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

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{{TVC Character Intro|char=Roll|content=
{{TVC Character Intro|char=Roll|content=


==Introduction==
==Introduction==
Line 15: Line 14:
* Small body privilege  
* Small body privilege  
* Relaunches from anywhere on the screen
* Relaunches from anywhere on the screen
* healing
* Healing
* Can pump out unburstable damage when needed
* Can pump out unburstable damage when needed
* Good DHCs
* Good DHCs
Line 29: Line 28:


}}
}}
==Move List==
===Normal Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
=Move List=
|[[File:Roll 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]]  
 
|4  
 
|2  
{{TvCOverviewHeader
|13  
|header=Normal Moves
|-  
|move=[[File:Roll 5A.webm|thumb|{{TvC-Colors|blue|'''5A'''}}]]
|720  
|startup=4
|-  
|active=2
|The fastest normal in the game at 4f. Rapid fire capable, but extremely short range.
|recovery=13
|-
|blockadv=-
| [[File:Roll 2A.webm|thumb|{{TvC-Colors|blue|'''2A'''}}]]  
|damage=720
|5  
|properties=-
|4  
|notes=The fastest normal in the game at 4f. Rapid fire capable, but extremely short range.
|10  
}}
|-  
 
|640  
{{TvCOverview
|Low  
|move=[[File:Roll 2A.webm|thumb|{{TvC-Colors|blue|'''2A'''}}]]
|A short range low kick. Lower damage and slower startup, but longer range compared to {{TvC-Colors|blue|'''5A'''}}, this move is a little easier to use and still tied for startup with the rest of the fastest jabs in the game.
|startup=5
|-
|active=4
|[[File:Roll 5B.webm|thumb|{{TvC-Colors|yellow|'''5B'''}}]]  
|recovery=10
|6  
|blockadv=-
|5(7)4  
|damage=640
|5  
|properties=Low
|-  
|notes=A short-range low kick. Lower damage and slower startup, but longer range compared to {{TvC-Colors|blue|'''5A'''}}.
|1716  
}}
|-  
 
|A two-hit broom attack, this move's extremely low recovery frames mean that this move is positive on block and hit, a rarity in this game. It links into other moves such as itself, or {{TvC-Colors|blue|j.A}}, leading to an infinite on large characters like Tekkaman.
{{TvCOverview
|-
|move=[[File:Roll 5B.webm|thumb|{{TvC-Colors|yellow|'''5B'''}}]]
| [[File:Roll 2B.webm|thumb|{{TvC-Colors|yellow|'''2B'''}}]]  
|startup=6
|7  
|active=5(7)4
|3  
|recovery=5
|-  
|blockadv=-
|-  
|damage=1716
|1360  
|properties=-
|Low  
|notes=A two-hit broom attack with low recovery, positive on block and hit. Can link into itself or {{TvC-Colors|blue|j.A}}.
|A very fast low-hitting normal with a deceptively long range. Useful for punishes or whiff punishes at slightly longer ranges, and Roll also moves forward meaning it's good for converting into {{TvC-Colors|red|5H}} in combo strings as well.
}}
|-
 
| [[File:Roll 6B.webm|thumb|{{TvC-Colors|yellow|'''6B'''}}]]  
{{TvCOverview
|20  
|move=[[File:Roll 2B.webm|thumb|{{TvC-Colors|yellow|'''2B'''}}]]
|5  
|startup=7
|-  
|active=3
|-  
|recovery=-
|1840  
|blockadv=-
|Overhead  
|damage=1360
|A single-hit overhead that can be canceled into any of Roll's specials or supers, or baroqued to follow up with a full combo. Slightly visually deceptive since Roll doesn't swing the broom until the end of the animation, but definitely reactable.
|properties=Low
|-
|notes=A fast low-hitting normal with a deceptively long range. Can convert into {{TvC-Colors|red|5H}} in combo strings.
|[[File:Roll 5C.webm|thumb|{{TvC-Colors|red|'''5C'''}}]]  
}}
|12  
 
|6  
{{TvCOverview
|-  
|move=[[File:Roll 6B.webm|thumb|{{TvC-Colors|yellow|'''6B'''}}]]
|-  
|startup=20
|2800  
|active=5
|-  
|recovery=-
||  A broom attack, like one slow hit of her {{TvC-Colors|yellow|2B}}.  Important combo filler as it's the only way to get into her launcher from a normal magic series.
|blockadv=-
|-
|damage=1840
| [[File:Roll 2C.webm|thumb|{{TvC-Colors|red|'''2C'''}}]]  
|properties=Overhead
|12  
|notes=A single-hit overhead, cancelable into specials or supers. Can baroque for a full combo.
|3  
}}
|-  
 
|-  
{{TvCOverview
|2240  
|move=[[File:Roll 5C.webm|thumb|{{TvC-Colors|red|'''5C'''}}]]
|Low  
|startup=12
|A sweep using the broom.  This move has long range and a strong hitbox.  It can be used to mix up people who are looking for {{TvC-Colors|yellow|6B}} in blockstrings. You can combo it into OTG damage with her sweep special, or a wallbounce swing if you have a charged broom.
|active=6
|-
|recovery=-
|[[File:Roll 3C.webm|thumb|{{TvC-Colors|red|'''3C'''}}]]  
|blockadv=-
|17  
|damage=2800
|2  
|properties=-
|-  
|notes=Important combo filler and can lead into launcher from normal magic series.
|-  
}}
|2400  
 
|Launcher  
{{TvCOverview
|Roll's launcher, she swings her broom in an upward arc.  Reliably combos off of {{TvC-Colors|red|5C}}.
|move=[[File:Roll 2C.webm|thumb|{{TvC-Colors|red|'''2C'''}}]]
|-
|startup=12
| [[File:Roll jA.webm|thumb|{{TvC-Colors|blue|'''j.A'''}}]]  
|active=3
|5  
|recovery=-
|12  
|blockadv=-
|-  
|damage=2240
|-  
|properties=Low
|640  
|notes=A sweep with long range, useful for mixing up after {{TvC-Colors|yellow|6B}}. Can convert into OTG damage with sweep special or wallbounce.
|Overhead  
}}
||  A high-priority poke with the handle of Roll's broom.  This cancels into itself, and can combo into charged {{TvC-Colors|blue|j.236A}} for a wall bounce and a combo when hit air-to-air. It can also be used as an instant overhead, where it combos into uncharged {{TvC-Colors|blue|j.236A}}.
 
|-
{{TvCOverview
| [[File:Roll jB.webm|thumb|{{TvC-Colors|yellow|'''j.B'''}}]]  
|move=[[File:Roll 3C.webm|thumb|{{TvC-Colors|red|'''3C'''}}]]
|7  
|startup=17
|5  
|active=2
|-  
|recovery=-
|-  
|blockadv=-
|1120  
|damage=2400
|Overhead  
|properties=Launcher
||  A downward-angled kick, relatively fast but mostly used for combo filler.
|notes=Roll's launcher, reliably combos off of {{TvC-Colors|red|5C}}.
|-
}}
| [[File:Roll jC.webm|thumb|{{TvC-Colors|red|'''j.C'''}}]]  
 
|11  
{{TvCOverview
|8  
|move=[[File:Roll jA.webm|thumb|{{TvC-Colors|blue|'''j.A'''}}]]
|-  
|startup=5
|-  
|active=12
|2240  
|recovery=-
|Overhead  
|blockadv=-
||  A cornerstone of Roll's game.  This move has very high priority with fast startup for a {{TvC-Colors|red|j.C}} and a massive disjointed hitbox. Since it knocks down air-to-air, you can usually convert some sort of OTG sweep off of it. It has relatively short hitstun for a {{TvC-Colors|red|j.C}}, making it difficult to combo off of normally.  Roll players should get used to up-canceling it into {{TvC-Colors|blue|j.A}} to reliably convert off of IAD.{{TvC-Colors|red|j.C}}.
|damage=640
|}
|properties=Overhead
|notes=High-priority poke with broom handle, can combo into charged {{TvC-Colors|blue|j.236A}} for a wall bounce air-to-air.
}}
 
{{TvCOverview
|move=[[File:Roll jB.webm|thumb|{{TvC-Colors|yellow|'''j.B'''}}]]
|startup=7
|active=5
|recovery=-
|blockadv=-
|damage=1120
|properties=Overhead
|notes=Downward-angled kick, mostly used for combo filler.
}}
 
{{TvCOverview
|move=[[File:Roll jC.webm|thumb|{{TvC-Colors|red|'''j.C'''}}]]
|startup=11
|active=8
|recovery=-
|blockadv=-
|damage=2240
|properties=Overhead
|notes=Cornerstone of Roll's game with high priority and massive hitbox. Often hits air-to-air and can convert OTG sweep.
}}


===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverviewHeader
| {{TvC-Colors|green|'''VAR starter'''}}  
|header=Universal Mechanics
|11  
|move={{TvC-Colors|green|'''VAR starter'''}}  
|-  
|startup=11
|-  
|active=-
|-  
|recovery=-
|-  
|blockadv=-
|-  
|damage=-
|Same animation as Roll's {{TvC-Colors|red|j.C}}.
|properties=-
|-
|notes=Same animation as Roll's {{TvC-Colors|red|j.C}}.
| {{TvC-Colors|green|'''Crossover Counter'''}}
}}
||  27
||  -
||  -
||  -
||  -
||  -
||  Same animation as Roll's 236 special.  Unfortunately, Roll doesn't get the normal extension of "just launch" after this crossover counter, so you have to come up with some other options such as jump attacks or just doing an OTG sweep afterward.
|-
| {{TvC-Colors|green|'''Assist <br> (Roll Splash)'''}}
||  55
||  -
||  -
||  -
||  1200(640)
||  Projectile <br> no Autocorrect
||  Potentially Roll's strongest aspect, this assist is extremely enabling for certain characters and is one of the best in the game.  The initial attack is a projectile that doesn't travel very far but has a good hitbox that protects in front and slightly above the point character. This hit has a long hitstun against aerial, and staggers grounded opponents.  If it misses, however, it leaves a puddle on the ground, which acts as an obstacle in neutral and also hits low, making it the only assist in the game that can enable high/low unblockables.
|-
| {{TvC-Colors|#default|'''Forward Throw'''}}
||  -
||  -
||  -
||  -
||  4800
||  Throw
||  It's a throw, use it as a reversal.
|-
| {{TvC-Colors|#default|'''Back Throw'''}}
||  -
||  -
||  -
||  -
||  4800
||  Throw
||  It's a throw, use it as a reversal.
|-
| {{TvC-Colors|#default|'''Air Forward Throw'''}}
||  -
||  -
||  -
||  -
||  5600
||  Throw
||  If used close to the ground in the corner, it can be comboed into an OTG super sweep, which is rare in TvC.  Difficult to land against a good opponent but still worth noting.
|-
| {{TvC-Colors|#default|'''Air Back Throw'''}}
||  -
||  -
||  -
||  -
||  5600
||  Throw
||  It's a throw, use it as a reversal.
|}


===Special Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|green|'''Crossover Counter'''}}
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=27
|active=-
|recovery=-
|blockadv=-
|damage=-
|properties=-
|notes=Same animation as Roll's 236 special.
}}


|-
{{TvCOverview
| [[File:Roll charge.webm|thumb|{{TvC-Colors|green|'''Roll Power Up'''}} <br> 214X]]
|move={{TvC-Colors|green|'''Assist <br> (Roll Splash)'''}}  
||  20
|startup=55
||  1
|active=-
||  26
|recovery=-
||  -
|blockadv=-
||  -
|damage=1200(640)
||  -
|properties=Projectile <br> no Autocorrect
||  Does what it says on the tin, gives Roll a power-up. Roll's broom will begin to glow, slightly raising the damage on her attacks.  The next time Roll uses a special, she will get the "powered up" version of the special, and the charge will be consumed.
|notes=One of the best assists in the game. Projectile with a good hitbox and hits low, enabling high/low unblockables.
|-
}}
| [[File:Roll swing.webm|thumb|{{TvC-Colors|green|'''Roll Broom Swing'''}} <br> 236X]]
||  8/9/12
||  -
||  -
||  -
||  2800
||  Projectile Reflect
||  A large swing with the broom, which reflects projectiles and knocks back opponents in front of Roll.
|-
|[[File:Roll swing charged.webm|thumb|{{TvC-Colors|green|'''Roll Broom Swing - Charged'''}} <br> '''''Power up''''' -> 236X]]
||  8/10/12
||  -
|-  
|-  
||  4400
||  Projectile Reflect
||  The charged version of the broom swing functions similarly, but adds a wall bounce effect to the hit.  This is useful for converting combos such as off of {{TvC-Colors|yellow|6B}} or {{TvC-Colors|red|2C}}.
|-
| {{TvC-Colors|green|'''Aerial Roll Broom Swing'''}} <br> j.236X
||  8/10/12
||  -
||  -
||  -
||  2000/2400/2800
||  Projectile Reflect
||  Similar to the broom swing, but in the air. When hitting air-to-air, the {{TvC-Colors|blue|A}} version simply knocks the opponent back a bit, but the {{TvC-Colors|yellow|B}} and {{TvC-Colors|red|C}} versions cause hard knockdown, which enables her corner loops.  However, the {{TvC-Colors|blue|A}} version will maintain grounded when hitting a grounded opponent, which can help Roll convert off of her {{TvC-Colors|blue|j.A}} instant overhead, while the charged version becomes too slow.
|-
| {{TvC-Colors|green|'''Aerial Roll Broom Swing - Charged'''}} <br> j.236X
||  11/11/12
||  -
||  -
||  -  
||  3600/4000/4400
||  Projectile Reflect
||  The charged version of the broom swing functions similarly, but adds a wall bounce effect to the hit.  The different versions not only do different damage, but wallbounce at different angles, enabling various conversions and combos.
|-
| [[File:Roll puddle.webm|thumb|{{TvC-Colors|green|'''Roll Splash'''}} <br> 623X]]
||  29
||  -
||  -
||  -
||  1200(640)  
|Projectile  
||  The same move as Roll's assist.  Difficult to combo into or out of, not very useful as a neutral tool.  However, sweeping up the puddles produced by this can give a damage boost.
|-
| [[File:Roll puddle charged.webm|thumb|{{TvC-Colors|green|'''Roll Splash - Charged'''}} <br> '''''Power Up '''''' -> 623X]]
||  29
||  -
||  -
||  -
||  6136
||  Projectile
||  The powered-up version of Roll's splash attack goes full screen in a straight line, hitting enemies multiple times if it hits.  Although neither are particularly useful, this feels worse than the uncharged version.
|-
| [[File:Roll mop up standing.webm|thumb|{{TvC-Colors|green|'''Roll Mop Up'''}} <br> [4]6X]]<br> [[File:Roll Mop up mash.webm|thumb|'''''OTG''''']]
||  17/19/22
||  -
||  -
||  -
||  359(1516)/949(2151)/1722(3014)
||  -
||  Roll's signature move, she moves forward across the screen, hitting many times.  Mostly used for its OTG properties.  If you mash the button that you used to initiate the sweep, Roll will stop in place and sweep furiously at the ground.  The numbers in parentheses show the mashed damage numbers. If the Mop Up travels over a puddle, it will consume it, granting Roll a 10% damage boost for the rest of the match, stacking up to 5 times for a total 50% (!) damage boost.
|-
| [[File:Roll mop up charged no otg.webm|thumb|{{TvC-Colors|green|'''Roll Mop Up - Charged'''}} <br> [4]6X]] <br>[[File:Roll Mop Up Charged.webm|thumb|'''''OTG''''']]
||  22/25/32
||  -
||  -
||  -
||  1722(4030)/3051(6051)/4471(8391)
||  -
||  The charged version of the Mop Up has slower startup, but higher damage.  The mashed version has a large flame effect added and does significant damage.
|}


===Super Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|#default|'''Forward Throw'''}}
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=Use it as a reversal.
}}


|-
{{TvCOverview
|[[File:Roll Mop up OTG.webm|thumb|{{TvC-Colors|green|'''Roll Mop Up turbo'''}} <br> [4]6X]] <br> [[File:Roll Mop up OTG Charged.webm|thumb|{{TvC-Colors|green| '''Roll Mop Up turbo'''}} <br> '''''OTG''''']]
|move={{TvC-Colors|#default|'''Back Throw'''}}  
||  1+6
|startup=-
|-  
|active=-
|-  
|recovery=-
|-  
|blockadv=-
||  15783
|damage=4800
||  -  
|properties=Throw
||  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.
|notes=Use it as a reversal.
|-
}}
|[[File:Roll heal self.webm|thumb|{{TvC-Colors|green|'''Roll Down Time'''}} <br> 214X]] <br>[[File:Roll Heal Robot.webm|thumb|'''''Heals Robots''''']] <br>[[File:Roll heal human.webm|thumb|'''''But doesn't heal humans''''']]
||  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.
|-
|[[File:Roll no you didnt.webm|thumb|{{TvC-Colors|green|'''Oh. No. You. Didn't!'''}} <br> 623X]]<br>[[File:Roll No you Didn't OTG.webm|thumb|'''''OTG''''']]
||  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. <br>'''''Useable on Giants'''''
|}


==The Basics==
{{TvCOverview
Uncharged midscreen combo:
|move={{TvC-Colors|#default|'''Air Forward Throw'''}}  
{{TvC-Colors|blue|2A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|yellow|2B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|3C}}, {{TvC-Colors|blue|j.ABB}}, {{TvC-Colors|yellow|dj.BB}}, {{TvC-Colors|red|236C}}/j.C
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Can combo into OTG super sweep if close to the ground in the corner.
}}


Charged midscreen combo:
{{TvCOverview
{{TvC-Colors|blue|2A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|yellow|2B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|3C}}, {{TvC-Colors|blue|j.ABB}}, {{TvC-Colors|yellow|dj.BB}}, {{TvC-Colors|red|236C}} ground dash, {{TvC-Colors|red|3C}}, {{TvC-Colors|blue|j.ABB}}, {{TvC-Colors|yellow|dj.BB}}, {{TvC-Colors|red|236C}}/j.C
|move={{TvC-Colors|#default|'''Air Back Throw'''}}  
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=Use it as a reversal.
}}


In the corner you can loop:
[{{TvC-Colors|red|3C}},{{TvC-Colors|blue|j.AABB 236C}} falling {{TvC-Colors|yellow|j.B}}] 
This gets tighter the more loops you do. 
You can also add enders like [{{TvC-Colors|blue|j.AABB 236B}} falling {{TvC-Colors|yellow|j.B}} double jump {{TvC-Colors|yellow|j.BC}}] that add a bit more damage.
Try to find a combo that you feel comfortable with


==Advanced Strategy==
{{TvCOverviewHeader
As Roll, your biggest neutral threat is {{TvC-Colors|red|j.C}}. The disjointed hitbox combined with the fast travel speed and distance of Roll's air dash means it's very hard for many characters to consistently contest air dash {{TvC-Colors|red|j.C}}.  You'll often be hitting this air-to-air, which doesn't net Roll a conversion, meaning you'll often be using it repeatedly just to attempt to bully your opponent into blocking.
|header=Special Moves
|move=[[File:Roll charge.webm|thumb|{{TvC-Colors|green|'''Roll Power Up'''}} <br> 214X]]
|startup=20
|active=1
|recovery=26
|blockadv=-
|damage=-
|properties=-
|notes=Roll's broom glows, raising damage. Consumed after next special.
}}


If you convince an opponent to block, Roll's offense can be pretty scary. Air dashing with {{TvC-Colors|blue|j.A}} gives double overheads, so it can be used to open people up.  If a grounded string is blocked, you can mix up between {{TvC-Colors|yellow|6B}} and {{TvC-Colors|red|2C}} in block strings, or go for pressure with {{TvC-Colors|yellow|5B}}, a very rare plus on block normal in TvC.  Be careful for pushblock, because it's trivially easy for a lot of the cast to whiff punish her strings if pushblocked.
{{TvCOverview
|move=[[File:Roll swing.webm|thumb|{{TvC-Colors|green|'''Roll Broom Swing'''}} <br> 236X]]
|startup=8/9/12
|active=-
|recovery=-
|blockadv=-
|damage=2800
|properties=Projectile Reflect
|notes=Reflects projectiles and knocks back opponents.
}}


If you finish a combo with Roll, midair you should use {{TvC-Colors|red|236C}} to guarantee a power-up; if you get flying screen, a {{TvC-Colors|red|j.C}} knockdown does not guarantee a safe charge.  Not only does having the charge increase Roll's combo damage, but it also gives her some additional no-baroque conversions, namely {{TvC-Colors|yellow|6B}}, {{TvC-Colors|blue|236A}} or air-to-air {{TvC-Colors|blue|j.A}}, {{TvC-Colors|blue|236A}}.
{{TvCOverview
|move=[[File:Roll swing charged.webm|thumb|{{TvC-Colors|green|'''Roll Broom Swing - Charged'''}} <br> '''''Power up''''' -> 236X]]
|startup=8/10/12
|active=-
|recovery=-
|blockadv=-
|damage=4400
|properties=Projectile Reflect
|notes=Charged version adds wall bounce, enabling combo conversions.
}}


==Match-Ups==
{{TvCOverview
|move=[[File:Roll puddle.webm|thumb|{{TvC-Colors|green|'''Roll Splash'''}} <br> 623X]]
|startup=29
|active=-
|recovery=-
|blockadv=-
|damage=1200(640)
|properties=Projectile
|notes=The same move as Roll's assist, hard to combo into or out of.
}}
 
{{TvCOverview
|move=[[File:Roll puddle charged.webm|thumb|{{TvC-Colors|green|'''Roll Splash - Charged'''}} <br> '''''Power Up '''''' -> 623X]]
|startup=29
|active=-
|recovery=-
|blockadv=-
|damage=6136
|properties=Projectile
|notes=Full screen hit with multiple hits. Less useful than uncharged.
}}
 
{{TvCOverview
|move=[[File:Roll mop up standing.webm|thumb|{{TvC-Colors|green|'''Roll Mop Up'''}} <br> [4]6X]]<br> [[File:Roll Mop up mash.webm|thumb|'''''OTG''''']]
|startup=17/19/22
|active=-
|recovery=-
|blockadv=-
|damage=359(1516)/949(2151)/1722(3014)
|properties=-
|notes=Multi-hit sweep that consumes puddles for a damage boost. Can mash to increase damage.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Roll Mop up OTG.webm|thumb|{{TvC-Colors|green|'''Roll Mop Up turbo'''}} <br> [4]6X]] <br> [[File:Roll Mop up OTG Charged.webm|thumb|{{TvC-Colors|green| '''Roll Mop Up turbo'''}} <br> '''''OTG''''']]
|startup=1+6
|active=-
|recovery=-
|blockadv=-
|damage=15783
|properties=-
|notes=OTG super version of Roll Mop Up. Can link into itself in the corner.
}}
 
{{TvCOverview
|move=[[File:Roll heal self.webm|thumb|{{TvC-Colors|green|'''Roll Down Time'''}} <br> 214X]] <br>[[File:Roll Heal Robot.webm|thumb|'''''Heals Robots''''']] <br>[[File:Roll heal human.webm|thumb|'''''But doesn't heal humans''''']]
|startup=1+12
|active=23
|recovery=59
|blockadv=-
|damage=0
|properties=-
|notes=Heals Roll and robots, staggers human characters on contact.
}}
 
{{TvCOverview
|move=[[File:Roll no you didnt.webm|thumb|{{TvC-Colors|green|'''Oh. No. You. Didn't!'''}} <br> 623X]]<br>[[File:Roll No you Didn't OTG.webm|thumb|'''''OTG''''']]
|startup=3+3
|active=-
|recovery=-
|blockadv=-
|damage=16560
|properties=-
|notes=Roll's level 3, hits OTG. Hits with a fire hitbox and causes cinematic.
}}


{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 08:41, 3 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 - OTG super version of Roll Mop Up. Can link into itself in the corner.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


1+12 23 59 - 0 - Heals Roll and robots, staggers human characters on contact.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

3+3 - - - 16560 - Roll's level 3, hits OTG. Hits with a fire hitbox and causes cinematic.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants