Capcom, you’ve done it again. If you had asked me which Street Fighter character I was least excited to see in Street Fighter V, it would have been Rose, hands down. When her announcement dropped, my reaction was pure indifference. Rose always struck me as… well, boring. Yes, I knew someone actually piloted her to an EVO victory once, but that just underscored my apathy. That’s how little I thought about Rose. Then, Capcom started teasing her gameplay, showcasing reworked and adapted moves for Street Fighter V. Slowly but surely, those trailers chipped away at my disinterest, actually sparking curiosity. It became clear Capcom was aiming to make her a truly unique and engaging character, at least judging by the promotional material.
Now that Rose is finally here, officially part of the Street Fighter V roster, has my opinion changed? Absolutely. There’s a lot to appreciate about Rose and her playstyle in SFV, though her complexity does stand out compared to earlier season characters.
Rose’s Visual Design: A Matter of Taste?
Let’s address the elephant in the room – Rose’s design. Honestly, this was a significant part of my initial disinterest. Her original design never resonated with me. A plain, full-length dress just felt… bland for a fighting game character. It lacked the visual flair and pizzazz I expect. And the zig-zaggy hair? It just looked odd to my eyes.
However, Rose’s saving grace, visually, has always been her scarf. It’s integral to channeling her Soul Power in many special moves. At least the scarf makes thematic sense, but it also raises questions. Why the reliance on the scarf for projectiles and charging attacks when she clearly performs moves like Soul Satellite without it? It’s an intriguing design choice, yet feels a bit inconsistent at the same time.
And the Italy stage? Still don’t quite get the connection.
Normals: Grounded and Ranged Prowess
In Street Fighter V, Rose boasts a solid set of normal attacks. She’s equipped with a couple of effective anti-air normals, though their utility depends on spacing. Her crouching heavy punch is a classic, reliable uppercut, perfect for intercepting close-range jump-ins. For opponents jumping from further out, her forward heavy kick, the Soul Piede, can work, but it often feels like a trade. However, Soul Piede’s primary function isn’t really anti-air; it’s more of a launcher for quick juggle combos, but it’s good to have the option.
Rose also excels in range with certain normals. Her crouching medium kick and standing heavy punch are particularly noteworthy. Crucially, these moves are cancellable into special moves, making them excellent tools for initiating combos and controlling space from mid-range. For offensive pressure, Rose has jumping light kick and jumping medium kick, both capable of crossing up opponents and creating unpredictable attack patterns.
To close the distance, Rose has some useful forward-moving normals. The Soul Pilastro, a new command normal executed by holding back and heavy kick, is fantastic. It allows Rose to advance while attacking and, impressively, it appears to low-crush, making it a great counter against opponents overly reliant on low kicks. And of course, there’s her classic slide, performed with down-forward and medium kick. While unsafe at close range, properly spaced, it’s actually plus on block. At the optimal distance, you can even link it into her crouching medium punch! The slide also handily goes under most projectiles, a valuable asset in many matchups.
Special Moves: A Mixed Bag of Soul Power
Rose’s special attacks are a mixed bag, possessing distinct functions, but some feel more impactful than others. Her signature Soul Spark projectile returns, and just like in Street Fighter IV, the punch button strength dictates its startup and recovery. Light punch offers the fastest startup but slowest recovery, while heavy punch is the opposite. A new addition is the ability to throw Soul Spark in the air. The button strength now controls the angle, with light punch angled downwards and heavy punch traveling horizontally. You can even cancel into it from jumping normals, potentially making jump-ins safer.
Soul Spiral is back as her primary combo ender. The light version is the quickest, suitable for light normal confirms, while the heavy version is slower but deals more damage. The EX version of Soul Spiral is a notable anti-aggression tool, boasting invincibility to both strikes and projectiles, making it an excellent “get off me” option.
While Soul Throw is absent, Rose gains Soul Bind, a unique anti-air special. She attempts to ensnare jumping opponents with her scarf. It’s not the fastest anti-air, but the active frames seem to linger longer than many others. The EX Soul Bind adds a wall bounce, allowing for combo extensions after a successful hit. Like Soul Throw, Soul Bind only works against airborne opponents.
Perhaps Rose’s most strategically interesting special is the new Soul Punish. Upon execution, Rose creates an orb that hangs in the air before detonating. The normal versions lack a hitbox until activation or projectile interaction. However, the EX version detonates instantly. Soul Punish, on its own, isn’t a direct offensive move, but it’s a potent tool for controlling space, forcing opponents to react, reposition, or retreat. With clever setup, you can even maneuver opponents into the orb’s detonation, leading to extended combos.
V-Skills: Orbs and Fortunes – Choosing Your Destiny
Rose’s V-Skills and V-Triggers are central to what makes her a unique character in Street Fighter V. Let’s start with V-Skill 2, Soul Satellite, as it’s more straightforward than V-Skill 1. Soul Satellite summons an orb that orbits Rose. This orb has an active hitbox and disappears after a short duration or if Rose is hit. She can have up to two Soul Satellites active simultaneously. With precise timing, these orbs enable lengthy and damaging combos. They can also enhance the safety of normally unsafe moves by providing cover during recovery. However, effectively using Soul Satellite requires practice with timing and spacing. It also has a noticeable startup, so activation is best reserved for when the opponent is down or at a safe distance. With dedicated practice, Soul Satellite has significant potential.
Rose’s V-Skill 1, Soul Fortune, is more complex. She draws tarot cards, each granting different effects, such as boosting Rose’s damage output or reducing the damage her opponent inflicts. The cards are shuffled after V-Skill activation, which can be a bit random. Fortune Shuffle, executed by pressing down and the V-Skill buttons, allows you to cycle to the next card. It might be more efficient to memorize card effects and strategically use them in specific situations. Soul Fortune is a useful V-Skill, but Soul Satellite feels more immediately impactful and versatile.
V-Triggers: Unleashing True Potential
Both of Rose’s V-Triggers serve as effective comeback mechanics. V-Trigger 1, Soul Dimension, a 2-bar V-Trigger, grants Rose teleportation abilities to various screen locations. She can teleport behind her opponent, in the air behind them, or backwards, providing significant mobility options. Soul Dimension allows up to two teleports per activation and can be linked after special moves. This enables mix-ups by teleporting behind opponents after a Soul Spark, or rapid close-range attacks while they recover from projectiles. It can also extend combos by teleporting to catch opponents after anti-airs. In essence, Soul Dimension is a more versatile and potent version of Nash’s Sonic Move.
Her more intimidating V-Trigger is V-Trigger 2, Soul Illusion. Also a 2-bar V-Trigger, it creates a shadow duplicate that mimics Rose’s actions. It’s reminiscent of Chun-Li’s Renkiko, but arguably more dangerous due to Rose’s diverse approach options. Soul Illusion adds extra hits and hitstun to Rose’s attacks, enabling incredibly damaging combos. Its duration is limited, preventing it from being an overwhelming comeback tool like some of Menat and G’s V-Trigger 1s. However, its 2-bar cost means Rose can potentially use it twice in a round with careful meter management, making it a truly scary option.
Weaknesses and Strengths: The Rose Thorn Has Its Pricks
While Rose emerges as a potent character with strong V-Triggers and far-reaching normals, she’s not without weaknesses. Her overall health is on the lower side, and she might struggle against highly aggressive opponents due to the lack of a 3-frame normal. She’s also a complex character, heavily reliant on space control and long-range pokes for damage. Her V-Skills and V-Triggers, while powerful, demand expert timing and execution to maximize their potential.
Ultimately, Rose might be too intricate for casual players to fully utilize, but skilled players will find her a rewarding and powerful addition. She’s a strong character, but perhaps not for everyone.
Byee!
What are your thoughts on Rose’s Street Fighter V iteration? Share your opinions in the comments below!
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