Introduction
Colors
LP http://i11.photobucket.com/albums/a154/magnetro/LP-19.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HP-19.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-20.jpg
LK http://i11.photobucket.com/albums/a154/magnetro/LK-19.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HK-20.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-20.jpg
Roll is Mega Man's little sister. She is a robot designed by Dr. Light, and was not designed for fighting. Thus she holds the distinction of being the worst character in Marvel vs Capcom 2, owning her own special lowly "Roll Tier" in the Marvel tiers. "You can't spell Roll without lol." -Brandon W.P.
Moves List
Normal Moves
Special Moves
Roll Buster |
---|
QCF+P (air, OTGs) |
Weapon Activation |
QCB+P |
Flowers |
F,D,DF+P (air) |
Summon Rockball Power-Up |
QCF+K |
Summon Leaf Shield Power-Up |
QCB+K |
Summon Tornado Hold Power-Up |
F,D,DF+K |
Double Jump |
Jump again... |
Eddie brings you the power-ups, and releases them when he's about a body width away from you. You must claim them by moving through them. Note that an opponent's Mega Man or Roll can take your power-up.
The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important.
The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent.
The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCF+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired.
Super Moves
Hyper Roll |
---|
QCF+2P (mashable) |
Beat Plane |
QCF+2K (mash kicks for bombs, punches for bullets, can move plane in any direction) |
Rush Drill |
QCB+2K (mash to drill faster, can move forward/backward or jump) |
Hyper Roll is pretty much her only useful super, but it's a nerfed non-chipping version of Hyper Mega Man.
The Plane and Drill have both been badly nerfed since MvC1.
Roll's Beat Plane cannot be started from the air - it is ground only, for no good reason. You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulernable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him.
You only want to use the Drill if you're showing off. The drill is invincible once started.
Assist Moves
Type | Assist | Counter | Team Hyper Combo |
---|---|---|---|
A | LP Roll Buster | LP Roll Buster | Hyper Roll |
B | HP Flowers | HP Flowers | Hyper Roll |
Y | HP Flowers | LP Roll Buster | Hyper Roll |
The Basics
Roll is a joke character in Marvel, and as such is almost impossible to use competitively. She doesn't do much damage and she has nothing really to abuse. She works OK with Tron's Projectile assist, as all low tier characters do, but that's only if you get Tron to do the damage for you.