Rosa Ushiromiya is Kinzo Ushiromiya's fourth and youngest child. She is ranked the fifth of all family members, but first in terms of parental strength.
Introduction
Rosa is one of those characters that requires a charge to be used effectively, just like Jessica with her Enchant. While her normals may be underwhelming, she's blessed with many reversal options for most situations, assuming that she has meter to spare. She also has a pseudo-Meta Declare in her 236sp and holds one of the best abilities in the game, Detachment. It renders the opponent unable to do anything that involves their Touch gauge for 10 seconds. Basically, partner her up with a character with fast guard break potential/high pressure and your opponent will be unable to prevent themselves from being guard broken.
Strengths
Weaknesses
Good reward wih resources: Can stun very easily if she has meter, bullet, and especially both.
Great zoning: Loaded 236X, both in the air and in the ground are very good ways to stop her opponent and go into her pressure
Detachment is extremely powerful: Not allowing burst, parries, or 236D make her and her partner very scary to fight if her ability kicks in.
Needs bullet loaded to be scary: Otherwise, a lot of her tools are outright unavailable to her.
Meter reliant: Needs a lot of meter for her SP reload, Loaded 623SP, her reversals and for MetaDeclaring.
Weak to pressure: Her reversals are somewhat weak, and her abare is among the slowest in the game.
Health = 1500
Ability
Detachment
If the opponent is hit whilst this ability is active, their Touch gauge will be disabled for 10 seconds. Single use ability.
Rosa's ability is arguably one of, if not the strongest in the game. Being able to effectively shut down your most of your opponent's defensive options (Guard and Damage Touches) and prevent them from using the SP they've built on their partner make it so that maintaining momentum with Rosa on the team becomes much simpler. Landing a Guard Crush on your opponent near the end of the duration of Detachment's effect with further increase how long they're left helpless to your offense, and possibly force them to become affected by Detachment yet again.
The fact that it disables Damage Touch also allows for your characters to perform unburstable combos. As a prime example, Jessica can do her strongest combos without fear of the opponent Damage Touching out of them.
Move List
Normal Moves
Standing
c.5A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
48
x
4
4
6
HL
(J), Special, SP, Meta
±0
±0
x
Rosa hits the opponent with the handle of her gun
Toggle Hitboxes
Toggle Hitboxes
f.5A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
66
x
10
4
9
L
(J), Special, SP, Meta
-3
-3
x
Rosa lifts her leg and kicks forward, moving her forward as she does.
Good poke since it has some forward momentum along with the fact that it hits low.
Toggle Hitboxes
Toggle Hitboxes
c.5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
138
x
8
3
18
HL
(J), Special, SP, Meta
-5
-7
x
Rosa swings her rifle at the opponent.
Does not have much range, but still usable in a combo.
f.5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
120
x
8
3
18
HL
(J), Special, SP, Meta
-5
-7
x
Rosa whacks the enemy with the butt of her rifle.
Toggle Hitboxes
Toggle Hitboxes
6B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
120
x
6
6
18
HL
(J), Special, SP, Meta
-8
-10
x
Rosa swings her rifle upwards. Slides forward.
Launches airborne opponents.
Good as an anti-air.
Toggle Hitboxes
Toggle Hitboxes
c.5C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
240
x
12
3
21
HL
(J), Special, SP, Meta, Dash
+1
-2
x
Rosa headbutts the opponent. Moves Rosa slightly forward.
Whiffs on some crouching opponents for some reason.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
f.5C
120,150
x
3(12)4
19
27
HL
(J), Special, SP, Meta, Dash
+2
-1
x
Rosa does two forward standing kicks, moving herself forward as she does.
First hit does not combo into attack touch.
Button can be held after first hit to delay the second hit.
If blocked, there is a gap between the first and second hits (if f.5C is done without the delay, this is a 1 frame gap). The alternative string f.5C(1) > 3C also has this gap.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
f.5[C]
120,150
x
3(18)4
19
27
HL
(J), Special, SP, Meta, Dash
+2
-1
x
Toggle Hitboxes
Toggle Hitboxes
6C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
210
x
24
2
18
H
Special, SP, Meta
+5
+2
x
Rosa swings the barrel of her rifle downwards.
Overhead
Can combo 236A+B, Meta, or attack touch after it.
Good move to use in mixups or oki.
Toggle Hitboxes
Toggle Hitboxes
Crouching
2A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
66
x
7
3
4
L
Special, SP, Meta
+3
+3
x
Rosa sticks her foot out.
Slow for a 2A.
Toggle Hitboxes
Toggle Hitboxes
2B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
138
-
6
6
9
L
Special, SP, Meta
+1
-1
x
Rosa sticks her foot out, significantly further than 2A.
Comes out faster than her 2A, but recovers slower.
Great move as a combo starter due to its relative quickness.
Toggle Hitboxes
Toggle Hitboxes
2C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
210
-
6
2
15
L
Special, SP, Meta
+8
+5
x
Rosa swings her rifle at the opponent's feet.
Has small range and cannot combo in 3C.
Comes out extremely fast and has large blockstun.
Hitstun lasts long enough for Rosa to link a 5B/2B or even another 2C afterwards.
Toggle Hitboxes
Toggle Hitboxes
3C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
270
-
13
9
18
L
Special, SP
KD
-4/+4
x
Rosa throws herself forward, attempting sweep the opponent's legs. Knocks down.
Rosa is considered airborne during this attack.
Toggle Hitboxes
Toggle Hitboxes
Jumping
j.8A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
57
x
6
12
14
H
Special, SP
-
-
x
Rosa sticks her knee out.
Long active frames.
Toggle Hitboxes
Toggle Hitboxes
j.7/9A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
60
x
4
6
3
H
Special, SP
?
?
x
Rosa sticks her right foot out at a slight angle.
Toggle Hitboxes
Toggle Hitboxes
j.8B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
141
x
6
10
6
H
Special, SP
?
?
x
Rosa kicks upwards.
Whiffs on crouching opponents.
Good as an air to air, especially if opponent is higher than you.
Toggle Hitboxes
Toggle Hitboxes
j.7/9B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
141
-
7
10
9
H
Special, SP
?
?
x
Rosa sticks her left foot out at a better angle than j.A.
Toggle Hitboxes
Toggle Hitboxes
j.8C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
252
-
11
6
14
H
Special, SP
?
?
x
Rosa swings her rifle downwards.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
252
-
10
5
9
H
Special, SP
?
?
x
Rosa swings her rifle horizontally.
Good as an air to air attack.
Toggle Hitboxes
Toggle Hitboxes
Throw
Throw B+C
Whiff animation
Whiff animation
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
375
-
0-1
x
32 (if whiffed)
UNB
-
-
-
x
Rosa grabs the opponent, bringing them to their knees and stabs them in the eye with a pen.
Rosa and opponent switches positions during this move.
Great setup for Detachment by attacking them with 2B after they hit the ground.
Special Moves
【Roll Back 「ローリングシープ」 214A/B/C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
x
-
28
x
46 total
HLA
-
+10
+7
x
A backroll.
A Version has roll backwards a small distance, C rolls back the largest distance, and B is somewhere in between.
Can potentially dodge blockstrings or fake out reversals if used properly.
Loaded rifle is not required to use this move.
【Reload 「リロード」 236A/B/C while rifle is unloaded
Ground version
Ground version
Aerial version
Aerial version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
x
-
x
x
24 total
x
-
x
x
x
Rosa reloads her rifle.
Can be used in the air, but can't perform any actions until she lands.
【Sawed-off Rifle 「ソードオフライフル」 (j.)236A/B/C while rifle is loaded
236A version
236A version
236B version
236B version
236C version
236C version
j.236A version
j.236A version
j.236B version
j.236B version
j.236C version
j.236C version
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
236A
405
-
14
?
?/2
HL
-
KD
-1
x
Rosa fires off her rifle. Button determines which angle she shoots at. This move can also be used in the air.
Rifle needs to be loaded in order to use this move. Also empties the rifle upon use.
A Version shoots in a straight line. Whiffs point blank. Can be held for a delayed shot, or a feint if held long enough. Knocks opponent backwards.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
236[A]
405
-
30
?
