Roll FAQ - Guide for Marvel vs. Capcom 2: New Age Of Heroes

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Sir "O" Presents: The REAL ultimate Roll FAQ (sorry, CMA, I couldn't resist 
^_^)
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by [email protected] 
If or when you e-mail me with questions or comments
about this FAQ, make the subject Roll, or
I'll delete it. By the way, if you want
to IM me, (assuming you have AIM,) it's just
Sir 0rion. Both are spelled with a zero,
not an O. My e-mail address has no space in
it. Feel free to e-mail me anytime and I'll
try my best to respond quickly.

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Copyright info:
Let's make this simple. Anything Marvel is copyrighted
Marvel, anything Capcom is copyrighted Capcom and I
have no affiliation with either of them. I take credit only
for the effort I put into this FAQ. I PERSONALLY own
the sole legal rights to usage of the name "Sir 0rion",
meaning noone but me is allowed to publish ANYTHING under
this name without my expressed consent (but then again,
that goes with any FAQ, so it doesn't really matter).

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Note:
This FAQ assumes you have at least a general knowledge of
this game. If you have a hard time grasping some of the concepts
listed here, please refer to CJayC's guide near the top of this FAQ 
list.

Versions:
7/25/00 – 1.0: First version

10/12/00 – 3.0: MASSIVE update! I altered around 90% of this FAQ, editted my 
errors, and even added a "Vs" section, combos (something I rarely do), and 
several other things.

2/14/01 – 6.0: Even BIGGER update. I went through every single nuance I could 
think of, changed every single chapter in some way, added/omitted chapters, 
and gave the entire FAQ a completely different feel. I'm still not really 
happy with my "Vs" section, but it's a lot better than it used to be. If 
you've seen any of the previous versions, forget them. This is quite a bit 
different.

Chapters: 
(1: From the Mouth of Sir 0rion
(2: Who is Roll?
(3: Abbvs.
(4: Roll in-depth
(5: Roll's moves
(6: Recommended Partners
(7: General Strategies
(8: Intelligent Fighting
(9: Vs. Strategies
(10: Other Cool Stuff
(11: Thanks

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Chapter 1: From the Mouth of Sir 0rion
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There's a little bit of pride to be gained for choosing a character widely 
known as worthless. Such is the case with this character. Before I go on, I 
should caution you about a few things. First, if you're not already an EXPERT 
at this game, close this FAQ now. If you still actually lose to the computer, 
or don't know how to do advanced air combos, you will NOT stand a chance with 
Roll. There's a reason people say she's worthless. If you expect to use Roll, 
you've got to have skill, and even more importantly, you've got to have guts. 
If you don't think that you're quite ready for Roll, but want to use her, 
forget her at the moment and instead use Megaman. He's quite similar to Roll 
at first glance, and he has a lot of techniques that are MUCH easier to 
execute. Learn him, learn this game, and once you feel confident about your 
ability, re-open this FAQ.

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Chapter 2: Who is Roll?
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Here's the short story:

Roll is Megaman's little sister.

Now for the long one (if you don't like reading a whole lot of pointless 
stuff, you might as well skip to the next chapter):

Roll, Megaman's little sister, is a very odd girl. For one thing, like 
Megaman, she's a robot, but she doesn't look ANYTHING like a robot. Roll is a 
kind person (I say person because like Megaman, she has an advanced AI, making 
her a life form in that manner), who typically wants to resort to non-violent 
measures. She's a pacifist, and takes care of Beat and Rush when they're not 
in use. She also cleans up the lab where they live. In Marvel vs. Capcom 1, 
Roll took it into her head to try to prove her worth to her creator, Dr. 
Light, by going after the ultimate force known as Onslaught, but she soon 
realized that she was in way over her head… she was often scared to tears, and 
constantly embarrassed by her older brother, showing off by making her cry. 
She struggled and fought, though, and actually beat the evil man known as 
Onslaught before Megaman even made it to the scene! Dr. Light gave her a power 
enhancement, making her a more formidable fighter (to make this a little 
easier of a conversion, just forget about her changing into Hyper Roll at the 
end), although it was taxing on her vitality, due to the fact that she still 
wasn't made to fight. Roll matured a lot from that incident, and instead of 
hiding in the shadows and secretly going after this new menace, Abyss, she 
stepped up and is now officially in the tournament, ready, willing, and 
possibly even able to show up Megaman again!

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 3: Abbvs.
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C = turn 
AC = Air Combo 
S-Jump = Super (high) jump 
MvC1 = Marvel vs Capcom 1
MvC2 = "        "      "    2
MM or Mega = Mega Man 
FB = Flower Bomb
RBu= Roll Buster 
TK= Sliding Trip Kick 
RD = Rush Drill 
BP= Beat Plane 
HyR= Hyper Roll
Q = 1/4
H = 1/2
1/4 & 1/2 = well, what do YOU think? 
WS= Weapon Switch 
TH RB LSh= Tornado hold, Rock Ball, and Leaf Shield 
Fwd, Bck, DBck, DFwd = Forward, Back, Diagonal Back and Forth 
DPM = Dragon punch Motion
a-o = air only
g-o = ground only
g/a = ground or air 
The Buttons- 
Picture the arcade pad. 
O    O    O
1P  2P  A1 
O    O    O
1K 2K  A2

P = Either punch button
K = Either kick button
PP = both punch buttons
KK = "    kick   "
1PK/2PK = the switch outs, 1P+1K/2P+2K

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Chapter 4: Roll in-depth
 -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Pros:
+She's very small. Sometimes she can simply duck under moves, and human 
players tend to have a bit of trouble hitting a well-played Roll.
+She has a double-jump.
+She's not the weakest character anymore (although she's close…)

Cons (you better get comfortable):
-Her defense is absolutely terrible. It's the absolute lowest defense in the 
game, tied with Servbot and Bone-clawed Wolverine.
-She's still incredibly weak. It's not easy to tack on a lot of damage at once 
with Roll.
-Her supers are nearly useless outside of a DHC. They have a massive lag and 
recovery.
-She's not the fastest thing on two legs.
-She doesn't have a heck of a lot of anti-keep away.
-She has some of the most ackward combos in the game.  Her punches and kicks 
tend to actually push you away from your opponent unless you're creative.
-A couple of her moves can be tough as hell to pull off if you're not used to 
her.
-She doesn't have that much range to work with.

Pro/con:
+/-: Rush Drill and Beat Plane now have a timer. It's good if 
      you're not good at backing off on time, but you can't fake 
      backing off to punish any would-be reprisals.

The run-down:

# of command moves: 4

# of special moves: 8

# of supers: 3

Air combo finishers: RBu, 2P, 2K, LSh 

Ratings:

Attack Power (overall): 3.5 

We're not talking Sentinel here, folks. Roll's not going to be dishing out 1/2 
of a life bar in one move.

Defense power: 1 

She simply can't take any hits. It takes little more than a couple supers to 
wipe her off the mat.  

Speed: 7.25 

Roll's fairly quick in terms of normal and some special moves, but falters in 
dash and super move speeds.

Comboability: 7.75 

Unfortunately, many of Roll's normal attacks will actually knock the enemy out 
of her tiny reach, and her supers are nearly impossible to combo into. 
However, she has a couple of special combo tricks.

Roll's Conversion Chart:

This is for those of you who played as and liked Roll in Marvel vs. Capcom 1, 
and want to compare and contrast her to this version.

-What she's gained-
1: A bit more attack power (on normal damage settings)
2: A good deal of speed
3: A double jump
4: Time meters for Rush Drill and Beat Plane

-What she's lost-
1: Her incredible defense from MvC1, she takes almost 4 TIMES      
  as much damage as she used to.
2: The aerial Beat Plane. You heard right.

Other changes:
1: Several of her special move control pad motions
2: Her starting special weapon
3: Some of her in-match quotes

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Chapter 7: Roll's Moves
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This a is a list and description of her specials, supers, and command moves, 
along with their control pad/arcade stick motions.

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Slide: D + 2K
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This is nothing more than a crouching roundhouse as far as the motion's 
concerned, but this move is very good. Roll slides forward quickly, and will 
trip an opponent that's not blocking low. Why use this move? First, use it 
repeatedly (but not all the time) as a dash move. It brings her in pretty 
quickly. Second, she can actually SLIDE UNDER some moves, even War Machine's 
Shoulder Cannon! Third, it recovers pretty darn quickly. Fourth, she can use 
several of her OTG specials after hitting the slide. Fifth, it combos pretty 
easily. 

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Max Throw (what else should I call it?): FwD + P (Throw)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~- 
Roll's throw is a good thing to use at close quarters. It's not exactly the 
most flashy move, but it's kind of interesting to see Roll pick up and slam 
her large opponents with one hand. As far as throws go, this has some pretty 
decent range and priority. If someone's turtling, and/or you simply can't turn 
up the pressure, this is your move.

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Double Jump: Up after a jump or super jump (no damage)
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This is a pretty important move for Roll. It helps her air-to-ground game as 
well as her air-to-air game. It's a combo extender, it's an anti-air and 
launcher dodger. This is the move you use when you need to buy yourself some 
time, or need to extend your game.

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Knock Down Kick: After jump, double jump or super jump 
Up + 2K
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She throws out an overhead kick that sends the opponent to the ground. It's an 
interesting move, as it… uh… *ahem* gives you a nice view; and it extends your 
range and priority a tiny bit, but it's not all that useful. If you absolutely 
NEED a non-combo air-to-ground attack at close quarters, this is what you'll 
probably use.

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Roll Buster: QCF + P
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Unlike in MvC1, this move shoots an orange blast now. Strange, no? Outside of 
OTG purposes (which it is VERY useful for) and keeping the few without 
projectiles at bay, you probably won't want to use this move too much.

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Flower Bomb: QCF, QCF + P
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Don't listen to the many FAQs and sites that tell you this move is a dragon 
punch motion. It's damn near impossible to do this using a DPM. Try it if you 
don't believe me. This simply works much better. Anyway, Roll takes out a 
bouquet of flowers and lobs them in two general directions: 1P tosses them out 
right in front of her, 2P throws them about 2/3 of the screen away. If you can 
get the rhythm of this difficult move down and you're not fighting someone 
with a good air-to-air game, it's a really good idea to super-jump up and toss 
out a whole bunch of these in the general direction of your opponent. It 
builds some meter and gives you a chance to breathe. 

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Weapon Switch – Leaf Shield: QCB + K
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
She calls out Eddie to deliver the Leaf Shield icon, which she must pick up 
[walk on] to activate.

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Weapon Switch – Tornado Hold: DPM (OR QCF, QCF) + K
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Same as Above, only with Tornado Hold.

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Weapon Switch – Rock Ball: QCF + K
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
This is her default weapon now, unlike MvC1, which was the tornado hold. 
Again, Eddie comes out and delivers her the icon, etc, etc.

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Item Attack (use equipped weapon): QCB + P
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Whether she has LSh, RB, or TH, this is the motion to use whichever she has.

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Leaf Shield (can be used twice, first to activate, second to fire)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
I don't see why CMA knocks this weapon. Okay, in a way I do. The start-up for 
this move is the absolute worst when she's activating the shield. The 
solution? Send out one of your partners for distraction (preferably one with a 
lot of range), then activate the shield. Okay, here's how it works: When (if) 
Roll activates this, 8 leaves surround her body, negating any damage and 
acting like super armor for one hit. This is fairly good against attacks that 
put all of their force behind a single attack, but don't rely on it solely for 
that. Instead, by performing the motion again, she uses the gun again (with 
half the start-up time, mind you), FIRING the leaves at an opponent, acting 
like a compressed beam attack (which I sometimes refer to as "Leaf Shot"). 
Megaman lovers who want to play as Roll can sometimes even use this as a 
substitute for a charged 'buster. One note: She must be on the ground 
activating this, but she can fire it in the air if she wants to. Also, it's 
one of her best OTG moves after a slide attack.

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Tornado Hold
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
I like this move as much as the next Roll player, but I don't love this move, 
or even use it that much. Regardless this is pretty good for slide follow-ups 
or simply a wake-up call. Using this with 1K drops a propeller to the ground 
directly in front of her, making a tornado pop out from nowhere (well, it 
comes from the propeller, but you know what I mean), doing pretty good damage. 
Oddly, though, the tornado travels up about half as high as it used to on 
MvC1, all but killing it's powerful anti-air purposes. With 2K it does the 
same thing and the same amount of damage, but it instead shoots the propeller 
two thirds of the screen away from Roll. Decent start-up and recovery time, 
but DON'T fire it off farther than it's supposed to go!!! If you do, and 
you're not playing against your dolly, then you WILL get hit back… hard. The 
only exception is if you're near the end of the screen. She won't shoot it 
past the end of the level. The 1P version is pretty decent as an OTG after a 
slide. It also goes through people, making it pretty good against assist 
abusers.

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Rock Ball
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Roll shoots (read: drops) a soccer ball on the floor. This ball can be kicked. 
This is a very useful move, too, depending on your opponent. It has the least 
lag and recovery of all her weapons when she's dropping the ball, she can kick 
it in many directions at any time she wants, it can be kicked twice (very 
hard, but possible), it negates projectiles, and she can move around after you 
kick it, making for several pressure and anti-pressure abilities. 

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Hyper Roll: QCF + PP !HYPER!
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Shouting her customary "Makanai wa!", Roll summons all her support and 
transforms into a comparably giant robot! This is an odd move. First of all, 
if the lightening from this move (located at her head's level) doesn't 
connect, then they'll only get a jab's worth of damage if they're not blocking 
and NO DAMAGE AT ALL if they are! To combat this, ONLY do it against jump-ins, 
run-ins, or big characters, because the transformation part will hit the into 
the lightening (big characters can be hurt if they can see eye-to-eye with 
Hyper Roll). Button mashing is highly recommended on this one. Oh yes. I want 
to clear up a major argument that's been plaguing Roll users for quite some 
time now. You CAN air combo into Hyper Roll, and I'll explain how later.

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Beat Plane: QCB + KK !HYPER!
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Children, please don't read the following sentence. WHAT THE HELL IS GOING ON 
HERE!?!? Why the heck can Roll only activate this move on the ground!? She 
calls Beat, (saying "Beat-o!" in that cute little way of hers) who transforms 
into a plane, and she can fly around and shoot. P's and A1 shoot fireballs, Ks 
and A2 drop missiles. This move also has THREE TIMES the start-up(!!!), and 
can be easily seen and blocked. However, when used as a counter, it can be 
effective. This is because when she turns white after the Hyper combo "flash", 
she's COMPLETELY invulnerable. Don't abuse this, because people AND the 
computer learn their lessons quick. The final use is that beginner to average 
players won't know what to do if you fly behind you, and might block the wrong 
way, letting you hit them with the rest of the move. Experts and the computer, 
however, will rarely fall for this maneuver. Fortunately, they don't often 
have an enlarged window of opportunity to counter if you screw it up. Still, 
this super is essentially worthless. If you insist on using it, remember that 
button mashing is an absolute MUST for full damage.

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Rush Drill: QCF + KK !HYPER!
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
This is a little (not much, but a little) less worthless. Roll summons Rush, 
(saying "Rushy!" again in that cute little way) who becomes a drill car. All 
the buttons make the drill spin faster for more damage AND activate the 
rockets that speed up the car. Again, the move has about THREE TIMES the 
start-up time, but since this was primarily a chipping move to start with, 
this move is still pretty good. Roll is invincible while in the car, and 
anyone who attack the car is yours. For this and all her hypers (supers), 
button mashing is greatly encouraged.

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 6: Recommended Partners
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Roll has a lot of weaknesses, so with her, more than anyone else, picking her 
partners will require some deep thought. To save you a headache, here's a list 
of the characters that seem to go best with her.

Blackheart (Beta): I personally think that this is the best partner for her. 
If you can use Blackheart, he's a must-have partner for Roll. His anti-air 
assist will get you out of more situations than you can count, and it'll give 
you a chance to set up a lot of moves (Leaf Shield, Rock Ball, Flower Bomb). 
Plus, it gives you the anti-air she so DESPERATELY needs. As a character, he's 
very useful, and a good unbalancing switch (first your dealing with a little 
girl, now you're dealing with a giant). If you can use Blackheart, he's an 
unbelievable asset to Roll.

Spiral (Gamma): Teleports, swords upon swords, pressure, meter-building 
abilities, supers, combos, and chipping power. Do I honestly need to say more?

Captain Commando (Beta I think): Another fantastic anti-air assist to help 
Roll and a fairly balanced character to boot.

Cable (Beta): The easiest character to use. Instant start-up super and keep-
away ability. Just be sure that you make your third parter a character with 
great super-building skills and/or a good anti-air assist. 

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 7: General Strategies
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
As you may have guessed already, winning with Roll is a MONUMENTAL task; 
probably one of the most difficult in a Capcom fighting game. Winning with her 
takes a cool head, cunning, and the ability to know what your doing at all 
times. The best way to do this is by taking the "intelligent approach" (next 
chapter). 

Alright, so you know her moves and what makes her tick. That's good. Still, 
let's clarify a couple things: if you think that you can just walk in and 
smash any character with Roll, you're wrong. Even if you've mastered her, 
there will still be a couple characters that you'll be very vulnerable to and 
can only be beaten if you're a lot better than your opponent (due to lousy 
programming on Capcom's part). These characters are:

-Cable
-Dr. Doom
-Spiral

All of these characters have some technique that's very easy to pull off and 
is pretty much impossible to reverse. If you insist you can take them on with 
Roll, be my guest, but you've been warned, and my conscience is clear.

Roll should be played evasively, meaning you should spend more time avoiding 
getting hit and less time throwing out hits of your own. Abuse her double jump 
and slide when trying to get in, and her Rock Ball when trying to get away.

Roll has a lot of OTG moves. Any time you link that slide of hers, use 
whichever you have at your disposal at the moment. Here's the order from worst 
to best: Roll Buster->Tornado Hold->Leaf Shield
Obviously, Roll Buster's probably going to be your most common OTG follow-up.

Roll, even more than Megaman (actually, a LOT more then Megaman) needs to make 
stern use of all of her special weapons. Learn the right weapon for the right 
situation.

The best way to land her launcher is comboed from a standing 1K. If you 
connect her standing 1K, her launcher should be directly behind it.

-Combos-
Okay, I'm not really sure how to do this, because I don't like writing combos 
very much. This section is up by popular request, and I'd appreciate any help 
you'd like to give. They're in no particular order, except they're each in 
individual difficulty sections. Keep in mind that combos that involve double-
jumping (combos that have the command "tap up" in it) can only be performed on 
someone larger than Ryu The sole exception is Amingo. Double-jump ACs work on 
him.

 -Easy-
1: Activate LSh, Leaf Shot, Roll Buster
Does 9 hits

2: [Crouching] 1K, 1K, 2K xx Rbu/LSh/Th
Does 4-11 hits

-Moderate-
3: Activate Leaf Shield, 1K, 2K (launcher), [super-jump] 1P, 1K, 1P, 1K, Leaf 
Shot
Does 6-13 hits

4: Jump-in 1P, 1K [land] 1P, 2K (launcher), [super-jump] 1P, 1K, 1P, 1K, Roll 
Buster
Does 9 hits

5: 1K, 2K, [super-jump], 1P, 1K, tap up, 1P, 1P xx Roll Buster
Does 7 hits, but must be done on a large opponent

-Complex-
6: *Hyper Roll Air Combo* (In corner) Activate LSh, 1K, 2K, [super jump] 1P, 
1K xx Leaf Shot xx Hyper Roll
Does around 16 hits

7: [In air] Flower Bomb (make sure the flowers are going to fall on the 
opponent), 1P, [land] 1K, (flowers should hit at this time), 2K, [super jump], 
1P, 1K, 1P, 1K xx Roll Buster
Does 9 hits

8: Activate Leaf Shield, 1K, 2K, [super-jump], 1P, 1K, 1P, tap up, 1P, 1K, 1P, 
1K xx Leaf Shield
Does about 15 hits, but must be performed on a large opponent

That's all for now. I'll have more later. Suggestions would be nice.

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 8: Intelligent Fighting
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
This is indeed a fast-paced game, even when using Roll. Roll can sometimes 
slow the action down (which is something you should practice doing), but it'll 
still generally be action-reaction throughout the match, so this chapter 
should help you add some method to the madness. I guess the basic thing you 
should keep in mind is to think before you do, but let your opponent feel that 
you're doing everything at random. This is a situational tutorial of sorts.

-Roll, with the Rock Ball-
The Rock Ball is specifically for pressure and anti-pressure. When pressuring 
the opponent, shoot the Rock Ball and duck-block. If they take to the air, do 
a standing 1K or 2K. It will send the ball up at a 3/4 angle. Follow by 
performing an anti-air assist (if you have one, which you should with Roll) 
and jump up a with some aerial attacks. They'll have a hard time fighting both 
you, the assist, and the Ball if you do this. If they stay on the ground, do a 
crouching 1K. The Ball will go at a much lower angle and  they'll be forced to 
block. As you kick the ball start rushing your opponent with jumping and 
crouching attacks until you land a hit, then follow up with a combo. For anti-
pressure, take every breather you get to shoot the Ball in front of you. When 
they try to rush you, do a crouching kick on the ball, then attack them. 
Repeat. If your opponent's directly between you and the ball and you want to 
kick it, use your slide. It will push the opponent away and launch the ball. 
If you find yourself completely separated from the ball with no hope of 
getting it, never fear. Simply do another QCB P, and the ball's position will 
be reset in front of you.

-Roll, with Leaf Shield-
If you're determined to use this weapon (the hardest to handle), you should 
use it on bigger guys. That way, if you DO get hit while using it, you're less 
likely to get whacked with a combo follow-up. Only use the 1P version at all 
times. That way, you can use it in air combos, and it'll take less time to 
activate. Anyway, once again, you should have that anti-air assist with you to 
buy you some time to activate it (Blackheart's works quite nicely) . This is 
her best air combo and OTG finisher if you can buy enough time to use it.

-Roll, with Tornado Hold-
Consult CAlexandre's (brilliant) Roll FAQ. I rarely use this weapon, so any 
advice I give on it would be poor.

-Doing a double-jump to get out of jams-
Okay, so Roll's innocently coming in for a landing from a super jump. But 
wait! They called Captain Commando's anti-air assist! It's going to hit that 
sweet little girl! Not likely. Press either diagonal up-forward or diagonal 
up-back to avoid various anti-airs and launchers. 

-Roll, on double-jump air combos-
These are fairly difficult to pull off at first, but eventually become second-
nature. Once again, they can only be done on large opponents. When doing them, 
don't look for her to actually do a second jump, because it's nearly 
imperceptible. Instead, a properly placed double-jump air combo would look at 
first like a normal air combo, then a pause, then another air combo. You 
really can't see Roll do the second jump unless you whiff the  next move (at 
least, I never could). This might help some of you, especially if you keep 
looking for that jump. Once you get them down, they're actually quite easy. 
Just perform a normal three-hit air combo (1P, 1K, 1P), then instead of the 
next 1K, press up when you'd normally press that 1K, then start your air combo 
all over again as you would normally have done it. There's no real involved 
mechanics, just decent timing. Don't get nervous – that's the most important 
thing.

-Roll as the evasion type-
"Evasion" playing is something Roll needs to do to survive – literally. This 
style is a combination of turtling (staying in a crouching block position 
throughout a combo assault), pressure (via the Rock Ball), defensive combos 
(via the Leaf Shield), air dodging with her double jump, and ground dodging 
with her slide. Using Roll effectively is mastering this style.

-The Flower Battery-
In MvC1, this was a very popular Roll tactic. It was also much quicker and 
easier back then. Essentially, super jump and throw out a ton of Flower Bombs 
to build super meter and slow the action down. This obviously requires a very 
fast joystick/pad hand. Fortunately, Roll can toss these out much faster in 
this game, so it compensates for the lessened super-building power of the 
move. If someone starts coming toward you, start changing the 1P:2P ratio 
towards 1P, and if they back off, switch it to 2P, so they're more likely to 
jump right into a bouquet if they try to jump and get you out of the air. If 
you find yourself starting to fall, double jump and throw some more. 

-Roll's supers-
They're a joke. Forget them. Unless you're playing a beginner, Rush Drill and 
Beat Plane are essentially worthless outside of certain DHCs. Hyper Roll is 
*okay*, but only when you get that (slim) window of opportunity opened up. So 
basically, forget you have a super meter when Roll's up to bat.

-Mind games-
Yes, they exist. There are always people that like to talk big at the arcades. 
It's human nature. So, you should do the opposite with Roll. It'll add to the 
fun of the game, and embarrass scrubs. Some really good situations that I've 
seen are:

-Roll does a decent combo and/or a throw on some big guy:
"Tsk, tsk… getting beat up by a little girl?"

-Roll beats Megaman:
"Whoa… getting beat up by your little sister's got to be humiliating."

-Opponent lays down some smack of their own on Roll:
"Hey, hey, hey! Stop picking on that sweet little girl."

-You switch to Roll:
"Okay, NOW you've got it! Come on! You can get her, she's easy to beat! Come 
on!" [Keep shouting these encouragements. It'll drive them nuts, trust me]

-You switch away from Roll after you've layed down some heavy-duty booty:
"Whew… I'm glad THAT'S over. Now, I can actually be effective!"

-You get a chance to taunt:
[Just DRIPPING with sweetness] "Awwwww… isn't that cuu-uuute?" [Works 
especially well if you're some big, tough guy normally]

Just don't rub it in. (^_^)

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 9: Vs. Strategies
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
This is, for all intents and purposes, what a match between Roll and specific 
characters would look like. It does  not take into account the opponent's 
assists or infinity combos. It's also not a play-by-play guide, or even close. 
Usually, it just explains some of the things to look out for. There's also a 
difficulty rating for each match which is relative to the player using the 
character in question. In essence, it assumes that your opponent is the exact 
same skill as you, and you're both above average. Here's the scale:

10: This match is almost guaranteed to end in your defeat. This character 
towers over you in every possible way, and/or has tactics that are pretty much 
impossible to reverse. This is rarely given out, even to Roll, although she 
sees this the most.

9: You CAN win, but only if you go all-out and not make a single mistake. This 
one has many advantages over you, but there's just one or two little things 
you can capitalize on when you see them so you can beat the character.

8: A very powerful opponent, but arguably so. S/he has enough weaknesses to 
keep you from getting the "I have to try harder than my opponent" too often, 
but you won't ever, even for a second, feel like you have any advantage over 
your opponent.

7: Basically, an even fight. No particular advantages on either side.

6: You have a tiny bit of an advantage, but nothing to gloat about. This is 
close to being an even match, but your opponent will, more often than not, 
have to struggle a tiny bit to keep up with you.

5-1: You're facing a pathetic opponent. From here down, it's just a matter of 
how much of a failure your opponent is against you. Little more than 
remembering the basics is required to conquer your opponent. Thus, Roll 
doesn't see this very often.

Akuma- Akuma has a very powerful, non-super air combo that  can be started 
with a crouching 1K and can do as much as 3/4 of a lifebar damage on you. Be 
very careful of this. Fortunately, his defense sucks pretty badly (though not 
as bad as yours), and his Shun Goku Satsu (the level three super) is SO easy 
to counter (a simple jab will do) if they're actually dumb enough to try it. 
Not too difficult of a fight. 
DR - 7

Amingo- Don't let his looks fool you. This can be one heck of a fight if the 
user of Amingo knows what he's doing. The best thing Amingo has going for him 
is his jump-in roundhouse. This can be a problem for Roll if she doesn't have 
any really decent anti-air assists to respond with. If she doesn't, try to 
block it and make a fast counter. His supers aren't TOO dangerous, but they're 
still something to look out for.
DR - 8

Anakaris- The computer is a deceptively simple fight. The rare human Anakaris 
user, however, can be a REAL pain. His "Idle Hands" attack is UNBLOCKABLE. 
Fortunately, though, you can duck under it. Keep that in mind, because a 
favorite pastime of avid Anakaris users is to intentionally let a couple jabs 
get blocked, then cancel into Idle Hands. Don't let him do that. Anakaris 
users also seem to be vulnerable when landing from a jump, because they're 
very slow coming down. This is a great moment to capitalize on.
DR - 6

Blackheart- He's a fairly easy fight, just watch out for his ice pillar attack 
(I REFUSE to call it "Inferno" anymore!) and his powerful supers. Also, don't 
let him take to the air and harrass you with his demons. This is what a great 
anti-air assist is for.
DR - 6

BB Hood- Show her how a REAL girl fights! BB Hood has some of the same 
maneuvers you have, and is stronger, but can be toppled. Don't block her super 
where she trips, because you can't. Other than that, there isn't too much to 
worry about. Also, when supers aren't involved, you can beat her out in 
projectile wars, but don't rely on the buster of yours to get you out of every 
situation.
DR - 5

Cable- This is one of the impossible fights, but here's what's gonna happen if 
you HAVE to fight him. You can STAND under his normal shotgun attacks 
(standing 2P), so he'll probably not use it (unless he's a beginner, in which 
case, you shouldn't have any problems taking him down). Instead, he'll use 
what is commonly referred to as "AHVB", or "Air Hyper Viper Beam", a super 
with no lag OR recovery. If you get hit with it, kiss your ass good bye. The 
really irritating part about it is, if you make even a single mistake (even a 
missed *jab* will do), he can whack you with this move. If (read: when) he has 
a decent anti-air assist, STAY OUT OF THE AIR because jumping in during that 
situation is almost certainly suicide (again, with that damned AHVB). Try to 
stay close, but when you do, look out for the anti-air assist. He's almost 
always got one.
DR - 10

Cammy- Whatever you do, DON'T get launched! Try to stay back and play her 
defense game. Protect your head and stay low. This isn't exactly in-depth, but 
if she can't hit you outside of a block, she can't hurt you. The problem is 
finding a time to counter-attack. Use Roll's anti-pressure game at every 
opportunity. 
DR - 9

Captain America- Like Amingo, he has a really good jump-in. Be careful of 
that. A lot of Cap users love to play around with his cartwheel. Whenever he 
does it, go for your throw right away and catch him as he comes out of it. 
Your slide will beat out both his normal AND Hyper Charging Star. Don't go 
over offensive, though, because a well timed Hyper Stars & Stripes will make 
you learn your lesson QUICK.
DR - 8

Captain Commando- Ah, the other Captain. If you didn't know already, don't 
bother jumping in on hi, because that anti-air of his is a pain. Double-jump 
dodging works VERY well, though. He doesn't have TOO much else, so you should 
be okay.
DR - 6

Charlie- I'm sorry for always saying this, but I still think that this guy is 
a poor man's Guile. He has good combos, but he's slow and has no decent aerial 
abilties. If you happen to find a really good Charlie player, though (I 
haven't), bump the DR score up a few points.
DR - 4

Chun Li- Ah… at least Chun Li users can sympathize with Roll users, since 
she's been toned down as well. Chun Li can really beat you out in an aerial 
game (her triple jump and wall bounce seal THAT fate), but her ground game 
suffers a bit. No longer can she do a couple kicks into Senretsu Kyaku, and 
her kikoken can be ducked or slid under. If she goes into kikosho, perform 
Rush Drill. You'll both be invulnerable, but yours lasts longer.
DR - 7

Colossus-If there was ever a character to use Leaf Shield against, you're 
looking at him. Just about everything he's got packs all of it's punch into a 
single hit. Wait his darned super armor out. When doing so, build some meter 
with the flower bombs.
DR - 5

Cyclops- Nowadays, people usually use Cykes for his near-unstoppable anti-air 
assist. Fortunately, because of this, they often don't have a clue what 
they're doing once you finally weed him out. If they do, they'll most-likely 
come at you like a combo-happy shoto. In which case, use the Rock ball for 
anti-pressure. If they don't, and they stay back and beam, harass him with 
Leaf Shield and Flower Bombs.
DR - 6

Dan- Yes, the other "joke" guy. If you haven't noticed already, a lot of 
"experts" have recently taken to Dan, because he packs a lot of surprises. The 
most important thing against Dan to remember is DO NOT GET TRAPPED IN THE 
CORNER! Dan's relatively useless outside of a corner, but he can pretty much 
destroy you once he gets you there. Instead, use a heavy pressure game and the 
occasional Flower Battery (in case he does manage to whack you) before he gets 
a chance to push you around. Dan is often paired with Bison, using Bison's 
Psycho Field assist to help force you there. Make sure you don't allow him to 
do that.
DR - 8

Dhalsim- This isn't TOO hard of a fight. You can slide under his Yoga Fire, 
and at close range, even his Yoga Flame. If he teleports behind you get ready 
to either AC him or throw him when he lands. The better Dhalsim users will go 
for extensive combos, but most of them have to start with his puny launcher of 
his. Be careful, but not overly defensive.
DR - 6

Dr. Doom- The second "impossible" opponent to beat. This guy plays mean air-
to-ground keep-away. If he takes to the air, your first step will be to get 
directly under him or directly in front of him. His air attacks go at an 
angle, so he'll be helpless if (I emphasize "if" severely) you actually manage 
to get under him. When you see a break in his pattern, super jump and give him 
a beat-down. You might even consider super jumping and doing Hyper Roll. Anti-
air assists are also highly recommended. Some Doom users like to go in and do 
some of his combos. If so, anti-pressure like mad and toss some aerial Flower 
Bombs. Any time you can manage to pull out a Rock Ball on him is a good time, 
no matter how he plays.
DR - 10

Felicia- The combo queen. Pick either Leaf Shield or Rock Ball and follow them 
through to the end of the fight, unless it's completely obvious that the 
weapon isn't working for you. If you're using Leaf Shield, always have it on 
and have your fingers by the 2K and anti-air assistant's button. When she 
starts to rush you, call an anti-air assist and slide her or launch her. 
Follow with whatever, then repeat. If you use the Rock Ball, pressure her. 
Don't even bother using anti-pressure, because pressuring a Felicia user is a 
really great mind game, and, despite her massive pressure/combo game, she 
doesn't really have much to REVERSE pressure.
DR - 7

Gambit-  He's really not to much more than a shoto with more interesting 
supers. He's got a couple of dangerous combos to look out for, and his supers 
hit at some pretty odd angles, but other than that, he's pretty much a cake-
walk.
DR - 4 

Guile- Just like Amingo and Cap, his jump-in attack (2P) is high priority. 
Don't let him turtle on you, because Guile users LOVE that duck-blocking 
position when they're not rushing in to combo you. If they take to the duck-
block, keep throwing him until he stops. If he rushes in (more common for 
Guile users than turtling, usually), whip out that Rock Ball and keep him at 
bay. You can attempt to use some Flower Bombs once and awhile, but if he jumps 
and does a Flash Kick, you'll probably be vulnerable.
DR - 8

Hayato- If he seems to like his Plasma combo, stay low. He can't start a 
plasma combo if you duck, because the first slash won't hit. This shouldn't be 
too hard of a fight, but then again, I don't know many Hayato users, so this 
might not be accurate.
DR - 5

Hulk- This guy can be a pain for Roll if you actually let him get to you, but 
he's nothing all that dangerous if you get to him first. Rock Ball pressuring, 
Leaf Shield protection/combos, air comboing, and throwing like mad are all 
great ideas. Don't, as he'd expect you to do, turtle and/or play keep-away 
(with what?). Hulk users tend to be able to reverse that, but never seem to be 
able to take a taste of their own medicine, especially from a little girl! 
(^_^)
DR - 3

Iceman- Second to Doom and Cable (by far), keep-away is this guy's specialty. 
Pressure him with the Rock Ball like crazy, and once you get in, throw him. A 
lot. Once you get past that dangerous, powerful, evil keep-away game (I'm 
being sarcastic here), he's nothing but an ice-cold little baby.
DR - 6

Iron Man- Decent Iron Man players know that Iron Man isn't about keep-away at 
ALL, so they'll most-likely rush you. The Rock Ball is a Godsend in this 
fight. Use it against his pressure games, and if he takes to the skies, bring 
his arse down to earth with the Rock Ball (using a standing 1K).
DR - 7

Jill- All of her helpers can be taken down with a simple Roll buster shot, and 
if you have a Leaf Shield handy, Leaf Shot can take out a whole swarm of them. 
Up close, she's a standard comboer. Watch your feet, and counter-attack at 
intervals. She doesn't really have anything to worry about. She's more like 
Guile with no attack power.
DR - 5

Jin- This guy is basically like the Hulk. He's one tough SOB that will send 
you packing with just a couple of punches. Play a little bit of pressure, and 
if he takes to duck-blocking (a general sign that he's going to try to Saotome 
Dynamite you), throw him until he quits. Aerial Flower Bombs are a great way 
to throw their timing off, so keep that in mind. All in all, this one won't be 
too bad.
DR - 6

Juggernaut- You absolutely HAVE to turtle in this match. That Juggernaut 
Headcrush of his CAN kill you instantly on higher damage settings. Force him 
to attack you [air] combo him in his massive recovery time. Repeat. Don't use 
Rock Ball or Leaf Shield AT ALL. If you block his Headcrush, you CAN counter 
with Hyper Roll. This is a pretty good thing.
DR - 9

Ken- The speediest of the shotos, but if your opponent tries any special moves 
at ALL (outside of combos), he's yours, because 9 out of 10 times his 
hurricane kick and dragon punch will fly right over you, and his fireball 
dissipates at about 2/3 of the screen away. As a comboer, you should have a 
Leaf Shield, Rock Ball, and/or a good assist handy, and watch your feet. Like 
Akuma, he has a hurricane kick air combo can do (I'm serious) about 40-80% 
damage on you.
DR - 7

M. Bison- He's been toned down since his previous appearance, Marvel vs. 
Street Fighter, but he still has some really powerful combos and supers. Other 
than that, his teleport and his Psycho Field attack, this isn't too hard of a 
fight. Push-block his Psycho Field, and throw him/combo him when he lands from 
a teleport. Either special weapon works okay against him.
DR - 8

Megaman- Oh boy. Your older brother outdoes you in every possible aspect 
EXCEPT these two: aerial games, and Rush Drill. Monopolize on your double jump 
to force him into the air, and hit him out of HIS Rush Drill activation (since 
he CAN be hit out of it). DON'T get into a fireball war with him. You WILL 
lose! Special note: you can steal each other's weapons when you call them out! 
Steal his GOOD weapons and give him something crummy like the Rock Ball. 
Megaman, unlike Roll, can't really capitalize on the 'Ball, because barely any 
of his kicks actually shoot the ball off, and they have nasty recovery.
DR - 8 (possibly 9)

Magneto- He's a standard comboer with MEGA priority on his attacks. Don't go 
hit for hit with him, whatever you do. Do you best at hit-and-run tactics, but 
keep in mind that he's WAAAAAY faster than you. Every single time you get the 
chance, anti-pressure with the Rock Ball like MAD! If all else fails, throw 
him.
DR - 9

Marrow- There's really nothing special about this fight. I've yet to see I 
really dangerous Marrow. If she does her wall slash attack, slide under it and 
counter.
DR - 4

Morrigan- See Ryu. I'm sorry, Morrigan players, but I STILL have yet to see a 
really significant difference between the two other than Morrigan's higher 
dash power and lack of a hurricane kick.
DR - 6

Omega Red-  A lot of Omega Reds like to abuse his coils, but you can slide 
under it and cancel into Roll Buster/Leaf Shield, because even if he cancels 
his coil when he sees it doesn't hit, it'll have enough recovery to be hit by 
the attack. If you jump in and he counters with Omega Destroyer, double-jump 
back and block, so as to take the minimum damage possible; but try not to play 
air-to-ground on him, or at least, not close up. Flower Bombs are pretty 
effective, though.
DR - 7

Psylocke- Many Psylocke users like to abuse her teleport and love to get into 
combo wars with you. You can usually slide to knock her out of her low-far 
teleport, Hyper Roll (seriously) her high-close or low-close teleport, and an 
aerial Roll Buster/Leaf Shot will usually work against her high-far one. The 
trick is finding out where she's going in time to counter. As a comboer, 
standard anti-pressure works just fine.
DR - 8

Rogue- Hmph… how's this for irony? Rogue gets "Defense up" when she drains 
[kisses] you! I thought she stole the person's powers?! Oh well. Her kiss 
attack is unblockable, but comes out fairly slow. Other than that, she's 
probably going to be a basic in-close kind of gal. You'll probably want to 
keep a Rock Ball handy; and going air-to-air against her is also pretty 
effective.
DR - 7

Roll- Ah… the infamous "mirror match". Do your stuff first, call out the best 
assists, and don't let her do to you what you'd want to do to her. Sounds 
simple? Yeah right! ^_^
I wouldn't worry, though. Real Roll players are EXTREMELY rare.
DR – N/A

Ruby Heart- You know, I haven't really found any Ruby Heart users. That's not 
to say that they aren't effective, but I just haven't had the experience yet. 
One way or another, her most effective attack seems to be her fireball-dash 
type thing; and that treasure of hers steals your super bar (slowly). From 
what I've seen, there's nothing really to worry about.
DR - 7

Ryu- Doesn't have the super-damaging air combo of Ken and Akuma, but his 
attacks pack a mean punch. He doesn't really have anything too dangerous to 
look out for at all. Leaf Shield is particularly effective, because Ryu, not 
unlike Colossus, generally needs to pack everything into a single hit unless 
he's got a super bar.
DR - 5

Sabretooth- Sabretooth, in many respects, can't decide whether he want's to be 
Wolverine or a big guy. Many of his moves are clumsy and useless, but he has 
some powerful ground combo IF you get caught in them. He really doesn't have 
much of anything to reverse your tactics that I'VE seen, so pretty much 
anything goes against him.
DR - 2

Sakura- Sakura users puzzle me a bit. Generally, they tend to praise her 
"Dark" mode over her normal one. This is odd because her normal one tends to 
put up quite a fight, with decent combos and powerful supers. Then they go 
Dark. At this point, it's like kryptonite to Superman. Their moves become slow 
as molasses, they tend to throw out supers clumsily, and they have no really 
good combos to speak of. As normal Sakura, turtling is a smart thing to do, 
because her most come out fast, but have a terrible recovery. Just let her do 
something stupid. As Dark Sakura, picture Akuma. Then take away all his speed, 
combos, and range. 
DR (normal) - 8
DR ("Dark") - 4

Sentinel- This guys is a pain. Generally, they use this character to 
intimidate you. And, might I say, it works. Here's a few things to keep in 
mind. If he takes to flying (Sentinel experts love to do this, because he 
get's REALLY fast when doing so), pull out a Rock Ball. It's a really great 
anti-flight weapon (with standing 1K). If he's on the ground more often, get 
next to him and hammer him with throws and combos. Think it's easy? Let's see 
if you still think so when you keep being harassed by his powerful and quick 
moves! Even more, when you consider that if he gets ahold of you, it's all 
over.
DR - 9

Servbot- This isn't a hard fight at all; just keep in mind that between 
Servbot's small size and your bad range, air combo assaults on him can be a 
real pain. Basically, go for whatever you want, and avoid his buddies, 
particularly his capture and helicopter attacks.
DR - 2

Shuma Gorath- Master of the ackward attack, Shuma has been toned down, but is 
still a bit of trouble. The most dangerous things he has are his energy drain 
and his Chaos Dimension, so play very defensive against him. Don't rely on 
Leaf Shield, because he has an easy time grabbing you out of it. Rock Ball 
isn't particularly effective at any given point on him, either, so even though 
Roll generally needs her weapons badly, this is the exception that proves the 
rule.
DR - 6

Silver Samurai- Good Silver Samurai users will use his power-ups. The best 
ones, well, won't. In essence, Silvy's got one thing going for him: chipping 
damage. Blocking is not wise against this guy – in fact, it's completely 
stupid. He can be a bit slow on the draw, but don't interpret that as a sign 
of weakness, because he has some simple, but deadly combos to lay down on you. 
Finally, forget doing all that much in the air except trying to get in. His 
Reimaiken (lightening) super will quickly make you fear the not-so-friendly 
skies.
DR - 7

Sonson- Except for the wall run (the computer will NEVER use this move) this 
is a fairly simple fight. Nothing special. I haven't seen any really decent 
Sonson users, but like Hayato and Ruby Heart, that's not to they don't exist. 
All the Sonsons I DO see do is wall run, jump off, attack, repeat. If you can 
find one that does something more effective (they HAVE to be somewhere), bump 
up the rating a bit, and tell me who she functions.
DR - 3

Spider-Man- He's a comboer. Is there anything else to say? Not much. His Web 
Ball and Web Throw can get you in a, for lack of a better term, sticky 
situation, but they tend to be easily seen. Duck-blocking is an intelligent 
thing against him, because he doesn't have all that much at a distance or very 
many attacks in the air. 

