Marvel vs Capcom/Roll

From SuperCombo Wiki
< Marvel vs Capcom
Revision as of 17:53, 24 December 2020 by Lichmassacre (talk | contribs) (→‎Basic Tips: Condensed info.)
Mvc1roll.gif

Introduction

The one and only robot master and Mega Man's sister, Roll! Coming straight out of Mega Man 8, Roll invades the Marvel VS Capcom scene as a secret joke character, mirroring much of Mega Man's own moves. Cuteness, jokes and her rocking anime theme song aside, as you can probably guess from being a joke character, she sucks. While being small helps in her favor by making her more nimble, that also means her normals have abysmal range, her specials have lengthy recovery and startup, she deals less damage overall, and is unequivocally the weakest character in the game. You'll be fighting an uphill battle with her, regardless of your team composition. Although if it makes you feel better, she's not as bad as her MVC2 counterpart. Still, she can be pretty fun in her own right, and if you manage to win a match with her, you get to enjoy the glory of beating your opponent with her.

Pros Cons
  • Small hitbox
  • Easy to learn and funny to play
  • She has a new zoning anti-air move
  • She has her own theme song compared to the other hidden characters
  • Lowest Stamina in the game along with Carnage
  • More Unsafe Hypers than Mega Man
  • Extended version of her song is only available in the Japanese version

How To Select Roll

Go to Zangief's box, then move the cursor like so: 4, 4, 2, 2, 6, 6, 2, 2, 4, 4, 8, 6, 8, 8, 6, 6

The last right (6) will move you to Roll's box on the right of Megaman's. Do note that if you attempt to select Roll as the second character, the game will prevent the code from working if the first character is not a secret character (such as Strider). The first character's selection box will overlap the cursor, causing it to skip the character and prevent the code from working.

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Wall Jump

Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Specials

Roll Buster

Roll Buster
QCF + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Nope, you can't charge! Plus this has the longest recovery time of any fireball move, and it moves fairly slowly. Still an essential move for Roll, as it gives her a long ranged option to compensate for everything else lacking severely in range. It will buy Roll some time as an annoying poke for the opponent to deal with. Arguably easier to use than Mega Man's Mega Buster since it's just a normal fireball, otherwise.

Exploding Flower

Exploding Flower
QCB + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Funny move.

Item Change
Eddie reporting for duty.
QCB + K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCB + LK
Eddie Summon: Rock Ball
- - - - - - - - - Ground

Roll summons Eddie to give her the Rock Ball, the weapon Mega Man first receives in Mega Man 8. Just like in that game, kicking it allows the ball to bounce around the walls and screen.

QCB + MK
Eddie Summon: Tornado Hold
- - - - - - - - - Ground

Roll summons Eddie to give her the Tornado Hold weapon.

QCB + HK
Eddie Summon: Leaf Shield
- - - - - - - - - Ground

Roll summons Eddie to give her Wood Man's weapon, the Leaf Shield.

Item Attack

Item Attack
QCF + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Roll attacks with whatever item she currently has equipped.

Hyper Combos

Hyper Roll

Hyper Roll
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air super

Just like the Hyper Mega Man, except it's the Hyper Roll! Plus, you won't hit your opponent much with this super unless you nail them during activation because the missiles and bombs and stuff come out way too slow. The only thing that's instantaneous is a laser that shoots out from her head but it comes out too high to be of much use. Also, it seems to come out slower as I couldn't get it to combo in the air.

Rush Drill

Rush Drill
QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

Beat Plane

Beat Plane
QCB + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air super

Roll's slowest super.

Strategy

Basic Tips

Magic Series: Hunter Series for all moves
AC Finisher: HP, HK

Advanced

Team Setups

Combos

Combo Damage Notes
j.LP, d.c.LK, c.MK, c.HK, (LP) Tornado Hold (OTG) or Roll Buster
d.c.LK, c.MK, c.HK, Rush Drill (OTG)
Flower Bouquet, c.HK, Rush Drill (OTG)
d.c.LK, c.MK, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Roll Buster
Leaf Shield, d.s..LK, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Fire Leaf Shield
d.s.LK, s.HK, s.j.LP, s.j.MP, Hyper Roll
Tornado Hold, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.MK, Roll Buster Corner only