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Rose

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Street Fighter/Rose
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Rose (ローズ Rōzu?, Italian: Rosa) is a character from the Street Fighter series who made her debut in Street Fighter Alpha. She is an Italian fortune teller who fights using a strange and enigmatic energy called Soul Power.

Rose

What's the meaning of fate? You shall know.
~ Rose

Origin
Origin Street Fighter Alpha
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter Alpha
Voiced by Japanese:
Yuko Miyamura, Michiko Neya, Ai Orikasa, Akeno Watanabe
English:
Teryl Rothery, Carolyn Hennesy, Gina Grad
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday July 3
Height 178 cm
Weight 54 kg
Ethnicity Italian
Status Alive
Alignment Neutral Good
Archetype Light Reflection, Mentor
Occupation Fortune Teller, Founder of the Palazzo Mistero
Time Period 1987–1991
Language Italian
Combat Style Soul Power
Homeworld Earth
Relationships
Affiliations M. Bison (Formerly), Ryu, Dhalsim, Guy, Cammy White, Menat, G, Oro, Maggio
Enemies M. Bison, Akuma, Adon, Cammy White (Formerly)

Background

This dropdown contains the synopsis of Rose's story. Read at your own risk as you may be spoiled otherwise!

Street Fighter Alpha 2
In 1987, Rose, a fortune teller from Genoa, foresees the coming of a catastrophic disaster and senses that it is being driven by an individual of immense evil.

Before her confrontation with M. Bison, she crosses paths with Akuma and recognizes that his power matches the same force Ryu unleashed during his decisive Shoryuken against Sagat in the World Fighting Tournament six months earlier. Akuma orders her to leave, but becomes hostile when she identifies who he truly is and attacks her. Though the battle is brutal, Rose survives the encounter. She later tracks the malevolent presence to M. Bison and defeats him, believing the threat to be ended. However, a later tarot reading reveals that Bison has endured.

Street Fighter Alpha 3
In 1989, a young man named Maggio sought out Rose and asked for her help in locating his missing sister, Aprile. Rose accepted him as her student and began instructing him in the use of her mysterious power.

During this time, Rose uncovers the truth that, although she was born human, a fragment of M. Bison’s soul exists within her. When she confronts Bison again, she drives her fist into his chest and pours the full force of her Soul Power into him, but the attack fails to destroy him. Bison retaliates with a single devastating strike, leaving Rose barely conscious. As she fades, Bison forces part of his soul into her, using her as a temporary vessel. Completely drained, Rose collapses and is later discovered by Guy, whom she had previously encountered during his pursuit of Shadaloo.

Street Fighter II
By 1993, M. Bison continued to inhabit and control Rose’s body until a newly constructed, though imperfect, body was prepared for him prior to the Grand Master Challenge Tournament. Rose was finally freed without warning when Akuma killed Bison’s new body with the Shun Goku Satsu during the tournament’s final battle.

Rose’s whereabouts and condition during her possession remained unclear for some time. However, the Street Fighter IV Training Guide later confirmed that she survived this period, though she retained no memories of the time she spent under Bison’s control.

Street Fighter IV
In 1994, Rose uses her tarot cards and learns that M. Bison somehow survived Akuma’s Raging Demon. With this knowledge, she enters the latest tournament. Her readings also reveal “The Fool,” a card that represents reckless heroism, which she interprets as the one individual destined to defeat Bison. Rose believes this person will not succeed until the proper moment arrives, and decides it is her responsibility to keep him safe until then. Aware that she cannot destroy Bison herself due to sharing his power, she intervenes when she encounters Ryu, whom she identifies as the final hope. Attempting to halt his progress for his own protection leads to a reluctant clash between them.

In her ending, Rose is suddenly ambushed by M. Bison, who grips her face and forcibly reclaims the remaining fragments of his power within her. This act triggers the return of the suppressed memories from her time under his control, along with terrifying visions of the atrocities he will commit in the future. Afterward, Bison spares her life and leaves her unconscious, remarking that she will serve as nourishment for his endless spirit.

Rose’s ending connects directly with Guy’s, where he confronts M. Bison and threatens to destroy his jet unless Rose is released. Bison begrudgingly complies, and Guy honors the agreement by allowing him to escape. Rose later awakens to find Guy beside her and resolves to continue her unfinished mission.

Street Fighter V
In 1995, Rose accepts a new student, a young Egyptian girl named Menat.

Rose later appears in several character stories in non-playable roles. She is represented as the queen card in Nash’s story, appears as a silhouette in Menat’s story, and is seen again during Menat’s ending in Street Fighter V: Arcade Edition. She also makes a brief appearance in G’s character story. Rose officially becomes a playable character during the fifth season of downloadable fighters.

