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 |
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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 |
---|---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|---|---|
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. |