SF4 Biweekly TACV 08: Rose
Despite her relatively useless Illusion Spark ultra, Rose’s ability to reflect projectiles makes her one of the most versatile combo characters in Street Fighter IV. Most of her combos tend to be short, but there’s always something uniquely interesting taking place.
All three regular versions of Rose’s Soul Reflect work on normal projectiles only. Nothing works on super fireballs, but EX Soul Reflect works on EX fireballs. However, its combo use is limited because Rose lacks sufficient juggle capability outside of her Aura Soul Spark super, which of course requires full meter. Absorbing any projectile with LP Soul Reflect raises the damage and stun output of her next Soul Spark or Aura Soul Spark by 5%, up to a maximum of 35%.
0:11 Rose absorbs seven of Seth’s Sonic Booms before the combo, to raise her base Aura Soul Spark damage from 300 to 407. Even though her LP Soul Spark would’ve done more damage than a reflected Sonic Boom, it would’ve used up the absorption bonus. Starting with a reflected LP Sonic Boom saves the 35% damage bonus for her super. Seth’s EX Tanden Engine pulls her closer while creating a meaty setup for both projectiles. She has to delay the Illusion Spark ultra slightly, to allow four hits of Aura Soul Spark to connect. The fifth hit must whiff because it would knock Seth down. This combo deals 659 damage and 50 stun.
0:25 Rose absorbs seven of Gouken’s Gohadokens before the combo to upgrade Aura Soul Spark damage. Gouken’s Gohadoken causes a free juggle state whenever it hits an airborne opponent. Rose’s HP Soul Reflect sends the fully charged LP Gohadoken diagonally upward, evading the second LP Gohadoken as Gouken cancels into LP Forbidden Shoryuken to cross the first one. Rose redirects the second one horizontally using MP Soul Reflect, then closes the gap with DF+MK and connects with F+HK since Gouken is in free juggle state. For whatever reason, F+HK is a knockdown attack so she gets to juggle with HP Aura Soul Spark. This combo causes 557 damage and 410 stun.
0:36 Rose absorbs seven of Sagat’s Tiger Shots before the combo to elevate Aura Soul Spark damage. Sagat’s LP High Tiger Shot and MK Low Tiger Shot never cross the same vertical space, so Rose’s MP Soul Reflect sends them both back without any collision issues. That last HP High Tiger Shot is trickier because it has to get past the LP High Tiger Shot. Fortunately, there’s a frame where you can trade with projectile specials and still have them come out. Surprisingly, this still provides a counterhit bonus, which may or may not have been necessary for the combo to work. Rose could’ve canceled the third MP Soul Reflect directly into HP Aura Soul Spark, but waiting looked cooler. Since the entire combo occurs at full screen distance, the corner is unnecessary. This combo inflicts 501 damage and 305 stun.
0:45 Absorbing projectiles is unnecessary here since Rose never creates one herself. There’s not much to say about this combo other than it took forever. The final LP Gohadoken slipped through by the same principle as Sagat’s HP High Tiger Shot, but it requires very specific reflected LP Zanku Hadoken arrays. This combo is probably not fully optimized since there are countless timings to explore. There must be something extra she can add, but it won’t be much without meter. Akuma’s Zanku Hadoken recovery time is a huge obstacle.
1:01 No projectiles were absorbed before this combo to allow more hits before dizzying Seth. Rose can link HP Soul Spark immediately after an LP Soul Spark connects, with one-frame timing. Adding s.HK in the middle complicates matters because impact freeze delays the HP Soul Spark. Therefore this combo has to be spaced and timed such that the LP Soul Spark connects on the last frame of s.HK impact freeze, which also happens to be its last cancelable frame. Therefore the HP Soul Spark input has to be completed on that exact frame, in order for the game not to ignore it. Rose gets +6 frame advantage from HP Soul Spark and everything else is fairly straightforward. The combo ends with a post-KO DF+MK because i was trying to combo as many Soul Sparks as possible, which meant the last one would’ve ended the combo anyway. She’s unable to attack after point-blank range LP Soul Spark KO, so MP Soul Spark was used, which only combos after her c.HP and no other normals. Unfortunately, LP Soul Spark, dash forward, dash forward, HP Soul Spark, c.MP xx LP Soul Spark doesn’t work against dizzy Seth because he leans too far forward.
This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.