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

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(Now using the DT templates, updated frame data)
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{{MOTW Character Intro |char=Roche |content=
{{DT Character Intro
|char=Roche
|Forward Walk Speed=4
|Back Walk Speed=3
|Forward Dash=18f
|Back Dash=18f
|Prejump=4f
|Neutral Jump=40f
|Forward Jump=38f
|Back Jump=39f
|Forward Super Jump=38f
|Back Super Jump=38f
|POW charge=30f
|content=  
 
==Introduction==
==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.
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 ==
== 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.
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.


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}}
}}
}}
}}
}}
== 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
|}




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|input=LP
|input=LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=Low/High
  |guard=Low/High
  |startup=6
  |startup=6
Line 47: Line 52:
  |onhit=+4
  |onhit=+4
  |onblock=+7
  |onblock=+7
  |properties=
  |properties= *f26-31 no collision
  |description=  
  |description= '''Cancel Routes:''' Any L, any H, special
Roche's best light for non-MAX combos due to its quick cancel recovery, as it can go into 2HK.
Roche's best light for non-MAX combos due to its quick cancel recovery, as it can go into 2HK.
  }}
  }}
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|input=HP
|input=HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=Low/High
  |guard=Low/High
  |startup=14
  |startup=14
  |active=6
  |active=6
  |recovery=29/15
  |recovery=21/5
  |onhit=+5
  |onhit=+5
  |onblock=-1
  |onblock=-1
  |properties= *High-profile f5-25
  |properties= *Invul High-profile f5-25
  |description=  
*Hits EDs
  |description= '''Cancel Routes:''' Special
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.
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.
  }}
  }}
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|input=LK
|input=LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=5-7
  |guard=Low/High
  |guard=Low/High
  |startup=7
  |startup=7
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  |onblock=+3
  |onblock=+3
  |properties=
  |properties=
  |description=  
  |description= '''Cancel Routes:''' Any LK, any H, special
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.
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.
  }}
  }}
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|input=HK
|input=HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=7-11 (13-16)
  |guard=Low/High
  |guard=Low/High
  |startup=6, 16
  |startup=6, 16
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  |onhit=-13, -3
  |onhit=-13, -3
  |onblock=-9
  |onblock=-9
  |properties=
  |properties= *Invul f40> feet
  |description=  
  |description= '''Cancel Routes:''' r.X (HK input), special, super (hit 1 only)
*In MAX, spacing hit 1 can cause hit 2 to whiff and leave you minus
*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
*2nd hit does more damage if 1st hit didn't connect
*Has a target combo into r.X when pressing HK
*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
*Pressing HK for the target combo before hit 2's hitbox is out reduces the damage
*If you input the TC before hit 2's hitbox comes out, the damage is 4-6 (9-13)
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.
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.
  }}
  }}
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|input=2LP
|input=2LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=Low/High
  |guard=Low/High
  |startup=6
  |startup=6
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  |onblock=+7
  |onblock=+7
  |properties=
  |properties=
  |description=  
  |description= '''Cancel Routes:''' Any L, any H, special
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.
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.
  }}
  }}
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|input=2HP
|input=2HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=Low/High
  |guard=Low/High
  |startup=14
  |startup=14
Line 153: Line 160:
  |onhit=+15
  |onhit=+15
  |onblock=+9
  |onblock=+9
  |properties=Low-profile f5-19
  |properties= *Invul f5-19 low profile
  |description=  
*Hits EDs
  |description= '''Cancel Routes:''' Any CMD normal (early input), special
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.
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.
  }}
  }}
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|input=2LK
|input=2LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=Low
  |guard=Low
  |startup=6
  |startup=6
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  |onblock=+11
  |onblock=+11
  |properties=
  |properties=
  |description=  
  |description= '''Cancel Routes:''' Any LK, 2H, special
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.
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.
  }}
  }}
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|input=2HK
|input=2HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=Low
  |guard=Low
  |startup=9
  |startup=9
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  |onhit=+8
  |onhit=+8
  |onblock=+2
  |onblock=+2
  |properties= *Low-profile f3>
  |properties= *Invul f3> low profile
*Leg hurtbox out f8
*Leg hurtbox out f8
  |description=  
*causes st.sitstun on Carlos when spaced
*hits EDs
  |description= '''Cancel Routes:'' Any CMD normal (early input), special
*Hits low despite animation
*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.
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.
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|input=6HP
|input=6HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=5-7, 6-8 (11-15)
  |guard=Low/High
  |guard=Low/High
  |startup=17, 23
  |startup=17, 23
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  |onhit=+1, +7
  |onhit=+1, +7
  |onblock=-5, +1
  |onblock=-5, +1
  |properties=
  |properties= *Hit 2 hits EDs
  |description=  
  |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.
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.
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|input=6HK
|input=6HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=5-7, 3, 2-3
  |guard=Low/High
  |guard=Low/High
  |startup=17, 21, 24
  |startup=17, 21, 24
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  |onhit=+59 SpKD
  |onhit=+59 SpKD
  |onblock=-12, -15 or -20
  |onblock=-12, -15 or -20
  |properties=*High-profile f11-21
  |properties=*Invul f11-21 high profile, f56> feet
*Hits 3-4 times on block
*Hits 3-4 times on block
*OTGs
*OTGs
*Opponent lands on front grounded, back airborne
  |description=  
  |description=  
*Not an overhead despite the animation
*Not an overhead despite the animation
*Advantage on block depends on the block hurtboxes of opponent
*Advantage on block depends on the block hurtboxes of opponent
*Hits OTG
TBA
  }}
  }}
}}
}}
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|input=3HK
|input=3HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=10-13
  |guard=Low
  |guard=Low
  |startup=11
  |startup=11
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  |onhit=+33 KD
  |onhit=+33 KD
  |onblock=-9
  |onblock=-9
  |properties=Low-profile f11>
  |properties= *Invul f11> low profile
*Opponent lands on back
  |description=  
  |description=  
Generic sweep that's pretty unsafe, although at a distance it can be hard to punish on block.
Generic sweep that's pretty unsafe, although at a distance it can be hard to punish on block.
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|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=High
  |guard=High
  |startup=6
  |startup=6
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|input=8HP
|input=8HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=High
  |guard=High
  |startup=7
  |startup=7
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|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=High
  |guard=High
  |startup=6
  |startup=6
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  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |properties=
  |properties= *From neutral jump, add/subtract frames for back and forward (super) jumps based on their airtime compared to neutral jump
  |description=  
  |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.
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.
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|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=High
  |guard=High
  |startup=7
  |startup=7
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  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |properties= *Leg hurtbox partially out f6
  |properties= *From neutral jump, add/subtract frames for back and forward (super) jumps based on their airtime compared to neutral jump
  |description=  
  |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.
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.
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|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=High
  |guard=High
  |startup=5
  |startup=5
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|input=8HP
|input=8HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=High
  |guard=High
  |startup=5
  |startup=5
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|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=3-6
  |guard=High
  |guard=High
  |startup=5
  |startup=5
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|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13
  |guard=High
  |guard=High
  |startup=8
  |startup=8
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  |onhit=+27
  |onhit=+27
  |onblock=+25
  |onblock=+25
  |properties=
  |properties= *Hits OTG
  |description=  
  |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.
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.
  }}
  }}
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|input=4/6+HP (close)
|input=4/6+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
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  |onhit=+72 SpKD
  |onhit=+72 SpKD
  |onblock=
  |onblock=
  |properties=
  |properties= *Opponent lands on front
*9f tech window. Inputting w/ 4 has poor range, only works inside opponent
  |description=  
  |description=  
Huge frame advantage which allows fal.HK OTG and time to set up oki.
Huge frame advantage which allows fal.HK OTG and time to set up oki.
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|input=4/6+HK (close)
|input=4/6+HK (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 470: Line 480:
  |onhit=+37 SpKd
  |onhit=+37 SpKd
  |onblock=
  |onblock=
  |properties=
  |properties= *Opponent lands on back
*9f tech window. Inputting w/ 4 has poor range, only works inside opponent
  |description=  
  |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.
Far less frame advantage, only netting oki, although the opponent is left very close. You can OTG Torao with 2LK though, which is funny.
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|input=LK+HK
|input=LK+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 492: Line 503:
  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |properties=  
  |properties= *Invul f1> feet
  |description=  
  |description=  
One of the quicker reverses in the game.
One of the quicker reverses in the game.
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|input=r.X
|input=r.X
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=10-13
  |guard=Low/High
  |guard=Low/High
  |startup=10
  |startup=10
Line 512: Line 523:
  |onhit=+73 SKD
  |onhit=+73 SKD
  |onblock=-10
  |onblock=-10
  |properties= *Low-profile f3-21
  |properties= *Opponent lands on back
*Untechable on air hit
*Invul f3-21 low profile
  |description=  
  |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.
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.
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|input=LP+HP
|input=LP+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 536: Line 547:
  |onblock=
  |onblock=
  |properties= *f21 Earliest possible input for EA
  |properties= *f21 Earliest possible input for EA
*Strike invuln f1-38, 55 if held, throw invuln f39/69>
*Invul f1-38 strike, 68 if held
*f39/69> no collision
  |description=  
  |description=  
TBA
TBA
Line 548: Line 560:
|input=Any button while holding ED
|input=Any button while holding ED
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=6-8, 6-8, 5-8
  |guard=High
  |guard=High, High, Low/High
  |startup=12, 16, 21
  |startup=12, 16, 21
  |active=4, 5, 4
  |active=4, 5, 4
Line 556: Line 568:
  |onhit=+63 SpKD
  |onhit=+63 SpKD
  |onblock=-20, -11
  |onblock=-20, -11
  |properties= *Throw invuln f1>, high profile f5-21
  |properties= *Invul f5-21 high profile
*f1> no collision
*Hits thrice on block, twice if spaced
*hits 1-2 hit EDs
  |description=  
  |description=  
*Hits 2-3 times on block
*Hits 2-3 times on block
TBA
  }}
  }}
}}  
}}  
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|input=214+P
|input=214+P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=11-16, 7-11
  |guard=Low/High
  |guard=Low/High
  |startup=22, 27
  |startup=22, 27
  |active=5, 7
  |active=5, 7
  |recovery=15
  |recovery=26
  |onhit=+91 KD
  |onhit=+91 KD
  |onblock=-12, -7
  |onblock=-12, -7
  |properties= *Can be held to delay the strike and get better frame advantage
  |properties= *Invul f11-26 upper
*Can be held to delay the strike and get better frame advantage
*Untechable launch
*Untechable launch
*Cannot hit juggled opponents
*Cannot hit juggled opponents
*Hits twice on block
*Hits twice on block
*Upper body invuln f11-26
  |description=  
  |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.
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.
Line 595: Line 609:
|input=214+[P]
|input=214+[P]
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=8-13, 6-8
  |guard=Low/High
  |guard=Low/High
  |startup=111, 114
  |startup=111, 114
Line 603: Line 617:
  |onhit=+95 KD
  |onhit=+95 KD
  |onblock=-8, -3
  |onblock=-8, -3
  |properties= *Can be held to delay the strike and get better frame advantage
  |properties= *Invul f100-115 upper
*Can be held to delay the strike and get better frame advantage
*Untechable launch
*Untechable launch
*Cannot hit juggled opponents
*Cannot hit juggled opponents
*Hits twice on block
*Hits twice on block
*Upper body invuln f100-115
  |description=  
  |description=  
Held version. Not that useful unless you want to try gimmick someone with the upper body invuln.
Held version. Not that useful unless you want to try gimmick someone with the upper body invuln.
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|input=214+K
|input=214+K
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 627: Line 641:
  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |properties= *Full invuln f9-31
  |properties= *Invul f9-31 full
*Ends in reverse stance
*Ends in reverse stance
*HK ver. goes farther
  |description=  
  |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.
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.
Line 640: Line 655:
|input=214+K~P
|input=214+K~P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=16-28
  |guard=High
  |guard=High
  |startup=27
  |startup=27
Line 663: Line 678:
|input=214+K~K
|input=214+K~K
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=20-27
  |guard=High
  |guard=High
  |startup=27
  |startup=27
Line 685: Line 700:
|input=623+LP
|input=623+LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=9-13
  |guard=High
  |guard=High
  |startup=13
  |startup=13
Line 693: Line 708:
  |onhit=
  |onhit=
  |onblock=-9
  |onblock=-9
  |properties=*Strike invuln f1-12
  |properties=*Invul f1-12 strike, f26-40 low-profile
*Techable launch
*Techable launch
  |description=  
  |description=  
Line 706: Line 721:
|input=623+HP
|input=623+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
  |startup=13, 19, 19, 23
  |startup=13, 19, 19, 23
  |active=3, 3, 4, 4
  |active=3, 3, 4, 4
  |recovery=26
  |recovery=31
  |onhit=-13
  |onhit=-13
  |onblock=-18, -14
  |onblock=-18, -14
  |properties=*Strike invuln f1-12
  |properties=*Invul f1-12 strike, f32-43 low-profile
*1st hit techable on air hit
*1st hit only links 2nd on air hit
*Techable launch on hits 2>
*3rd launches ground hit and whiffs in MAX
*techable
  |description=  
  |description=  
*1st hit never connects to 2nd in MAX against most characters
*1st hit never connects to 2nd in MAX against most characters
Line 729: Line 745:
|input=623+LK
|input=623+LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
  |startup=9
  |startup=9
  |active=20
  |active=20
  |recovery=26
  |recovery=30
  |onhit=-+55 HKD
  |onhit=-+55 HKD
  |onblock=-24, -19, -16
  |onblock=-24, -19, -16
  |properties=*Rehits on block
  |properties=*Rehits on block
*Knockdown is unaffected by MAX
*Ends in reverse stance
*Opponentlands on front, unaffected by MAX
  |description=  
  |description=  
*3rd block value never happens on crouch block or Roche/Haiji when stand blocking
*3rd block value never happens on crouch block or Roche/Haiji when stand blocking
Line 751: Line 768:
|input=623+HK
|input=623+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
  |startup=9
  |startup=9
  |active=24
  |active=24
  |recovery=26
  |recovery=34
  |onhit=-+55 HKD
  |onhit=-+55 HKD
  |onblock=-32, -27, -24
  |onblock=-32, -27, -24
  |properties=*Rehits on block
  |properties=*Rehits on block
*Knockdown is unaffected by MAX
*Ends in reverse stance
*Opponentlands on front, unaffected by MAX
  |description=  
  |description=  
*3rd block value never happens on crouch block or Roche/Haiji when stand blocking
*3rd block value never happens on crouch block or Roche/Haiji when stand blocking
Line 775: Line 793:
|input=236236+HP
|input=236236+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=36-41
  |guard=Low/High
  |guard=Low/High
  |startup=57 + 3, 15, 33, 54, 76, 106, 112, 126, 129
  |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
  |active=2, (10), 3, (15), 4, (17), 4, (18), 2, (28), 3, (3), 2, (12), 3, 4
  |recovery=44
  |recovery=44
  |onhit=+84 KD
  |onhit=+84 KD
  |onblock=-22
  |onblock=-22
  |properties=*Strike invuln f1-4
  |properties=*Invul 1-4 strike
*Untechable launch on final hit
*Untechable launch on final hit
*Techable launch on every other hit
*Techable launch on every other hit
*Has 2 hits that don't connect (not counted in the data)
*Has 2 hits that don't connect (not counted in the data)
*Hits EDs
  |description=  
  |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.
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.
Line 798: Line 817:
|input=236236HP~214P
|input=236236HP~214P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
  |startup=15, 18
  |startup=15, 18
  |active=3, 5
  |active=3, 5
  |recovery=28
  |recovery=26
  |onhit=
  |onhit=Variable
  |onblock=-8, -3
  |onblock=-8, -3
  |properties=*Full invuln f1-4, upper body invuln
  |properties=*Invul f4-8, 10 upper, f9, 11 full
*Untechable launch
*Untechable launch
*Different to normal 214P; occurs when inputting 214P during super 1's endlag
*Charge for at least 5 frames and no more than 9 to hit twice for more damage
*Doable on whiff
*charges indefinitely
  |description=  
  |description=  
*Charge for at least 5 frames and no more than 9 to get the double hit
*Charge for at least 5 frames and no more than 9 to get the double hit
Line 820: Line 843:
|input=632146+HK
|input=632146+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=35-48
  |guard=Unblockable
  |guard=Unblockable
  |startup=82 + 23
  |startup=82 + 23
  |active=39
  |active=39
  |recovery=44
  |recovery=32
  |onhit=+5 st.sitstun
  |onhit=+5 st.sitstun
  |onblock=
  |onblock=
  |properties=*Full invuln f1-22
  |properties=*Invul 1-22 full
*Whiffs up close
*ends in reverse stance on whiff
*Untechable launch on final hit
*Untechable launch on final hit
*Techable launch on every other hit
*Techable launch on every other hit

