Marvel vs Capcom/Roll: Difference between revisions

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= Move List =
= Move List =
1) Roll Buster - D,DF,F+P
Go to Zangief's box.
It's a fireball, alright, but it's NOT cheap! For starters, you
Move L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R
  can't rain an opponent with this move because it has a lame execution
The last right will move you to Roll's box at the right of Megaman's.
  time compared to Ryu's and the others'.  


Second, you have to do the down-
Roll's moves
  forward motion to do this move and that just makes it a lot more honorable
  compared to Megaman's HP-is-already-a-fireball. Finally, Roll's too
  weak to have any cheapy strategy and if ever some of you still think
  her moves are cheap, why don't you consider that as a compensation for
  her many disadvantages.
                                                                     
2) Bouquet Bomb - D,DB,B+P


Roll pulls up a bunch of flowers from beneath her skirt(no wonder
Note: Roll is small!  She's like half the size of MegaMan!  Because of this,
  they explode) and throws it at an arc depending on which P you used.
lot's of things won't hit or affect her.  For instance, she can slide under
  LP will make her throw high yet with short range. MP will make you apply
Ryu's Hadoken!  The Captain Storm is not effective on her!  She can WALK
  the standard arc and distance of your throw while the HP will just
under Onslaught's beam attack!  However, she has pathetic range and zippo
  throw at a 10degree arc but this move reaches ALMOST across the screen.
power on her normal moves. Still, she's fun (and funny) to play!
                                                                     
3) Item Call - D,DB,B+K


Some nutcase with legs falls from the sky, opens his head, and
Fireball (ground, air)
  out pops an item depending on which K you used. LK will yield a Megaball
  while the MK and HK will yield a Tornado Hold and a Leaf Shield repectively.
  This item falls on the ground and you have to walk to it to be able
  to pick it up. Once that is done, refer to the next move.
                                                                     
4) Item Use - D,DF,F+K
a) Megaball - you drop a pink-and-blue ball on the ground and nothing
                happens. What to do? Kick it! The ball will bounce back
                about three times on the sides of the screen and hopefully
                hit the opponent in the process.


b) Tornado Hold - Roll drops some kind of propeller on the ground and
QCF + punch
                    in an instant a mini-tornado is formed, Inflicting
Nope, you can't charge!  Plus this has the longest recovery time of any
                    some four hits of damage. Best done after a slide
fireball move.
                    K and before a corner air combo.


c) Leaf Shield - a circle of leaves suddenly surround you in an attempt
Flower Bomb Toss (ground, air)
                    to make you invulnerable to ANYTHING as long as that
 
                    anything doesn't combo. You can also repeat the item
HCB(QCB?) + punch
                    use code to launch your leaves, and even do it on the
This move's too funny!
                    rooftop.
 
Item Change (ground)
 
QCB + kick
Still the same as Megaman's
 
Item Use (ground)
 
QCF + kick
Same as Megaman's, just kick instead of punch.
 
SUPERS:
Hyper Roll (ground, air)
 
QCF + PP
Just like the Hyper MegaMan, except it's the Hyper Roll!  Plus, you won't hit
your opponent much with this super unless you nail them during activation
because the missiles and bombs and stuff come out way too slow.  The only
thing that's instantaneous is a laser that shoots out from her head but it
comes out too high to be of much use.  Also, it seems to come out slower as I
couldn't get it to combo in the air.
 
Rush Drill (ground)
 
QCF + KK
Same
 
Beat Plane (ground, air)
 
HCB + KK
Same, except it seems to come out slower


= Combos =
= Combos =


[[Category:Marvel_vs_Capcom]]
[[Category:Marvel_vs_Capcom]]

Revision as of 06:57, 3 May 2015

Introduction

Basic Tips

Move List

Go to Zangief's box. Move L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R The last right will move you to Roll's box at the right of Megaman's.

Roll's moves

Note: Roll is small! She's like half the size of MegaMan! Because of this, lot's of things won't hit or affect her. For instance, she can slide under Ryu's Hadoken! The Captain Storm is not effective on her! She can WALK under Onslaught's beam attack! However, she has pathetic range and zippo power on her normal moves. Still, she's fun (and funny) to play!

Fireball (ground, air)

QCF + punch Nope, you can't charge! Plus this has the longest recovery time of any fireball move.

Flower Bomb Toss (ground, air)

HCB(QCB?) + punch This move's too funny!

Item Change (ground)

QCB + kick Still the same as Megaman's

Item Use (ground)

QCF + kick Same as Megaman's, just kick instead of punch.

SUPERS: Hyper Roll (ground, air)

QCF + PP Just like the Hyper MegaMan, except it's the Hyper Roll! Plus, you won't hit your opponent much with this super unless you nail them during activation because the missiles and bombs and stuff come out way too slow. The only thing that's instantaneous is a laser that shoots out from her head but it comes out too high to be of much use. Also, it seems to come out slower as I couldn't get it to combo in the air.

Rush Drill (ground)

QCF + KK Same

Beat Plane (ground, air)

HCB + KK Same, except it seems to come out slower

Combos