Tatsunoko vs Capcom: Ultimate All Stars/Roll

From SuperCombo Wiki

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
  • Small body privilege
  • Relaunches from anywhere on the screen
  • Healing
  • Can pump out unburstable damage when needed
  • Good DHCs
  • Splash powerup gives her an insane damage boost
  • Assist is annoyingly good
  • Can wavedash her air dash
  • Normals are a little stubby
  • Can't convert off j.C normally like the rest of the cast
  • Despite her overhead being good her followup options are limited unless she gambles on baroque
  • Health isn't lowest but is down there
TVC Roll Art.png

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
Roll Broom Swing - Charged
Power up -> 236X
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
Roll Splash - Charged
Power Up ' -> 623X
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
TvC Joe Face.png

Joe the Condor
TvC Roll Face.png

Roll
Twitch
Player Name Point Character Anchor Character Social Media
Jaaames
TvC Frank West Face.png

Frank West
TvC Roll Face.png

Roll
Youtube
Player Name Point Character Anchor Character Social Media
DawaDawa
TvC Saki Face.png

Saki
TvC Roll Face.png

Roll
Youtube
Player Name Point Character Anchor Character Social Media
Hell0
TvC Roll Face.png

Roll
TvC Morrigan Face.png

Morrigan
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants