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, this move's extremely low recovery frames mean that this move is positive on block and hit, a rarity in this game. It links into other moves such as itself, or j.A, leading to an infinite on large characters like Tekkaman. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
7 | 3 | - | - | 1360 | Low | A very fast low-hitting normal with a deceptively long range. Useful for punishes or whiff punishes at slightly longer ranges, and Roll also moves forward, meaning it's good for converting into 5H in combo strings as well. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
20 | 5 | - | - | 1840 | Overhead | A single-hit overhead that can be canceled into any of Roll's specials or supers, or baroqued to follow up with a full combo. Slightly visually deceptive since Roll doesn't swing the broom until the end of the animation, but definitely reactable. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
12 | 6 | - | - | 2800 | - | A broom attack, like one slow hit of her 2B. Important combo filler as it's the only way to get into her launcher from a normal magic series. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
12 | 3 | - | - | 2240 | Low | A sweep using the broom. This move has long range and a strong hitbox. It can be used to mix up people who are looking for 6B in blockstrings. You can combo it into OTG damage with her sweep special, or a wallbounce swing if you have a charged broom. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17 | 2 | - | - | 2400 | Launcher | Roll's launcher, she swings her broom in an upward arc. Reliably combos off of 5C. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 12 | - | - | 640 | Overhead | A high-priority poke with the handle of Roll's broom. This cancels into itself and can combo into charged j.236A for a wall bounce and a combo when hit air-to-air. It can also be used as an instant overhead, where it combos into uncharged j.236A. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
7 | 5 | - | - | 1120 | Overhead | A downward-angled kick, relatively fast but mostly used for combo filler. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
11 | 8 | - | - | 2240 | Overhead | A cornerstone of Roll's game. This move has very high priority with fast startup for a j.C and a massive disjointed hitbox. Since it knocks down air-to-air, you can usually convert some sort of OTG sweep off of it. It has relatively short hitstun for a j.C, making it difficult to combo off of normally. Roll players should get used to up-canceling it into j.A to reliably convert off of IAD j.C. |
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 | - | - | - | Does what it says on the tin, gives Roll a power-up. Roll's broom will begin to glow, slightly raising the damage on her attacks. The next time Roll uses a special, she will get the "powered up" version of the special, and the charge will be consumed. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8/9/12 | - | - | - | 2800 | Projectile Reflect | A large swing with the broom, which reflects projectiles and knocks back opponents in front of Roll. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8/10/12 | - | - | - | 4400 | Projectile Reflect | The charged version of the broom swing functions similarly, but adds a wall bounce effect to the hit. This is useful for converting combos such as off of 6B or 2C. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
29 | - | - | - | 1200(640) | Projectile | The same move as Roll's assist. Difficult to combo into or out of, not very useful as a neutral tool. However, sweeping up the puddles produced by this can give a damage boost. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
29 | - | - | - | 6136 | Projectile | The powered-up version of Roll's splash attack goes full screen in a straight line, hitting enemies multiple times if it hits. Although neither are particularly useful, this feels worse than the uncharged version. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
17/19/22 | - | - | - | 359(1516)/949(2151)/1722(3014) | - | Roll's signature move, she moves forward across the screen, hitting many times. Mostly used for its OTG properties. If you mash the button that you used to initiate the sweep, Roll will stop in place and sweep furiously at the ground. The numbers in parentheses show the mashed damage numbers. If the Mop Up travels over a puddle, it will consume it, granting Roll a 10% damage boost for the rest of the match, stacking up to 5 times for a total 50% (!) damage boost. |
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
1+6 | - | - | - | 15783 | - | The super version of Roll's signature Mop Up special. The Mop Up Turbo does a large amount of damage and has some unique properties. If it hits a standing opponent and the last hit connects in the corner, you can follow up with a 2nd Mop Up Turbo OTG, essentially linking the super into itself. However, if the super hits OTG, it is unsafe on hit, so make sure it either kills or you have something safe to DHC into. If you begin this super on top of one of Roll's puddles, the puddle is consumed, instantly granting Roll all 5 levels of her damage increase, a 50% damage increase for the rest of the match. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
1+12 | 23 | 59 | - | 0 | - | Roll summons an orb, which descends from the top of the screen to her position. If it touches Roll or another robot, it heals them, but if it contacts a human character, it will stagger them, regardless of if they are a partner or not. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
3+3 | - | - | - | 16560 | - | Roll's level 3, she sweeps in front of her, making a small fire which is the hitbox of this attack. If the enemy is hit by this fire, they are ignited, staggering away, as Roll dumps a huge bucket of water on their head to put the fire out. This move can hit OTG, but will not trigger the cinematic, doing significantly less damage. Useable on Giants |
Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
DoctorScience | ![]() Joe the Condor |
![]() Roll |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Jaaames | ![]() Frank West |
![]() Roll |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
DawaDawa | ![]() Saki |
![]() Roll |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Hell0 | ![]() Roll |
![]() Morrigan |
Youtube |