Tatsunoko vs Capcom: Ultimate All Stars/Roll: Difference between revisions

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|notes=OTG super version of Roll Mop Up. Can link into itself in the corner.
|notes=The super version of Roll's signature Mop Up special. The Mop Up Turbo does a large amount of damage and has some unique properties. If it hits a standing opponent and the last hit connects in the corner, you can follow up with a 2nd Mop Up Turbo OTG, essentially linking the super into itself. However, if the super hits OTG, it is unsafe on hit, so make sure it either kills or you have something safe to DHC into. If you begin this super on top of one of Roll's puddles, the puddle is consumed, instantly granting Roll all 5 levels of her damage increase, a 50% damage increase for the rest of the match.
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|notes=Heals Roll and robots, staggers human characters on contact.
|notes=Roll summons an orb, which descends from the top of the screen to her position. If it touches Roll or another robot, it heals them, but if it contacts a human character, it will stagger them, regardless of if they are a partner or not.
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|damage=16560
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|notes=Roll's level 3, hits OTG. Hits with a fire hitbox and causes cinematic.
|notes=Roll's level 3, she sweeps in front of her, making a small fire which is the hitbox of this attack. If the enemy is hit by this fire, they are ignited, staggering away, as Roll dumps a huge bucket of water on their head to put the fire out. This move can hit OTG, but will not trigger the cinematic, doing significantly less damage.
Useable on Giants
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{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 16:42, 22 October 2024

Introduction

Everyone rumored, no one believed.

The comeback we were all yearning for.

Roll, truly the last and greatest Ultimate All-Star of our time, finally emerges from her brother's shadow in Tatsunoko vs. Capcom. Going from a virtually unplayable clone of Mega Man in Marvel vs. Capcom 2, so bad that even Servbot is more viable, Roll has been given her own original moveset based around her lethal housekeeping skills and her hi-tech broom.

Roll is a unique character in TvC. She's used mostly on anchor due to her strong assist and ability to control neutral with her notorious j.C. She can do situationally very high damage with 2 separate power up mechanics, but can have problems converting off of some hits. She is also the undisputed ruler of unburstable damage, with a number of OTG hits that can not be escaped.

Strengths Weaknesses
  • Small body privilege
  • Relaunches from anywhere on the screen
  • Healing
  • Can pump out unburstable damage when needed
  • Good DHCs
  • Splash powerup gives her an insane damage boost
  • Assist is annoyingly good
  • Can wavedash her air dash
  • Normals are a little stubby
  • Can't convert off j.C normally like the rest of the cast
  • Despite her overhead being good her followup options are limited unless she gambles on baroque
  • Health isn't lowest but is down there
TVC Roll Art.png

Move List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 2 13 - 720 - The fastest normal in the game at 4f. Rapid fire capable, but extremely short range.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 4 10 - 640 Low A short-range low kick. Lower damage and slower startup, but longer range compared to 5A.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 5(7)4 5 - 1716 - A two-hit broom attack with low recovery, positive on block and hit. Can link into itself or j.A.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 3 - - 1360 Low A fast low-hitting normal with a deceptively long range. Can convert into 5H in combo strings.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20 5 - - 1840 Overhead A single-hit overhead, cancelable into specials or supers. Can baroque for a full combo.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 6 - - 2800 - Important combo filler and can lead into launcher from normal magic series.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 3 - - 2240 Low A sweep with long range, useful for mixing up after 6B. Can convert into OTG damage with sweep special or wallbounce.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 2 - - 2400 Launcher Roll's launcher, reliably combos off of 5C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 12 - - 640 Overhead High-priority poke with broom handle, can combo into charged j.236A for a wall bounce air-to-air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 5 - - 1120 Overhead Downward-angled kick, mostly used for combo filler.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 8 - - 2240 Overhead Cornerstone of Roll's game with high priority and massive hitbox. Often hits air-to-air and can convert OTG sweep.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 - - - - - Same animation as Roll's j.C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 27 - - - - - Same animation as Roll's 236 special.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist
(Roll Splash)
55 - - - 1200(640) Projectile
no Autocorrect
One of the best assists in the game. Projectile with a good hitbox and hits low, enabling high/low unblockables.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4800 Throw Use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw Use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw Can combo into OTG super sweep if close to the ground in the corner.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw Use it as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20 1 26 - - - Roll's broom glows, raising damage. Consumed after next special.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8/9/12 - - - 2800 Projectile Reflect Reflects projectiles and knocks back opponents.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Roll Broom Swing - Charged
Power up -> 236X
8/10/12 - - - 4400 Projectile Reflect Charged version adds wall bounce, enabling combo conversions.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
29 - - - 1200(640) Projectile The same move as Roll's assist, hard to combo into or out of.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Roll Splash - Charged
Power Up ' -> 623X
29 - - - 6136 Projectile Full screen hit with multiple hits. Less useful than uncharged.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

17/19/22 - - - 359(1516)/949(2151)/1722(3014) - Multi-hit sweep that consumes puddles for a damage boost. Can mash to increase damage.


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

1+6 - - - 15783 - The super version of Roll's signature Mop Up special. The Mop Up Turbo does a large amount of damage and has some unique properties. If it hits a standing opponent and the last hit connects in the corner, you can follow up with a 2nd Mop Up Turbo OTG, essentially linking the super into itself. However, if the super hits OTG, it is unsafe on hit, so make sure it either kills or you have something safe to DHC into. If you begin this super on top of one of Roll's puddles, the puddle is consumed, instantly granting Roll all 5 levels of her damage increase, a 50% damage increase for the rest of the match.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


1+12 23 59 - 0 - Roll summons an orb, which descends from the top of the screen to her position. If it touches Roll or another robot, it heals them, but if it contacts a human character, it will stagger them, regardless of if they are a partner or not.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

3+3 - - - 16560 - Roll's level 3, she sweeps in front of her, making a small fire which is the hitbox of this attack. If the enemy is hit by this fire, they are ignited, staggering away, as Roll dumps a huge bucket of water on their head to put the fire out. This move can hit OTG, but will not trigger the cinematic, doing significantly less damage. Useable on Giants

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants