Gundam: Battle Assault 2/Rose

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Introduction

Rose is one of the best characters in the game, with a dominating neutral game, incredible rushdown and pressure, and the best mixup tools in the game. He's very adaptable, having no particularly bad matchups and even the tougher ones are very winnable. This is thanks in large part to him having the best normals in the game, with his punches being giant disjoints that convert into full combos even from a range. His j.SK divekick is a 20F overhead that leads to full combo and his unblockable attack is giant and unreactably fast. You can't go wrong with Rose, ensuring his position as one of the best legal characters.

Archetype: Footsies and Mixup


Strengths Weaknesses
  • Big, Disjointed Punches: Rose's punch normals are fast, disjointed, cover every angle, and humongous. Many characters can't contest him at all and if they lack a zoning game they have to find an alternative way to get in. He can even cover all wakeup options with his 5SP.
  • Excellent Conversions: Rose can convert into full combos from almost any hit at almost any range, adding a serious threat to his aforementioned normals. This means even stray hits from Rose have to be avoided. It is worth noting though that his damage is only average.
  • Diverse and Strong Mixups: Rose's j.SK is a 20F IOH divekick that can convert into full combo. On top of that, his unblockable is very hard to react to while also being huge, making it hard to avoid especially when you're looking out for his long range normals. He even has Rose Bits (624K), effectively a funnel, further helping him lockdown the opponent on pressure.
  • Anti-Zoning: Unless a character has a particularly good projectile game like Heavy Arms or Sandrock, Rose's Lightening Shoot (24P) will almost entirely block off their zoning capabilities and allow Rose to either get in or force the opponent to come to him.
  • No Particular Weaknesses: While Rose isn't as specialized in some areas like zoning or defense, his base toolset allows him to deal with any situation and win any matchup, even against other top tiers. His only somewhat notable weakness is that he can struggle dealing with high priority projectiles, but few characters have good ones.

Character Summary

Move list

Special Moves
26P (Air OK) - Vulcan Guns: Quick and fast tracking projectile, uses ammo and number of shots depends on button strength.
24P (Air OK) - Lightening Shoot: Quickly creates a projectile wall. Does no damage but blocks any projectile type moves.
426P (Air OK) - Kick & Saber: Rushes forward with flurry of thrusts. Knocks down, good combo ender.
626P (Air OK) - Saber Rise: Low profile DP with very fast startup but no invuln, also a combo ender.
P During 626P (Air OK) - Saber Lunge: Multi-hit stab followup to Saber Rise, combo ender but doesn't knockdown.
624P - Saber Rondo: Very fast and long ranged unblockable attack.
426K - Rose Bit Dispatch: Summons Rose Bits, functionally a very fast and low recovery but ground only funnel.
26K with Rose Bits out (Air OK) - Rose Bit Attack: Commands Rose Bits to attack. Shoots two volleys with a small gap.
Super
26X+X - Rose Hurricane: Creates a flurry of roses. High damage and plus but short ranged.
Command Normals
6SP - Step Up: Disjointed poke into upwards slash. Good combo tool.
j.2/8SP - Hurricane Slash: Shoots a wind projectile upwards or downwards.
Stats & vitals

  • Damage Taken = 100% (A)
  • Base Damage Multiplier = 100% (A)
  • Walk Speed = 2.87 (B+)
  • Dash Speed = 7.5 (A+)
  • Button + Button action = Spot Dodge
  • Backdash Type = Thrusters
Quick combo reference

Basic BNB: 5WP > 2WP > 2WK > 2SK

All damage values were tested on characters with 100% damage taken

* = remove 2 less frames of hitstun when hitting a standing opponent

Normal Moves

5WP
GBA2 Rose 5WP.png
GBA2 Rose 5WP Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
8 High/Low 5 2 14 +7* +3 -

Long range, disjointed poke and also one of the fastest buttons in the game. However, it whiffs against most characters crouching and even some standing, limiting its uses in many MUs. Very good dash cancel and abare option.

Chain Options: 5WP[+], 2WP[+], 5WK, 2WK, 5SP, 2SP, 6SP, 5SK, 2SK, Special

Toggle Hitboxes
Toggle Hitboxes
5SP
GBA2 Rose 5SP.png
GBA2 Rose 5SP Hitbox-1.png
GBA2 Rose 5SP Hitbox-2.png
GBA2 Rose 5SP Hitbox-3.png
Intercontinental normal
Intercontinental normal
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
20 High/Low 11 7 19 -6 -11 -

Obscenely big anti-air button that also OTGs for some godforsaken reason. After knockdowns, this is Rose's main oki option as if it's timed right, it'll cover every quick rise angle and OTG if they delay rise. This is incredibly good at sniping aerial opponents. Just make sure to not do it during pressure as it's very punishable on block and cancel it into something on hit.

Chain Options: Special

Toggle Hitboxes
Toggle Hitboxes
5WK
GBA2 Rose 5WK.png
GBA2 Rose 5WK Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
12 High/Low 10 2 20 +2* -2 -

Short ranged kick. Has little purpose in his kit since his WPs do everything it does but better.

Chain Options: 5SP, 6SP, 5SK, Special

Toggle Hitboxes
Toggle Hitboxes
5SK
GBA2 Rose 5SK.png
GBA2 Rose 5SK Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
24 High/Low 8 19 5 -4 -10 Aerial

Long ranged hop kick with a ridiculous amount of active frames. Good counter poke but because it's an aerial it'll bounce up on block, making it always minus. Converts into Kick & Saber (426P).

Chain Options: Special

Toggle Hitboxes
Toggle Hitboxes
2WP
GBA2 Rose 2WP.png
GBA2 Rose 2WP Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
8 Low 7 2 16 +4* 0 -

Incredibly long ranged low poke that converts into full combos. One of the longest range normals in the game while also being fully disjointed, going further than 5WP. It's also used in his mixup as it's his fastest low. Good dash cancel option. Also used for abare when 5WP won't hit.

Chain Options: 5WP[+], 2WP[+], 5WK, 2WK, 5SP, 2SP, 6SP, 5SK, 2SK, Special

Toggle Hitboxes
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2SP
GBA2 Rose 2SP.png
GBA2 Rose 2SP Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
20 Low 22 6 13 +3* -1 -

Incredibly slow low poke that's barely longer than 2WP. There's basically no reason to ever use this normal over 2WP.

Chain Options: Special

Toggle Hitboxes
Toggle Hitboxes
2WK
GBA2 Rose 2WK.png
GBA2 Rose 2WK Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
12 Low 7 2 18 +2* -2 -

Mediocre low poke that's inferior to 2WP in basically every way. Not much reason to use it.

Chain Options: 2SP, 2SK, Special

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2SK
GBA2 Rose 2SK.png
GBA2 Rose 2SK Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
16 Low 10 2 15 KD -3 -

Surprisingly safe sweep. Unfortunately, it's pretty useless in Rose's kit since it's not his best combo ender and isn't particularly long.

Chain Options: Special

Toggle Hitboxes
Toggle Hitboxes
j.WP
GBA2 Rose jWP.png
GBA2 Rose jWP Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
8 High 7 2 12 VB VB -

Fast, long, and disjointed air to air button that converts fairly well. Can be landed with but it's difficult to do so.

Chain Options: j.WK, j.SP, j.2/8SP, j.SK, Special

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j.SP
GBA2 Rose jSP.png
GBA2 Rose jSP Hitbox.png
GBA2 Rose jSP-Projectile.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
16 High/Low 11 - Total 30 VB VB Projectile

Rose shoots a small wind projectile. For zoning and neutral it's mediocre, although it is a good air to air. For the uses on it's upwards and downwards version, check out j.2/8SP.

Chain Options: None

Toggle Hitboxes
Toggle Hitboxes
j.WK
GBA2 Rose jWK.png
GBA2 Rose jWK Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
12 High 5 24 12 VB VB -

Very active and fast aerial. Can be used for landing or close range air to airs, although j.WP and j.SK are generally better for both.

Chain Options: j.SP, j.2/8SP, j.SK, Special

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j.SK
GBA2 Rose jSK.png
GBA2 Rose jSK Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
24 High 8 20 14 VB VB -

The best divekick in the game and a good tool. This move is great for jump ins as it immediately removes all of Rose's momentum and goes straight diagonally forwards and down. This helps with getting back to the ground faster after thrusts and also for offensive aerial angles. On top of that, it doesn't bounce back on block or hit, ensuring it's always plus and will go into a full combo on hit. When done as an IOH, it's one of the fastest and most rewarding in the game at 20F.