Revision as of 20:15, 13 April 2025

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.
DT Roche Art.png

Attributes

  • Forward Walk Speed: 4
  • Back Walk Speed: 3
  • Forward Dash: 18f
  • Back Dash: 18f
  • Prejump: 4f
  • Neutral Jump: 40f
  • Forward Jump: 38f
  • Back Jump: 39f
  • Forward Super Jump: 38f
  • Back Super Jump: 38f
  • POW charge: 30f


Move List

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

Standing Normals

5LP
LP
Damage Startup Active Recovery
3-6 6 6 9/4
On Hit On Block Guard Properties
+4 +7 Low/High
  • f26-31 no collision

Cancel Routes: Any L, any H, special 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
8-13 14 6 21/5
On Hit On Block Guard Properties
+5 -1 Low/High
  • Invul High-profile f5-25
  • Hits EDs

Cancel Routes: Special 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
5-7 7 7 12/7
On Hit On Block Guard Properties
0 +3 Low/High -

Cancel Routes: Any LK, any H, special 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
7-11 (13-16) 6, 16 3, (8), 8 27/11, 9
On Hit On Block Guard Properties
-13, -3 -9 Low/High
  • Invul f40> feet

Cancel Routes: r.X (HK input), special, super (hit 1 only)

  • 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
  • If you input the TC before hit 2's hitbox comes out, the damage is 4-6 (9-13)

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
2LP
Damage Startup Active Recovery
3-6 6 6 9/6
On Hit On Block Guard Properties
+4 +7 Low/High -

Cancel Routes: Any L, any H, special 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
2HP
Damage Startup Active Recovery
8-13 14 5 12/5
On Hit On Block Guard Properties
+15 +9 Low/High
  • Invul f5-19 low profile
  • Hits EDs

Cancel Routes: Any CMD normal (early input), special 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
2LK
Damage Startup Active Recovery
3-6 6 5 10/7
On Hit On Block Guard Properties
-1 +11 Low -

Cancel Routes: Any LK, 2H, special 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
2HK
Damage Startup Active Recovery
8-13 9 3 21/7
On Hit On Block Guard Properties
+8 +2 Low
  • Invul f3> low profile
  • Leg hurtbox out f8
  • causes st.sitstun on Carlos when spaced
  • hits EDs

'Cancel Routes: Any CMD normal (early input), special

  • 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
5-7, 6-8 (11-15) 17, 23 2, (4), 2 23
On Hit On Block Guard Properties
+1, +7 -5, +1 Low/High
  • Hit 2 hits EDs

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
5-7, 3, 2-3 17, 21, 24 4, 3, 11 32
On Hit On Block Guard Properties
+59 SpKD -12, -15 or -20 Low/High
  • Invul f11-21 high profile, f56> feet
  • Hits 3-4 times on block
  • OTGs
  • Opponent lands on front grounded, back airborne
  • Not an overhead despite the animation
  • Advantage on block depends on the block hurtboxes of opponent
3HK
3HK
Damage Startup Active Recovery
10-13 11 8 35
On Hit On Block Guard Properties
+33 KD -9 Low
  • Invul f11> low profile
  • Opponent lands on back

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

Rising Normals

ris.LP
8LP
Damage Startup Active Recovery
3-6 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.

ris.HP
8HP
Damage Startup Active Recovery
8-13 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.

ris.LK
8LK
Damage Startup Active Recovery
3-6 6 12 until landing
On Hit On Block Guard Properties
- - High
  • From neutral jump, add/subtract frames for back and forward (super) jumps based on their airtime compared to neutral jump

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.

ris.HK
8HK
Damage Startup Active Recovery
8-13 7 7 until landing
On Hit On Block Guard Properties
- - High
  • From neutral jump, add/subtract frames for back and forward (super) jumps based on their airtime compared to neutral jump

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

fal.LP
8LP
Damage Startup Active Recovery
3-6 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.


fal.HP
8HP
Damage Startup Active Recovery
8-13 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.

fal.LK
8LK
Damage Startup Active Recovery
3-6 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.

fal.HK
8HK
Damage Startup Active Recovery
8-13 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
  • Opponent lands on front
  • 9f tech window. Inputting w/ 4 has poor range, only works inside opponent

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
  • Opponent lands on back
  • 9f tech window. Inputting w/ 4 has poor range, only works inside opponent

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
- - -
  • Invul f1> feet

One of the quicker reverses in the game.

r.X
Damage Startup Active Recovery
10-13 10 7 29
On Hit On Block Guard Properties
+73 SKD -10 Low/High
  • Opponent lands on back
  • Invul f3-21 low profile

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
  • Invul f1-38 strike, 68 if held
  • f39/69> no collision

TBA

Escape Attack
Any button while holding ED
Damage Startup Active Recovery
6-8, 6-8, 5-8 12, 16, 21 4, 5, 4 33
On Hit On Block Guard Properties
+63 SpKD -20, -11 High, High, Low/High
  • Invul f5-21 high profile
  • f1> no collision
  • Hits thrice on block, twice if spaced
  • hits 1-2 hit EDs
  • Hits 2-3 times on block

Deadly Skills

Neck Toss
214+P
Damage Startup Active Recovery
11-16, 7-11 22, 27 5, 7 26
On Hit On Block Guard Properties
+91 KD -12, -7 Low/High
  • Invul f11-26 upper
  • Can be held to delay the strike and get better frame advantage
  • Untechable launch
  • Cannot hit juggled opponents
  • Hits twice on block

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
8-13, 6-8 111, 114 3, 5 26
On Hit On Block Guard Properties
+95 KD -8, -3 Low/High
  • Invul f100-115 upper
  • Can be held to delay the strike and get better frame advantage
  • Untechable launch
  • Cannot hit juggled opponents
  • Hits twice on block

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
- - -
  • Invul f9-31 full
  • Ends in reverse stance
  • HK ver. goes farther

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
16-28 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
20-27 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
9-13 13 9 26
On Hit On Block Guard Properties
- -9 High
  • Invul f1-12 strike, f26-40 low-profile
  • 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 31
On Hit On Block Guard Properties
-13 -18, -14 High
  • Invul f1-12 strike, f32-43 low-profile
  • 1st hit only links 2nd on air hit
  • 3rd launches ground hit and whiffs in MAX
  • techable
  • 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 30
On Hit On Block Guard Properties
-+55 HKD -24, -19, -16 High
  • Rehits on block
  • Ends in reverse stance
  • Opponentlands on front, 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 34
On Hit On Block Guard Properties
-+55 HKD -32, -27, -24 High
  • Rehits on block
  • Ends in reverse stance
  • Opponentlands on front, 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
36-41 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
  • Invul 1-4 strike
  • Untechable launch on final hit
  • Techable launch on every other hit
  • Has 2 hits that don't connect (not counted in the data)
  • Hits EDs

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 26
On Hit On Block Guard Properties
Variable -8, -3 Low/High
  • Invul f4-8, 10 upper, f9, 11 full
  • Untechable launch
  • Different to normal 214P; occurs when inputting 214P during super 1's endlag
  • Charge for at least 5 frames and no more than 9 to hit twice for more damage
  • Doable on whiff
  • charges indefinitely
  • 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
35-48 82 + 23 39 32
On Hit On Block Guard Properties
+5 st.sitstun - Unblockable
  • Invul 1-22 full
  • Whiffs up close
  • ends in reverse stance on whiff
  • 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.


DT Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Cool
Harry
Taro
Yuiren
Yuiran
Roche
Torao
Haiji