Lichmassacre (talk | contribs) m (Formatting cleanup. Moved Basic Tips under strategy.) |
Lichmassacre (talk | contribs) m (→Hyer Combos: Formatting cleanup. Standard to follow for all moves moving forward.) |
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==Hyer Combos== | ==Hyer Combos== | ||
Hyper Roll | <font style="visibility:hidden" size="0">Hyper Roll</font> | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=QCF + PP | |||
|data= | |||
{{AttackData-Marvel vs Capcom | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property=Ground/air super | |||
|description=Just like the Hyper Mega Man, 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. | |||
}} | |||
}} | |||
QCF + | <font style="visibility:hidden" size="0">Rush Drill</font> | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=QCF + KK | |||
|data= | |||
{{AttackData-Marvel vs Capcom | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property=Ground super | |||
|description= | |||
}} | |||
}} | |||
<font style="visibility:hidden" size="0">Beat Plane</font> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=HCB + KK | |||
|data= | |||
{{AttackData-Marvel vs Capcom | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Property=Ground/air super | |||
|description= Roll's slowest super. | |||
}} | |||
}} | |||
= Strategy = | = Strategy = |
Revision as of 16:52, 24 December 2020
Introduction
The one and only robot master and Mega Man's sister, Roll! Coming straight out of Mega Man 8, Roll invades the Marvel VS Capcom scene as a secret joke character, mirroring much of Mega Man's own moves. Cuteness, jokes and her rocking anime theme song aside, as you can probably guess from being a joke character, she sucks. While being small helps in her favor by making her more nimble, that also means her normals have abysmal range, her specials have lengthy recovery and startup, she deals less damage overall, and is unequivocally the weakest character in the game. You'll be fighting an uphill battle with her, regardless of your team composition. Although if it makes you feel better, she's not as bad as her MVC2 counterpart. Still, she can be pretty fun in her own right, and if you manage to win a match with her, you get to enjoy the glory of beating your opponent with her.
Pros | Cons |
---|---|
|
|
How To Select Roll
Go to Zangief's box, then move the cursor like so: 4, 4, 2, 2, 6, 6, 2, 2, 4, 4, 8, 6, 8, 8, 6, 6
The last right (6) will move you to Roll's box on the right of Megaman's. Do note that if you attempt to select Roll as the second character, the game will prevent the code from working if the first character is not a secret character (such as Strider). The first character's selection box will overlap the cursor, causing it to skip the character and prevent the code from working.
Move List
Roll Buster (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.
Hyer Combos
Hyper Roll
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air super | |
Just like the Hyper Mega Man, 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
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super |
Beat Plane
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air super | |
Roll's slowest super. |
Strategy
Basic Tips
Launchers:
HK
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
AC Finisher: HP, HK
Advanced
Team Setups
Combos
Combo | Damage | Notes |
j.LP, d.c.LK, c.MK, c.HK, (LP) Tornado Hold (OTG) or Roll Buster | ||
d.c.LK, c.MK, c.HK, Rush Drill (OTG) | ||
Flower Bouquet, c.HK, Rush Drill (OTG) | ||
d.c.LK, c.MK, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Roll Buster | ||
Leaf Shield, d.s..LK, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Fire Leaf Shield | ||
d.s.LK, s.HK, s.j.LP, s.j.MP, Hyper Roll | ||
Tornado Hold, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Roll Buster | Corner only |