In her own character story, Rose spars with Menat, who loses the match after being unsettled by Rose’s words. Rose then departs on a journey around the world, leaving Menat behind to stand guard. During her travels, she meets with Oro to discuss a troubling vision she has foreseen. After defeating G in combat, Rose predicts that his existence is tied to a future crisis affecting the entire world, despite his seemingly noble intentions. When she returns, Menat finds her worn down and helps her prepare for a bath. While resting, Rose reflects on how to prevent the coming catastrophe, concluding that the answer may lie not in the future, but in changing the past itself. She considers the possibility of reaching her former self in hopes of erasing the disaster and beginning again from nothing.

In Oro’s character story, Rose encounters him once more and is defeated in a sparring match. She informs him of her meeting with G, and it is revealed that she was the one who gifted Oro the short-sleeved Hawaiian shirt with white crane patterns that he wears in his first alternate costume, before eventually going her separate way.

Appearance

General Description: Rose is a tall, curvy woman with a graceful and imposing presence. She has long, flowing purple hair that sweeps outward in a wide, parabolic shape, accompanied by a bold zigzag forelock. In the Street Fighter Alpha series, her hair moves freely with the wind, while in Street Fighter IV it appears more rigid due to 3D modeling. She has a fair complexion, a refined posture, and a dignified bearing that reflects her mysterious nature.

Facial Features: Rose possesses violet eyes, sharply angled eyebrows, and a small mouth with full lips. Many official artworks portray her with lightly pursed lips, giving her a perpetually composed and enigmatic expression.

Clothing/Outfit:

  • Primary Outfit (Street Fighter Alpha / IV / V): Loose red evening gown (sometimes depicted as pink or purple) secured with a belt and large gold buttons; violet top with matching tights or stockings beneath; red high heels; and a large golden scarf draped around her shoulders and arms. Her scarf glows when she channels her Soul Power and can be used as a weapon. In Alpha and V it wraps around her neck, while in IV it levitates behind her. Her top varies between a tank style in artwork and a sleeved design with shoulder slits in Street Fighter IV.
  • Ball Gown Outfit (Alpha 2 Ending / Alpha 3 Perfect Win / Capcom Fighting Evolution / SFV Alternate Costume 1): Large red ball gown with gold trim, corset-like bodice, long gold scarf with silver designs, red arm warmer on the left arm, black stockings, and red cross-lined pumps. She also wears a choker with an antique key motif and matching earrings. A lightning-bolt marking appears on her forehead in this form.
  • Shadaloo C.R.I. Profile Outfit: Similar to her primary outfit but recolored with a dark gray top and tights, black belt, and black shoes.
  • Menat Ending Outfit (SFV: Arcade Edition): Purple coat with a rose emblem on the chest, choker, glasses, black belt, and black shoes.
  • Pirate-Themed Battle Costume: White long-sleeved collared shirt with a brown plated midriff, navy blue pants with a large red sash, brown waist belt, black knee-high boots with gold designs, long green scarf, and black segmented gauntlets with gold detailing. Her hair is brown in this form and tied into a ponytail with a red ribbon.
  • Summer Costume: Pink one-piece swimsuit with a long matching pink scarf and a wide summer hat.
  • Nostalgia Costume: Red-and-white striped crop top with exposed midriff, red scarf, dark blue pants, black heels, and a black boater hat with a red sash. She also wears a mask marked with red streaks beneath the eyes.

Special Features: Rose’s golden scarf acts as both a mystical conduit and a weapon, glowing when she channels Soul Power. The lightning-bolt marking on her forehead appears during specific victory poses and ceremonial outfits.

Alternate Forms/Disguises: Her pirate outfit, summer attire, ball gown, nostalgia costume, and Menat ending appearance function as alternate visual identities rather than transformations.

Personality

  • Temperament: Rose is serene, calm, and composed, maintaining her poise even in battle. She is not easily angered and approaches situations with thoughtfulness and patience.
  • Motivations: She reflects deeply on destiny and fate, striving to follow her path and use her abilities responsibly, even at personal risk.
  • Combat Philosophy: Rose values skill over raw power and believes that true strength comes from mastery and discipline. She approaches fights with precision and control.
  • Social Behavior: She often takes on a teaching role, offering guidance to others and acting as a mentor, as seen with her apprenticeship of Menat.
  • Personal Traits: Intelligent, wise, and independent, Rose combines sophistication with a strong sense of purpose and responsibility.

Goals

  • Stop M. Bison (Suceeded overall, failed a couple of times).
  • Stop the End of the World vision.

General Information

Name: Rose[1]

Origin: Street Fighter Alpha

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter Alpha

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Yuko Miyamura (Street Fighter Alpha: Warriors' Dreams, Street Fighter Alpha 2), Michiko Neya (Street Fighter Alpha 3, Capcom Fighting Evolution, Namco X Capcom), Ai Orikasa (Street Fighter Alpha: The Movie), Akeno Watanabae (Street Fighter IV, Super Street Fighter IV, Ultra Street Fighter IV, Street Fighter V)
  • English Voice Actor: Teryl Rothery (Street Fighter 1995 TV Show), Carolyn Hennesy (Street Fighter Alpha: The Movie), Gina Grad (Street Fighter IV, Super Street Fighter IV, Ultra Street Fighter IV, Street Fighter V)

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Right-Handed

Age: Unknown

Blood Type: Unknown[2]

3 Sizes: B:3.2FT/W:1.9FT/H:2/8FT[3]

Birthday: July 3[4]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Italy[8]

Story Role: Fighter, Playable Fighter, Supporting Protagonist

Legacy: Global Legacy (Rose is the founder of the Palazzo Mistero house of divination in the city of Genova[9])

Influence: Event Influence

Language: Italian[10]

Ethnicity: Italian[11]

Religion: Unknown (Directly notes and believes in God, but it is unknown under which religion[12])

Classification: Founder of the Palazzo Mistero[13], Alpha Warriors

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Fortune teller[14][15]

Combat Style: Soul Power[16]

Affiliations: M. Bison (Formerly; originally was her master[17]), Ryu, Ingrid (Non-canon), Dhalsim, Guy, Cammy White, Menat, G, Oro, Maggio

Enemies: M . Bison, Akuma, Adon, Cammy White (Formerly)

Height: 178 cm[18]

Weight: 54 kg[19]

Status: Alive

Alignment: Neutral Good (Rose fought to stop M. Bison as he was abusing his powers for evil purposes[20], she's willing to even sacrifice her own life if it means a way to stop M. Bison for good[21])

Protection Level: Global Protector (Rose fought to stop M. Bison as he was abusing his powers for evil purposes[22], who is trying to take over the world)

Potential

Archetypal Tiering: Light Reflection / Mentor

Codex Statistics

Key: Street Fighter Alpha Series | Street Fighter IV | Street Fighter V

Key Information

  • Street Fighter Alpha Series: This key covers all events within the Street Fighter Alpha series.
  • Street Fighter IV: This key covers all events within the Street Fighter IV series.
  • Street Fighter V: This key covers all events within the Street Fighter V series.

Grade: B | A | A

Tier: At least 9-B | 9-A | At least 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source

Attack Potency: At least Wall level (Buster) (It is directly noted that the Soul Power of Rose is the one thing that can defeat M. Bison[30]. Fought and defeated a casual Street Fighter Alpha Era Akuma[31]. Should be superior to Street Fighter 1 Ryu, who broke multiple stone tiles[32], and broke three cinderblocks with one attack[33]. Should be comparable to Adon[34], who broke a chunk off a statue's head[35]. Should be comparable to characters like Birdie, who bent a large piece of metal[36]. The Street Fighter cast can break[37] apart cars overtime with various hits[38]. They can also destroy metal barrels[39]. Along with destroy stone walls overtime[40]. Can fight and harm Sagat[41], who broke a large rock in half[42]. Can destroy barrels in a single hit[43], Can fight and harm Zangief[44], who overpowered a large bear[45]) | Room level (Potency) (Fought and defeated Street Fighter IV Era Ryu[46], who is comparable to Chun-Li, who can[47] fight against[48], Juri Han, who can blow up the inside of a building[49] and cause a jet plane to explode[50]. Can destroy barrels in a single hit[51]) | At least Room level (Potency) (Comparable to Chun-Li, who could casually bust open a large metal door along side Karin on the other side[52]. The cast is able to destroy barrels with a single hit[53])

Durability: At least Wall level | Room level | At least Room level

Striking Strength: At least Wall Class (Buster) | Room Class (Potency) | At least Room Class (Potency)

Lifting Strength: Class 50 (Rose should be comparable to Hugo, who can lift a semi-truck[54]) | Class 50 | Class 50

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[55]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[56]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[57]) | At least Superhuman | At least Superhuman

Attack Speed: Transonic | Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[58], even during the Alpha series[59]) | Transonic | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[60]. Can go through intense battles and long periods of training)

Range: Standard Melee, Extended Melee with Scarf, Tens of Meters with Energy Projection

Intelligence: Unknown Intelligence

Knowledge: At least Master level in combat (Rose is a huge believer of power being meaningless without skill[61]. Rose's visions show her from where a fighter will attack before they even move[62]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[63]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[64]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[65]. Fighters get stronger as they learn various and more powerful techniques[66]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[67])


Powers and Techniques








Equipment

Tarot Cards

  • Specialized cards used by Rose as a way to look into one's past, present, and future.
  • Serve as the primary medium through which she channels and directs her energy-based attacks.
  • Can be launched as projectiles, suspended in midair, or controlled remotely during combat.
  • Frequently used to form barriers, restrain opponents, or enhance the range and precision of her abilities.
  • Demonstrated to respond directly to Rose’s will, allowing for precise mid-battle manipulation.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[226]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[227]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[228]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[229]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[230]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[231]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[232]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Unique Attacks

Soul Presa

Rose delivers a swift roundhouse kick.

Slide

She performs a low sliding attack that strikes with the tip of her foot.

Soul Piede

Rose swings her trailing leg backward into a kick while bracing herself with her leading arm and leg.

Soul Pilastro

Using her scarf infused with Soul Power, Rose lifts herself into the air and pivots into a roundhouse kick.

Soul Levare

She strikes low with a quick kick and immediately follows with Soul Piede.

Soul Feel

Rose throws a straight punch charged with Soul Power.

Focus Attack

A heavy strike that grants enhanced defense during execution and causes a crumple on impact.

Throws

Soul Fall

Rose lifts the opponent using Soul Power flames and slams them forcefully into the ground.

Soul Drain

She climbs up the opponent’s body into a handstand position and shocks their head with Soul Power.

Soul Loop

Rose burns the opponent with Soul Power flames before hurling them backward.

Special Attacks

Soul Spark

Rose channels Soul Power through her scarf and fires a projectile. This attack can also be performed in mid-air. The EX version releases a larger and more powerful projectile.

Soul Spiral

She dashes forward at high speed, drilling into the opponent with her scarf and engulfing them in Soul Power flames or knocking them down. The EX version strikes with greater force.

Soul Punish

Rose creates a delayed energy orb that detonates after a short time. It can be placed at different distances. The EX version is larger, stronger, and causes a knockdown when it explodes.

Soul Bind

She ensnares an airborne opponent with her scarf, shocks them with Soul Power, and lets them fall. The EX version delivers a stronger shock followed by a powerful energy wave that launches the opponent into the wall.

Soul Throw

Rose leaps into the air surrounded by Soul Power and grabs an airborne opponent, violently throwing them to the ground.

Soul Reflect

She swings her Soul Power-infused scarf to absorb or reflect incoming projectiles. The scarf can also be used defensively as a shield.

Soul Passing

Rose assumes a defensive stance and, if attacked, briefly restrains the opponent with her Soul Power.

Soul Bubble

She releases a slow-moving bubble of Soul Power energy that envelops the opponent in blue flames on contact.

Super Attacks

Soul Illusion

Rose creates physical afterimages that replicate her normal attacks. She is capable of manifesting multiple duplicates at once.

Aura Soul Spark

She swiftly turns and fires a much stronger version of her Soul Spark.

Aura Soul Spark Due

Rose unleashes a rapid series of attacks before finishing with Soul Reflect and Aura Soul Spark.

Soul Satellite

She generates two spheres of Soul Energy that orbit around her body.

Illusion Spark

Rose wraps her scarf around the opponent’s arm and sends a massive surge of Soul Power through their body.

Fate Aura Spark

Rose swings her Soul Power-infused scarf three times, slamming the opponent down and then launching them into the air. She follows upward, catches them with Soul Power, hurls them backward, and finishes with a devastating energy explosion.

V-Techniques

Soul Reflect

While blocking, Rose performs a close-range Soul Reflect to repel the opponent.

Soul Veloce

She dashes backward to evade an attack and instantly counters with a fast, powerful roundhouse kick that knocks the opponent down.

Soul Shuffle

Rose generates a random tarot card to be used for her next technique.

Soul Fortune

She activates the stored tarot card, producing different effects based on the draw.

The Magician

Rose raises the Magician card overhead and builds up her energy.

The Chariot

She raises the Chariot card to temporarily increase her attack power.

The Tower

Rose throws the Tower card at the opponent, reducing their attack strength.

The Death

She hurls the Death card at the opponent, increasing the damage they receive while blocking or forcing through armored techniques.

Soul Satellite

Rose creates up to two revolving orbs of Soul Power. These are weaker than the Super version but can be generated repeatedly.

Soul Dimension

Rose focuses her Soul Power and gains the ability to teleport.

Soul Terra

She teleports behind the opponent.

Soul Mare

Rose teleports backward.

Soul Cielo

She teleports directly above the opponent.

Soul Illusion

Rose creates a solid afterimage that mirrors all of her movements and attacks for a limited time. Multiple copies can exist simultaneously.


Soul Reflect

↓↙← + any Punch button.

Soul Spark

←↙↓↘→ + any Punch button.

Air Throw

→↓↘ + any Punch button.

Aura Assault

↓↙←↓↙← + any Punch button.

Alpha Counter

↓↙← + any Punch button.



SPECIAL MOVES
Soul Spark ←↓↙ + P
Soul Throw →↓↘ + P
Soul Reflect ↓↙← + P
Soul Spiral ↓↘→ + K

SUPER COMBOS
Aura Soul Throw ←↓↙ → + P [X][A]
Aura Soul Spark ↓↙← ↓↙← + P [A]
Soul Illusion ↓↘→ ↓↘→ + K [A]


Other

Standard Tactics: Rose utilizes her soul power in battle, being able to utilize the knowledge of the future to know exactly how the fighter will fight.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[239]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[240] and here[241]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter Alpha

Profiles
Rose

Rose's inner strength guides her in battle. Constantly searching for the right balance of action and reaction, Rose displays 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.

Original Translation on left. Street Fighter Alpha

Street Fighter Alpha 2

Rose

Rose's inner strength guides her in battle. Constantly searching for the right balance of action and reaction, Rose possesses an intuition that borders on telepathy. She calls to her soul, believing the heavens will punish whomever wields the mystic power without good intentions.

Original Translation on left. Street Fighter Alpha 2

Street Fighter Alpha 3

ROSE

SPECIAL MOVES
Soul Spark ←↓↙ + P
Soul Throw →↓↘ + P
Soul Reflect ↓↙← + P
Soul Spiral ↓↘→ + K

SUPER COMBOS
Aura Soul Throw ←↓↙ → + P [X][A]
Aura Soul Spark ↓↙← ↓↙← + P [A]
Soul Illusion ↓↘→ ↓↘→ + K [A]

Original Translation on left. Street Fighter Alpha 3

Trivia

  • Rose likes Sherry wine and bathing[242].
  • Rose dislikes UV rays and mornings[243].
  • Rose is the first fighter of Italian origin in the franchise and the third playable female character in the series, following Chun-Li and Cammy White.
  • It has been revealed that Rose exists within a time loop in her attempts to prevent M. Bison’s rise to power.[244].
  • In Street Fighter IV, a glitch caused Blanka’s Amazon River Run to miss Rose entirely if she was walking forward; this issue was later corrected in Arcade Edition.
  • Rose’s Super Street Fighter IV ending depicts a vision of Ryu battling M. Bison, which can be interpreted as foreshadowing the events of Street Fighter.
  • Her official profile on the Street Fighter V website confirms that she founded the Palazzo Misterio house of divination, which also serves as her stage in Street Fighter Alpha 3.
  • Based on her victory quote against El Fuerte in Super Street Fighter IV, Rose is implied to be dieting.
  • Her win quote against Oni suggests that Rose foresaw Akuma’s eventual transformation into Oni before it occurred.
  • Rose and Birdie’s stage in Street Fighter Alpha: Warriors' Dreams is modeled after Bruce Lee’s film Way of the Dragon, recreating the Colosseum fight against Chuck Norris. Even the background details, such as the roaming cats, mirror the movie.
  • Although her exact age is unknown, ALL ABOUT Capcom Fighting Game 1987–2000 notes that someone like Chun-Li during the Alpha era would refer to Rose as an Obasan (オバサン), meaning an “aunt” or older woman[245][246].
    • In the Japanese version of Street Fighter Alpha 2, Chun-Li even says "I learned a lot, Obasan!" in her victory quote[247].
    • Yoshinori Ono has also openly referred to Rose as an Obasan in interviews[248][249].
  • Rose became the first Street Fighter character capable of manipulating enemy projectiles through absorption and reflection via Soul Reflect.
    • Another Capcom character with similar abilities is Anakaris from Darkstalkers, who can both return and imitate projectiles.
  • In the expanded version of Capcom’s 2014 title Sengoku BASARA 4, the character Kyōgoku Maria can wear Rose’s outfit as an alternate costume.
  • Between Street Fighter Alpha: Warriors' Dreams and Street Fighter Alpha 2, Rose’s battle sprites and personality were noticeably adjusted to appear more approachable and friendly.
  • In Street Fighter Alpha 2, Rose is uniquely positioned as the mid-boss for two separate characters: Cammy in the PS2 version of SFA2 Gold, and Guy.
  • Rose’s “nostalgia” costume in Street Fighter V is actually a tribute to Capcom Fighting Evolution, where this design appeared under Demitri’s Midnight Bliss effect—originally inspired by Lisa Lisa’s masked boatman disguise from JoJo.
  • As shown in M. Bison’s World Tour flashback, both Rose and Gouken witnessed M. Bison and Akuma willingly embrace dark forces such as Psycho Power and Satsui no Hado, leading to the deaths of their respective masters, Bison’s mentor and Goutetsu. These shared experiences are the reason both Rose and Gouken harbor deep resentment toward those corrupt powers.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[250]?

A: Akuma's punch causes the island to start collapsing[251], and specifically causes an explosion of this size in comparisson to the island[252], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[253]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[254], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[255]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[256] and cause a jet plane to explode[257], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[258]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[259]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[260], his ending in Alpha 3 has him easily kill M. Bison[261]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[262], and ends up winning[263], and him calling the Raging Demon a pitifully weak move[264]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[265], while Groan only plays when he's fighting Gen or Evil Ryu[266], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[267]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[268] suggest it to be equal[269] in power to[270] Akuma, several[271] characters[272] note[273] that[274] it isn't[275], as strong[276] as the[277] real Akuma[278]. The real Akuma even considers SiRN Akuma a mockery[279]. C. Viper notes the simulation is only passable as a simulation[280].

Battle Records

Battles (Canon only) 10 - 3 - 0

Battles (Ingrid Battle Added) 10 - 4 - 0


  • Vega - Fight[285]
    • Conditions: None.
    • Location: Spain
  • Juli & Juni - Fight[286]
    • Conditions: Juli & Juni were teaming on Rose.
    • Location: Shadloo Base


  • Ryu - Fight[288]
    • Conditions: None.
    • Location: Europe, Snowy Rail Yard

None.

References

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  2. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  3. Street Fighter Alpha 3 Rose Arcade
  4. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  5. Street Fighter Memorial Archives Beyond the World
  6. Final Fight Arcade Intro
  7. Street Fighter Memorial Archives Beyond the World
  8. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  9. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  10. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  11. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  12. Street Fighter Alpha 3 MAX Rose Winquotes Japanese Translated
  13. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  14. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  15. Noted in her SFV Character Story Bio
  16. Street Fighter All About Zero 3 Page 84 Rose Profile
  17. Street Fighter Alpha 3 MAX Rose Arcade Ending
  18. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  19. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  20. Street Fighter Alpha Rose Arcade
  21. Street Fighter Alpha 3 MAX Rose Arcade
  22. Street Fighter Alpha Rose Arcade
  23. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  24. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  25. Street Fighter Alpha 3 Game Manual Page 8
  26. Street Fighter VI Trainng Tutorial
  27. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  28. Sakura Ganbaru!, Volume 1, Chapter 1
  29. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  30. Street Fighter Alpha Rose Arcade Ending
  31. Street Fighter Alpha 2 Rose Arcade
  32. Street Fighter 1987
  33. Street Fighter 1987
  34. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  35. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  36. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  37. Street Fighter II: The World Warrior Car Minigame
  38. Street Fighter IV: Arcade Edition Car Minigame
  39. Street Fighter II
  40. Street Fighter II Turbo 16-Bit
  41. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  42. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  43. Street Fighter II
  44. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  45. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  46. Ultra Street Fighter IV Rose Arcade
  47. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  48. Super Street Fighter IV - Juri VS Chun Li Cinematic
  49. Super Street Fighter 4 Juri OVA
  50. Super Street Fighter 4 Juri OVA
  51. Street Fighter IV: Arcade Edition
  52. Street Fighter V Movie
  53. Street Fighter V: Arcade Edition
  54. Ultra Street Fighter IV Hugo Cutscenes
  55. Street Fighter Alpha Super Combos
  56. Street Fighter IV Dan Ending
  57. Street Fighter Alpha 3 - Sagat Story
  58. Street Fighter 2: Champion Edition
  59. Street Fighter Alpha 3 Guile's Sonic Boom
  60. Street Fighter 2: Turbo Game Manual Page 10
  61. Street Fighter Alpha Rose Winquotes
  62. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  63. Street Fighter 2: Turbo Game Manual Page 10
  64. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  65. Street Fighter Alpha 3 Game Manual Page 8
  66. Street Fighter VI Training Tutorial
  67. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  68. Street Fighter 1 Fighter Defeated Cutscene
  69. Street Fighter 1 Ending
  70. Street Fighter 1 Minigame
  71. Street Fighter 1 Minigame
  72. Street Fighter VI Karate Minigame
  73. Street Fighter VI Karate Minigame
  74. Street Fighter VI Karate Minigame
  75. Street Fighter VI Scrap Heap Minigame
  76. Street Fighter VI Scrap Heap 2 Minigame
  77. Street Fighter 6 All Jump Animations
  78. Street Fighter III 3rd Strike Game Manual Page 14
  79. Street Fighter 2: Turbo Game Manual Page 10
  80. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
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  83. Street Fighter VI Training Tutorial
  84. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
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  86. Street Fighter 6 Perfect Parry
  87. Street Fighter V Stun Animation
  88. Street Fighter Series
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  90. Street Fighter VI Ball Block Blitz
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  93. Street Fighter IV Game Manual Page 12
  94. Street Fighter 6 Perfect Parry
  95. Street Fighter Alpha Game Manual page 4
  96. Street Fighter III 3rd Strike Game Manual Page 15
  97. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  98. Street Fighter VI Training Tutorial
  99. Street Fighter Alpha Game Manual page 7
  100. Street Fighter Alpha 3 Game Manual Page 12
  101. Street Fighter Alpha 3 Game Manual Page 12
  102. Street Fighter VI Training Tutorial
  103. Street Fighter VI Training Tutorial
  104. Street Fighter V F.A.N.G. Gameplay
  105. Street Fighter V F.A.N.G. Gameplay
  106. Street Fighter 6 World Tour Kimberly Cutscenes
  107. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  108. Street Fighter 6 World Tour Akuma Mastery
  109. Street Fighter IV Game Manual Page 12
  110. Street Fighter Alpha Super Combos
  111. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  112. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  113. Street Fighter IV Game Manual Page 16
  114. Street Fighter 6 World Tour Lily Hawk Cutscenes
  115. Street Fighter 6 World Tour Lily Hawk Cutscenes
  116. Street Fighter VI Training Tutorial
  117. Street Fighter V Movie: A Shadow Falls
  118. Street Fighter Alpha 3 Game Over/Bad Ending
  119. Street Fighter V Karin Story
  120. Street Fighter V Karin Story
  121. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  122. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  123. Super Street Fighter IV - Juri OVA
  124. Super Street Fighter IV - Juri OVA
  125. Super Street Fighter IV - Juri OVA
  126. Super Street Fighter IV - Juri OVA
  127. Street Fighter IV Game Manual Page 15
  128. Street Fighter IV Game Manual Page 16
  129. Ultra Street Fighter IV Ryu Move List
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  131. Ultra Street Fighter IV Ryu Move List
  132. Street Fighter IV Game Manual Pages 15-16
  133. Street Fighter IV Game Manual Page 16
  134. Street Fighter IV Game Manual Page 16
  135. Sakura Ganbaru!, Volume 1, Chapter 1
  136. Street Fighter V Official Online Manual
  137. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  138. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  139. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  140. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  141. Street Fighter V Menat Story Ending
  142. Winter Street, U.S.A. | Street Fighter III: New Generation
  143. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  144. Frosty Boulevard | Street Fighter V
  145. Holly Jolly Beatdown | Street Fighter V
  146. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  147. Volcanic Rim | Street Fighter IV
  148. Street Fighter III: 2nd Impact Akuma Move List
  149. Street Fighter V Kolin's Crtical Art
  150. Street Fighter Blanka Electricity
  151. Ultra Street Fighter IV C. Viper vs Dan
  152. Street Fighter V: A Shadow Falls
  153. Street Fighter V: A Shadow Falls
  154. Street Fighter V: A Shadow Falls
  155. Street Fighter V Movie: A Shadow Falls
  156. Street Fighter V Movie: A Shadow Falls
  157. Street Fighter V F.A.N.G. Gameplay
  158. Street Fighter V F.A.N.G. Gameplay
  159. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  160. Street Fighter V Necalli Story Mode
  161. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  162. Street Fighter VI Akuma Moveset
  163. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  164. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  165. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  166. Street Fighter V Menat Story Ending
  167. Street Fighter Alpha 2 Rose Arcade Ending
  168. Street Fighter alpha 3 MAX Rose Japanese Translated Winquotes
  169. Street Fighter Alpha 2 Rose Arcade Ending
  170. Street Fighter Alpha 3 MAX Rose Winquotes
  171. Street Fighter Alpha 3 MAX Arcade
  172. Street Fighter Alpha 3 MAX Arcade
  173. Street Fighter Alpha 3 MAX Rose Winquotes
  174. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  175. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  176. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  177. Street Fighter V Rose Story Mode Ending
  178. Street Fighter IV Rose's Ending
  179. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  180. Ultra Street Fighter IV Rose Arcade Ending
  181. Street Fighter Alpha 2 Rose Win Animation
  182. Street Fighter Alpha 2 Rose Win Animations
  183. Street Figter Alpha 3 Rose Arcade
  184. Street Fighter V Website The Character Guides Character Guide 006: Rose
  185. Street Fighter All About Zero 3 Page 84 Rose Profile
  186. Street Fighter Alpha Rose Arcade Ending
  187. Street Fighter Alpha 2 Rose Arcade Ending
  188. Street Fighter Alpha 3 MAX Rose Arcade
  189. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  190. Street Fighter Alpha 3 Rose Move List
  191. Ultra Street Fighter IV Rose Move List
  192. Street Fighter Alpha Rose Intro Animation
  193. Street Fighter Alpha Rose Move List
  194. Street Fighter Alpha Rose Move List
  195. Street Fighter V: Champion Edition Rose Gameplay Trailer
  196. Street Fighter Alpha 3 MAX Rose vs. M. Bison Intro
  197. Street Fighter Alpha 3 MAX Rose Arcade
  198. Street Fighter Alpha 3 MAX Rose Arcade
  199. Street Fighter Alpha Rose Move List
  200. Ultra Street Fighter IV Rose Move List
  201. Street Fighter V Rose Move List
  202. Street Fighter V Rose Move List
  203. Ultra Street Fighter IV Rose Move List
  204. Street Fighter V Rose Move List
  205. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  206. All About Street Fighter Zero 3 Page 85 Rose Alpha 3 Story
  207. Street Fighter V Rose Move List
  208. Street Fighter Alpha Rose Move List
  209. Street Fighter Alpha Rose Move List
  210. Street Fighter V Rose Move List
  211. Street Fighter Alpha Rose Move List
  212. Street Fighter All About Zero 3 Page 84 Rose Profile
  213. Street Fighter V: Champion Edition Rose Gameplay Trailer
  214. Street Fighter Alpha Rose Win Animation
  215. Street Fighter V: Champion Edition Rose Gameplay Trailer
  216. Street Fighter V: Champion Edition Rose Gameplay Trailer
  217. Street Fighter V: Champion Edition Rose Gameplay Trailer
  218. Street Fighter V: Champion Edition Rose Gameplay Trailer
  219. Street Fighter Alpha Rose Arcade Ending
  220. Ultra Street Fighter IV Rose Move List
  221. Ultra Street Fighter IV Rose Move List
  222. Street Fighter Alpha 2 Rose Arcade Ending
  223. Ultra Street Fighter IV Rose Move List
  224. Street Fighter Alpha 3 MAX Rose Arcade
  225. Street Fighter Alpha 3 MAX Rose Arcade
  226. Street Fighter VI Training Tutorial
  227. Street Fighter VI Training Tutorial
  228. Street Fighter VI Training Tutorial
  229. Street Fighter VI Training Tutorial
  230. Street Fighter VI Training Tutorial
  231. Street Fighter VI Training Tutorial
  232. Street Fighter VI Training Tutorial
  233. Street Fighter Alpha Game Manual page 4
  234. Street Fighter IV Game Manual Page 15
  235. Street Fighter IV Game Manual Page 16
  236. Street Fighter 6 Online Manual
  237. Street Fighter Alpha Rose Arcade Ending
  238. Street Fighter Alpha 2 Rose Arcade Ending
  239. Street Fighter III Third Impact Game Manual Page 18
  240. Street Fighter IV Game Manual Page 12
  241. Street Fighter VI Online Manual
  242. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  243. Street Fighter 5 Website The Character Guides, Character Guide 006: Rose
  244. "Rose's character design is actually related to the Alpha series story. She is part of a time loop, where she has gone back in time to try to thwart the ambitions of M. Bison." from SFV: Character Introduction Series - Rose
  245. ALL ABOUT Capcom Fighting Game 1987-2000
  246. "The beautiful but mysterious female fortune teller from Genoa. Her age is unknown, but she is someone Chun Li would consider middle aged. During a fight she can transfer her mentality through materials by using “Soul Power”."(ジェノバ で 占い師 を し て いる 、 謎 めい た 美女 。 年齢不詳 だ が 、 春麗 から は オバサン 呼ばわり さ れ て いる。 人間 の 精神力 を 物質 へ 変換 する 「 ソ ウルパワー 」 の 使い手 で 、 戦闘時 に は おもに マ。)
  247. "I learned a lot, Obasan!" (「いい勉強になったわ、 オバサン ! 」) from All About Street Fighter ZERO2 page 331
  248. Dengeki Online interview
  249. "Anyway, I increased the number of female characters with the feeling that 'Rose is Obasan, is it okay?'"
  250. Street Fighter Alpha 2 Ryu Arcade Ending
  251. Street Fighter Alpha 2 Ryu Arcade Ending
  252. Street Fighter Alpha 2 Ryu Arcade Ending
  253. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  254. Street Fighter IV Aftermath
  255. Street Fighter 4 - Intro: Chun Li
  256. Super Street Fighter 4 Juri OVA
  257. Super Street Fighter 4 Juri OVA
  258. Street Fighter V - E. Honda Arcade Mode Ending
  259. Final Fight Revenge Haggar Super Attack
  260. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  261. Street Fighter Alpha 3 Akuma Ending
  262. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  263. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  264. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  265. Street Fighter Alpha 3 OST Feel the Cool
  266. Street Fighter Alpha 3 OST Groan
  267. Street Fighter Alpha 3 Game Over
  268. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  269. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  270. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  271. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  272. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  273. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  274. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  275. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  276. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  277. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  278. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  279. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  280. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  281. Street Fighter Alpha Rose Arcade
  282. Street Fighter Alpha 2 Rose Arcade
  283. Street Fighter Alpha 2 Rose Arcade
  284. Street Fighter Alpha 3 MAX Rose Arcade
  285. Street Fighter Alpha 3 MAX Rose Arcade
  286. Street Fighter Alpha 3 MAX Rose Arcade
  287. Street Fighter Alpha 3 MAX Rose Arcade
  288. Ultra Street Fighter IV Rose Arcade
  289. Street Fighter V Rose Story Mode
  290. Street Fighter V Rose Story Mode
  291. Street Fighter Alpha 2 Cammy Arcade
  292. Street Fighter Alpha 3 MAX Ingrid Arcade
  293. Ultra Street Fighter IV Guy Arcade
  294. Street Fighter 4 Rose's Ending