Spiral- Spiral is pretty much the premier confuser in the game. The most 
important thing to look out for is that teleport of hers. If she makes a habit 
of teleporting above your head, Hyper Roll is a fairly smart move if you have 
it, as she's a bit vulnerable for a second after teleporting. If likes to 
teleport directly behind you, throw her as she reappears. More importantly, 
have a Rock Ball handy at all times, and shoot it off EVERY TIME she 
teleports. So why is she one of the three that rates the "10" and earns an 
"impossible" rating against Roll; this seems like a basic fight, right? Heck, 
no. Simply put, if an "expert" catches you blocking, you'll be doomed. She can 
keep you in block-stun forever and chip you to death. 
DR - 10

Storm- Another Spaz comber. See Magneto. Sorry, but I don't think that there's 
much more to tell.
DR- 9

Strider Hiryu- Another character that's been toned down (unless he's paired 
with Doc Doom). His jump-in attacks are fairly high in priority, and some 
Strider users like to teleport behind you. Practice your throw's timing, and 
this tactic of his will fast become ineffective on you. As for Ouroborus, 
block high when he's in the the air, and block low when he's on the ground. 
Don't worry, it's easier than it sounds.
DR - 6

Thanos- Thanos' biggest asset is his super moves. You can slide under his 
capture bubble and block-counter his tackle move (easily), but there's little 
Roll can do against his supers except A: try to double-jump and avoid it, or 
B: Block it and take the chipping damage. If you use choice A, keep in mind 
that the "Power" gem super WILL arc upwards after awhile. Some Thanoses like 
to rush you with combos. This is actually somewhat effective, so be sure to 
have a 'Ball, or a 'Shield handy, just in case.
DR - 8

Tron Bonne- 1K, 1K xx Drill, repeat. Block that dumb drill and take the 
chipping damage with fortitude, because you can EASILY respond in her MAJOR 
recovery time. Even HYPER ROLL can counter it! That is, unless she takes to 
doing it in the air a lot. If that's the case, her recovery time is 
practically nil, and she can keep doing it. If she does that (the better Trons 
will), always keep Rock Ball and a good anti-air handy. Her supers aren't the 
best but keep an eye out for them just the same. If you super-jump over her 
"Super Servbot" (where her Servbot gets big) and get between her and her 
Servbot, she's yours.
DR - 7

Venom- The only REAL thing to look for is his Venom fang. Just block and 
counter it. Other than that, this is pretty much your average fight.
DR - 7

War Machine- See Iron Man, but keep his low beam and Shoulder 
Cannon in mind. Also, WM is slower, but stronger, than Iron Man. He also has 
the powerful War Destroyer, that can home in on you and does pretty mean 
damage.
DR - 8

Wolverine (Adamantium Claws)- The ultimate in spaz comboing. Fortunately, most 
Wolverine users (even experts) don't have a strategy, so it shouldn't be that 
hard of a fight at all. Rock Ball, once again, is very useful for anti-
pressure, and it's usually good to have a nice anti-air somewhere to back you 
up.
DR - 7

Wolverine (Bone Claws)- Same as the other Wolvie, only easier.
DR - 5

Zangief- Gack. This guy can really hurt Roll. I'm not joking. It only takes 
about 2 SPDs to take Roll out. It's extremely difficult, but the ONLY thing 
you can do is play completely evasive/anti-pressure. Try your hardest at keep-
away, and if he gets in, throw out a slide/throw and pray it hits. Using 
aerial Flower Bombs is sort of fifty-fifty… it could go either way. Beat Plane 
and Rush Drill are assets against Mech-Zangief ("Iron Body mode"), but try not 
to get hit in the recovery (or DURING the move, in the case of Beat Plane). 
DR - 9

Abyss1- Do a launcher and AC him as you rise up, then land (still comboing) 
behind him. Repeat.
DR - 1

Abyss2- Get right next to him, duck, and hit 2P over and over again. If he 
does his bubble move, use Rush Drill.
DR - 1

Abyss3- Block until there's an opening, then Hyper Roll or combo him.
DR - 3

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 10: Other Cool Stuff
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
This is some of the cool little nuances about Roll you may or may not know.

When Roll taunts, she adjusts her hair ribbon (and stares out into space), 
saying "Yatane!", meaning (I think) "I beat you!"

Roll has the unique ability to CHOOSE which cheer she does at the end of a 
match! In order to get a specific cheer, hold down the following buttons once 
your third opponent is knocked out:

1P:  Roll does a one-armed cheer and says "Makanai wa!" This cheer is 
cancelable with the start button.

2P: Eddie walks up to Roll and gives her Flowers. This cheer is cancelable 
until Roll receives the flowers.

1K: Same as 1P, only Rush comes down (kicking wind up her skirt, hehe) and 
shows a projection of Dr. Light. This cheer is NOT cancelable. 

2K: Megaman comes down on Beat Plane, kicking wind up her skirt. He smiles, 
stealing the show. This cheer is NOT cancelable.

A1: Roll transforms into a schoolgirl and poses with a cute little smile (eat 
your heart out, Sakura!), saying "Gomen ne!" ("I'm sorry!"). This cheer is 
cancelable.

A2: Megaman walks up to Roll and taunts her, making her cry (that meanie). 
This cheer is NOT cancelable (anymore).
 
Roll's entrances (still) mock Strider's and her taunt (still) mocks Ryu's!

Roll's costumes are as follows:

1P: Default, red dress.
2P: A pink palette
1K: A black palette
2K: A white and blue palette
A1: Same as 1P, only blue instead of red
A2: A psychedelic mixture of colors!

Roll's often made a point to hating the color pink, yet her 2P color; which is 
my favorite (MAJOR geek alert), is a very pinkish palette. How odd…

Taunting… worthless? I don't know, but it's an age-old dispute. Here's my 
opinion: I like taunting. It's a way to say "Hey, this is fun! I'm enjoying 
this game!" without opening your mouth, or a friendly reminder to your 
opponent to have him fight harder.
(Not only that, but it's an actual fghting tactic for Dan! Ü)
I don't think however, that you should waste you and your opponent's time by 
excessively taunting and doing nothing else.
I taunt. I don't annoy. Is that okay with everyone?

Even if this FAQ goes another 5+ months without updating, I'd still love to 
hear your thoughts about it at any time. You can also give me advice or ask me 
questions that weren't covered in the FAQ. You might find that I'm actually 
quite helpful. My mail address is 4 lines down from the top of the page. You 
can't miss it. I enjoy seeing what people think so I can make my FAQ better. 
However, I really don't take kindly to insults and flames, so try to keep it 
friendly, okay? Thank you.

-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Chapter 11: Credits
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-
Every Roll FAQ writer for all of their very well done Roll FAQs, any REAL Roll 
user that's not in it just because she's "funny", and anyone who's ever 
challenged me in a fighting game, win or lose.

This is for you.

-Sir "O"
"Don't look at me in that tone of voice!"


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