Chain Options: Special

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Command Normals

Step Up
6SP
GBA2 Rose 6SP-1.png
GBA2 Rose 6SP Hitbox-1.png
GBA2 Rose 6SP-2.png
GBA2 Rose 6SP Hitbox-2.png
GBA2 Rose 6SP Hitbox-3.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low 8 15(10)6 16 -4 -8 -

Rose steps forward with a disjointed poke, then slashes upwards with his 5SP, launching the opponent. This is the move that allows for many of Rose's confirms. It can be comboed into from 5WP and 2WP even from long distances. It can then be special canceled, usually into Kick & Saber (426P), for a combo into knockdown. It can also be used to poke at opponent's from a distance thanks to it's huge amount of active frames, disjoint, and large amount of pushback on block, although some supers can punish it.

Chain Options: Special

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Toggle Hitboxes
Hurricane Slash
j.2/8SP
GBA2 Rose jSP.png
GBA2 Rose jSP Hitbox.png
GBA2 Rose jSP-Projectile.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
16 High/Low 11 - Total 30 VB VB Projectile

Rose's j.SP but angled upwards and downwards respectively. The upwards version can be used to hit at opponents attempting to stall or jump in, and the downwards version can be used for midrange control and approaches. TK j.2SP is plus on block, allowing for pressure continuations, and it caan even lead to a high low by doing a well timed j.SK after it recovers and mixing that with landing and doing 2WP. Just be careful as it's considered a projectile so Shields and Hydra can go through it.

Chain Options: None

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Special Moves

Vulcan Guns
26P (Air OK)
GBA2 Rose 26P.png
GBA2 Rose 26P Projectile.png
- - - - - - - -

Rose's ammo attack. As far as Vulcans go, it's one of the weakest in the game, only doing 1 damage per shot. The fire rate and recovery aren't anything special either. However, it gets the job done.

Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1x5 High/Low 20 - Total 73 0* -2 Ammo, Projectile

WP version. Rose shoots 5 vulcan shots. Uses 25 ammo.

Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
1x10 High/Low 20 - Total 97 0* -2 Ammo, Projectile

SP version. Rose shoots 10 vulcan shots. Uses 50 ammo.

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Lightening Shoot
24P (Air OK)
GBA2 Rose 24P.png
GBA2 Rose 24P Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- - 13 - Total 35 - - High Priority Projectile

Rose creates a projectile wall that does no damage but blocks other projectiles. This is key for helping Rose deal with zoning. Be careful against other high priority projectiles like Deathscythe's 24P, as it won't be destroyed and will clash with it instead.

Toggle Hitboxes
Toggle Hitboxes
Kick & Saber
426P (Air OK)
GBA2 Rose 426P-1.png
GBA2 Rose 426P Hitbox-1.png
GBA2 Rose 426P-2.png
GBA2 Rose 426P Hitbox-2.png
GBA2 Rose 426P-3.png
GBA2 Rose 426P Hitbox-3.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
6x5 High 12 2(8)2(8)2(11)6(7)6 17 KD -2 Aerial

Rose rushes forward with a flurry of slashes. Rose's main combo ender as it confirms off 6SP while giving a knockdown and decent damage. It also has use as an overhead, although it takes a bit to hit crouching opponents and is not rewarding, as well as a situational anti-air and sudden rush attack from neutral.

Toggle Hitboxes
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Saber Rise
626P (Air OK)
GBA2 Rose 626P-1.png
GBA2 Rose 626P Hitbox-1.png
GBA2 Rose 626P-2.png
GBA2 Rose 626P Hitbox-2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
12 High/Low 6 19 43 -44 -48 -

DP-esque move with no invincibility of any kind, although it's his second fastest move. The hitbox is nice and active but there's really little reason to ever use the move. It's only purpose is to be misinput when trying to get Kick & Saber.

Toggle Hitboxes
Toggle Hitboxes
Saber Lunge
P after Saber Rise (Air OK)
GBA2 Rose 626P P.png
GBA2 Rose 626P P Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
4x5 High/Low 6 27 Until Landing VB VB -

Follow-up to Saber Rise that adds more damage and makes it slightly safer, albeit still unsafe on hit, block, or whiff.

