Tatsunoko vs Capcom: Ultimate All Stars/Roll: Difference between revisions

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Roll, truly the last and greatest Ultimate All-Star of our time, finally emerges from her brother's shadow in Tatsunoko vs. Capcom. Going from a virtually unplayable clone of Mega Man in Marvel vs. Capcom 2, so bad that even Servbot is more viable, Roll has been given her own original moveset based around her lethal housekeeping skills and her hi-tech broom.
Roll, truly the last and greatest Ultimate All-Star of our time, finally emerges from her brother's shadow in Tatsunoko vs. Capcom. Going from a virtually unplayable clone of Mega Man in Marvel vs. Capcom 2, so bad that even Servbot is more viable, Roll has been given her own original moveset based around her lethal housekeeping skills and her hi-tech broom.


Roll is a unique character in TvC.  She's used mostly on anchor due to her strong assist and ability to control neutral with her notorious j.C.  She can do situationally very high damage with 2 separate power up mechanics, but can have problems converting off of some hits.
Roll is a unique character in TvC.  She's used mostly on anchor due to her strong assist and ability to control neutral with her notorious j.C.  She can do situationally very high damage with 2 separate power up mechanics, but can have problems converting off of some hits.  She is also the undisputed ruler of unburstable damage, with a number of OTG hits that can not be escaped.


=Move List=
=Move List=
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===Special Moves===
*'''Roll Power Up!''' - ''214A/B/C'': Roll's broom lights up, increasing the damage output for all her attacks, and changing the properties of her special moves. Once she uses a special move however, the power up is gone. You can power up multiple times in a row, but all it does is reset the powered-up state, potentially leaving your open to attack.
*'''Roll Broom Swing''' - ''236A/B/C (this move can also be done in the air)'': Roll swings her broom and like a bat, sending the enemy flying back as it knocks them over. Each version launches the enemy to different heights. The A version will launch the enemy slightly above Roll's head, the B version will launch the enemy slightly below Roll's normal jump height, and the C version will launch the enemy at Roll's normal jump height. Roll Broom Swing does 2,800 Billion Damage, and the powered-up version causes wall bounce. Powered up A version does 4,000 Billion, powered up B does 4,400 Billion and powered up C does 4,800 Billion. You can use any powered-up version in both ground and air combos (and to continue either your ground or air combo). If you use it during an air combo, it is possible to juggle your enemy to continue a few extra sets of air combos (this can only be done in the corner, and timing must be exact).
*'''Roll Splash''' - ''623A/B/C'': Roll takes out a bucket of water and splashes the enemy with it. If the attack whiffs, a water puddle forms, lasting around 7 seconds, tripping anyone who steps on it (causing knockdown), until it dissipates. The A version will travel a bit less than halfway across the screen, the B version travels halfway, and the C version travels almost fullscreen. If the enemy is lying on the ground, you can use Roll Splash to add another hit. If the enemy is close to you when you use it, regardless of which version, it causes the enemy to stagger. You cannot use this in a combo, but it can be easily followed up with a ground combo. The powered-up version, regardless of the button, causes the water to shoot straightforward across the entire screen, basically becoming Iron Man's Unibeam, even in how it looks. It does 3 hits and around 6,100 Billion Damage. You cannot combo into the powered-up version of unless you Baroque a move beforehand.
*'''Roll Mop Up''' - ''Charge back (2) for 2 seconds, then press forward (6)+A/B/C'': Roll dashes forward and scrubs the ground with her broom, hitting anyone in her way several times.
**During Roll Mop Up, ''press A/B/C rapidly'' to "'''fire scrub'''": During Roll Mop Up, Roll scrubs the enemy to the point that her broom fires up (and the powered-up version also sets the enemy in fire). The A version does 11 hits and  3,680 Billion Damage, B does 15 hits and 4,200 Billion, and C version does around 20 hits and 4,760 Billion. The powered up version can go up to 36 hits and about 9,060 Billion Damage. This is a great special to use to either end your ground combo, or even an air combo if you time the j.C at the end when you land, allowing you to follow up with Roll Mop Up -> "fire scrub".
===Super Moves===
===Super Moves===
*'''Roll Mop Up Turbo''' - ''Charge back (2) for 2 seconds, then press forward (6)+Any two attack buttons'': Roll runs at the enemy with her broom, hitting their feet as she charges across the screen, ensing with her smacking them square in the nose. This super does 16 hits and around 17,350 Billion Damage. This is great to use at the end of either your ground or air combo (if you time the j.C at the end when you land). This super, just like the Roll Mop Up special move, can hit the enemy while on the ground, but the last hit will miss.
{| class = wikitable style="text-align: center;"
*'''Roll Down Time''' - ''214+Any two attack buttons'': Rolls sits down and puts her hands together in prayer. In recognition of her valiant heart, God himself sends an orb of energy down from the heavens, restoring some of her health along to the classic Mega Man healing sound effect. If the enemy is hit by the energy ball, God will be offended by their sinfulness and cast divine judgment upon them, putting them in a stagger state, but doing no damage, as ours is a forgiving lord. The neat thing about this super is that if you do a Team Hyper Combo or a DHC, you can heal your partner instead.
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
*'''Oh. No. You. Didn't! (Level 3 Super)''' - ''623+Any two attack buttons'': Roll scrubs the ground immediately in front of her with such immense force that her broom erupts in flames. If the enemy is hit by this flame (on the ground or in the air) they will dance in pain (since their ass is on fire that burns with the might of sheer housekeeping willpower), Roll will take out a huge bucket of water and then dump it to create a huge wave, washing the opponent away. This super can be used in both a ground and air combo (if timed correctly). You can use this super while the enemy is laying the ground; however, you will not get the super's animation. Instead, you will do only 8 hits, and around 7,100 Billion Damage.
 
===Assist Attack===
|-
*'''Roll Splash B''' - The properties of her Assist are the same as the special. You can use her assist as part of your ground or air combo, or even to create mix-ups.
| '''Roll Mop Up turbo''' <br> [4]6A+B || 1+6 || - || - || - || 15783 || - || The super version of Roll's signature Mop Up special.  The Mop Up Turbo does a large amount of damage and has some unique properties.  If it hits a standing opponent and the last hit connects in the corner, you can follow up with a 2nd Mop Up Turbo OTG, essentially linking the super into itself. However if the super hits OTG, it is unsafe on hit, so make sure it either kills or you have something safe to DHC into. If you begin this super on top of one of Roll's puddles, the puddle is consumed, instantly granting Roll all 5 levels of her damage increase, a 50% damage increase for the rest of the match.
|-
| '''Roll Down Time''' <br> 214A+B || 1+12 || 23 || 59 || - || 0 || - || Roll summons an orb, which descends from the top of the screen to her position. If it touches Roll or another robot, it heals them, but if it contacts a human character, it will stagger them, regardless of if they are a partner or not.
|-
| '''Oh. No. You. Didn't!''' <br> 623A+B || 3+3 || - || - || - || 16560 || - || Roll's level 3, she sweeps in front of her, making a small fire which is the hitbox of this attack. If the enemy is hit by this fire, they are ignited, staggering away, as Roll dumps a huge bucket of water on their head to put the fire out. This move can hit OTG, but will not trigger the cinematic, doing significantly less damage.
|}


=The Basics=
=The Basics=
Roll is certainly a strange character, and while many will assume she's still a joke character, even after playing her for a bit, this is because Roll has many advantages that probably aren't immediately obvious to a new player, whereas pretty much all her faults are.
Uncharged midscreen combo:
First and foremost to note is her biggest offensive strength: Roll is the undisputed crownless queen of non-megacrashable, on-the-ground damage. Her biggest defensive strength, in lieu of Servbot, is her relatively small hitbox, primarily when she's crouching, making her hard to hit. She also has one of the best projectiles in the game.
2a,5b,2b,5c,3c, j.abb, dj.bb, 236c/j.c
 
Charged midscreen combo:
2a,5b,2b,5c,3c, j.abb, dj.bb, 236c ground dash, 3c, j.abb, dj.bb, 236c/j.c


=Advanced Strategy=
=Advanced Strategy=

Revision as of 18:19, 18 November 2020

Rollisstillbadass.jpg

Introduction

Everyone rumored, no one believed.

The comeback we were all yearning for.

