Daraku Tenshi: The Fallen Angels/Roche: Difference between revisions

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(Created page with "==Command Moves== f+HK This command move is on crack. It hits overhead, knocks down, and is really fast for an overhead. But careful: like just about everything else, it can be punished, and the range is iffy. f+HP slow and can't combo afterwards. Avoid. ==Special Moves== 623+K Fantastic anti-air. Great range, great damage, great priority. Use and abuse. 214+P It can avoid some short-range moves on startup, and doesn't appear to be unsafe on block. But th...")
 
(overhauled the character page)
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==Command Moves==
{{MOTW Character Intro |char=Roche |content=
==Introduction==
A boy who was trained as an assassin at a young age in the underworld. When he was 14 he escaped from the group of assassins that had trained him. Despite his escape he still offers services as a hired killer.
== Gameplay ==
{{Content Box|content=
Regarded as one of the weaker characters by the community, Roche possesses very fast grounded movement, but has pretty stubby attacks and may find it difficult to play neutral or get strong combos.


f+HK
{{ProConTable
|pros=
*'''TBA:''' tba.
*'''TBA:''' tba.
*'''TBA:''' tba.
|cons=
*'''TBA:''' tba.
*'''TBA:''' tba.
*'''TBA:''' tba.
}}
}}
}}


This command move is on crack.  It hits overhead, knocks down, and is really fast for an overhead.  But careful: like just about everything else, it can be punished, and the range is iffy.
== Attributes ==
{| class="wikitable"
|-
! Forward Walk Speed !! Back Walk Speed !! Forward Dash !! Back Dash !! Prejump !! Neutral Jump !! Forward Jump !! Back Jump !! Forward Super Jump !! Back Super Jump
|-
| 4 || 3 || 18f || 18f || 4f || 40f || 38f || 39f || 38f || 38f
|}


f+HP


slow and can't combo afterwards. Avoid.
==Move List==
Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing


===Standing Normals===


==Special Moves==
{{MoveData
|image=
|caption=
|name=5LP
|input=LP
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=6
|active=6
|recovery=9/4
|onhit=+4
|onblock=+7
|properties=
|description=
Roche's best light for non-MAX combos due to its quick cancel recovery, as it can go into 2HK.
}}
}}


623+K
{{MoveData
|image=
|caption=
|name=5HP
|input=HP
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=14
|active=6
|recovery=29/15
|onhit=+5
|onblock=-1
|properties= *High-profile f5-25
|description=
Can jump over many low attacks, although gets easily low-profiled itself due to a thin hitbox. Decent poke, although needs MAX to lead to 214P/K; cancel into 623K instead if pre-MAX. Also able to link into 236236HP.
}}
}}


Fantastic anti-air. Great range, great damage, great priorityUse and abuse.
{{MoveData
|image=
|caption=
|name=5LK
|input=LK
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=7
|active=7
|recovery=12/7
|onhit=0
|onblock=+3
|properties=
|description=
Fast and long lasting anti-air. Not great for combos due to having the least range of all his lights as well as a slower cancel recovery.
  }}
}}


214+P
{{MoveData
|image=
|caption=
|name=5HK
|input=HK
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=6, 16
|active=3, (8), 8
|recovery=27/11, 9
|onhit=-13, -3
|onblock=-9
|properties=
|description=
*In MAX, spacing hit 1 can cause hit 2 to whiff and leave you minus
*2nd hit does more damage if 1st hit didn't connect
*Has a target combo into r.X when pressing HK
**Pressing HK for the target combo before hit 2's hitbox is out reduces the damage
His fastest heavy, although the 1st hit has terrible range, with a really slow 2nd hit that unfortunately has the best range of all his normals. With both hits, does the most damage out of all his normals. Will only lead to 214P in MAX, otherwise cancel to 623K pre-MAX. Can also link into 236236HP.
}}
}}


It can avoid some short-range moves on startup, and doesn't appear to be unsafe on block.  But the best thing about this move is that it can combo into 623+K.
===Crouch Normals===


623+P
{{MoveData
|image=
|caption=
|name=2LP
|input=LP
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=6
|active=6
|recovery=9/6
|onhit=+4
|onblock=+7
|properties=
|description=
Slower cancel recovery than 5LP, which disallows it to combo into any heavy pre-MAX, with the best route from this being 5LP > 2HK > 3HK. It has a nice low-profile that matches Roche's crouch height and slightly more range than 5LP, which can make it an okay poke sometimes.
}}
}}


It'd be good if it weren't for the bad range, but avoid. It's fast enough to combo, but you'd have to be stepping on their toes.
{{MoveData
|image=
|caption=
|name=2HP
|input=HP
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=14
|active=5
|recovery=12/5
|onhit=+15
|onblock=+9
|properties=Low-profile f5-19
|description=
Slow and poor range, but MASSIVE amounts of hit advantage and a solid low profile. In MAX, the added hitstun lets Roche microwalk and still link 5HP, which can then link to a microwalk 236236HP for huge damage.
}}
}}


===Super Moves===
{{MoveData
|image=
|caption=
|name=2LK
|input=LK
|data=
{{AttackData-UMVC3
|damage=
|guard=Low
|startup=6
|active=5
|recovery=10/7
|onhit=-1
|onblock=+11
|properties=
|description=
Roche's longest ranged light, and decent poke due to its speed. Sadly, its combo utility is limited due to being a low light, meaning you'll only get actual hit advantage on stand blockers or other situations not involving feet hurtboxes. The +11 on block makes it a pretty solid pressure tool.
}}
}}


{{MoveData
|image=
|caption=
|name=2HK
|input=HK
|data=
{{AttackData-UMVC3
|damage=
|guard=Low
|startup=9
|active=3
|recovery=21/7
|onhit=+8
|onblock=+2
|properties= *Low-profile f3>
*Leg hurtbox out f8
|description=
*Hits low despite animation
Roche's best heavy for combos, both pre-MAX and during MAX. Up close, you get 214P, and in MAX from a distance, 214K~X is guaranteed, and if you press 3HK very early into the startup, it'll actually cancel into it for a knockdown. The low profile can also make it a useful counterpoke, especially when combined with its relatively quick recovery compared to his other heavies.
}}
}}


===Bread N Butter Combos===
===Comand Normals===


{{MoveData
|image=
|caption=
|name=6HP
|input=6HP
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=17, 23
|active=2, (4), 2
|recovery=23
|onhit=+1, +7
|onblock=-5, +1
|properties=
|description=
Awfully slow move with very little reward as it cannot combo into anything. The range is decent, but you'll never be able to connect the 2nd hit at farther distances, especially in MAX. Don't use this.
}}
}}


===Playstyle===
{{MoveData
|image=
|caption=
|name=6HK
|input=6HK
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=17, 21, 24
|active=4, 3, 11
|recovery=32
|onhit=+59 SpKD
|onblock=-12, -15 or -20
|properties=*High-profile f11-21
*Hits 3-4 times on block
*OTGs
|description=
*Not an overhead despite the animation
*Advantage on block depends on the block hurtboxes of opponent
*Hits OTG
TBA
}}
}}


{{MoveData
|image=
|caption=
|name=3HK
|input=3HK
|data=
{{AttackData-UMVC3
|damage=
|guard=Low
|startup=11
|active=8
|recovery=35
|onhit=+33 KD
|onblock=-9
|properties=Low-profile f11>
|description=
Generic sweep that's pretty unsafe, although at a distance it can be hard to punish on block.
}}
}}
===Rising Normals===
{{MoveData
|image=
|caption=
|name=8LP
|input=8LP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=6
|active=10
|recovery=until landing
|onhit=
|onblock=
|properties= *Arm hurtbox out f4
|description=
A rising normal with a small hitbox that hits way too high to be consistently useful, as the opponent is likely to be in its blindspot.
}}
}}
{{MoveData
|image=
|caption=
|name=8HP
|input=HP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=7
|active=5
|recovery=until landing
|onhit=
|onblock=
|properties=
|description=
Slowest rising normal with a slightly less inconvenient hitbox, but doesn't last as long. Not very useful.
}}
}}
{{MoveData
|image=
|caption=
|name=8LK
|input=8LK
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=6
|active=12
|recovery=until landing
|onhit=
|onblock=
|properties=
|description=
Rising normal with a great hitbox placement, hitting high, middle and somewhat low, as well has having the most active frames. Can also hit some standing characters if done early, making for a gimmicky get away option, although it's minus in this context.
}}
}}
{{MoveData
|image=
|caption=
|name=8HK
|input=8HK
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=7
|active=7
|recovery=until landing
|onhit=
|onblock=
|properties= *Leg hurtbox partially out f6
|description=
Fastest rising aerial, with a disjoint due to no knee hurtbox, in exchange for less active frames. Pretty useful alternative if you know you won't need the longevity of ris.LK to hit the opponent, and can once again hit some standing opponents if done early, again being minus.
}}
}}
===Falling Normals===
{{MoveData
|image=
|caption=
|name=8LP
|input=8LP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=5
|active=8
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
Best horizontal range of all falling normals, although it isn't really saying much. Still a useful jump-in tool. The thin hitbox can cause it to hit opponents late if forward jumping in the corner, as it'll be behind them until Roche interacts with their collisionbox.
}}
}}
{{MoveData
|image=
|caption=
|name=8HP
|input=8HP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=5
|active=6
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
Barely outranged by fal.LP and has 2 less active frames. You can probably replace fal.LP in most jump-in contexts and be better off, as this will do more damage.
}}
}}
{{MoveData
|image=
|caption=
|name=8LK
|input=8LK
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=5
|active=9
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
The worst horizontal range of his falling normals, although it can hit crossup.
}}
}}
{{MoveData
|image=
|caption=
|name=8HK
|input=8HK
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=8
|active=7
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
*Hits OTG
Slowest falling normal, with almost the same hitbox as fal.LK, only with more horizontal range. Generally preferred over fal.LK due to this and more damage, although there may be contexts where the faster speed of fal.LK might beat out some anti-air attempts. Also Roche's best OTG ender. You can use this out of forward throw or r.X.
}}
}}
===Throws===
{{MoveData
|image=
|caption=
|name= Foward Throw
|input=4/6+HP (close)
|data=
{{AttackData-UMVC3
|damage=
|guard=Throw
|startup=2
|active=1
|recovery=
|onhit=+72 SpKD
|onblock=
|properties=
|description=
Huge frame advantage which allows fal.HK OTG and time to set up oki.
}}
}}
{{MoveData
|image=
|caption=
|name= Back Throw
|input=4/6+HK (close)
|data=
{{AttackData-UMVC3
|damage=
|guard=Throw
|startup=2
|active=1
|recovery=
|onhit=+37 SpKd
|onblock=
|properties=
|description=
Far less frame advantage, only netting oki, although the opponent is left very close. You can OTG Torao with 2LK though, which is funny.
}}
}}
===Stance Switch and Reverse Stance Normals===
{{MoveData
|image=
|caption=
|name= Stance Switch
|input=LK+HK
|data=
{{AttackData-UMVC3
|damage=
|guard=
|startup=
|active=
|recovery=11
|onhit=
|onblock=
|properties=
|description=
One of the quicker reverses in the game.
}}
}}
{{MoveData
|image=
|caption=
|name=
|input=r.X
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=10
|active=7
|recovery=29
|onhit=+73 SKD
|onblock=-10
|properties= *Low-profile f3-21
*Untechable on air hit
|description=
Causes a slide knockdown, with enough frame advantage to combo into OTGs. Not a particularly great move in neutral, but it is useful after 214P for corner carry into the OTG ender + oki.
}}
}}
===Escape Dash and Escape Attack===
{{MoveData
|image=
|caption=
|name= Escape Dash
|input=LP+HP
|data=
{{AttackData-UMVC3
|damage=
|guard=
|startup=21
|active=
|recovery=4
|onhit=
|onblock=
|properties= *f21 Earliest possible input for EA
*Strike invuln f1-38, 55 if held, throw invuln f39/69>
|description=
TBA
}}
}}
{{MoveData
|image=
|caption=
|name= Escape Attack
|input=Any button while holding ED
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=12, 16, 21
|active=4, 5, 4
|recovery=33
|onhit=+63 SpKD
|onblock=-20, -11
|properties= *Throw invuln f1>, high profile f5-21
|description=
*Hits 2-3 times on block
TBA
}}
}}
===Deadly Skills===
{{MoveData
|image=
|caption=
|name= Neck Toss
|input=214+P
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=22, 27
|active=5, 7
|recovery=15
|onhit=+91 KD
|onblock=-12, -7
|properties= *Can be held to delay the strike and get better frame advantage
*Untechable launch
*Cannot hit juggled opponents
*Hits twice on block
*Upper body invuln f11-26
|description=
Roche's best special for getting damage due to the juggle state that is easy to follow up from. All MAX heavies combo into this, otherwise it's only 2HP/HK.
}}
}}
{{MoveData
|image=
|caption=
|name= Neck Toss (held)
|input=214+[P]
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=111, 114
|active=3, 5
|recovery=26
|onhit=+95 KD
|onblock=-8, -3
|properties= *Can be held to delay the strike and get better frame advantage
*Untechable launch
*Cannot hit juggled opponents
*Hits twice on block
*Upper body invuln f100-115
|description=
Held version. Not that useful unless you want to try gimmick someone with the upper body invuln.
}}
}}
{{MoveData
|image=
|caption=
|name= Neck's Euphonium
|input=214+K
|data=
{{AttackData-UMVC3
|damage=
|guard=
|startup=
|active=
|recovery=34
|onhit=
|onblock=
|properties= *Full invuln f9-31
*Ends in reverse stance
|description=
Invincible command dash with either P or K followup. Inputting this move with HK increases the travel distance. It can go behind the opponent, which will render it impossible to land the followups.
}}
}}
{{MoveData
|image=
|caption=
|name= Neck's Euphonium (P followup)
|input=214+K~P
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=27
|active=39
|recovery=31
|onhit=+5 st.sitstun
|onblock=-30
|properties=*Hops back on block
*Ends in reverse stance
|description=
*Startup frames consider the initial 214K frames
Overhead hitgrab that reaches the air and lasts a long time. The active frames aren't quite useful outside of maybe using this to jump over an attack or catching someone out of a jump, but it's very slow to do so. It doesn't provide much advantage on hit and is the least safe followup on block.
}}
}}
{{MoveData
|image=
|caption=
|name= Neck's Euphonium (K followup)
|input=214+K~K
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=27
|active=14
|recovery=33
|onhit=+47 HKD
|onblock=-28
|properties=*Hops back on block
*Ends in reverse stance
|description=
*Startup frames consider the initial 214K frames
Overhead hitgrab that travels the ground, and provides a knockdown. Very useful due to the oki you get afterwards, but unsafe.
}}
}}
{{MoveData
|image=
|caption=
|name= Ten Thousand Stop Signs (light)
|input=623+LP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=13
|active=9
|recovery=26
|onhit=
|onblock=-9
|properties=*Strike invuln f1-12
*Techable launch
|description=
Single hit, strike invuln reversal, although the invuln is gone as soon as the hitboxes are out, leading to probable trades. Regardless, an important defensive tool. The hitboxes also reach behind, allowing it to hit crossups, it isn't prone to low profiles and it's only -9 on block.
}}
}}
{{MoveData
|image=
|caption=
|name= Ten Thousand Stop Signs (heavy)
|input=623+HP
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=13, 19, 19, 23
|active=3, 3, 4, 4
|recovery=26
|onhit=-13
|onblock=-18, -14
|properties=*Strike invuln f1-12
*1st hit techable on air hit
*Techable launch on hits 2>
|description=
*1st hit never connects to 2nd in MAX against most characters
A substantially worse reversal option, as it has a very poor multihit that is prone to fallouts especially in MAX and is less safe on whiff and block. It's slightly better as an anti-air due to the multihits allowing for slightly better damage as they can hit up to 3 times, but it isn't really worthwhile.
}}
}}
{{MoveData
|image=
|caption=
|name= Elegant Murder (light)
|input=623+LK
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=9
|active=20
|recovery=26
|onhit=-+55 HKD
|onblock=-24, -19, -16
|properties=*Rehits on block
*Knockdown is unaffected by MAX
|description=
*3rd block value never happens on crouch block or Roche/Haiji when stand blocking
Anti-air hitgrab that gives a consistent knockdown and lots of damage. Useful pre-MAX combo finisher as it is the fastest special Roche has.
}}
}}
{{MoveData
|image=
|caption=
|name= Elegant Murder (heavy)
|input=623+HK
|data=
{{AttackData-UMVC3
|damage=
|guard=High
|startup=9
|active=24
|recovery=26
|onhit=-+55 HKD
|onblock=-32, -27, -24
|properties=*Rehits on block
*Knockdown is unaffected by MAX
|description=
*3rd block value never happens on crouch block or Roche/Haiji when stand blocking
Goes higher than the light version and is thusly less safe, in exchange for a better anti-air.
}}
}}
===Super Deadly Skills===
{{MoveData
|image=
|caption=
|name=Insect Children's Lift
|input=236236+HP
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=57 + 3, 15, 33, 54, 76, 106, 112, 126, 129
|active=2, (10), 3, (15), 4, (17), 4, (18), 2, (28), 3, (3), 2 (12), 3, 4
|recovery=44
|onhit=+84 KD
|onblock=-22
|properties=*Strike invuln f1-4
*Untechable launch on final hit
*Techable launch on every other hit
*Has 2 hits that don't connect (not counted in the data)
|description=
A frame 3 super with solid range and the ability to combo out of it using its unique version of 214P as a target combo. With a good starter, this super can lead to ToDs with good RNG. This super isn't without its problems however, as it induces cr.sitstun on all the hits, making it possible for crouching opponents to fall out of the super and score a punish on hit, and the entire animation plays out regardless if it was whiffed or not. On block, it is also very vulnerable to ED.
}}
}}
{{MoveData
|image=
|caption=
|name=Insect Children's Lift (Neck Toss followup)
|input=236236HP~214P
|data=
{{AttackData-UMVC3
|damage=
|guard=Low/High
|startup=15, 18
|active=3, 5
|recovery=28
|onhit=
|onblock=-8, -3
|properties=*Full invuln f1-4, upper body invuln
*Untechable launch
|description=
*Charge for at least 5 frames and no more than 9 to get the double hit
A faster version of 214P exclusive to 236236HP, which is able to hit twice for more damage if you charge it slightly. Otherwise, you can hold it indefinitely for some reason, which has zero practical use.
}}
}}
{{MoveData
|image=
|caption=
|name=Ten Thousand Fang Divide
|input=632146+HK
|data=
{{AttackData-UMVC3
|damage=
|guard=Unblockable
|startup=82 + 23
|active=39
|recovery=44
|onhit=+5 st.sitstun
|onblock=
|properties=*Full invuln f1-22
*Untechable launch on final hit
*Techable launch on every other hit
*Has 2 hits that don't connect (not counted in the data)
|description=
A horrifically slow, unblockable super that cannot be juggled into. There are ways to set this up to be mostly unavoidable, although due to the extremely long superflash and slow startup, if one knows the counterplay, they can react with it every time. It'll also whiff if too close to the opponent.
}}
}}
{{stub}}
[[Category:Daraku Tenshi]]
[[Category:Daraku Tenshi]]

Revision as of 00:58, 16 December 2024

Introduction

A boy who was trained as an assassin at a young age in the underworld. When he was 14 he escaped from the group of assassins that had trained him. Despite his escape he still offers services as a hired killer.

Gameplay

Regarded as one of the weaker characters by the community, Roche possesses very fast grounded movement, but has pretty stubby attacks and may find it difficult to play neutral or get strong combos.

Strengths Weaknesses
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
MOTW Roche Art.png

Attributes

Forward Walk Speed Back Walk Speed Forward Dash Back Dash Prejump Neutral Jump Forward Jump Back Jump Forward Super Jump Back Super Jump
4 3 18f 18f 4f 40f 38f 39f 38f 38f


Move List

Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing

Standing Normals

5LP
LP
Damage Startup Active Recovery
- 6 6 9/4
On Hit On Block Guard Properties
+4 +7 Low/High -

Roche's best light for non-MAX combos due to its quick cancel recovery, as it can go into 2HK.

5HP
HP
Damage Startup Active Recovery
- 14 6 29/15
On Hit On Block Guard Properties
+5 -1 Low/High
  • High-profile f5-25

Can jump over many low attacks, although gets easily low-profiled itself due to a thin hitbox. Decent poke, although needs MAX to lead to 214P/K; cancel into 623K instead if pre-MAX. Also able to link into 236236HP.

5LK
LK
Damage Startup Active Recovery
- 7 7 12/7
On Hit On Block Guard Properties
0 +3 Low/High -

Fast and long lasting anti-air. Not great for combos due to having the least range of all his lights as well as a slower cancel recovery.

5HK
HK
Damage Startup Active Recovery
- 6, 16 3, (8), 8 27/11, 9
On Hit On Block Guard Properties
-13, -3 -9 Low/High -
  • In MAX, spacing hit 1 can cause hit 2 to whiff and leave you minus
  • 2nd hit does more damage if 1st hit didn't connect
  • Has a target combo into r.X when pressing HK
    • Pressing HK for the target combo before hit 2's hitbox is out reduces the damage

His fastest heavy, although the 1st hit has terrible range, with a really slow 2nd hit that unfortunately has the best range of all his normals. With both hits, does the most damage out of all his normals. Will only lead to 214P in MAX, otherwise cancel to 623K pre-MAX. Can also link into 236236HP.

Crouch Normals

2LP
LP
Damage Startup Active Recovery
- 6 6 9/6
On Hit On Block Guard Properties
+4 +7 Low/High -

Slower cancel recovery than 5LP, which disallows it to combo into any heavy pre-MAX, with the best route from this being 5LP > 2HK > 3HK. It has a nice low-profile that matches Roche's crouch height and slightly more range than 5LP, which can make it an okay poke sometimes.

2HP
HP
Damage Startup Active Recovery
- 14 5 12/5
On Hit On Block Guard Properties
+15 +9 Low/High Low-profile f5-19

Slow and poor range, but MASSIVE amounts of hit advantage and a solid low profile. In MAX, the added hitstun lets Roche microwalk and still link 5HP, which can then link to a microwalk 236236HP for huge damage.

2LK
LK
Damage Startup Active Recovery
- 6 5 10/7
On Hit On Block Guard Properties
-1 +11 Low -

Roche's longest ranged light, and decent poke due to its speed. Sadly, its combo utility is limited due to being a low light, meaning you'll only get actual hit advantage on stand blockers or other situations not involving feet hurtboxes. The +11 on block makes it a pretty solid pressure tool.

2HK
HK
Damage Startup Active Recovery
- 9 3 21/7
On Hit On Block Guard Properties
+8 +2 Low
  • Low-profile f3>
  • Leg hurtbox out f8
  • Hits low despite animation

Roche's best heavy for combos, both pre-MAX and during MAX. Up close, you get 214P, and in MAX from a distance, 214K~X is guaranteed, and if you press 3HK very early into the startup, it'll actually cancel into it for a knockdown. The low profile can also make it a useful counterpoke, especially when combined with its relatively quick recovery compared to his other heavies.

Comand Normals

6HP
6HP
Damage Startup Active Recovery
- 17, 23 2, (4), 2 23
On Hit On Block Guard Properties
+1, +7 -5, +1 Low/High -

Awfully slow move with very little reward as it cannot combo into anything. The range is decent, but you'll never be able to connect the 2nd hit at farther distances, especially in MAX. Don't use this.

6HK
6HK
Damage Startup Active Recovery
- 17, 21, 24 4, 3, 11 32
On Hit On Block Guard Properties
+59 SpKD -12, -15 or -20 Low/High
  • High-profile f11-21
  • Hits 3-4 times on block
  • OTGs
  • Not an overhead despite the animation
  • Advantage on block depends on the block hurtboxes of opponent
  • Hits OTG

TBA

3HK
3HK
Damage Startup Active Recovery
- 11 8 35
On Hit On Block Guard Properties
+33 KD -9 Low Low-profile f11>

Generic sweep that's pretty unsafe, although at a distance it can be hard to punish on block.

Rising Normals

8LP
8LP
Damage Startup Active Recovery
- 6 10 until landing
On Hit On Block Guard Properties
- - High
  • Arm hurtbox out f4

A rising normal with a small hitbox that hits way too high to be consistently useful, as the opponent is likely to be in its blindspot.

8HP
HP
Damage Startup Active Recovery
- 7 5 until landing
On Hit On Block Guard Properties
- - High -

Slowest rising normal with a slightly less inconvenient hitbox, but doesn't last as long. Not very useful.

8LK
8LK
Damage Startup Active Recovery
- 6 12 until landing
On Hit On Block Guard Properties
- - High -

Rising normal with a great hitbox placement, hitting high, middle and somewhat low, as well has having the most active frames. Can also hit some standing characters if done early, making for a gimmicky get away option, although it's minus in this context.

8HK
8HK
Damage Startup Active Recovery
- 7 7 until landing
On Hit On Block Guard Properties
- - High
  • Leg hurtbox partially out f6

Fastest rising aerial, with a disjoint due to no knee hurtbox, in exchange for less active frames. Pretty useful alternative if you know you won't need the longevity of ris.LK to hit the opponent, and can once again hit some standing opponents if done early, again being minus.

