(→Colors) |
No edit summary |
||
(17 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
{{MVC2 Character Intro|char= roll|full=Roll|short=ROL|content= | |||
== Character Overview == | |||
Roll is [[Mega Man (MvC2)|Mega Man]]'s little sister. She is a robot designed by Dr. Light, and was not designed for fighting. | |||
First seen in the VS series in Marvel vs. Capcom as a secret character. Roll returns in this game and has often been called the worst character in the game, owning her own special lowly, "Roll Tier" in the [[Tiers (MvC2)|Marvel tiers]]. | |||
'''TO-DO''': Add frame data, as well as missing sprites | |||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content='''Mega Man''' is a zoner with that has many different projectiles. His main strengths lies in his Buster shot. | |||
{{ProConTable | |||
|pros= | |||
* '''Double Jump:''' She has a double jump, that's pretty cool. | |||
* '''Small Body:''' She is tiny, so she is harder to combo. | |||
|cons= | |||
* '''Poor range:''' Her standard buttons are absolutely tiny, making it difficult to even hit other characters. | |||
* '''Weak Damage:''' When she does get a hit, she can't convert into damage solo, even with meter. | |||
* '''Zero Health:''' 137% damage modifier. Tied for the worst in the game, she cannot take hits. | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>https://youtu.be/6xpH2XSJl98?si=hNnBrV5EVCiQAhpK</youtube></center> | |||
}} | |||
}} | |||
}} | |||
= Moves | == Character Summary == | ||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves |content= | |||
;Roll Buster {{airok}} | |||
*{{qcf}}+{{p}} | |||
;Weapon Activation | |||
*{{qcb}}+{{p}} | |||
;Flowers {{airok}} | |||
*{{dp}}+{{p}} | |||
;Summon Rockball Power-up | |||
*{{qcf}}+{{k}} | |||
;Summon Leaf Shield Power-up | |||
*{{qcb}}+{{k}} | |||
;Summon Tornado Hold Power-up | |||
*{{dp}}+{{k}} | |||
;Wall Bounce | |||
* While touching a wall, jump away from the wall. | |||
}} | |||
|content2= | |||
{{Content Box|header=Hyper Combos |content= | |||
;Hyper Roll {{airok}} | |||
*{{qcf}}+{{lp}}{{hp}} Mash for damage. | |||
;Beat Plane | |||
*{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb. | |||
;Rush Drill | |||
*{{qcf}}+{{lk}}{{hk}} Use directions to move forward/backward/jump. Mash for damage. | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Types |content= | |||
;Type α - Projectile Type | |||
*Assist: {{lp}} Roll Buster | |||
*Counter: {{lp}} Roll Buster | |||
*Combination: Hyper Roll | |||
;Type β - Anti Air Type | |||
*Assist: {{hp}} Flowers | |||
*Counter: {{hp}} Flowers | |||
*Combination: Hyper Roll | |||
;Type γ - Balance Type | |||
*Assist: {{hp}} Flowers | |||
*Counter: {{lp}} Roll Buster | |||
*Combination: Hyper Roll | |||
}} | |||
}} | |||
== | == Moves List == | ||
== | === Assists === | ||
{| | {{MoveData | ||
|image= | |||
| | |caption={{lp}} Roll Buster | ||
| | |name=Projectile | ||
| | |subtitle=[[File:Alpha.png]] | ||
|input={{a1}} // {{a2}} | |||
| | |data= | ||
{{AssistData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
| | |Active= | ||
| | |Recovery= | ||
| | |AlphaCounter={{lp}} Roll Buster | ||
|TeamHyperCombo=Hyper Roll | |||
| | |description= | ||
| | }} | ||
| | }}<br> | ||
| | |||
{{MoveData | |||
|image= | |||
|caption={{hp}} Flowers | |||
|name=Anti-air | |||
|subtitle=[[File:Beta.png]] | |||
|input={{a1}} // {{a2}} | |||
|data= | |||
{{AssistData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|AlphaCounter={{hp}} Flowers | |||
|TeamHyperCombo=Hyper Roll | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption={{hp}} Flowers | |||
<br> | |name=Balance | ||
|subtitle=[[File:Gamma.png]] | |||
|input={{a1}} // {{a2}} | |||
|data= | |||
{{AssistData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|AlphaCounter={{lp}} Roll Buster | |||
|TeamHyperCombo=Hyper Roll | |||
|description= | |||
}} | |||
}}<br> | |||
== | === Normal Moves === | ||
-When grounded, Roll has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree. | |||
| | |||
==== Ground Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5{{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{| | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Medium Kick | |||
|linkname= 5MK | |||
|- | |input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects | ||
|data= | |||
| | {{AttackData-MVSC2 | ||
| | |Damage= | ||
| | |Startup= | ||
| | |Active= | ||
|Recovery= | |||
| | |Guard= | ||
| | |Special Property= | ||
| | |Cancel= | ||
| | |Adv. Hit= | ||
|Adv. Guard= | |||
| | |Adv. Pushblock= | ||
| | |description= | ||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= {{launch}} | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
= | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
= | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Crouching Medium Punch | |||
|linkname= 2MP | |||
|input= 2{{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= 2{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
[[ | {{MoveData | ||
[[Category: | |image= | ||
|caption= | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Heavy Kick | |||
|linkname= 2HK | |||
|input= 2{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Slide. | |||
}} | |||
}}<br> | |||
==== Air Normals ==== | |||
-When in the Normal Jump state, Roll has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree. | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Light Punch | |||
|linkname= j.LP | |||
|input= j.{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Medium Punch | |||
|linkname= j.MP | |||
|input= {{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Heavy Punch | |||
|linkname= j.HP | |||
|input= j.{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Light Kick | |||
|linkname= j.LK | |||
|input= j.{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Medium Kick | |||
|linkname= j.MK | |||
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Heavy Kick | |||
|linkname= j.HK | |||
|input= j.{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
==== Command Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= | |||
|linkname= | |||
|input=While airborne {{u}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Double Jump | |||
|linkname=Double Jump | |||
|input=While airborne {{u}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
=== Universal Mechanics === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Universal Launcher (Kick) | |||
|linkname= Universal Launcher (Kick) | |||
|input= 3{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Launcher (away) | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Launchers higher than standard HK. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Throw (Punch) | |||
|linkname= Throw (Punch) | |||
|input= 6{{hp}} // 4{{hp}} near opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Throw (Punch) | |||
|linkname= Air Throw (Punch) | |||
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Raw Tag | |||
|linkname= Raw Tag | |||
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Snap Back | |||
|linkname= Snap Back | |||
|input= {{qcf}} + A1 / A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}} | |||
=== Special Moves === | |||
====Specials==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Roll Buster | |||
|linkname= Roll Buster | |||
|input= {{qcb}}+{{p}} {{airok}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Does half the damage that Mega Man's Buster does even though it's a special motion. Makes Roll float upwards in the air, giving it extremely long recovery... | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Weapon Activation | |||
|linkname= Weapon Activation | |||
|input= {{qcb}}+{{p}} {{airok}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description=Activates weapon. Default weapon is Rockball. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Flowers | |||
|linkname= Flowers | |||
|input= {{dp}}+{{p}} {{airok}} | |||
|input2= | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Throws a flower bouquet into the air and it slowly floats down. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Summon Rockball Power-Up | |||
|linkname= Summon Rockball Power-Up | |||
|input= {{qcf}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Summon Leaf Shield Power-Up | |||
|linkname= Summon Leaf Shield Power-Up | |||
|input= {{qcb}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCB+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Summon Tornado Hold Power-Up | |||
|linkname= Summon Tornado Hold Power-Up | |||
|input= {{dp}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important. | |||
}} | |||
}}<br> | |||
=== Hyper Combos === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Hyper Roll | |||
|linkname= Hyper Roll | |||
|input= {{qcf}}+{{lp}}{{hp}} {{airok}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Hyper Roll is pretty much her only useful super, but it's simply a nerfed non-chipping version of Hyper Mega Man. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Beat Plane | |||
|linkname= Beat Plane | |||
|input= {{qcb}}+{{lk}}{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Roll's Beat Plane cannot be started from the air - it is ground only, for no good reason. You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulernable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him. | |||
Mash kicks for bombs, punches for bullets, can move plane in any direction. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Rush Drill | |||
|linkname= Rush Drill | |||
|input= {{qcf}}+{{lk}}{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery. | |||
}} | |||
}}<br> | |||
== Other == | |||
=== Colors === | |||
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}. | |||
[[Image:Mvc2-roll.png]] | |||
{{Navbox-MVC2}} | |||
[[Category: Marvel Vs. Capcom 2]] |
Latest revision as of 18:13, 9 September 2024
Character Overview
Roll is Mega Man's little sister. She is a robot designed by Dr. Light, and was not designed for fighting.
First seen in the VS series in Marvel vs. Capcom as a secret character. Roll returns in this game and has often been called the worst character in the game, owning her own special lowly, "Roll Tier" in the Marvel tiers.
TO-DO: Add frame data, as well as missing sprites
Gameplay
Mega Man is a zoner with that has many different projectiles. His main strengths lies in his Buster shot.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Roll Buster
+
- Weapon Activation
+
- Flowers
+
- Summon Rockball Power-up
+
- Summon Leaf Shield Power-up
+
- Summon Tornado Hold Power-up
+
- Wall Bounce
- While touching a wall, jump away from the wall.
- Hyper Roll
+
Mash for damage.
- Beat Plane
+
Move plane in any direction.
fires a shot,
fires a bomb.
- Rush Drill
+
Use directions to move forward/backward/jump. Mash for damage.
- Type α - Projectile Type
- Assist:
Roll Buster
- Counter:
Roll Buster
- Combination: Hyper Roll
- Type β - Anti Air Type
- Assist:
Flowers
- Counter:
Flowers
- Combination: Hyper Roll
- Type γ - Balance Type
- Assist:
Flowers
- Counter:
Roll Buster
- Combination: Hyper Roll
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Roll |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Roll |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Roll |
Normal Moves
-When grounded, Roll has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
![]() |
- | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Slide. |
Air Normals
-When in the Normal Jump state, Roll has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (away) | - | - | - | - | |
Launchers higher than standard HK. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Specials
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Does half the damage that Mega Man's Buster does even though it's a special motion. Makes Roll float upwards in the air, giving it extremely long recovery... |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Activates weapon. Default weapon is Rockball. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Throws a flower bouquet into the air and it slowly floats down. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCB+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Hyper Roll is pretty much her only useful super, but it's simply a nerfed non-chipping version of Hyper Mega Man. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Roll's Beat Plane cannot be started from the air - it is ground only, for no good reason. You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulernable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him. Mash kicks for bombs, punches for bullets, can move plane in any direction. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery. |
Other
Colors
First row: ,
,
. Second row:
,
,
.