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

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TABLE OF CONTENTS: 
1. LEGEND 
2. HISTORY 
3. TAUNT/FUN STUFF (ANIMATIONS/TRANSLATIONS/OTHER/COLORS) 
4. BASIC ATTACK LIST 
5. ASSISTS/TEAM SUPERS 
6. MOVES 
7. OTHER MOVES 
8. SUPERS 
9. STRATEGIES 
10. PARTNERS FOR ROLL 
11. COMBOS 
12. VS. ABYSS 
LEGEND: The basics for this game have remained unchanged since the start of the vs. 
series, only you now have 4 basic buttons and 2 assist buttons. You can select the 
character's assist at the select screen. To get a strong, you have to press jab, 
then jab to get a strong. For a forward, press short, then short. This only works 
in combos, however.. And you can cross these up as well, like jab to forward, or 
short to strong. The assist buttons call out your other two characters for an 
assisted attack. This is the layout: 
Joystick          Jab     Fierce     Assist 1 
                     Short   R.house   Assist 2 
And the key to the moves and combos: 
Superjump; SJ; SJump - quickly press down, then up 
U- Up 
UF- Up-Forward 
F- Forward 
DF- Down-Forward 
D- Down 
DB- Down-Back 
B- Back 
UB- Up-Back 
D, DF, F - lists like these tell you to roll from down to forward in one motion, 
then apply the button presses. 
DASH - F, F or B, B or 2 punches simultaneously. Character moves faster than normal 
speed. Use it to advance or retreat. 
BLOCK - Press joystick/pad away from opponent while they attack. Can also be done 
in midair. 
ADVANCING GUARD - While blocking, press 2 punches simultaneously, to push back an 
attacking opponent. 
ROLL - B, DB, D + Any punch or kick. - When knocked down, use this to prevent 
follow up attacks. 
SAFE FALL/BREAK AWAY - Press joystick/pad in any direction except up + Fierce or 
R.house - You can fall or get away safely from a hold, throw, or being knocked out 
of the air. 
VARIABLE COUNTER - D, DB, D + Assist button - While blocking, do this, and one of 
your partners will come out, counter-attacking, and switch characters. This uses 
one level of super meter. 
VARIABLE ATTACK - Press jab and short or fierce and r.house to switch characters. 
Characters that have damage will recover the red portion of their life while 
resting. 
XX- cancel (XX into is cancel into) 
OTG- on the ground. Means that you can continue the combo/move/super while the 
opponent is on the ground. 
ASSIST- One of two buttons that will call in your other partners for a special 
quick attack. 
SNAPBACK- D, DF, F + Assist button. Tired of your main opponent? Then force him out 
by doing a snapback. Assist 1 will bring in the 2nd character, while assist 2 will 
bring in the 3rd. 
DELAYED HYPER COMBOS- This is also the first game where you can cancel supers into 
other supers. For instance, you use Venom Web, then cancel before Venom's finished 
into Tron's Lunch Rush. Both supers will connect, and Venom will switch out to 
Tron. You can also use 3 supers/characters for this. Experiment with different 
teams to find a Delayed Hyper Combo that suits your characters. 
DOUBLE/TRIPLE TEAM- Press both Assist buttons to activate all your characters 
supers. The super the character uses depends on which assist you picked. This move 
uses 2 or 3 bars of the super meter, depending on how many characters you still 
have, or how much super bar has been charged. The rest is pretty self-explanatory, 
and if you really don't know how to play one of these games by now, then this 
probably isn't the place to start with. . .
HISTORY: -Roll is from the Megaman series from Capcom. She is the little sister of 
Megaman (known as Rockman in Japan), and was originally built to be a housekeeping 
robot, by her creator Dr. Light. Fed up with Megaman going out to fight the badguys 
and being left behind to be the housekeeper, Roll charges headlong into battle 
using an old Rock buster attachment, an exploding bouquet, and Megaman's long-time 
helpers Flip-Top (aka Eddie), Beat, and Rush. She's here to kick ass and take 
names!! :) 
TAUNT: - For the DC, hold short kick, and press start. Roll poses, tugs on her hair 
ribbon, and says something in Japanese. She used to say "Makenai wa!" / "I won't 
lose!" , but it sounds like something different this time. I'll check my sources 
and get back to this. - For the arcade, just press start... Duh. 
FUN STUFF: 
Opening Animation 1: Roll rides in on the back of Rush, jumps off, and Rush 
continues running off-screen. (Parodies Strider) 
Open Animation 2: Flies in on Beat, and drops down to the ground. (Parodies 
Strider) 
Open Animation 3: Stands, and kicks Edie. She pulls her ribbon, saying something, 
as Edie exits off-screen. 
Win 1: Roll's clothes flash for an instant, and then reform into a cute little 
school dress, complete with backpack. She poses.  
Win 2: Megaman trots in, and makes a face at Roll, who cries. 
Win 3: Megaman drops down in the Beat Plane, making Roll's skirt flip up a bit. She 
holds it down as Megaman smiles. (PERVERT!!!) 
Win 4: Roll poses, crossing one of her arms over the other at the elbow, and says 
something. (I think the speech was removed from this win pose for MvC2) 
Win 5: Rush appears, and sits next to Roll, as she adapts the pose in Win 4. A 
hologram with Dr.Light emits from Rush, and she replies to the hologram. "Yatta 
ne!"/"I did it!" 
Timeover Loss: Roll collapses to the ground, bawling her eyes out. 
Loss: Roll shrieks, falling to the ground, then evaporates, ala the classic 'death' 
of all the Megaman games. 
OTHER: 
Jump: Roll holds down her dress, and says "Ecchi!"/"Pervert!" 
Crouch: Roll has her hands on her knees, playfully looking at the opponent. Forward 
Walk: Roll walks forward, holding her hands near her face, looking curious. 
Backwards WalK: Roll holds her hands near her body, walking backwards. She appears 
intimidated. 
TRANSLATIONS: 
Taunt: / Assist: "Tasukete!"/"Help me!" 
Victory 1: "Yatta ne!"/"I did it!" 
Misc speech: "Yamete!"/"Stop it!" (in a cut-it-out way) 
"Konaide!"/"Stay away!" (or "Don't come near!!") 
Hyper Roll: "Makenai wa!"/"I won't lose!" 
ROLL'S COLORS: -NOTE: Whatever color you pick, when Megaman appears in Roll's win 
animations, his colors will be the corresponding color. (ie R.house Roll/R.house 
Megaman) 
(Jab) Red dress, gray sleeves, with white trim. Blonde hair, green hair ribbon 
(basic color) 
(short) Dark gray dress, gray sleeves, white trim. Blonde hair, blue- green hair 
ribbon. Goth Roll 
(fierce) Pink dress, strawberry red sleeves, white trim. Blonde hair, red hair 
ribbon. Strawberry Shortcake Roll 
(r.house) White dress, blue sleeves, white trim. Blonde hair, white hair ribbon. 
Ice Princess Roll 
(assist 1) Blue dress, lite blue sleeves, white trim. Blonde hair, blue hair 
ribbon. Rhapsody in Blue Roll 
(assist 2) Lite blue dress, purple sleeves, white trim, dark skin. Lite pink hair, 
green hair ribbon. Random Chaos Roll 
BASIC ATTACK LIST: - Most of Roll's attacks indicate that she's a passive 
character, but that doesn't mean she won't take it easy on you.  
stand Jab - Forward tap. Fair priority. 
crouch Jab - Ankle poke. Good priority. 
jumping Jab - Jumping poke. Good priority. 
stand Strong - Stretching Follow-Through Cross Punch. Good priority. 
crouch Strong - crouch version of standing strong. