Marvel vs Capcom 2/Roll: Difference between revisions

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= Introduction =
{{MVC2 Character Intro|char= roll|full=Roll|short=ROL|content=
----
== Character Overview ==
= Colors =  
Roll is [[Mega Man (MvC2)|Mega Man]]'s little sister.  She is a robot designed by Dr. Light, and was not designed for fighting.


'''LP''' http://i11.photobucket.com/albums/a154/magnetro/LP-19.jpg '''HP''' http://i11.photobucket.com/albums/a154/magnetro/HP-19.jpg '''A1''' http://i11.photobucket.com/albums/a154/magnetro/A1-20.jpg


'''LK''' http://i11.photobucket.com/albums/a154/magnetro/LK-19.jpg '''HK''' http://i11.photobucket.com/albums/a154/magnetro/HK-20.jpg '''A2''' http://i11.photobucket.com/albums/a154/magnetro/A2-20.jpg
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]].


----


Roll is [[Mega Man (MvC2)|Mega Man]]'s little sister. She is a robot designed by Dr. Light, and was not designed for fighting. Thus she holds the distinction of being the worst character in [[Marvel vs Capcom 2]], 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 List =
== 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
}}
}}


== Normal Moves ==
== Moves List ==


== Special Moves ==
=== Assists ===
{|
{{MoveData
!Roll Buster
|image=
|-
|caption={{lp}} Roll Buster
|QCF+P (air, OTGs)
|name=Projectile
|-
|subtitle=[[File:Alpha.png]]
!Weapon Activation
|input={{a1}} // {{a2}}
|-
|data=
|QCB+P
{{AssistData-MVSC2
|-
|Damage=
!Flowers
|Startup=
|-
|Active=
|F,D,DF+P (air)
|Recovery=
|-
|AlphaCounter={{lp}} Roll Buster
!Summon Rockball Power-Up
|TeamHyperCombo=Hyper Roll
|-
|description=
|QCF+K
}}
|-
}}<br>
!Summon Leaf Shield Power-Up
|-
|QCB+K
|-
!Summon Tornado Hold Power-Up
|-
|F,D,DF+K
|-
!Double Jump
|-
|Jump again...
|}


Eddie brings you the power-ups, and releases them when he's about a body width away from youYou must claim them by moving through them. Note that an opponent's Mega Man or Roll can take your power-up.
{{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>


The Tornado Hold OTGsIt 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.
{{MoveData
<br>
|image=
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.
|caption={{hp}} Flowers
<br>
|name=Balance
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 QCF+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.
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
  |Damage=
|Startup=
|Active=
  |Recovery=
  |AlphaCounter={{lp}} Roll Buster
  |TeamHyperCombo=Hyper Roll
|description=
  }}
}}<br>


== Super Moves ==
=== 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.
!Hyper Roll
|-
|QCF+2P (mashable)
|-
!Beat Plane
|-
|QCF+2K (mash kicks for bombs, punches for bullets, can move plane in any direction)
|-
!Rush Drill
|-
|QCB+2K (mash to drill faster, can move forward/backward or jump)
|}


Hyper Roll is pretty much her only useful super, but it's a nerfed non-chipping version of Hyper Mega Man.


The Plane and Drill have both been badly nerfed since MvC1.
==== Ground Normals ====


Roll's Beat Plane cannot be started from the air - it is ground only, for no good reasonYou can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chipEnding it by moving to the far side of the screen as close to the ground as possible is usually the safestYou 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.
{{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>


You only want to use the Drill if you're showing offThe drill is invincible once started.
{{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>


== Assist Moves ==
{{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
!Type
|image=
!Assist
|caption=
!Counter
|name= Medium Kick
!Team Hyper Combo
|linkname= 5MK
|-
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
!A
|data=
|LP Roll Buster
{{AttackData-MVSC2
|LP Roll Buster
|Damage=
|Hyper Roll
|Startup=
|-
|Active=
!B
|Recovery=
|HP Flowers
|Guard=
|HP Flowers
|Special Property=
|Hyper Roll
|Cancel=
|-
|Adv. Hit= 
!Y
|Adv. Guard= 
|HP Flowers
|Adv. Pushblock= 
|LP Roll Buster
|description=
|Hyper Roll
}}
|}
}}<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>


= The Basics =
{{MoveData
Roll is a joke character in Marvel, and as such is almost impossible to use competitivelyShe doesn't do much damage and she has nothing really to abuseShe works OK with [[Tron Bonne (MvC2)|Tron]]'s Projectile assist, as all low tier characters do, but that's only if you get Tron to do the damage for you.
|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>


= Advanced Strategy =
{{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>


[[Category:Marvel Vs. Capcom 2]]
{{MoveData
[[Category:Roll]]
|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
  • Double Jump: She has a double jump, that's pretty cool.
  • Small Body: She is tiny, so she is harder to combo.
  • 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.
MVC2 roll art.png

Character Summary

Special Moves

Roll Buster Airok.png
  • Qcf.png+P.png
Weapon Activation
  • Qcb.png+P.png
Flowers Airok.png
  • Dp.png+P.png
Summon Rockball Power-up
  • Qcf.png+K.png
Summon Leaf Shield Power-up
  • Qcb.png+K.png
Summon Tornado Hold Power-up
  • Dp.png+K.png
Wall Bounce
  • While touching a wall, jump away from the wall.
Hyper Combos

Hyper Roll Airok.png
  • Qcf.png+Lp.pngHp.png Mash for damage.
Beat Plane
  • Qcb.png+Lk.pngHk.png Move plane in any direction. P.png fires a shot, K.png fires a bomb.
Rush Drill
  • Qcf.png+Lk.pngHk.png Use directions to move forward/backward/jump. Mash for damage.
Assist Types

Type α - Projectile Type
  • Assist: Lp.png Roll Buster
  • Counter: Lp.png Roll Buster
  • Combination: Hyper Roll
Type β - Anti Air Type
  • Assist: Hp.png Flowers
  • Counter: Hp.png Flowers
  • Combination: Hyper Roll
Type γ - Balance Type
  • Assist: Hp.png Flowers
  • Counter: Lp.png Roll Buster
  • Combination: Hyper Roll

Moves List

Assists

Projectile
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Lp.png Roll Buster Hyper Roll


Anti-air
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Flowers Hyper Roll


Balance
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Lp.png Roll Buster Hyper Roll


Normal Moves

-When grounded, Roll has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
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 Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

While airborne U.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Double Jump
While airborne U.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Universal Mechanics

Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Launchers higher than standard HK.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Special Moves

Specials

Roll Buster
Qcb.png+P.png Airok.png
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...


Weapon Activation
Qcb.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Activates weapon. Default weapon is Rockball.


Flowers
Dp.png+P.png Airok.png
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.


Summon Rockball Power-Up
Qcf.png+K.png
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.


Summon Leaf Shield Power-Up
Qcb.png+K.png
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.


Summon Tornado Hold Power-Up
Dp.png+K.png
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

Hyper Roll
Qcf.png+Lp.pngHp.png Airok.png
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.


Beat Plane
Qcb.png+Lk.pngHk.png
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.



Rush Drill
Qcf.png+Lk.pngHk.png
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: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-roll.png



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