Roll, truly the last and greatest Ultimate All-Star of our time, finally emerges from her brother's shadow in Tatsunoko vs. Capcom. Going from a virtually unplayable clone of Mega Man in Marvel vs. Capcom 2, so bad that even Servbot is more viable, Roll has been given her own original moveset based around her lethal housekeeping skills and her hi-tech broom.

Roll is a unique character in TvC. She's used mostly on anchor due to her strong assist and ability to control neutral with her notorious j.C. She can do situationally very high damage with 2 separate power up mechanics, but can have problems converting off of some hits. She is also the undisputed ruler of unburstable damage, with a number of OTG hits that can not be escaped.

Move List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 4 2 13 - 720 - The fastest normal in the game at 4f. Rapid fire capable, but extremely short range.
2A 5 4 10 - 640 Low A short range low kick. Lower damage and slower startup, but longer range compared to 5A, this move is a little easier to use and still tied for startup with the rest of the fastest jabs in the game.
5B 6 5(7)4 5 - 1716 - A two hit broom attack, this move's extremely low recovery frames mean that this move is positive on block and hit, a rarity in this game. It links into other moves such as itself, or j.A, leading to an infinite on large characters like tekkaman.
2B 7 3 - - 1360 Low A very fast low hitting normal with a deceptively long range. Useful for punishes or whiff punishes at slightly longer ranges, and Roll also moves forward meaning it's good for converting into 5H in combo strings as well.
6B 20 5 - - 1840 Overhead A single hit overhead that can be cancelled into any of Roll's specials or supers, or baroqued to follow up with a full combo. Slightly visually deceptive since roll doesn't swing the broom until the end of the animation, but definitely reactable.
5C 12 6 - - 2800 - A broom attack, like one slow hit of her 2B. Important combo filler as it's the only way to get into her launcher from a normal magic series.
2C 12 3 - - 2240 Low A sweep using the broom. This move has long range and a strong hitbox. It can be used to mix up people who are looking for 6B in blockstrings. You can combo it into OTG damage with her sweep special, or a wallbounce swing if you have a charged broom.
3C 17 2 - - 2400 Launcher Roll's launcher, she swings her broom in an upward arc. Reliably combos off of 5C.
j.A 5 12 - - 640 Overhead A high priority poke with the handle of Roll's broom. This cancels into itself, and can combo into charged j.236A for a wallbounce and a combo when hit air to air. It can also be used as an instant overhead, where it combos into uncharged j.236a.
j.B 7 5 - - 1120 Overhead A downward angled kick, relatively fast but mostly used for combo filler.
j.C 11 8 - - 2240 Overhead A cornerstone of Roll's game. This move has very high priority with fast startup for a j.C and a massive disjointed hitbox. Since it knocks down air to air, you can usually convert some sort of OTG sweep off of it. It has relatively short hitstun for a j.C, making it difficult to combo off of normally. Roll players should get used to up-cancelling it into j.A to reliably convert off of IAD.C

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 - - - - - Same animation as Roll's j.C.
Counter Tag 27 - - - - - Same animation as Roll's 236 special. Unfortunately Roll doesn't get the normal extension of "just launch" after this crossover counter, so you have to come up with some other options such as jump attacks or just doing an OTG sweep afterward.
Assist
(Roll Splash)
55 - - - 1200(640) Projectile
no Autocorrect
Potentially Roll's strongest aspect, this assist is extremely enabling for certain characters and is one of the best in the game. The initial attack is a projectile that doesn't travel very far but has a good hitbox that protects in front and slightly above the point character. This hit has a long hitstun against aerial, and staggers grounded opponents. If it misses, however, it leaves a puddle on the ground, which acts as an obstacle in neutral and also hits low, making it the only assist in the game that can enable high/low unblockables.
Forward Throw - - - - 4800 Throw It's a throw, use it as a reversal.
Back Throw - - - - 4800 Throw It's a throw, use it as a reversal.
Air Forward Throw - - - - 5600 Throw If used close to the ground in the corner, it can be comboed into an OTG super sweep, which is rare in TvC. Difficult to land against a good opponent but still worth noting.
Air Back Throw - - - - 5600 Throw It's a throw, use it as a reversal.

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Roll Power Up
214A/B/C
20 1 26 - - - Does what it says on the tin, gives roll a power-up. Roll's broom will begin to glow, slightly raising the damage on her attacks. The next time Roll uses a special, she will get the "powered up" version of the special, and the charge will be consumed.
Roll Broom Swing
236A/B/C
8/9/12 - - - 2800 Projectile Reflect A large swing with the broom, which reflects projectiles and knocks back opponents in front of Roll.
Roll Broom Swing - Charged
236A/B/C
8/10/12 - - - 4400 Projectile Reflect The charged version of the broom swing functions similarly, but adds a wall bounce effect to the hit. This is useful for converting combos such as off of 6B or 2C.
Aerial Roll Broom Swing
j.236A/B/C
8/10/12 - - - 2000/2400/2800 Projectile Reflect Similar to the broom swing, but in the air. When hitting air to air, the A version simply knocks the opponent back a bit, but the B and C versions cause hard knockdown, which enables her corner loops. However, the A version will maintain grounded when hitting a grounded opponent, which can help Roll convert off of her j.A instant overhead, while the charged version becomes too slow.
Aerial Roll Broom Swing - Charged
j.236A/B/C
11/11/12 - - - 3600/4000/4400 Projectile Reflect The charged version of the broom swing functions similarly, but adds a wall bounce effect to the hit. The different versions not only do different damage, but wallbounce at different angles, enabling various conversions and combos.
Roll Splash
623A/B/C
29 - - - 1200(640) Projectile The same move as roll's assist. Difficult to combo into or out of, not very useful as a neutral tool. However, sweeping up the puddles produced by this can give a damage boost.
Roll Splash - Charged
623A/B/C
29 - - - 6136 Projectile The powered up version of Roll's splash attack goes full screen in a straight line, hitting enemies multiple times if it hits. Although neither are particularly useful, this feels worse than the uncharged version.
Roll Mop Up
[4]6A/B/C
17/19/22 - - - 359(1516)/949(2151)/1722(3014) - Roll's signature move, she moves forward across the screen, hitting many times. Mostly used for its OTG properties. If you mash the button that you used to initiate the sweep, roll will stop in place and sweep furiously at the ground. The numbers in parentheses show the mashed damage numbers. If the Mop Up travels over a puddle, it will consume it, granting Roll a 10% damage boost for the rest of the match, stacking up to 5 times for a total 50% (!) damage boost.
Roll Mop Up - Charged
[4]6A/B/C
22/25/32 - - - 1722(4030)/3051(6051)/4471(8391) - The charged version of the Mop Up has slower startup, but higher damage. The mashed version has a large flame effect added and does significant damage.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Roll Mop Up turbo
[4]6A+B
1+6 - - - 15783 - The super version of Roll's signature Mop Up special. The Mop Up Turbo does a large amount of damage and has some unique properties. If it hits a standing opponent and the last hit connects in the corner, you can follow up with a 2nd Mop Up Turbo OTG, essentially linking the super into itself. However if the super hits OTG, it is unsafe on hit, so make sure it either kills or you have something safe to DHC into. If you begin this super on top of one of Roll's puddles, the puddle is consumed, instantly granting Roll all 5 levels of her damage increase, a 50% damage increase for the rest of the match.
Roll Down Time
214A+B
1+12 23 59 - 0 - Roll summons an orb, which descends from the top of the screen to her position. If it touches Roll or another robot, it heals them, but if it contacts a human character, it will stagger them, regardless of if they are a partner or not.
Oh. No. You. Didn't!
623A+B
3+3 - - - 16560 - Roll's level 3, she sweeps in front of her, making a small fire which is the hitbox of this attack. If the enemy is hit by this fire, they are ignited, staggering away, as Roll dumps a huge bucket of water on their head to put the fire out. This move can hit OTG, but will not trigger the cinematic, doing significantly less damage.

The Basics

Uncharged midscreen combo: 2a,5b,2b,5c,3c, j.abb, dj.bb, 236c/j.c

Charged midscreen combo: 2a,5b,2b,5c,3c, j.abb, dj.bb, 236c ground dash, 3c, j.abb, dj.bb, 236c/j.c

Advanced Strategy

Match-Ups