Street Fighter EX 3
Vulcano Rosso In-Depth FAQ - Version 1.1
April 26, 2003
By: Jester - Damien Miele
neoavalon.com

STANDARD DISCLAIMER

This FAQ is the sole property of Jester (Damien Miele) and can not be
reprinted without my consent. You, the reader, are not allowed to take,
duplicate, or edit this document without my consent. Don't publish it,
don't claim it for your own, and don't plagiarize.

Thank You


CONTENTS
==========================================================
I.      OVERALL CHARACTER ANALYSIS
II.     BASIC MOVELIST
III.    IN-DEPTH TECHNIQUE ANALYSIS
IV.     SPECIAL THANKS AND SHOUT OUTS
==========================================================




I. OVERALL CHARACTER ANALYSIS
==============================

Rosso is what I can best describe as the epitome of rushdown. You want
to be in your opponents face at all times, closing the distance whenever
possible, and leaving zero room for them to breathe. Speed and deception
are your main tools for making openings and landing big damage combos.
Forcing the opponent to block the wrong way or simply frustrating the hell
out of them is the key to playing Rosso effectively. One of the harder
characters to master, much time will be needed to understand and execute
all that Rosso has to offer.



II. BASIC MOVELIST
================

A. Legend
--------------

D, U, B, F = Down, Up, Back, Foward
LP, LK = Light Punch, Light Kick
MP, MK = Medium Punch, Medium Kick
HP, HK = Hard Punch, Hard Kick
QCF = Quarter Circle Foward (D, D/F, F)
QCB = Quarter Circle Back (D, D/B, B)
HCF = Half Circle Foward (B, D/B, D, D/F, F)
HCB = Half Circle Back (F, D/F, D, D/B, B)
DP = Dragon Punch Motion (F, D, DF)
BDP = Backwards Dragon Punch Motion (B, D, DB)
PPP = LP+MP+HP
KKK = LK+MK+HK


B. THROWS
----------------

Digestivo (LP+LK) - Rosso's only standard throw, nothing special here.



C. SURPRISE BLOW
---------------------------

Represso (MP+MK) - Rosso’s Surprise Blow has decent range, but is
extremely slow and cannot be combo-ed from a normal or special. I
use this move once in a blue moon.




D. SPECIAL MOVES
---------------------------

Vesuvio (QCF+P~F+P~F+K) - A three hit series consisting of 2 punches
followed by a jumping kick. This is Rosso’s main offensive tool and
the center of his combos/ground games. The first hit will leave you at
safe distance even if blocked, but the second will leave you quite
vulnerable unless you cancel into a Torre Pendante or a Momentary. The
third will you leave you at the greatest disadvantage before and after
if blocked. I STRONGLY suggest avoiding the third hit unless you are
certain the first two connect. I have seen everything from ground based
combos to FABs landed on Rosso during the long wind up animation during
the third hit. Even if you manage to get the hit out and they block,
your opponent can easily retaliate when you land.

Vulcan (QCB+P)  - Rosso’s version of a projectile.  It may seem
worthless at first due to its extremely limited range, but it’s one
of Rosso’s most useful tools. It can be used to negate projectiles,
but its real strength lies in its ability to hold your opponent in block
stun while you prepare your next attack. The best time to utilize the
Vulcan is while your opponent is getting up; a HP Vulcan done early enough
on a rising opponent will guarantee you the block stun trap. I have even
seen the Vulcan take priority over supers that are buffered from
the rising animation.

Aeolus (PPP) and Etna (K) - A nice little tricky move that has several
purposes. Rosso does a little hop that goes straight up from the neutral
position, and be directed F or B by holding the desired direction. The hop
portion of the move can be used to travel safely over projectiles if timed
properly, and the kick portion will hit crouching opponents. I don't use
this move all too often except as a Momentary. Although overheads are
generally useful IMO, this one is not quite fast enough, and your opponent
will recognize it rather quickly. Etna has nice super canceling properties,
and even if blocked, you will be safe from most retaliation, granted that
you use the neutral or B version of Aeolus.

Regalo - The first of Rosso’s counters comes in the form of his projectile
counter. Rosso will stick his palm out and if timed properly it will
absorb the opponent’s projectile followed by an extremely fast palm thrust.
Again, I don't use this move all that often due to its poor recovery.
Even if you manage to absorb the projectile, if your opponent is too far,
Rosso will still execute the palm thrust and whiff it completely. What
you have to do is be 100% sure your opponent is going to throw a
projectile and do the Regalo early - this will better your chances for
a successful follow up hit and not leave you in its long whiff recovery
time. Another nice thing about this move is that it also has super
canceling properties. If you manage to land the palm thrust, a Torre
Pendante can be tacked on after it. This is a nice combo and also a
safety net if they manage to block.  One other unique ability the Regalo
has is that it can absorb super projectiles like the Shinku Hadouken,
and the palm strike will still come out. Also, you can absorb a fully
charged Psycho Cannon and retaliate, but I don't suggest doing this as
Bison will recover while Rosso is still absorbing it, but it does look
cool.

Sciara Del Fuoco (QCF+K) - Probably Rosso’s second most important move,
this is IMO what really defines Rosso and his style. Not so much a
teleport, but more of a dash. The kick strength used determines how far
Rosso will travel. You can be hit or thrown out of this move at any point,
but buffering it from a normal or using it as a Momentary fixes that. Your
opponent will only be able to retaliate after you have dashed, allowing
you to position yourself safely and, hopefully, accurately. Its main
purposes are to trick your opponent into blocking the wrong way, allowing
you an opening to combo and also to close the gap between you and your
opponent as quickly as possible. As stated earlier, you want to be in
your opponent’s face most of the time, and the Sciara Del Fuoco does just
that.

Canasa (QCB+K) - Rosso’s manual counters.  The kick strength used
corresponds to each type of normal attack you want to counter: LK for
air, MK for ground, and HK for low. You can super cancel after a
successful Canasa, but make sure to use an appropriate super to
complement it depending on which strength you use. (More on this later)



E. SUPER COMBOS
--------------------------

Ponte Dei Sospiri (QCFx2+P) - Your basic multi hit ground super. Due to
its horrible recovery time, I don't use it to too much outside of super
canceling or in combos, but it does have some decent priority over other
ground based supers. It will go over sweep attempts nicely also, and can
be used to attack after slow recovery moves, but again, it’s a bit risky.

Accelerando (QCBx2+K) - Rosso’s second multi-hit ground super. Pretty
worthless outside of combos, it has the same priority as the Ponte Dei
Sospiri, but much less range. It does have one specific use that I will
explain later, though.

Torre Pendante (QCBx2+P) - A large pillar of fire, easily Rosso’s best
super. It’s safe to throw this move out due to its height and its
angle. If blocked, you are safe from any retaliation, making this move
a nice safety net. Use it in conjunction with your Vesuvio games whether
it’s in a combo or not and also as a guaranteed safe way to tag out for
both Rosso and his partner.



F. METEOR COMBO
-----------------------------

Quattro Panorami (QCFx2+KKK) - Rosso's Meteor comes in the form of a
special throw. I can best describe this super as average since it
doesn't have the range of a FAB, but it does take priority over any
ground normals and even some supers. There are a few reliable ways to
set this move up, but none are guaranteed. (More on this later)



G. MOMENTARY COMBOS
-------------------------------------

Momentary Punch - Aeolus

Momentary Kick - Sciara Del Fuoco



H. CRITICAL PARADE
-------------------------------

Accelerando - Use the Critical Parade in any place you would that super.
I don't use Critical Parades much, IMO, since it's a waste of super bar
for Rosso. If you do decide to use it, do multiple Accelerandos for hefty
damage, and try to have a partner with a QCFx2+K super to compliment it.




III. IN-DEPTH TECHNIQUE ANALYSIS
==============================

Rosso is quite a complicated character to master. You have to rely
heavily on Momentaries, evasion tactics, and deception. I'll try my
best to describe some standard Rosso tactics I have found to be most
effective. Keep in mind that these should be your building blocks for
playing.  As I said, you must rely on deception, and changing your
patterns and set ups at all times is essential.


A. NORMAL MOVES
----------------------------

Crouching MK - Excellent range, decent speed, good priority. This is
Rosso’s main normal to 2 in 1 off of and to start most of his combos.
You can, of course, link a crouching MP before it, but I recommend
doing so only when close, or after a successful jumping attack. When
on the ground and starting your strings, crouching MK will get you the
best results due to its excellent range.

Standing MP - A nice little "swat" type move. It has decent speed and
good priority, good for poking and annoying. It also advances Rosso which
is always nice for spacing and/or pressuring.

Crouching MP - I don't use it too much, but it does have some unique
properties worth mentioning. When in poking games, some moves such as
Zangief's crouching HK can be struck with a well placed crouching MP.
It has high priority when exchanging certain pokes, and also takes out
moves like Psycho Crusher, Claw Roll, and a few others.

Jumping HK - An excellent 2 hit jumping attack, Rosso rules any air
exchanges with this move. Rosso kicks at an awkward downward angle
allowing you to hit HK at the peak of his jump. This gives you a much
broader window to time your attack since it doesn't have to be as precise
as, say Ryu's jumping HK would be.

Standing HK - A long range and surprisingly fast spin kick. I use this
move to keep advancing opponents back, and also in certain combo
situations.

Crouching HK - A slide move with bad recovery is done too close, but it
sets spacing nicely if you hit with the tips of his toes. Also, it goes
right under projectiles and most super projectiles nicely, which allows a
free hit and an opportunity to start your pressure tactics.



B. ANTI-AIR
-----------------

Since Rosso should be in your face at all times, you need not worry too
much about jumping opponents. If you find yourself in the need of a
quick air counter, simply use a LK Canasa. This is guaranteed and
will also allow for a free 2 hit jumping HK, or Torre Pendante. Be
cautious though, as most people will adapt and try jumping in with
nothing leaving Rosso stuck in the missed Canasa animation. If this
starts to happen, simply time a hopping HK, 9 times out of 10 you will
take priority with it.



C. GROUND GAMES AND STRINGS
-------------------------------------------------

Now to the meat of matters: I'll try and dissect Rosso’s many ground
games and strings in this section. Like I said earlier though, you have
to change up the patterns constantly to keep your opponent off guard.
This will hopefully give you the foundation for setting up traps of
your own.

The core of Rosso’s game starts with the first two hits of Vesuvio into
a momentary HK. This should be the first string you master. I suggest
poking with crouching MK into it; this will give you a good anchor and
leave you at a relatively safe distance. What this does is not only make
the first two hits of Vesuvio safe, but it also puts you behind the
opponent very quickly. Most newbs, and even some vets that aren't
accustomed to this style of play are going to be in a world of hurt.
Your opponent has to block immediately in the opposite direction after
blocking the 2 hit Vesuvio. This set up leads to multiple options and
also puts the opponent on the defensive, allowing you time to think of
your next attack.

Once your opponent starts seeing what is happening, they will begin to
block the other way. So, what is one to do? This is where your creativity
comes into play. If you have the opponent trained into blocking the
opposite direction, substitute the HK momentary for a MK momentary.
If done from the proper distance, you will dash directly in front of
them, as opposed to behind them. Instinctively, your opponent will be
blocking the wrong way and you have just gained yet another psychological
edge. At this point, they have to guess which position to adopt, which put
them on the defensive yet again.

If your opponent is still craving more rushdown and has somehow managed
to adapt to those games, you simply turn it up yet another notch. Let’s
say you have been doing crouch MK, Vesuvio 2 hits, Momentary HK, then from
behind another string of your choice, but they are still blocking. What
you do now that your opponent is accustomed to, and can recognize your
Vesuvio/Momentary games, is simply start implementing regular Sciara Del
Fuocos. For instance, say they block two volleys of strings both
consisting of momentary kicks.  What you do is instead of following up
with a Vesuvio to Momentary is do an immediate QCF+HK or MK to break up
the rhythm. Since your opponent has the mental capacity to react to your
Vesuvio/Momentary on command, throwing out a second Sciara Del Fuoco is
going to throw his timing off completely, leaving you yet again with more
games to use. Keep in mind that tossing in some crouching MK into Sciara
Del Fuocos will set yet another pace and pattern for them to learn.

If by some miracle the victim has grown to defend against all of this,
you have yet another option. Mix in some Momentary punch Aeolus~Etna.
If you have been using crouching attacks to 2 in 1 off of the whole time,
your opponent is used to blocking low at all times. Putting an overhead
into the traps is just one more bullet for them to dodge. It’s not quite
fast enough to cause real panic, but if you have them on the defensive,
they should be so worried about your momentary and dashing games that
this little nuisance just might make them crack.

Ok, let’s review now: Vesuvio 2 hits into Momentary kick and punch
MUST be mastered. If you happen to goof on the momentary will you
either have to face retaliation, or waste a super bar for a Torre
Pendante safety net. Use Sciara Del Fuoco by itself, or combo-ed from
a crouching attack in your strings, and remember that it throws patterns
and timings off. Some other things I forgot to mention you might want to
try are mixing up throws between your strings.  Jump straight up with HK
after a Sciara Del Fuoco, and if you are daring, try doing psychic Canasas
for even more mind control, and more importantly, for style. ;)


D. SET UPS AND MISCELLANEOUS
-------------------------------------------------

As mentioned earlier, the Vulcan is a great meaty attack that should
be used on rising opponents. Try doing a HP Vulcan early, then a MP
Vulcan immediately after. This will combo if the HP one connects, and
if blocked, both will cause hefty chip damage. Some options you have if
it connects are to immediately link a crouching MK into a combo or even a
jumping attack into combo if you are fast enough. If they block, you can
try doing things like crouch MP into yet another MP Vulcan to further
the pressure, or put an Aeolous~Etna in there for overhead pressure as
well. Remember; don't let them breathe for even a second!

If you find yourself at full screen distance and can't seem to get close,
try doing multiple LK Sciara Del Fuocos in a row to get your opponent
nervous.  Sometimes it forces them to make mistakes due to your abnormal
and sporadic movement. This is more of a mind game and shouldn't be used
all that often, but I throw it out for fun sometimes, or if I'm bored.

After a 3 Vesuvio or Torre Pendante, immediately start doing HK Sciara
Del Fuocos to close the gap even before the opponent is able to rise.
What this does is leaves them zero room to regain their composure, and
more importantly, itt cancels the full screen running animation after
such moves. This is extremely important to remember as it removes the
hassle of trying to get close to your opponent to continue your assault.

If you connect with a LK Canasa late on a jumping opponent, Rosso will
take them down to the ground first, then hit them. After he hits them,
you can combo into a crouching MK and follow up.

After a blocked Torre Pendante up close, you can walk forward and do a
crouch MK before they can recover from the block stun.


E. WAYS TO SET UP THE QUATTRO PANORAMI
---------------------------------------------------------------------

After a blocked HP Vulcan, do a Sciara Del Fuoco manually or by way of
momentary, and then do the Meteor immediately. The Vulcan block stun
should just be ending by the time you finish the dash leaving very little
time for your opponent to react.

If you are being attacked while getting up, buffer the Meteor in while
rising, it will go through any normals, most specials, and even some
supers.

After a successful crouch MK, Vesuvio 1 hit, Tag, do the Meteor. Most
people when being combo-ed, especially during a Tag combo will block.
Although this is not a true combo, most of the time they just stand
there and attempt to block leaving them standing there for the Meteor
to connect.

After a blocked Vesuvio 1hit, hesitate for a split second and do the
Meteor. If they attempt any normal or special you will grab them right
out of it. This will also work after a 1 hit Vesuvio that connects, but
you will be closer to them and you must wait a half second longer before
buffering the motion in.

Keep in mind ALL these set ups can easily be escaped by jumping straight
up just like a normal throw, so be careful when attempting them to
avoid retaliation.


F. COMBOS
----------------

Most of these combos can be started with a jumping attack, or can
have the crouch MP, crouch MK chain in them, and in most cases, Vulcans
come before them. Also keep in mind you can use some of these as Tag
combo enders.

Crouch MK, Vesuvio 2 hits, Momentary HK, jumping HK

Rosso’s bread and butter combo.  Use it often for good damage and
to build meter fast. A small note about this combo I should mention
is this. You can put a crouching MP between the Momentary HK and
jumping HK, but there are a few rules that I should mention. If you
are facing the opponents back after the Momentary, you must hit the
crouch MP EXTREMELY early for the jumping HK to connect. If you are
attacking the opponent’s front after the Momentary, a crouch MP into
jumping HK is very easy. To start out, I suggest using just the
jumping HK on a backwards opponent until you see the timing of the
crouch MP that is required.

Crouch MK, Vesuvio 2 hits, Momentary HK, standing HK, Torre Pendante

Just an extension of the first combo - if you have super bar, do this
instead.

Aeolus~Etna, Super

If blocked, I suggest doing the Torre Pendante to keep a safe distance.
If you are close and it connects, I suggest using Accelerando.

After successful Regalo Torre Pendante

You can super cancel into a Ponte Dei Sospiri, and then into another
Torre Pendante if you like, but the damage isn't worth the super bar used.

HP Vulcan, MP Vulcan, crouch MK......

One of my favorites when it connects - hefty damage and looks cool.

Crouch MK, Vesuvio 2 hits, Torre Pendante

A little EX2 style. ;)

Crouch MK, Vesuvio 1 hit, Ponte Dei Sospiri, Accelerando, Ponte Dei
Sospiri, Accelerando.....

Needless to say, your partner must die to execute this combo with the
aid of the 6 bars you can potentially have.

Crouch MK, Vesuvio 1 hit, Tag, standing HK, Accelerando

The MOST important combo you will ever use.  I can't stress enough
how often you should do this combo. With only 1 super bar, Rosso
demonstrates why he is arguably the best partner for any character.
This combo can easily do 50% plus damage depending on your partner
and how many bars they have. Rosso holds the opponent long enough
for your partner to do any combo of his or her choice. In most cases
2 jumping HK/HPs can be landed by the partner before starting the
ground portion of their combo. Here are some of my favorite follow
ups to this devastating set up:

All these are done as soon as control is given to your partner while
the Accelerando is hitting.

Ken: jumping HK, jumping HK, standing HK, Shippu Jinrai Kyaku

Garuda: jumping HK, standing HK, Soukondan (Hold kick)

Blanka: jumping HK, standing HK, Super Electricity

Dhalsim: jumping HP, Yoga Drill Kick, jumping HP, Yoga Drill Kick

These are just a few possibilities.  As you can see, many combos are
possible.

I was going to include a character specific strategy section, but I
really don't have the time to do one for each character, and I feel I
could only give accurate ones for maybe half the roster.




IV. SPECIAL THANKS AND SHOUT OUTS
=================================

Nekki Basara - Thanks for editing this FAQ, for introducing me to EX3
in the first place, and especially for the MANY devoted hours spent
on match play alone.

Gen - I hate your Bison when I am forced to fight against it, but
I'm relieved when you're my partner. Many thanks also for the countless
hours spent on match play with the rest of NA.

Sensei - For his devoted time also spent at my house playing EX3 early
into the morning, our meets are just not the same when your Zangief isn't
present. I hope we get to see the Jester/Sensei team tear it up overseas
next year. ;)

Ultima - Thanks for being such an awesome friend and giving us good CvS2
competition. Thanks also for being one of the few people who actually
enjoy discussing boxing with me in great detail.

Shinji - For editing my last vid, and for helping me with numerous
broken files. (He must wanna kill me if I ask for help again. ^_^)

Doc - For making NeoAvalon and bringing our small EX community together.
Doc is the man!

Sorry if I forgot anyone, but many thanks to you, the readers, for taking
the time to read this FAQ, and for actually taking interest in EX3. I hope
more people realize what a great game it is and how much depth it actually
has.

If you have any questions regarding this FAQ, Rosso, or anything EX3
related, please feel free to contact me on http://www.neoavalon.com

Jester out