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{{MVC2 Character Intro|char= | {{MVC2 Character Intro|char= roll|full=Roll|short=ROL|content= | ||
== Character Overview == | == Character Overview == | ||
Mega Man ( | 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 [[https://wiki.supercombo.gg/w/Marvel vs Capcom|Marvel vs. Capcom]] as a secret character. Roll returns and this game 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 | '''TO-DO''': Add frame data, as well as missing sprites | ||
== Gameplay == | == Gameplay == | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | * '''Double Jump:''' She has a double jump, that's pretty cool. | ||
* ''' | * '''Small Body:''' She is tiny, so she is harder to combo. | ||
|cons= | |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= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube>https://youtu.be/ | <center><youtube>https://youtu.be/6xpH2XSJl98?si=hNnBrV5EVCiQAhpK</youtube></center> | ||
}} | }} | ||
}} | }} | ||
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|content1= | |content1= | ||
{{Content Box|header=Special Moves |content= | {{Content Box|header=Special Moves |content= | ||
;Roll Buster {{airok}} | |||
*{{qcf}}+{{p}} | |||
;Weapon Activation | ;Weapon Activation | ||
*{{ | *{{qcb}}+{{p}} | ||
; | ;Flowers {{airok}} | ||
*{{dp}}+{{p}} | *{{dp}}+{{p}} | ||
;Summon Rockball Power-up | ;Summon Rockball Power-up | ||
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|content2= | |content2= | ||
{{Content Box|header=Hyper Combos |content= | {{Content Box|header=Hyper Combos |content= | ||
;Hyper | ;Hyper Roll {{airok}} | ||
*{{qcf}}+{{lp}}{{hp}} Mash for damage. | *{{qcf}}+{{lp}}{{hp}} Mash for damage. | ||
;Beat Plane | ;Beat Plane | ||
*{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb. | *{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb. | ||
;Rush Drill | ;Rush Drill | ||
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{{Content Box|header=Assist Types |content= | {{Content Box|header=Assist Types |content= | ||
;Type α - Projectile Type | ;Type α - Projectile Type | ||
*Assist: {{ | *Assist: {{lp}} Roll Buster | ||
*Counter: {{ | *Counter: {{lp}} Roll Buster | ||
*Combination: Hyper | *Combination: Hyper Roll | ||
;Type β - Anti Air Type | ;Type β - Anti Air Type | ||
*Assist: {{hp}} | *Assist: {{hp}} Flowers | ||
*Counter: {{hp}} | *Counter: {{hp}} Flowers | ||
*Combination: Hyper | *Combination: Hyper Roll | ||
;Type γ - Balance Type | ;Type γ - Balance Type | ||
*Assist: {{hp}} | *Assist: {{hp}} Flowers | ||
*Counter: {{ | *Counter: {{{lp}} Roll Buster | ||
*Combination: Hyper | *Combination: Hyper Roll | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption={{ | |caption={{lp}} Roll Buster | ||
|name=Projectile | |name=Projectile | ||
|subtitle=[[File:Alpha.png]] | |subtitle=[[File:Alpha.png]] | ||
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|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter={{ | |AlphaCounter={{lp}} Roll Buster | ||
|TeamHyperCombo=Hyper | |TeamHyperCombo=Hyper Roll | ||
|description= | |description= | ||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption={{hp}} | |caption={{hp}} Flowers | ||
|name=Anti-air | |name=Anti-air | ||
|subtitle=[[File:Beta.png]] | |subtitle=[[File:Beta.png]] | ||
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|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter={{hp}} | |AlphaCounter={{hp}} Flowers | ||
|TeamHyperCombo=Hyper | |TeamHyperCombo=Hyper Roll | ||
|description= Mega Uppercut as an assist. | |description= Mega Uppercut as an assist. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption={{hp}} | |caption={{hp}} Flowers | ||
|name=Balance | |name=Balance | ||
|subtitle=[[File:Gamma.png]] | |subtitle=[[File:Gamma.png]] | ||
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|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter={{ | |AlphaCounter={{lp}} Roll Buster | ||
|TeamHyperCombo=Hyper | |TeamHyperCombo=Hyper Roll | ||
|description= Same as Projectile but you get the uppercut for your alpha counter. | |description= Same as Projectile but you get the uppercut for your alpha counter. | ||
}} | }} |
Revision as of 16:13, 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 [vs Capcom|Marvel vs. Capcom] as a secret character. Roll returns and this game 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 |
Mega Uppercut as an assist. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Roll |
Same as Projectile but you get the uppercut for your alpha counter. |
Normal Moves
-When grounded, Mega Man 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 | |
- | - | - | - | - | |
Grounded Mega Buster. Hold to charge. |
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 | |
- | - | - | - | - | |
Grounded Buster. Hold to charge. |
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, Mega Man 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 | |
- | - | - | - | - | |
Air Buster. Hold to charge. |
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 |
- | - | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Launcher (away) | - | - | - | - |
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 | |
- | - | - | - | - | |
Activates weapon. Default weapon is Tornado Hold. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His Dragon Punch is pretty paltry and not used too much - it can be useful for spacing, but his jump Buster is usually the better choice. |
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 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. |
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 | |
- | - | - | - | - | |
Mash buttons for more damage. Hyper Mega Man (HMM) combos very easily off his air combo and is fairly safe to DHC out of as long as you DHC while the projectiles are still on screen. It has an invulnerability frame just after start-up that you will want to learn to use effectively. That frame puts you offscreen temporarily, but you must DHC out if there is an onscreen projectile you are avoiding, as otherwise it may still hit you. HMM fires bullets downwards too, which may trick some people. If you HMM while they're offscreen and you see the combo counter go up (indicating they probably just ate two of the down-bullets) you can DHC to Cable HVB (or other super with quick-ish startup) and have it connect. The super does very poor chip damage and does not do effective damage unless the opponent is a body length away from you. As such HMM should never be used in the corner. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Start-up is slow and recovery is also slow: 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 invulnerable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him. ash 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:
,
,
.