Falling Normals

8LP
8LP
Damage Startup Active Recovery
- 5 8 until landing
On Hit On Block Guard Properties
+27 +25 High -

Best horizontal range of all falling normals, although it isn't really saying much. Still a useful jump-in tool. The thin hitbox can cause it to hit opponents late if forward jumping in the corner, as it'll be behind them until Roche interacts with their collisionbox.


8HP
8HP
Damage Startup Active Recovery
- 5 6 until landing
On Hit On Block Guard Properties
+27 +25 High -

Barely outranged by fal.LP and has 2 less active frames. You can probably replace fal.LP in most jump-in contexts and be better off, as this will do more damage.

8LK
8LK
Damage Startup Active Recovery
- 5 9 until landing
On Hit On Block Guard Properties
+27 +25 High -

The worst horizontal range of his falling normals, although it can hit crossup.

8HK
8HK
Damage Startup Active Recovery
- 8 7 until landing
On Hit On Block Guard Properties
+27 +25 High -
  • Hits OTG

Slowest falling normal, with almost the same hitbox as fal.LK, only with more horizontal range. Generally preferred over fal.LK due to this and more damage, although there may be contexts where the faster speed of fal.LK might beat out some anti-air attempts. Also Roche's best OTG ender. You can use this out of forward throw or r.X.

Throws

Foward Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+72 SpKD - Throw -

Huge frame advantage which allows fal.HK OTG and time to set up oki.

Back Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+37 SpKd - Throw -

Far less frame advantage, only netting oki, although the opponent is left very close. You can OTG Torao with 2LK though, which is funny.

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- - - 11
On Hit On Block Guard Properties
- - - -

One of the quicker reverses in the game.

r.X
Damage Startup Active Recovery
- 10 7 29
On Hit On Block Guard Properties
+73 SKD -10 Low/High
  • Low-profile f3-21
  • Untechable on air hit

Causes a slide knockdown, with enough frame advantage to combo into OTGs. Not a particularly great move in neutral, but it is useful after 214P for corner carry into the OTG ender + oki.

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 21 - 4
On Hit On Block Guard Properties
- - -
  • f21 Earliest possible input for EA
  • Strike invuln f1-38, 55 if held, throw invuln f39/69>

TBA

Escape Attack
Any button while holding ED
Damage Startup Active Recovery
- 12, 16, 21 4, 5, 4 33
On Hit On Block Guard Properties
+63 SpKD -20, -11 High
  • Throw invuln f1>, high profile f5-21
  • Hits 2-3 times on block

TBA

Deadly Skills

Neck Toss
214+P
Damage Startup Active Recovery
- 22, 27 5, 7 15
On Hit On Block Guard Properties
+91 KD -12, -7 Low/High
  • Can be held to delay the strike and get better frame advantage
  • Untechable launch
  • Cannot hit juggled opponents
  • Hits twice on block
  • Upper body invuln f11-26

Roche's best special for getting damage due to the juggle state that is easy to follow up from. All MAX heavies combo into this, otherwise it's only 2HP/HK.

Neck Toss (held)
214+[P]
Damage Startup Active Recovery
- 111, 114 3, 5 26
On Hit On Block Guard Properties
+95 KD -8, -3 Low/High
  • Can be held to delay the strike and get better frame advantage
  • Untechable launch
  • Cannot hit juggled opponents
  • Hits twice on block
  • Upper body invuln f100-115

Held version. Not that useful unless you want to try gimmick someone with the upper body invuln.

Neck's Euphonium
214+K
Damage Startup Active Recovery
- - - 34
On Hit On Block Guard Properties
- - -
  • Full invuln f9-31
  • Ends in reverse stance

Invincible command dash with either P or K followup. Inputting this move with HK increases the travel distance. It can go behind the opponent, which will render it impossible to land the followups.

Neck's Euphonium (P followup)
214+K~P
Damage Startup Active Recovery
- 27 39 31
On Hit On Block Guard Properties
+5 st.sitstun -30 High
  • Hops back on block
  • Ends in reverse stance
  • Startup frames consider the initial 214K frames

Overhead hitgrab that reaches the air and lasts a long time. The active frames aren't quite useful outside of maybe using this to jump over an attack or catching someone out of a jump, but it's very slow to do so. It doesn't provide much advantage on hit and is the least safe followup on block.


Neck's Euphonium (K followup)
214+K~K
Damage Startup Active Recovery
- 27 14 33
On Hit On Block Guard Properties
+47 HKD -28 High
  • Hops back on block
  • Ends in reverse stance
  • Startup frames consider the initial 214K frames

Overhead hitgrab that travels the ground, and provides a knockdown. Very useful due to the oki you get afterwards, but unsafe.

Ten Thousand Stop Signs (light)
623+LP
Damage Startup Active Recovery
- 13 9 26
On Hit On Block Guard Properties
- -9 High
  • Strike invuln f1-12
  • Techable launch

Single hit, strike invuln reversal, although the invuln is gone as soon as the hitboxes are out, leading to probable trades. Regardless, an important defensive tool. The hitboxes also reach behind, allowing it to hit crossups, it isn't prone to low profiles and it's only -9 on block.

Ten Thousand Stop Signs (heavy)
623+HP
Damage Startup Active Recovery
- 13, 19, 19, 23 3, 3, 4, 4 26
On Hit On Block Guard Properties
-13 -18, -14 High
  • Strike invuln f1-12
  • 1st hit techable on air hit
  • Techable launch on hits 2>
  • 1st hit never connects to 2nd in MAX against most characters

A substantially worse reversal option, as it has a very poor multihit that is prone to fallouts especially in MAX and is less safe on whiff and block. It's slightly better as an anti-air due to the multihits allowing for slightly better damage as they can hit up to 3 times, but it isn't really worthwhile.

Elegant Murder (light)
623+LK
Damage Startup Active Recovery
- 9 20 26
On Hit On Block Guard Properties
-+55 HKD -24, -19, -16 High
  • Rehits on block
  • Knockdown is unaffected by MAX
  • 3rd block value never happens on crouch block or Roche/Haiji when stand blocking

Anti-air hitgrab that gives a consistent knockdown and lots of damage. Useful pre-MAX combo finisher as it is the fastest special Roche has.

Elegant Murder (heavy)
623+HK
Damage Startup Active Recovery
- 9 24 26
On Hit On Block Guard Properties
-+55 HKD -32, -27, -24 High
  • Rehits on block
  • Knockdown is unaffected by MAX
  • 3rd block value never happens on crouch block or Roche/Haiji when stand blocking

Goes higher than the light version and is thusly less safe, in exchange for a better anti-air.

Super Deadly Skills

Insect Children's Lift
236236+HP
Damage Startup Active Recovery
- 57 + 3, 15, 33, 54, 76, 106, 112, 126, 129 2, (10), 3, (15), 4, (17), 4, (18), 2, (28), 3, (3), 2 (12), 3, 4 44
On Hit On Block Guard Properties
+84 KD -22 Low/High
  • Strike invuln f1-4
  • Untechable launch on final hit
  • Techable launch on every other hit
  • Has 2 hits that don't connect (not counted in the data)

A frame 3 super with solid range and the ability to combo out of it using its unique version of 214P as a target combo. With a good starter, this super can lead to ToDs with good RNG. This super isn't without its problems however, as it induces cr.sitstun on all the hits, making it possible for crouching opponents to fall out of the super and score a punish on hit, and the entire animation plays out regardless if it was whiffed or not. On block, it is also very vulnerable to ED.

Insect Children's Lift (Neck Toss followup)
236236HP~214P
Damage Startup Active Recovery
- 15, 18 3, 5 28
On Hit On Block Guard Properties
- -8, -3 Low/High
  • Full invuln f1-4, upper body invuln
  • Untechable launch
  • Charge for at least 5 frames and no more than 9 to get the double hit

A faster version of 214P exclusive to 236236HP, which is able to hit twice for more damage if you charge it slightly. Otherwise, you can hold it indefinitely for some reason, which has zero practical use.

Ten Thousand Fang Divide
632146+HK
Damage Startup Active Recovery
- 82 + 23 39 44
On Hit On Block Guard Properties
+5 st.sitstun - Unblockable
  • Full invuln f1-22
  • Untechable launch on final hit
  • Techable launch on every other hit
  • Has 2 hits that don't connect (not counted in the data)

A horrifically slow, unblockable super that cannot be juggled into. There are ways to set this up to be mostly unavoidable, although due to the extremely long superflash and slow startup, if one knows the counterplay, they can react with it every time. It'll also whiff if too close to the opponent.