?/2
HL
-
KD
-1
x
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
236B
405
-
14
?
?
HL
-
KD
-8
x
B Version shoots upwards diagonally. Good against jump-ins although the angle isn't generous enough for it to be able to AA high jumpers. Knocks opponent backwards.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
236C
405
-
14
?
?
HL
-
Launches
-6
x
C Version shoots straight up. Usable in combos since it's the only version that launches. Launches opponent up.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.236A
405
-
11
?
?
HL
-
KD
?
x
Jump A Version shoots in a straight line, great as an air to air move. Knocks opponent backwards.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.236B
405
-
11
?
?
HL
-
KD
-2
x
Jump B Version shoots downwards diagonally. Great as a sudden attack on the opponent as it punishes attempted jumps and dash startups. Knocks opponent backwards.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
j.236C
405
-
19
?
?
HL
-
KD
-6
x
Jump C Version shoots straight down. Rosa gets pushed upwards as she shoots. Can still attack after the animation. Trips the opponent.
SP Supers
【Quick Reload 「クイックリロード」 (j.)236A+B while rifle is unloaded
Ground version
Ground version
Aerial version
Aerial version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
600
x
x
x
1 (total)
x
-
x
x
x
Rosa quickly reloads her rifle as time stops. Can be used in the air.
Essentially a pseudo-metaDeclare. It is perfect for extending combos and blockstrings and to assess the situation before committing to an action.
When used in the air, she can take actions after the animation allowing for potentially extended combos after 3C.
Loads the rifle.
【Wolf Hunting 「ウルフハンティング」 (j.)236A+B while rifle is loaded
Ground version
Ground version
Aerial version
Aerial version
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
236SP
600
x
14
?
?
HL
-
KD
-14
x
Rosa fires off a fullscreen version of her normal rifle shots. Can be used in the air.
Rifle is required to be loaded in order to use this move.
Longer startup than her normal shots. Good as a fullscreen punish, but due to the slowness of this move, you will need to time the punish correctly.
Feel free to edit this part of the wiki with your tips/strats on how to best use Rosa.
Rosa's Pros and Cons
Rosa has one of the fastest projectiles in the game, three reversals, and several long range normals, but she has a poor pressure game, slow movement, and average mix-ups. In addition to this, she relies on meter quite a bit, needing it to access any high damage combos, or to be able to use more than half of her moveset. She does have a fantastic punish game however.
Using her Rifle
Every matchup with Rosa is played similarly, with the golden rule being BE CAREFUL WITH YOUR RIFLE SHOTS. Rosa can punish any forward movement with her rifle if used carefully, as it punishes dashes on reaction and is air unblockable regardless of which version you use. The 236A feint just makes it harder on the opponent, as the feint has little to no recovery. If Rosa does misfire, however, she is left wide open to the opponent's advances. While she can use 6B effectively to stop their jump-ins and her f.5C to keep people from rushing in recklessly, those tools are not reliable enough to keep most opponents out. This forces her to either SP Reload, roll backwards and Reload, Touch out of her situation, or hope the opponent will not punish a jumping/standing Reload so she can regain her bullet. While she does have a multitude of reversals, they all require SP.
Anti Air Options
One feature of Rosa that largely goes ignored is her absurd damage in the air against aerial opponents.
The first thing to note is that Rosa's gun shots are unblockable in the air, no matter where she fires it. This means that you can bait an opponent's jump and punish it with a AA rifle shot for a free Reload and oki. If Rosa's gun is empty and she AAs the opponent with j.B/C, she can SP Reload in the air, which resets her to j.8 then combo into her j.236A/B for a knockdown, Reload, and oki setup.
Tips and tricks
- As Rosa tags in, if you use Reload or SP Reload while you're still in the air, it launches her forwards, since it launches her up slightly while still keeping the momentum of the tag in. Awesome to use as a way to surprise your opponent for a free Reload, and potentially fly away from blockstrings.
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Rosa to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Reasons to choose Rosa for your team:
Rosa is one of the game's best characters when it comes to punishing mistakes if she has resources ready. Her Bullet specials and ability make for an almost unstoppable force both at long and close distances. She can get a lot of damage if the situation is ready and not let the opponent play at all and negate them of their most precious resource, the Partner gauge. The problem is getting there, as she needs both meter and time to recharge to be a threath. Without it, Rosa is severely limited in what she can do, and careless usage of them will spell doom to her thanks to bad defensive options without bullet or meter.
Rosa benefits a lot of characters that have pressure or combos that are weak to Burst and Guard Touch, while benefiting herself from characters that can build resources for her.
Rosa/Ange
StunBoost and Detachment clash severely for obvious reasons, StunBoost also ruins Rosa’s corner loop which is this team’s only way to do good damage.
Bad reaction to pressure.
Rosa/Battler
Good neutral and Battler has no issue scoring Detachment hits, you can also prevent the opponent’s escape fullscreen with his EX fireball.
However this team suffers from low damage and no way to do big corner damage except for Rosa’s costly loops.
Generally overshadowed by Rosa/Will, but can have its niche.
Rosa/Black Battler
Basically a worse version of Bat/Rosa, which already isn’t that good. Slightly higher damage at the cost of poor bulk and issues with stunning.
Have very little to do to an opponent that is in the corner.
Rosa/Will is better in most ways.
Rosa/Beatrice
Beatrice is probably the one character in the game who appreciates Detachment the least, as her setups are unavoidable either way and she has no serious mixup game.
Rosa appreciates SP from towers but no more than the average character. These two struggle greatly with neutral.
Generally Will is the better option for Rosa.
Rosa/Bernkastel
These two need to play a very cautious neutral where little is allowed to go wrong, and the damage honestly isn’t worth it.
A fairly balanced team, but Rosa would really prefer Will’s more direct neutral and higher damage, and Bern gets nothing special from Rosa as her combos are unburstable and her pressure is hard to escape anyway.
Rosa/Chiester 410
BreakBoost can work well in tandem with Detachment but it’s a lot to think about if you want to be able to break the opponent’s guard towards the end of the Detachment recovery and it’s not likely to always play out that way. This team also doesn’t have that much to do to an opponent once they’re guardbroken.
Rosa can’t really capitalise off 410’s MetaSuper either, although Detachment is a nice added element to it.
Struggles a bit defensively too. Still, fair neutral.
Rosa/Dlanor
No gameplan, find it hard to approach, won’t keep up with fast characters. Dlanor is a terrible Detachment user.
Pretty good bulk and can play defensively kind of well.
Rosa/Erika
Erika will score Detachment easily but hasn’t got that much to follow this with. These two struggle with pressure.
Confused gameplan. Both vastly prefer Will.
Rosa/EVA-Beatrice
The combination between Detachment and jelly setups mean this team can sustain pressure remarkably well. This team mostly thrives on shutting down the opponent’s options by preventing Touch and dominating neutral, but it can’t play too patiently for fear of Detachment wearing off.
It’s a fairly bulky rushdown team and your opponent will probably spend a lot of time in the corner.
No major weaknesses, but both of these characters can struggle against faster ones. You might want to play safe to begin with before you get momentum.
Rosa/George
No gameplan, bad damage, awkward pressure. George’s grab works well with Detachment at least.
Rosa can kind of appreciate Patience, but not that much.
Rosa/Jessica
Detachment deals with Jessica’s biggest vulnerability, Guard Touch, which is kind of like taking the leash off a wild dog. You can basically just pressure the opponent with her nonstop, guardbreak and get straight into huge damage. In this way there’s rare synergy with ShaveBoost that isn’t related to projectiles.
Apart from Rosa’s gun these two have some range issues though, so characters with big normals such as Lucifer and Battler can pose a threat.
Both of these characters have good high/low mixup and big damage in the corner, so they tend to win before the opponent has a chance to bounce back.
Very stagger-oriented. Keep it dynamic to avoid reversals when going for overheads or Attack Touch.
Rosa/Kanon
Silent Attack and Detachment have terrible synergy, as the opponent can’t switch to their partner who receives diminished SP anyway, and this team struggles with damage.
Both would prefer a partner who can do more damage, like Will.
Fairly solid neutral though, with a few weaknesses.
Rosa/Lambdadelta
Lambda’s constant guardbreaking wastes Detachment, which she doesn’t really need anyway. Eva is a better partner for Rosa, Lambda wants a neutral partner.
Rosa/Lucifer
Good control over... Touch dynamics? This team will struggle to build meter a bit and their damage and stun leaves a lot to be desired if they are unoptimized, but it's decent once you learn the advanced routes of both characters, then it's solid, and this team's punishes will shine a lot more.
Pretty much a lite version of Beato/Luci. They do have a slightly better neutral than that team though.
Rosa/Ronove
Good, but struggles to keep up with Eva/Rono or Beato/Rono whose pressure is fairly inescapable even without Detachment. The damage will be lower than those teams as well.
CounterBoost gun is nice though. Rono isn’t terrible at repeatedly scoring blockstrings when the opponent can’t Guard Touch either.
Rosa/Shannon
Struggles to approach, they share a stubby neutral, this team has a confused gameplan, Shannon makes no better use of Detachment than the rest of the cast.
Rosa/Virgilia
Poor neutral and defensive options. Virgilia, whose gameplan is focused on corner pressure, likes Detachment but can go without it as she will tend to rely on projectiles anyway, which cannot be Guard Touched, as well as mixup. Rosa can’t drive the opponent into the corner that well either.
Preventing Touch while building SP is very advantageous though.
Rosa/Willard
Similar to Beato/Will, an extremely punishing team. Maintaining any kind of lead you get, be it momentum or SP, is very easy. It’s not too surprising if you can go an entire round without your opponent switching once, which should give you an idea of why this team is so good.
There are a few reasons for this. Will’s grab lets you loop Detachment with an OTG and there’s no way the opponent can get out of it. Both characters are pretty hard to approach when played defensively, meaning opponents might not get many chances to bounce back even when they’re allowed to tag.
Stunning isn’t hard for these two, with Will’s juggles and Rosa’s corner loops, and following this immediately with Detachment means you can basically just reset pressure with no resistance at all.
Characters with a good reversal or who generate big meter advantage are probably the biggest issue for this team, but Rosa’s ability and Will’s high damage pose a threat to any team in the game.
Expect some annoyance from fast characters like Lucifer or Kanon because these two can struggle catching them.
Overall a more patient, high-execution team, but it gets those wins consistently if you play it right.
Combos
Feel free to edit this part of the wiki with other combos to use, ranging from BnBs to optimized.
Rosa is known for being bad at chaining combos if she isn't in point blank range. Keep this in mind.
Normal Combos
Empty Gun
Combo
Damage
Cost
Meter Gain
Location
2B > 5B > 5C > 3C > 236x
786
0
45%
Anywhere
Extremely basic Reload setup.
2B > 2C xx 2B > f.5C(1) > 3C > 236x
862
0
75%
Anywhere
Another setup for Reload using a link from 2C to 2B for extra damage. Hard to do but it looks cool and gives you more damage.
A bit harder anti-air combo. Allows for a meaty on them as they land. After the initial 6B 236x, f.5C(1) does less damage but is easier to do if there is a bit of distance between you and your opponent, while 2C does more damage and is more consistent upclose (since you don't have to worry about wether you'll be getting c.5C or f.5C).
Loaded Gun
Combo
Damage
Cost
Meter Gain
Location
2B > 5B > 5C > 3C > 236B
1191
0
60%
Anywhere
A basic combo involving Rosa's rifle. Allows for Reload and can be followed up with oki in the corner. 3C may be omitted if the opponent is too far away. In that case, use 236A instead.
AA 6B xx c.5B > c.5C > 236C xx c.5C > sj.9B > j.9C > j.236sp xx j.B > j.236A
0
Anywhere
Advanced anti-air combo. Can also be started from someone else's sweep → attackTouch
Metered Combos
Most of these combos will involve Rosa's 236sp, and assume that her rifle is empty; if her rifle is already loaded, refer to the strings after her SP Reload.