Introduction
A boy who was trained as an assassin at a young age in the underworld. When he was 14 he escaped from the group of assassins that had trained him. Despite his escape he still offers services as a hired killer.
Gameplay
Regarded as one of the weaker characters by the community, Roche possesses very fast grounded movement, but has pretty stubby attacks and may find it difficult to play neutral or get strong combos.
Misc. Notes
- Roche's collisionbox during back walk expands and makes him unable to be hit by the normal throws of Harry, Taro, Yuiren (walking), Roche, Torao and Haiji.
- Roche's collisionbox during crouch expands and only Harry's command throws, any of Yuiran's throws and Carlos' throws are able to throw him.
- When Roche stand blocks, his hurtboxes don't disappear until frame 8 when blocking moves that aren't heavies, aerials or MAX specials. This means blocking some multihit moves late basically turns them into unblockables on the next hit. This can be negated by swapping to crouch block. Adding insult to injury, his feet hurtbox protrudes, meaning low-hitting mids/overheads from afar can be unblockable.
Strengths | Weaknesses |
---|---|
|
|
Attributes
- Forward Walk Speed: 4
- Back Walk Speed: 3
- Forward Dash: 18f
- Back Dash: 18f
- Prejump: 4f
- Neutral Jump: 40f
- Forward Jump: 38f
- Back Jump: 39f
- Forward Super Jump: 38f
- Back Super Jump: 38f
- POW charge: 30f
Move List
Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing
Standing Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 6 | 6 | 9/4 |
On Hit | On Block | Guard | Properties |
+4 | +7 | Low/High |
|
Roche's best light for non-MAX combos due to its quick cancel recovery, as it can go into 2HK. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 14 | 6 | 21/5 |
On Hit | On Block | Guard | Properties |
+5 | -1 | Low/High |
|
Can jump over many low attacks, although gets easily low-profiled itself due to a thin hitbox. Decent poke, although needs MAX to lead to 214P/K; cancel into 623K instead if pre-MAX. Also able to link into 236236HP. |
Damage | Startup | Active | Recovery |
---|---|---|---|
5-7 | 7 | 7 | 12/7 |
On Hit | On Block | Guard | Properties |
0 | +3 | Low/High | - |
Fast and long lasting anti-air. Not great for combos due to having the least range of all his lights as well as a slower cancel recovery. |
Damage | Startup | Active | Recovery |
---|---|---|---|
7-11 (13-16) | 6, 16 | 3, (8), 8 | 27/11, 9 |
On Hit | On Block | Guard | Properties |
-13, -3 | -9 | Low/High |
|
His fastest heavy, although the 1st hit has terrible range, with a really slow 2nd hit that unfortunately has the best range of all his normals. With both hits, does the most damage out of all his normals. Will only lead to 214P in MAX, otherwise cancel to 623K pre-MAX. Can also link into 236236HP. |
Crouch Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 6 | 6 | 9/6 |
On Hit | On Block | Guard | Properties |
+4 | +7 | Low/High | - |
Slower cancel recovery than 5LP, which disallows it to combo into any heavy pre-MAX, with the best route from this being 5LP > 2HK > 3HK. It has a nice low-profile that matches Roche's crouch height and slightly more range than 5LP, which can make it an okay poke sometimes. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 14 | 5 | 12/5 |
On Hit | On Block | Guard | Properties |
+15 | +9 | Low/High |
|
Slow and poor range, but MASSIVE amounts of hit advantage and a solid low profile. In MAX, the added hitstun lets Roche microwalk and still link 5HP, which can then link to a microwalk 236236HP for huge damage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 6 | 5 | 10/7 |
On Hit | On Block | Guard | Properties |
-1 | +11 | Low | - |
Roche's longest ranged light, and decent poke due to its speed. Sadly, its combo utility is limited due to being a low light, meaning you'll only get actual hit advantage on stand blockers or other situations not involving feet hurtboxes. The +11 on block makes it a pretty solid pressure tool. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 9 | 3 | 21/7 |
On Hit | On Block | Guard | Properties |
+8 | +2 | Low |
|
Roche's best heavy for combos, both pre-MAX and during MAX. Up close, you get 214P, and in MAX from a distance, 214K~X is guaranteed, and if you press 3HK very early into the startup, it'll actually cancel into it for a knockdown. The low profile can also make it a useful counterpoke, especially when combined with its relatively quick recovery compared to his other heavies. |
Comand Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
5-7, 6-8 (11-15) | 17, 23 | 2, (4), 2 | 23 |
On Hit | On Block | Guard | Properties |
+1, +7 | -5, +1 | Low/High |
|
Awfully slow move with very little reward as it cannot combo into anything. The range is decent, but you'll never be able to connect the 2nd hit at farther distances, especially in MAX. Don't use this. |
Damage | Startup | Active | Recovery |
---|---|---|---|
5-7, 3, 2-3 | 17, 21, 24 | 4, 3, 11 | 32 |
On Hit | On Block | Guard | Properties |
+59 SpKD | -12, -15 or -20 | Low/High |
|
|
Damage | Startup | Active | Recovery |
---|---|---|---|
10-13 | 11 | 8 | 35 |
On Hit | On Block | Guard | Properties |
+33 KD | -9 | Low |
|
Generic sweep that's pretty unsafe, although at a distance it can be hard to punish on block. |
Rising Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 6 | 10 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
A rising normal with a small hitbox that hits way too high to be consistently useful, as the opponent is likely to be in its blindspot. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 7 | 5 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
Slowest rising normal with a slightly less inconvenient hitbox, but doesn't last as long. Not very useful. |
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 6 | 12 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
Rising normal with a great hitbox placement, hitting high, middle and somewhat low, as well has having the most active frames. Can also hit some standing characters if done early, making for a gimmicky get away option, although it's minus in this context. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 7 | 7 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
Fastest rising aerial, with a disjoint due to no knee hurtbox, in exchange for less active frames. Pretty useful alternative if you know you won't need the longevity of ris.LK to hit the opponent, and can once again hit some standing opponents if done early, again being minus. |
Falling Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 5 | 8 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
Best horizontal range of all falling normals, although it isn't really saying much. Still a useful jump-in tool. The thin hitbox can cause it to hit opponents late if forward jumping in the corner, as it'll be behind them until Roche interacts with their collisionbox. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 5 | 6 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
Barely outranged by fal.LP and has 2 less active frames. You can probably replace fal.LP in most jump-in contexts and be better off, as this will do more damage. |
Damage | Startup | Active | Recovery |
---|---|---|---|
3-6 | 5 | 9 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
The worst horizontal range of his falling normals, although it can hit crossup. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13 | 8 | 7 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
Slowest falling normal, with almost the same hitbox as fal.LK, only with more horizontal range. Generally preferred over fal.LK due to this and more damage, although there may be contexts where the faster speed of fal.LK might beat out some anti-air attempts. Also Roche's best OTG ender. You can use this out of forward throw or r.X. |
Throws
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+72 SpKD | - | Throw |
|
Huge frame advantage which allows fal.HK OTG and time to set up oki. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+37 SpKd | - | Throw |
|
Far less frame advantage, only netting oki, although the opponent is left very close. You can OTG Torao with 2LK though, which is funny. |
Stance Switch and Reverse Stance Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | - | - | 11 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
One of the quicker reverses in the game. |
Damage | Startup | Active | Recovery |
---|---|---|---|
10-13 | 10 | 7 | 29 |
On Hit | On Block | Guard | Properties |
+73 SKD | -10 | Low/High |
|
Causes a slide knockdown, with enough frame advantage to combo into OTGs. Not a particularly great move in neutral, but it is useful after 214P for corner carry into the OTG ender + oki. |
Escape Dash and Escape Attack
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 21 | - | 4 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
6-8, 6-8, 5-8 | 12, 16, 21 | 4, 5, 4 | 33 |
On Hit | On Block | Guard | Properties |
+63 SpKD | -20, -11 | High, High, Low/High |
|
|
Deadly Skills
Damage | Startup | Active | Recovery |
---|---|---|---|
11-16, 7-11 | 22, 27 | 5, 7 | 26 |
On Hit | On Block | Guard | Properties |
+91 KD | -12, -7 | Low/High |
|
Roche's best special for getting damage due to the juggle state that is easy to follow up from. All MAX heavies combo into this, otherwise it's only 2HP/HK. |
Damage | Startup | Active | Recovery |
---|---|---|---|
8-13, 6-8 | 111, 114 | 3, 5 | 26 |
On Hit | On Block | Guard | Properties |
+95 KD | -8, -3 | Low/High |
|
Held version. Not that useful unless you want to try gimmick someone with the upper body invuln. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | - | - | 34 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
Invincible command dash with either P or K followup. Inputting this move with HK increases the travel distance. It can go behind the opponent, which will render it impossible to land the followups. |
Damage | Startup | Active | Recovery |
---|---|---|---|
16-28 | 27 | 39 | 31 |
On Hit | On Block | Guard | Properties |
+5 st.sitstun | -30 | High |
|
Overhead hitgrab that reaches the air and lasts a long time. The active frames aren't quite useful outside of maybe using this to jump over an attack or catching someone out of a jump, but it's very slow to do so. It doesn't provide much advantage on hit and is the least safe followup on block. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20-27 | 27 | 14 | 33 |
On Hit | On Block | Guard | Properties |
+47 HKD | -28 | High |
|
Overhead hitgrab that travels the ground, and provides a knockdown. Very useful due to the oki you get afterwards, but unsafe. |
Damage | Startup | Active | Recovery |
---|---|---|---|
9-13 | 13 | 9 | 26 |
On Hit | On Block | Guard | Properties |
- | -9 | High |
|
Single hit, strike invuln reversal, although the invuln is gone as soon as the hitboxes are out, leading to probable trades. Regardless, an important defensive tool. The hitboxes also reach behind, allowing it to hit crossups, it isn't prone to low profiles and it's only -9 on block. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13, 19, 19, 23 | 3, 3, 4, 4 | 31 |
On Hit | On Block | Guard | Properties |
-13 | -18, -14 | High |
|
A substantially worse reversal option, as it has a very poor multihit that is prone to fallouts especially in MAX and is less safe on whiff and block. It's slightly better as an anti-air due to the multihits allowing for slightly better damage as they can hit up to 3 times, but it isn't really worthwhile. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 | 20 | 30 |
On Hit | On Block | Guard | Properties |
-+55 HKD | -24, -19, -16 | High |
|
Anti-air hitgrab that gives a consistent knockdown and lots of damage. Useful pre-MAX combo finisher as it is the fastest special Roche has. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 | 24 | 34 |
On Hit | On Block | Guard | Properties |
-+55 HKD | -32, -27, -24 | High |
|
Goes higher than the light version and is thusly less safe, in exchange for a better anti-air. |
Super Deadly Skills
Damage | Startup | Active | Recovery |
---|---|---|---|
36-41 | 57 + 3, 15, 33, 54, 76, 106, 112, 126, 129 | 2, (10), 3, (15), 4, (17), 4, (18), 2, (28), 3, (3), 2, (12), 3, 4 | 44 |
On Hit | On Block | Guard | Properties |
+84 KD | -22 | Low/High |
|
A frame 3 super with solid range and the ability to combo out of it using its unique version of 214P as a target combo. With a good starter, this super can lead to ToDs with good RNG. This super isn't without its problems however, as it induces cr.sitstun on all the hits, making it possible for crouching opponents to fall out of the super and score a punish on hit, and the entire animation plays out regardless if it was whiffed or not. On block, it is also very vulnerable to ED. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 15, 18 | 3, 5 | 26 |
On Hit | On Block | Guard | Properties |
Variable | -8, -3 | Low/High |
|
A faster version of 214P exclusive to 236236HP, which is able to hit twice for more damage if you charge it slightly. Otherwise, you can hold it indefinitely for some reason, which has zero practical use. |
Damage | Startup | Active | Recovery |
---|---|---|---|
35-48 | 82 + 23 | 39 | 32 |
On Hit | On Block | Guard | Properties |
+5 st.sitstun | - | Unblockable |
|
A horrifically slow, unblockable super that cannot be juggled into. There are ways to set this up to be mostly unavoidable, although due to the extremely long superflash and slow startup, if one knows the counterplay, they can react with it every time. It'll also whiff if too close to the opponent. |