cheesy by anyone who loses (in some arcades they have 
    gone so far as to BAN ticks!). If, however, the people you play against are 
    okay with ticks, they are a good addition to Rose's up-close game (involving
    the corner... see tactics).
    For example, if you are up close throw a standing Jab--if it connects, you
    can buffer into a Soul Spiral (among other things), and if blocked, 
    immediately hold forward and Throw! It is possible to avoid, especially if 
    they AC, but still quite difficult--works great on human opponents who are 
    less experienced.
    
    REVERSALS:
    
    When a fighter is knocked down, there is a small window of opportunity for 
    them to get up faster and attack at the same time (about 1/60 of a second). 
    If a move is performed during this time, it becomes almost totally 
    invulnerable unless the opponent is able to connect with a meaty attack first 
    (see below.) Rose's easy obvious reversal is only good if the opponent jumps 
    in as you are getting up--simply throw out a Soul Catch just as you get up! 
    You can also nullify the opponent's attempted FB-as-they-get-up tactic by 
    using Soul Reflect!
    
    MEATY ATTACKS:
    
    A meaty attack allows you to hit an opponent who is recovering from a 
    knockdown (i.e. getting up) without them connecting with a reversal move (see
    above); for example, normally it is possible for Ken and Ryu to do a DP JUST 
    as they begin to rise, and it can surprise many enemies. But, using a A VERY
    WELL-TIMED meaty attack will prevent them from doing that, even more so in 
    SFA2 with their altered, vulnerable DPs. I'm not sure about the exact timing 
    of a meaty attack, but I do know it has to be what I refer to as a "constant" 
    attack, in other words an attack that is thrown without stopping and 
    withdrawn without stopping; fireballs will not work as meaty attacks because 
    they flicker in and out as they fly, and the opponent will be able to block 
    them as they rise. Basically, you have to use good timing for it to connect
    just as they get up. If you connect with a meaty attack you can perform 
    combos you cannot normally perform, because the stun put on the opponent when 
    hit is longer than normal.
    
    SAC-THROWING:
    
    "Sac-Throwing" (short for sacrifice Throwing) put in loose terms is 
    countering with Throws. A sac-throw is ONLY considered a true sac-throw when 
    you have been HIT, then throw the enemy while they are still in their 
    recovery frames. This happens most commonly with mis-timed or early jump-in
    attacks.
    
    #############################################################################
    
    INFO:
    -----
    
    Rose's inner strength guides her in battle. Constantly searching for the 
    right balance of action and reaction, Rose portrays an intuition that borders 
    on telepathy. She calls to her soul, and believes the heavens will punish 
    whomever wields the mystic power without good intentions.
    
    ENDING:
    
    Rose says to Bison that he is on the wrong path and wants to help him to lead 
    the right way. Bison refuses. She seals Bison's power but then the screen 
    shows her in bath tub wondering if Bison is still alive. Then the screen 
    shows her using tarot cards to predict, when she holds up a card the screen 
    shows Bison's Face and Rose cries out "This can't be!! No no no..."
    
    Background: Ruins in Italy, most likely Rome.
    Mid-boss: Akuma
    End-Boss: Bison
    Taunt: waves her finger at the enemy
    Win Pose #1: She waves her finger
    Win Pose #2: She holds out her scarf while ball of energy encircles it
    Win Pose #3: She waves her finger, trailing shadows like her Soul Illusion SC
    Win Pose #4: a shadowy clone appears behind her
    Win Pose #5: She pulls out a tarot card and tosses it on the ground.
    Win Pose #6: A fool's card flips in front of her then she has a gown on.
    
    #############################################################################
    
    MOVES LIST:
    -----------
    
    -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)
    
    Super Moves:
    ------------
    
    -Aura Soul Spark:                QCB, QCB+any punch
     L1- 3 hits L2- 5 hits L3- 4 hits
    -Aura Assault:                   QCT, QCT+any punch
     L1- 1 hit L2- 3 hits L3- 4 hits
    -Soul Illusion:                  QCT, QCT+any kick
     L1- 5 secs L2- 6 secs L3- 9 secs
    
    #############################################################################
    
    REGULAR MOVES ANALYSIS:
    -----------------------
    
    Jab-
    
    When standing or crouching, Rose will throw a quick punch--fast with good 
    priority over standing attacks; when in close and the opponent is fast on the 
    attack, use lots of these crouching and standing to be safe; if one or two 
    connect, quickly buffer into a Soul Spiral, Soul Reflect or SC for a quick 
    and easy combo. The Jabs have no range, but can act fairly well as ticks.
    
    Short-
    
    The S.Short is a fast shin kick with the heel of her shoe, good at close 
    range for taking out pesky low attacks, especially attempted ticks. Recovery 
    is great, so use it often up close. The crouching Short is also good good in
    this respect, and even better for ticks.
    
    Strong-
    
    Both standing and crouching give normal straight punches, and IMO are not 
    very important to Rose's strategy; they are bufferable, but so is her 
    C.Fierce, which does much more damage.
    
    Forward-
    
    S.Forward has her perform a low-directed kick while balancing on her scarf.
    This is fairly fast and is bufferable, but has little range--decent in up
    close combat. The C.Forward, like the C.Forwards of many other fighters, is
    one of Rose's best attacks; it is a basic low kick, but has GREAT speed and
    priority, as well as reaching quite far. Use it generally to pester the enemy
    and take priority over their attacks from a few steps away.
    
    Fierce-
    
    The S.Fierce is a cross-slash with her scarf extended, similiar to Magneto's
    S.Fierce in MSH (but has a shorter range). Good damage, but it is slow so 
    don't use it often. Her C.Fierce, on the other hand, is not only her best
    comboable attack, but is also one of her best air counters.
    
    Roundhouse-
    
    The S.Roundhouse is a neat-looking, sort of upside-down balancing kick. This
    is fairly fast coming out and has DECENT recovery, and has great range. Do
    not peck with it as you would with, say, Adon's S.Roundhouse, as it can be
    taken out by QUICK low kicks. It works fairly well as a counter to deep or
    delayed jump-ins.
    The C.Roundhouse is Rose's only knockdown regular attack, and does good 
    damage. It has around the same range as her S.Roundhouse, and is probably the 
    easiest thing to do after ducking a long-range high attack. A lot of standing 
    kicks can take it out however (like Guy's S.Forward, for example).
    
    Jumping Attacks-
    
    Both Rose's J.Fierce and J.Roundhouse are great jump-in attacks for combos,
    and the J.Forward is fast enough to deal with a lot of air-to-air attacks.
    
    #############################################################################
    
    SPECIAL MOVES ANALYSIS:
    -----------------------
    
    SOUL SPARK:
    ^^^^^^^^^^^
    
    (Rose draws her arm back, then whips out her scarf exclaiming "Soul Spark!",
     firing a blue orb from it)
    
    Often times overused, and sometimes underused. The speed coming out is OK, 
    but if anticipated can be easily snuffed; it's recovery is HORRIBLE, so it's
    best to stick with the Jab version, which has the quickest recovery time. The 
    biggest problem with the Soul Spark is that her scarf actually counts as a
    part of HER when she throws it out, meaning it can be hit and damage will be
    taken! This makes it much easier for the enemy to jump over your Soul Spark
    and nail you with a jumping attack simply by hitting your scarf! Use this
    move carefully, best from full screen, and try not to be predictable with it,
    or else they'll get a chance to jump, or snuff it as it comes out. NOTE: up
    close, you'll get 2 hits, as the scarf itself will hit the enemy. 
    Because of its speed, the Soul Spark is difficult if not impossible to combo.
    
    -----------------------------------------------------------------------------
    
    SOUL CATCH:
    ^^^^^^^^^^^
    
    (Rose rises gracefully into the air with sparkles about her, and if she 
     connects with the opponent, whirls around and tosses them to the ground)
    
    Also seems to be overused by scrubs, it's a good move to use if you've got 
    the timing down pat; like others are discovering, the rising Throw moves in
    SFA2 (eg. this one, Dhalsim's, or Zangief's) are really not that bad--the key
    thing to remember is that you have to catch them LATE during your Throw and
    EARLY during their jump. Ideally, you should time it so Rose is right near
    the top of her rise JUST as the enemy reaches the peak of their jump; the 
    Soul Catch can be taken out by a jumping attack, but opponents rarely bring
    out an airborne attack until they begin the descent of their jump. Note that
    you can catch the enemy on their way down, or even on their way up, but they
    will be more likely to snuff the rising Throw with a jumping attack in these
    cases (that's what the Aura Assault is for) ;-).
    
    -----------------------------------------------------------------------------
    
    SOUL SPIRAL:
    ^^^^^^^^^^^^
    
    (Rose lunges forward while coiling her scarf about her arm like a drill)
    
    A VERY powerful move in Rose's arsenal, but is is quite slow coming out, and
    REALLY slow recovering. If you buffer it out of a regular attack it WILL
    combo despite its initiation speed, but I have been hit out of it before by
    quick moves like Charlie's C.Forward and such, so be watchful. Basically, the
    best place for this is in combos, period.
    
    -----------------------------------------------------------------------------
    
    SOUL REFLECT (STRAIGHT):
    ^^^^^^^^^^^^^^^^^^^^^^^^
    
    (Rose snaps her scarf in front of her, reflecting projectiles back at the 
     enemy)
    
    To be used the least out of her QCB+punch moves--this is a fast way to deal
    with FBs, but it is VERY unlikely that the enemy will get hit by their own
    projectile in this case; they will recover fast enough to block or jump it.
    
    -----------------------------------------------------------------------------
    
    SOUL REFLECT (UPWARD):
    ^^^^^^^^^^^^^^^^^^^^^^
    
    (Rose snaps her scarf in front of her, reflecting projectiles upward at a 40
     degree angle)
    
    A good way to keep the enemy back; when they whip off a projectile, snap it
    back at them in the air. That way, they can't do the ol' FB-jump-in pattern
    those Ryu scrubs love so much--they will be forced to air block and get 
    pushed back, or get knocked out of the air by their own FB. To mix things up 
    even more, fire off a Soul Spark the INSTANT Rose if free from the Soul 
    Reflect. This will REALLY pin the enemy back so that they cannot jump the
    Spark (from fear of getting into their own reflected projectile), and staying 
    on the ground (which will force them to at least block the Soul Spark!)
    BTW, if the enemy has a level charged, beware of using this trap, because
    some opponents can get through both projectiles with their SC (eg. Sagat).
    
    NOTE: reflecting projectiles isn't the Fierce Soul Reflect's only use; it is
          also a decent air counter AND is involved in some REALLY mean combos
          (see combos and Soul Illusion sections).
    
    -----------------------------------------------------------------------------
    
    SOUL ABSORB:
    ^^^^^^^^^^^^
    
    (Rose snaps her scarf in front of her, absorbing the energy of her foe's
     projectile)
    
    One of the most IMPORTANT moves to learn for Rose, this builds up her Alpha
    meter EXTREMELY fast, allowing her to utilize her GREAT Super Combos. Unless
    you're trying to get them in the reflected FB trap (see above), this is THE
    best thing to do when the enemy throws a projectile. Just practice the timing
    or you will find yourself doing the Absorb too early or too late.
    
    -----------------------------------------------------------------------------
    
    SLIDE:
    ^^^^^^
    
    (Rose slides along the ground with her foot extended)
    
    This will travel under some projectiles, but cannot be buffered into a 
    Special Move. Its main asset is recovery, allowing Rose to escape from almost
    any counter if the opponent blocks the Slide. To a certain extent this can be
    used as a tick, too!
    
    -----------------------------------------------------------------------------
    
    MIND BLAST:
    ^^^^^^^^^^^
    
    (Rose grabs the enemy's head, flips overtop of them so she is basically doing
     a handstand over them, saps some energy out of their head, and pushes off)
    
    No, this does NOT give Rose health or Alpha meter energy. As well, it can of
    course be tech hitted, and its damage is not all that great. So why use it?
    First off, because it's there--if you're up close and the enemy is turtling
    or otherwise blocking in any way, Throw 'em! This Throw's greatest asset is
    the fact that it will ALWAYS switch sides with your opponent. Meaning, if you
    are in the corner and perform the Throw on them, they will then be in the
    corner!!!! This is the key to setting up Rose's corner strategy if the enemy
    likes to press YOU into the corner. And here's the best part: even if the
    opponent TECH HITs, Rose will still switch sides with them!!!! VERY important
    if you're stuck in the corner, or otherwise need to switch sides with your
    foe.
    
    -----------------------------------------------------------------------------
    
    PUNCH AC; EXCHANGE
    ^^^^^^^^^^^^^^^^^^
    
    (After blocking an attack, Rose grabs the enemy, enveloping them in blue 
     energy, then hops over them, exchanging places)
    
    Although I rarely use AC's (turtler's weapons, don't you know), I find this
    one has some use, most importantly in the corner. If you're in the corner
    and finding difficulty in escaping, block and counter with this, to put them
    in the corner, one of the most important parts of Rose's strategy. If you do
    this outside of the corner, follow up with a C.Roundhouse or an Aura Soul
    Spark SC, both of which will USUALLY connect. If you exchange them into the
    corner, you are too far away to go into one of her corner combos, however 
    this still gets them in the corner, where you have the opportunity to combo
    them...
    
    -----------------------------------------------------------------------------
    
    KICK AC; SWEEP
    ^^^^^^^^^^^^^^
    
    (After blocking an attack, Rose counters with her C.Roundhouse)
    
    Like most other ACs, this is worthless--it wastes a VALUABLE level on her 
    Alpha Meter and doesn't do much damage. ACs are worthless tools for turtlers,
    and any player who has an OUNCE of reflexes can simply block and counter with
    a C.Roundhouse, or if that isn't possible, snuff the incoming move! There are
    rare occasions where this will be the only counter that works, but it still
    wastes a level on your Alpha Meter, which should be saved for SCs.
    
    -----------------------------------------------------------------------------
    
    SC 1; AURA SOUL SPARK
    ^^^^^^^^^^^^^^^^^^^^^
    
    (Rose rears back and fires off a large Soul Spark; at higher levels she will
     lunge forward with a series of attacks before the Spark)
    
    Frequently overused, and in other places, underused to the extreme. This 
    should not be used from a far distance, wether they are throwing a projectile
    or not; it's speed is not amazing, and Rose will perform a series of attacks
    before throwing the Spark at higher levels, delaying it further from a 
    distance. Other than in combos, this move is great for dealing with 
    projectiles AT MID RANGE, as well as regular attacks from fairly close at
    levels 2 and 3. The thing to remember is not to throw it out when the enemy
    can jump or block it, especially from a distance, as her recovery is worse
    than the regular Soul Spark, and similiarily will also cause her to stick out 
    her scarf, vulnerable to a jumping attack (see Soul Spark).
    
    -----------------------------------------------------------------------------
    
    SC 2; AURA ASSAULT
    ^^^^^^^^^^^^^^^^^^
    
    (Rose rises into the air, trailing blue shadows and performs a powerful Soul
     Catch; at level 2 she performs 2 uppercuts followed by the Soul Catch and
     L3 is 3 attacks into the Soul Catch)
    
    ONLY levels 2 and 3 will hit a grounded opponent; the L1 is basically a more
    powerful, higher priority Soul Catch. At level 3 this is one of the most 
    damaging SCs in the game, so at this level it is best put in combos to 
    totally destroy the opponent. The L2 works amazingly in corner combos (see
    tactics and combos), and the L1 is one of Rose's best moves--unlike the 
    normal Soul Catch, this one can not be taken priority over with regular
    jumping attacks, so use it whenever the opponent jumps. Note that both the 
    L2 and the L3 WILL work as air counters, but you must perform them DEEP in
    the enemy's jump so the initial attacks connect. Otherwise, L2 and L3 are 
    best as I said in combos, and also work well to take priority over enemy's
    attacks up close. Remember that like the regular Soul Catch, the recovery of 
    this move is SLOW.
    
    -----------------------------------------------------------------------------
    
    SC 3; SOUL ILLUSION
    ^^^^^^^^^^^^^^^^^^^
    
    (Rose flashes briefly and creates mirror images of herself, which are 
     invincible but can attack the opponent)
    
    Probably Rose's most important move. The main reason to use this is because
    of its damage potential. This will multiply ALL of Rose's hits, and I mean
    ANY attack. Note that she does not become invulnerable, and is not sped up 
    (at least no considerably), but that's OK--just treat it like you're playing
    normal Rose. Only, this is a Rose that does more damage than any fighter in
    the game!
    The best thing to do when you've initiated the Soul Illusion is her best
    combo; J.Fierce, C.Fierce buffered into Roundhouse Soul Spiral. In or out of
    the corner, you will get approx. 19 hits, and over 50% damage!!!!! Mind you,
    you have to work in a jump, which the enemy may not let you do if they see
    you trailing shadows... Another nasty point is that, as I said, it will
    multiply the hits of ALL of Rose's attacks, EVEN SUPER COMBOS. So, a L2 Aura
    Soul Spark will do MUCH MORE than 5 hits, and a HELL of a lot more damage;
    sometimes, it can be best to simply wait for the enemy to throw a projectile
    (which they will frequently do to try and keep you away from comboing them!),
    and counter with the souped up Aura Soul Spark SC!!!
    Also, see the combos section for more info on BIG combos you can perform with
    Rose's Soul Illusion.
    
    #############################################################################
    
    CUSTOM COMBOS:
    --------------
    
    Personally, I don't use the CCs, and besides, Rose has MUCH more damage
    potential with the Soul Illusion SC! Still, one cool thing is that Rose CAN
    juggle with a REGULAR Soul Catch in a CC, whereas you can only juggle in or
    out of the Soul Ilusion SC with the Aura Assault SC. Go for them if you want,
    but I would save the Alpha Meter for her SCs.
    Note: thanks to Sean Hoyles for these great CC examples for Rose!
    
    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)
    
    #############################################################################
    
    COMBOS:
    -------
    
    1. J.Fierce, C.Fierce buffered into Roundhouse Soul Spiral
    
    Comments: 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
    
    Comments: 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
    
    Comments: 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
    
    Comments: just a TASTE of what Rose can do in the corner! 4 hits.
    
    5. J.Roundhouse, C.Roundhouse
    
    Comments: basic, easy 2-hit for decent damage.
    
    6. L1 Soul Illusion, J.Fierce, C.Fierce buffered into Roundhouse Soul Spiral
    
    Comments: OUCH! As I said, 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. As I said, around 19 hits.
    
    7. L1 Soul Illusion, J.Fierce, C.Fierce buffered into L2 Aura Soul Spark
    
    Comments: 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
    
    Comments: 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 (see tactics).
    
    9. Fierce Soul Reflect, juggle with L1 Aura Assault
    
    Comments: 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.
    
    #############################################################################
    
    TACTICS:
    --------
    
    I cannot stress enough--you MUST get the enemy in the corner if you wish to
    decimate them truly. Thankfully, because of Rose's Throw and speed, it is 
    actually pretty easy. One tactic is to simply pressure the opponent into the
    corner with their own fireballs, by reflecting them back at the opponent,
    then tossing your own, and then jump in to push them further back. Probably
    the easiest way I find, is to stay defensive (not turtling, just defensive!)
    and make the opponent pressure YOU into the corner. From here, make BIG use
    of your C.Short and Jabs as ticks to Throw the enemy into the corner 
    (remember that they will go into the corner even if they tech hit!!!!), and
    from there, work your way into their defenses as best you can. By this I mean
    pecking at them with the C.Forward and jumping attacks, and in the case of
    most opponents, pressure them into throwing a projectile, which you can jump
    and combo them. I find one of the best ways to do this is to actually 
    activate your Soul Illusion; just from the fear of Rose's combos, they will
    become even more defensive and usually throw a projectile; then is your 
    chance to do the big Soul Illusion combo!!!!!
    
    STRATEGIES:
    -----------
    
    Since I rushed this FAQ to post it, the Vs. section is still empty. Watch for
    updates.
    
    #############################################################################
    
    CREDITS:
    --------
    
    Thanks to Capcom for a great game, and thanks to the following FAQ writers:
    Dan Wells
    Gene Leong
    Tyler Oswald
    and Sean Hoyles
    
    For their great FAQs. Also thanks to the guys over at the arcade for getting
    me started on the game and convincing me to rent it (After reading the 
    newsgroup's put-downs). Also a Special Thanks to Jason Jamieson, who proved
    that Dhalsim's Teleport is a REAL pain in the arse, and JD Baptie, who 
    convinced me through force that Ryu's FB traps are still disgustingly 
    effective! ;-)
    
    This and other FAQs can be accessed at my new homepage:
    
    http://www.geocities.com/SiliconValley/Heights/1910
    
    You can also e-mail me at:
    
    tigeraid@geocities.com
    
    "I said it before and I'll say it again--democracy simply doesn't work!"
    
                                              -Kent Brockman, the Simpsons