~B
ROSE Character Guide version 1.0
Street Fighter Zero 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 Zero: Warrior's Dreams
SFA2= Street Fighter Zero II
L1, L2, L3= Zero 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 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.
Zero METER:
At the bottom of the screen there is a meter called the Zero 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...
Zero COUNTERS:
Immediately after blocking an opponent's attack, Rose can immediately
retaliate with an Zero 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 Zero 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 Zero 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 Zero 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 Zero 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 Zero
Meter; depending on how much Zero 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.
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.
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.
(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.
(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) ;-).
(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.
(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.
(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).
(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 Zero
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.
(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!
(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 Zero 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.
(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...
(After blocking an attack, Rose counters with her C.Roundhouse)
Like most other ACs, this is worthless--it wastes a VALUABLE level on her
Zero 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 Zero Meter, which should be saved for SCs.
(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).
(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.
(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.
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 Zero Meter for her SCs.
Note: thanks to Sean Hoyles for these great CC examples for Rose!
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.
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.
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.
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: