Marvel vs Capcom/Roll

From SuperCombo Wiki
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.

Needs updated pros/cons.

How To Select Roll

Go to Zangief's box, then move the cursor like so: Left.gif×2, Down.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif, Right.gif, Up.gif×2, Right.gif×2.

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. Hold all three punches before the match starts to switch order if you wish her to be the second character.

Strengths Weaknesses
  • Small hitbox: Roll is the smallest character in the game, making her a difficult target to hit and forcing opponents to change their gameplay slightly, especially changing their combo routes.
  • Easy to learn: Knowing what she can or can't do is black and white and is better off playing chicken and running away than actually fighting directly. If she does fight directly, that also takes next to no time to learn as it's just a matter of knowing how to use her normals and magic series combos.
  • Slide kick: Roll's cr.HK is a slide, making her already small size even smaller by letting her go under projectiles and poking the opponent with it.
  • She has her own theme song compared to the other hidden characters: Marvel and J-Pop, what more needs to be said?
  • Low health: Roll can't afford mistakes in neutral as any stray hit or combo will hurt a lot more against her. She fortunately does not have Red Venom levels of health, and her small size makes some combos drop against her resulting in less damage, but it's low enough to make a noticeable difference.
  • Awful normals: Extremely stubby normals with no priority that force Roll to get close to the opponent just to land them and makes doing magic series combos a lot harder, too. There's basically nothing good to say about them.
  • Miniscule damage: Roll does chicken scratch damage at best, even her best damage doesn't do as much as a simple combo on others can do without getting too close for comfort.
  • Weak zoning: Zoning with Roll, probably one of the safest ways to play her, is more annoying than it is threatening as her Roll Buster projectile is big, but weak, and comes out pretty slow on top of the slow recovery. Combined with needing to summon Eddie like Mega Man for some special moves, it's a hassle to set up.
  • Worse supers than Mega Man: Needs verifying for how much worse they are, but they tend to have longer startup, recovery, and less overall damage for the meter you spend.
  • Joke character: Roll is designed bad on purpose, she's not meant to be played seriously. Everything about her is awful, and she simply provides no value to any teams.
  • Extended version of her song is only available in the Japanese version

Move List

Normals

Ground Normals

s.LP

s.LP
MVC1 Roll 5LP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
MVC1 Roll 5MP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
MVC1 Roll 5HP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
MVC1 Roll 5LK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
MVC1 Roll 5MK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
MVC1 Roll 5HK 2.png
MVC1 Roll 5HK 3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
MVC1 Roll 2LP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
MVC1 Roll 2MP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
MVC1 Roll 2HP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
MVC1 Roll 2LK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
MVC1 Roll 2MK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
MVC1 Roll 2HK 1.png
MVC1 Roll 2HK 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
MVC1 Roll jLP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
MVC1 Roll jMP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
MVC1 Roll jHP 1.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
MVC1 Roll jLK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
MVC1 Roll jMK 1.png
MVC1 Roll jMK 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
MVC1 Roll jHK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

j8HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Throws

Normal Throw

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Specials

Roll Buster
QCF + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LP
LP Version
- - - - - - - - - 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.

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

Funny move.

QCB + MP
MP Version
- - - - - - - - - Ground/air
QCB + HP
HP Version
- - - - - - - - - Ground/air
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
Roll attacks with whatever item she currently has equipped.
QCF + K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LK
Rock Ball
- - - - - - - - - Ground

Roll summons the Rock Ball from Mega Man 8. Just like in that game, kicking it allows the ball to bounce around the walls and screen.

QCF + MK
Tornado Hold
- - - - - - - - - Ground

Roll uses the Tornado Hold.

QCF + HK
Leaf Shield
- - - - - - - - - Ground

Roll uses Wood Man's weapon, Leaf Shield.

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

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine