Marvel vs Capcom/Roll: Difference between revisions

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m (Formatting cleanup. Moved Basic Tips under strategy.)
m (→‎Hyer Combos: Formatting cleanup. Standard to follow for all moves moving forward.)
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==Hyer Combos==
==Hyer Combos==


Hyper Roll (ground, air)
<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 + PP
<font style="visibility:hidden" size="0">Rush Drill</font>
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.
{{MoveData
|image=
|caption=
|name=QCF + KK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
  |Property=Ground super
|description=
}}
}}


Rush Drill (ground)
<font style="visibility:hidden" size="0">Beat Plane</font>
 
{{MoveData
QCF + KK
|image=
Same
|caption=
 
|name=HCB + KK
Beat Plane (ground, air)
|data=
 
{{AttackData-Marvel vs Capcom
HCB + KK
|Damage=
Same, except it seems to come out slower.
|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

Mvc1roll.gif


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
  • Small hitbox
  • Easy to learn and funny to play
  • She has a new zoning anti-air move
  • She has her own theme song compared to the other hidden characters
  • Lowest Stamina in the game along with Carnage
  • More Unsafe Hypers than Mega Man
  • Extended version of her song is only available in the Japanese version

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

QCF + PP
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

QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

Beat Plane

HCB + KK
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