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Saber Rondo
624P
GBA2 Rose 624P.png
GBA2 Rose 624P Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
10x5 N/A 23 22 11 +2* - Unblockable

Contender for the best unblockable in the game. It's unreactably fast, goes incredibly far, has dummy active frames, and does decent damage. This is a very potent mixup tool and with Rose Bits added in, he has unblockable setups that force the opponent to take the hit or spend their boost. While it's 0 on hit, thanks to Rose being a 5F character, most of the cast can't contest him after it.

Toggle Hitboxes
Toggle Hitboxes
Rose Bit Dispatch
426K
GBA2 Rose 426K.png
GBA2 Rose 426K Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - Total 46 - - Funnel

Rose's funnel attack. Summons 3 small funnels. Unlike most funnels, it can only be done on the ground. However, this comes with the benefit of having half the total frames of a normal funnel attack, making it relatively easy to get out in neutral and after knockdowns. Can't be used while super is active, and vice-versa. Like most funnels, they can be destroyed by projectile attacks.

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Rose Bit Attack
26K
GBA2 Rose 26K.png
GBA2 Rose 26K Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
3x6 High/Low 48 - Total ~145 - - Projectile

Attack command for Rose Bits. Can be executed at any time while they're out, even during hitstun. Shoots 3 shots, with the second volley ~50F after the first (frame 101). Fairly typical funnel attack, works very well in supplementing Rose's neutral, offense, and defense.

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Super Move

Rose Hurricane
26X+X
GBA2 Rose Super.png
GBA2 Rose Super Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
4x36 High/Low 4 138 Total 99 +45 +42 Projectile, Invincible 1F

Rose unleashes a flurry of Rose Bits, dealing high damage. Fairly mediocre super as the range is short and damage is nothing special. Has use in allowing for extra long knockdowns, giving time to set up Rose Bits, as well as extra high damage corner combos, but those are a bit situational. It also can be used as a reversal but it's not fantastic at that. It's considered a projectile so it will block any projectiles that aren't high priority or transcendant. Cannot be used while Rose Bits are out and vice-versa.

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Strategy

Neutral

A lot of Rose's neutral is based around poking with 5WP, 2WP, and 6SP. Generally you want to dash in and start poking at a range the opponent can't contest, then give them no space to breath with continuous dash normals. If a character can contest him, such as Altron or Deathscythe, j.2SP can be very effective although generally you just want to outspace them, usually by letting them whiff a normal then doing a dash normal. To deal with aerial opponents, 5SP is a massive anti-air that'll get a lot done for you. 5WP can also intercept regular jumps and lead to a full combo. If the opponent boosts, you can chase their landing or try to air to air with j.WP or j.SP, which is especially needed against characters that like to stall. When dealing with zoning, you generally want to look for an opening then dash in with a long range normal. Lightening Shoot also helps a lot dealing with many projectiles, but it's somewhat matchup specific as transcendant projectiles like Deathscythe 24P and Sandrock 24SP will go through it regardless. You can also jump and/or boost in then land with j.SK, which many characters will struggle to anti-air. You can also do some air stalling of your own with j.24P. Be prepared to have to play patiently while waiting for the opponent to make a commitment in a few MUs. If the opponent is playing particularly passively in neutral, you may be able to throw out a 624P, but don't count on it. Rose's Vulcans (26P) aren't great but you should still use them for harassment and anti-air stalling from time to time. If the opponent is playing particularly passive or you block a long projectile, you can elect to get out a Rose Bits (426K) rather than approaching. This can help supplement your offense or cover an approach. Generally though, you want to rush down from any opportunities. Super has niche uses in some matchups for providing a wall against projectiles, but there's usually no reason to use it.

Offense

Rose generally runs a hit/unblockable mixup thanks to his incredibly fast unblockable. Sine he can control space so well, it's very easy to condition opponents to respect you, leaving them open to a long range 624P. He also can run a high low thanks to IOH j.SK. It comes out at frame 19 and leads to a full combo, but you need to be close to the opponent and generally people will just chicken block. Rose Bits also does a lot to supplement his offense. You can get Rose Bits off any 426P or 2SK ender at the cost of good oki, or you can spend meter on an OTG super and time a Rose Bits for just when the super ends and have enough time to get good oki and Rose Bits. To use Rose Bits on offense, you activate and then go into unblockable, forcing them to take the hits or spend boost meter, which may leave them open to more unblockables later. You can also go into a high low instead but this can be chicken blocked. Additionally, you can do an unblockable then activate Rose Bits after you start, letting you get a full combo off it. When dealing with knocked down opponents, your main options to chase techs are 5SP and j.8SP. 5SP will cover basically every option but launches upwards on block and hit. j.8SP in turn pulls the opponent towards the ground but requires better spacing and doesn't cover every option. When combined with Rose Bits, you can activate them at the same time as your tech chase and lock them down. This is especially good with j.8SP, since they'll be pulled down into unblockable range, forcing them to spend more boost or take the hit. j.2/5/8SP can also be used as a long range pressure reset since it can be made plus, but there's not much reason to do this mosst of the time.

Defense

Rose has fairly good defensive options. 5WP is one the game's rare 5F buttons, letting him interrupt some pressure others can't although it whiffs on crouchers. 2WP is pretty good too, with even more range but 7F startup. 626P looks like a dp but it's not invincible and is fairly punishable, so it's generally not worth using. Up dodge into j.SK is a very annoying option for most characters to deal with and is high reward when it hits. Super is decently fast and ok reward, but it's generally not worth spending on defense.

Additional Resources

Link to vods will be added eventually.

Combos

Any combo can end with OTG super.

Midscreen

5WP > 2WP > 2K > 2SK

31.54 damage. Incredibly basic chain combo for starting out.

5WP/2WP x 1-3 > 6SP > 426P

37.4 damage. Main bnb combo. Has an annoying execution aspect in that if going from 2WP to 6SP, you need to delay the cancel to avoid getting 26P. Otherwise, it's a fairly easy combo for good damage and knockdown.

5SK > 426P

41.89 damage. Combo for when you find 5SK hits in neutral, generally from taking advantage of it's long active frames.

66 OTG Super, Delay 426K

When you add OTG super to the end of a combo, you generally want to micro dash first to get as many hits as possible. Because it launches opponents high into the air, it's possible to get a well-timed Rose Bits and still have the time to tech chase or unblockable setup. This is valuable for forcing the opponent to hold a mix up.

With Rose Bits Out 624P, Delay 26K, 5/2WP...

Combo off unblockable by using Rose Bits. It's fairly easy to time, just active them a tiny bit before it first hits. This makes the unblockable threat even more powerful.

Corner

2WP x 1-3 > 26X+X, (66 j.SK, 2WP x 2 > 26X+X) x 1-2, 66 j.SK, 2WP x 2 > 6SP > 426P

75.24 damage, 92.68 damage, Overheat. Easy corner super combo. Does high damage and can be looped but is only really worth using 1 super. Can overheat with 2 supers from j.SK starter.

2WP x 1-3 > 26X+X, Flight Mode j.WP > SP, 6 (j.LP > j.SP) x 5, 6 j.LP > j.SP, 5WP x 2, 2WP > 5WP > 2WP > 6SP > 426P (OTG 236X+X)

Overheat. Rose twitter combo. Highest damage combo Rose can do, usually overheating with 1 super outside of a few starters. However, this requires a standing opponent and is very hard, albeit humanly viable.

Matchups

Overall

Rose has very few losing or even matchups, and those are generally against characters who can both contest him and out-damage him. If a character only does 1, they can probably fight him, but if they do neither, then Rose wins hard. One of his main strengths is that he's adaptable for any situation, so even his bad matchups like Heavy Arms are very workable. The main exceptions to this are the banned boss characters, as Rose has no way to out-damage them without constantly putting himself at high risk. This also somewhat applies to Neue Ziel, but to a lesser extent.

Specific Matchups

GBA2 Neue Ziel icon.png
Neue Ziel
(Slight Disadvantage)
[Character Page]
  • Overview: Neue Ziel is annoying for Rose. His damage output isn't spectacular, meaning he hass to be more careful about taking hits as it's harder for him to make them up.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Big Zam icon.png
Big Zam
(Advantage)
[Character Page]
  • Overview: Rose is good at mixing up the angles he attacks Zam from, especially with j.2SP.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Hydra icon.png
Hydra
(Advantage)
[Character Page]
  • Overview: Rose beats every aspect of Hydra's neutral, and he can't really do much to contest Rose's punches. He does hurt when he gets a good hit but it's near impossible for him to find that hit.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Epyon icon.png
Epyon
(Disadvantage)
[Character Page]
  • Overview: Rose can do more to counter Epyon than some other chars can but be still just doesn't have a good way to fight Epyon Crusher. On top of that, Epyon's normals are almost as good as Rose's.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Dark icon.png
Dark
(Disadvantage)
[Character Page]
  • Overview: Rose doesn't have a good way to exploit Dark's low defense and since he's a footsies focused character, he doesn't have the capability to try and zone him out either.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Psyco icon.png
Psyco
(Disadvantage)
[Character Page]
  • Overview: Just like with Dark, Rose is a footsies focused character so he has no good way to exploit the fewr weaknesses Psyco has.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Quin Mantha icon.png
Quin Mantha
(Advantage)
[Character Page]
  • Overview: Her zoning game can get around Lightening Shoot but aside from that she gets beaten out in almost every neutral interaction. She can play the risk reward game but her fast options aren't as rewarding, making it not worth it most of the time. (Needs more research)
  • Neutral:
  • Offense:
  • Defense:
GBA2 Acguy icon.png
Acguy
(Advantage)
[Character Page]
  • Overview: Needs more research
  • Neutral:
  • Offense:
  • Defense:
GBA2 Hygogg icon.png
Hygogg
(Advantage)
[Character Page]
  • Overview: Hygogg's lack of abare and reward off hits means he has to constantly take risks against a character who's very good at covering all angles and mixing up his approach. Homing Missile won't do much for him either thanks to Lightening Shoot. (Needs more research).
  • Neutral:
  • Offense:
  • Defense:
GBA2 GP-02A icon.png
GP-02A
(Advantage)
[Character Page]
  • Overview: GP-02A basically can't do anything to beat Rose in neutral besides just catching him blindly running forwards with a projectile. As long as Rose is playing even mildly patient, it's over. (Needs more research)
  • Neutral:
  • Offense:
  • Defense:
GBA2 Gundam ZZ icon.png
Gundam ZZ
(Advantage)
[Character Page]
  • Overview: FAZZ is simply too slow to deal with Rose in midscreen and close range and his zoning isn't even close to rewarding enough to balance it out. (Needs more research)
  • Neutral:
  • Offense:
  • Defense:
GBA2 Ball icon.png
Ball
(Slight Advantage)
[Character Page]
  • Overview: Ball is really annoying as his movement makes him hard to anti-air and catch in neutral, and his hits hurt. However, with good positioning and taking advantage of Rose's huge normals, he can be caught and destroyed effectively.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Zeong icon.png
Zeong
(Advantage)
[Character Page]
  • Overview: Zeong being an air specialist isn't that hard for Rose to deal with thanks to his strong anti-airs and air to airs, and once he's pinned down, it's incredibly difficult for him to get out of pressure. He can be effectively bullied.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Sazabi icon.png
Sazabi
(Advantage)
[Character Page]
  • Overview: Sazabi's above average range normals don't do much for him in this MU and the risk reward of every situation is heavily skewed towards Rose's favor, making this a very rough for Sazabi.
  • Neutral:
  • Offense:
  • Defense:
GBA2 RX-78 icon.png
RX-78
(Slight Advantage)
[Character Page]
  • Overview: Rose is very good at consistently beating RX-78's neutral options, especially since he's forced to play Rose at his own game. However, RX-78's incredibly high reward off anything skews this somewhat so that he always has a chance.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Zaku II icon.png
Zaku II
(Advantage)
[Character Page]
  • Overview: Zaku II just doesn't have much going for him he can use against Rose. He's stubby with poor movement and can't effectively zone, so the best he can do in neutral is try to read a DP. However, this isn't too effective because of Rose's disjoints. (Needs more research)
  • Neutral:
  • Offense:
  • Defense:
GBA2 V Gundam icon.png
v Gundam
(Advantage)
[Character Page]
  • Overview: v Gundam's rifle is annoying but aside from that this matchup is pretty good. Rose's normals are very effective at beating out ν Gundam's and Rose doesn't care much about his funnels. You do need to watch out for DP but the risk reward is in his favor.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Zaku IIS icon.png
Zaku IIS
(Advantage)
[Character Page]
  • Overview: IIS' better movement speed, extremely plus pressure, and explosive damage output make it not quite as terrible a MU, but Rose is still very good at stuffing him out in neutral and winning most interactions.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Heavy Arms icon.png
Heavy Arms
(Slight Disadvantage)
[Character Page]
  • Overview: Rose is very good at stuffing out Arms tools and locking him down once he gets in. Additionally, Lightening Shoot helps a lot with dealing with homing missiles and his super. However, just like anyone else, Rose can get zoned out hard and it requires a lot of patience to find the openings and work your way in. However, once he does, it's very easy for Rose to make a comeback with his good mixups and setups.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Sandrock icon.png
Sandrock
(Slight Advantage)
[Character Page]
  • Overview: Sandrock is able to fight Rose fairly effectively thanks to his good projectile game and strong counter pokes, but at the end of the day he still struggles to fight off Rose in midrange and deal with his punch normals. His super needs to be watched out for since it's fully invincible.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Wing icon.png
Wing
(Slight Advantage)
[Character Page]
  • Overview: Rose isn't great at dealing with his zoning but Lightening Shoot helps, and being able to contest it from midrange into a combo helps a lot in making the risk reward good for him. Once Wing is on defense, he's very easy to deal with as his fastest button is very commital and his super is easy to avoid. However, working your way in is difficult and it's easy to get caught by surprise sweeps.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Deathscythe icon.png
Deathscythe
(Slight Disadvantage)
[Character Page]
  • Overview: Needs more research.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Altron icon.png
Altron
(Advantage)
[Character Page]
  • Overview: Altron has a few annoying buttons but besides that this matchup is pretty solidly in Rose's favor. The risk reward is heavily in favor of Rose and Altron doesn't deal particularly well with pressure. Altron's pressure also isn't anything scary and is fairly easy to get out of.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Tallgeese III icon.png
Tallgeese III
(Slight Advantage)
[Character Page]
  • Overview: Both characters are neutral masters, albeit in slightly different ways. His projectile can be a little annoying but it's nothing too hard to deal with. Just be careful to avoid his j.WP and try to fight him with your superior normals. (Needs more research)
  • Neutral:
  • Offense:
  • Defense:
GBA2 Bolt icon.png
Bolt
(Slight Advantage)
[Character Page]
  • Overview: Needs more research
  • Neutral:
  • Offense:
  • Defense:
GBA2 Dragon icon.png
Dragon
(Slight Advantage)
[Character Page]
  • Overview: Dragon has some strong projectiles that aren't easily gotten around and some annoying normals, but Rose has the toolset to deal with them. He also gets a lot more damage from conversions than Dragon does. His pressure is more knowledge checks than anything else.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Burning icon.png
Burning
(Even)
[Character Page]
  • Overview: Rose has the tools to deal with the invincible dash but he's not particularly effective at stopping it entirely. This means that Burning is one of the few characters who gets to contest Rose in neutral. However, the risk reward is in favor of Rose off most dash interactions, so generally you just want to play it safe. The exception to this are big hits into super, which can overheat. This allows Burning to keep up with Rose most of the time. His mixups are mostly reactable so it's a lot of just blocking lows and mids.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Maxter icon.png
Maxter
(Advantage)
[Character Page]
  • Overview: Maxter doesn't have much that can get past Rose's punches without hard committing, so Rose can mostly play it safe and space him out while running his usual pressure game when he finds a hit. Just be careful as Maxter can easily take off stocks in the blink of an eye.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Rose icon.png
Rose
(Mirror)
[Character Page]
  • Overview: The mirror is generally going to come down to who is better at spacing their normals and converting their hits.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Master icon.png
Master
(Slight Advantage)
[Character Page]
  • Overview: Needs more research.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Zeta icon.png
Zeta
(Advantage)
[Character Page]
  • Overview: Rose being able to whiff cancel his WPs is very effective at dealing with invul dash along with 5SK, and while the infinite can be scary, it's easy to maneuver around. The divekick can be annoying but having a 5F punisher and good movement to outspace it makes playing around it not too hard and highly rewarding. Not much else of Zeta is of note besides his rifle, which can hurt, but that's just a matter of staying on your toes.
  • Neutral:
  • Offense:
  • Defense:
GBA2 The-O icon.png
The-O
(Advantage)
[Character Page]
  • Overview: The-O has powerful mixups and strong neutral tools, but Rose's punches allow him to get around many of those tools and can generally play very disrespectful against him. Once The-O is under pressure, there's not much he can do, so it ends up with himm getting bullied a lot of the time.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Qubeley icon.png
Qubeley
(Advantage)
[Character Page]
  • Overview: Qubeley doesn't have much to beat Rose in neutral with besides her projectiles and funnels, which aren't that scary. It's very easy for Rose to charge her down and start oppressing her. (Needs more research)
  • Neutral:
  • Offense:
  • Defense:
GBA2 Hamma Hamma icon.png
Hamma Hamma
(Advantage)
[Character Page]
  • Overview: Hamma Hamma does have a few normals that can somewhat contest Rose, but not effectively and for little reward. His super is intimidating but it can be interrupted, and Lightening Shoot will delete them. Just watch out for sweeps.
  • Neutral:
  • Offense:
  • Defense:

Frame Data


KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                           |     Frames      |  Frame Advantage  |
                   Attack  | Total | Startup | On Hit | On Block | Notes
                  Normals  ---------------------------------------
                     5WP   |  20   |    5    |   +7*  |    +3    |
                     5SP   |  36   |    11   |   -6   |    -11   |
                     5WK   |  31   |    10   |   +2*  |    -2    |
                     5SK   |  31   |    8    |   -4   |    -10   |
                     2WP   |  24   |    7    |   +4*  |    0     |
                     2SP   |  40   |    22   |   +3*  |    -1    |
                     2WK   |  26   |    7    |   +2*  |    -2    |
                     2SK   |  26   |    10   |   KD   |    -3    |
                    j.WP   |  20   |    7    |   VA   |    VA    |
                    j.SP   |  30   |    11   |   VA   |    VA    |
                    j.WK   |  40   |    5    |   VA   |    VA    |
                    j.SK   |  41   |    8    |   VA   |    VA    |
          Command Normals  ---------------------------------------
                     6SP   |  54   |    8    |   -4   |    -8    | 
                 j.2/8SP   |  30   |    11   |   VA   |    VA    | 
                 Specials  ---------------------------------------
                    26WP   |  73   |    20   |   0*   |    -2    |
                    26SP   |  97   |    20   |   0*   |    -2    |
                     24P   |  35   |    13   |   -    |    -     |
                    426P   |  80   |    12   |   KD   |    -2    |
                     626P  |  67   |    6    |   -44  |    -48   |
            P After 626P   |  VA   |    6    |   VA   |    VA    |
                    624P   |  55   |    23   |   +2*  |    -     |
                     426K  |  46   |    -    |   -    |    -     |
                     26K   |  145  |    48   |   -    |    -     |
           Super           ---------------------------------------
                   26X+X   |  99   |    4    |   +45* |    +42   | 1F invincible

Chain Table

Chains
WP WK SP SK Special Cancel
5WP 5WP[+], 2WP[+] 5WK, 2WK 5SP, 2SP, 6SP 5SK, 2SK Yes
2WP 5WP[+], 2WP[+] 5WK, 2WK 5SP, 2SP, 6SP 5SK, 2SK Yes
5WK - - 5SP, 6SP 5SK Yes
2WK - - 2SP 2SK Yes
5SP - - - - Yes
2SP - - - - Yes
6SP - - - - Yes
5SK - - - - Yes
2SK - - - - Yes
Air Chains
WP WK SP SK Special Cancel
j.WP - j.WK j.2/5/8SP j.SK Yes
j.WK - - j.2/5/8SP j.SK Yes
j.2/5/8SP - - - - No
j.SK - - - - Yes
Rose Bit Dispatch (426K) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff

Trivia

  • Rose is the only character with a ground input funnel.



Rose Wiki Roadmap

84% complete
Page Completed To-do Score

Overview

Introduction is complete and movelist is mostly filled out.

Moves need images.

20/25
Strategy

Full strategy is filled out.

There may be some small aspects that were missed and the formatting could be better.

23/25
Combos

All combos you'll need are listed in detail.

Nothing.

16/16
Matchups

Almost every matchup has the basics filled out.

Some matchups need more research and they all generally need more details.

25/34

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