RoseBot v1.0

Difficulty Moderate

Focus Preventing Lockdown, Match-Up


The aim of this bot is to help relatively advanced players to train their timings for certain defensive reactions to avoid being locked down, especially those whose moves have only short term invincibility. Much like FalkeBot, you will also be aiming to look for openings to get close. This bot is designed to do large amounts of damage when input correctly, but will be somewhat more predictable than others, and therefore easy to punish if the player just waits for Rose to do something that leads to them having Frame advantage. The point systems are generally simple, so the bot can be used either to practice specific punishes, or fought from further away, with a Variant, in order to get a feel for her ranges and quirks. Pay close attention to where and why Rose aims to be, against the CPU version, and use that knowledge to understand how much damage this character can do, with small opportunities. This will help with understanding when the bot could be doing even more damage, especially if the inputs are not perfect and therefore she does not do maximum damage. There are a lot of match-up specific things to learn that are not included in the point system, so train those other responses as well to gain full match-up understanding.

The main reason that RoseBot is considered to be better for more advanced players, despite being in our 'Moderate' difficulty section, is that if the player does not understand the ways in which they can be countered or tricked, they won't be able to recognize when a counterattack they used was actually a bad idea. RoseBot does many different things, and sometimes she will only use the correct counter randomly (less than 1/4th of the time, for example). This design type is required, to help players also learn certain less obvious parts of the matchup. Depending on the variants used for Action #1 and the V-System choices, she can also be either very tricky in pressure, or play more defensively and attempt to keep the player away. To get the most from your training, try maintaining optimal range relative to the opponent and reacting to what RoseBot does.

Aside from certain inputs being long in terms of timing and sequence, this bot is not particularly hard to input, and is fairly lenient, since the things that are the most difficult to input correctly, are also the things she does not actually need to do. The important part is the rhythm, and it is usually correct, since the few moves that might fail to manifest, also tend to reset the rhythm and are not part of the main flow. As always, just change the button configuration to help, since she has more tricky 'hold button until end' sequences than most others, and if you find yourself struggling with FirstFrame inputs, remember that all of hers can be done using the 1 second delay on the Button Input setting for the recordings.


Gauge Settings

As with all bots, 1P Health should be set to "Normal". The 1P CA Gauge can be set to "Auto-Recover" or "Normal" at the user's preference, and 1P V-Gauge to "Maximum Start".

These settings may change based on your goals, explained in the Difficulty section below.

Settings for 2P are Health - "Auto-Recover", V-Gauge - "Normal", CA Gauge - "Maximum Start". This bot's settings for V-Skill and V-Trigger should be set to whatever you wish to work on, but suggestions are given after the Point System, for different character types.


Goals

Completing each action gives 1 point. Try to get to 10 points without dying.

Points System - Universal

Point System - Variants

"Long Range" Characters (Zeku, Dhalsim, Sagat, Nash, Menat, Abigail, Gill, Vega(Claw), Falke, FANG, Guile, Poison, Rose, etc)

Most of these characters have slower options for their long range attacks, but Rose can advance using her 4HK and other options, getting at least close enough to try for the 5HP to force them to block. The aim is to build up the skill to damage her when this attack whiffs.

"High Mobility" Characters (Urien, Karin, Kolin, Kage, Ken, Lucia, Laura, Alex, Ibuki, Rashid, Chun-Li, Cammy, etc)

These characters are often in a position where Rose's Soul Illusion is capable of being used as a mixup tool to get an attack started.

"Power Through" Characters (Sakura, Honda, Necalli, Blanka, Zangief, Dan, Seth, Cody, R.Mika, Bison(Dictator), Birdie, Balrog(Boxer), Ed, G, Ryu, Akuma)

These characters have more trouble cleanly defeating Rose in footsies, and benefit from landing additional damage when she tries to use normals to stop them from advancing and whiffs those normals

Difficulty Levels

Action #1

Record from close and with V-Trigger gauge below 100%, to make it easier.

Perfect

FirstFrame 6PPP, hidden [6HP+HK 66 4/5LP+LK] 4/5MP+MK, 4/5MP (hold until end, sometimes this is hidden, sometimes the previous input is the hidden one) hidden [4HP+HK] 214 end recording instantly

LR Variant

FirstFrame 6PPP, hidden [6HP+HK 66 4/5MP+MK] 4/5MP (hold until end, sometimes this is hidden, sometimes the previous input is the hidden one) hidden [4HP+HK] 214 end recording instantly

HM Variant

FirstFrame 6PPP, hidden [6HP+HK 66 4/5LP+LK] 4/5MP (hold until end, sometimes this is hidden, sometimes the previous input is the hidden one) hidden [4HP+HK] 214 end recording instantly

PT Variant

FirstFrame 6PPP, hidden [6HP+HK 4/5LP+LK 4/5MP+MK], 4/5MP (hold until end, sometimes this is hidden, sometimes the previous input is the hidden one) hidden [4HP+HK] 214 end recording instantly

This input requires the FirstFrame input in order for other edge shifts to work correctly, so if you are not familiar with these, check our Glossary page. If input quickly and correctly, with the first input after the dash also hidden within the timing for the dash, the Perfect version should be good in all cases and for all character types, sometimes using dash up V-Skill, but often using dash up 5MP. If you do not feel like you have the skill or speed to input the perfect version, use the appropriate Variant. LR Variant stops her from throwing as much. HM Version does not use the V-Skill in this input. PT Version does not actually dash forward.

Action #2

FirstFrame 3MP+MK (hold the MP until end), 2369LP (hold this LP also) end recording instantly

Use the same standard method for the FirstFrame here, try to do this input quickly and make sure to go to 2 after the 3, in order to get the proper effect. if you did the timing correctly, she should mostly do standing Soul Spark.

Action #3

5LP+LK hidden [6HK] (press and hold MK at some point during or after this button, hold the MK until end), (9)89632 end recording instantly

Despite ending at 2, which is not normally a way to get a move, try to end the recording as if you were doing one. If you end up passing through 9 on the way to 8, it is fine. Rose does different things depending on the player's speed of inputs, but this input works almost all the time unless it is done very slowly.

Action #4

(Record from close to check combo timing)

5LP 5MP 2MP 236 end recording instantly

You can experiment with holding the MP or LP to change her rhythm in various ways. This input is not open for large variations otherwise, because it is needed for certain aspects of her timing and neutral, so it must be this length with this ending. It is usually fairly easy to input and does L-Soul Spark when replaed into itself. Some inputs may end up hidden even if you don't press the buttons 'too fast', this is usually fine, and the input is easy to re-record when you start a session with the bot, for rhythm changes.

Action #5

FirstFrame 3HK(or HP+HK, either way hold the HK until end), crouching P (see below), 69(hold for a short time if you are very fast)8741236 end recording instantly (this is a 360 on the directional input)

This input enables sweep and air Soul Spark. Rose already has access to all three versions of air Soul Spark even without the crouching Punch, but if you want her to do a specific one more often for your character matchup, press that punch in that space. For example, a character that fights Rose from midscreen should press 2/3MP here, one that tries to get right up to her should press 2/3LP, as shown in the video. Other buttons, such as the 3HP in the video, can also be added, plinked, etc, and will randomly help to cause her to very occasionally use that attack (so even MK can be used to get her crouching MK). This input is always the most variable, but unlike our usual Action #5 where the player can replace it fully, you must start this input with 3HK and hold it until end, regardless of what else you use it for.




In-Depth

Still in progress.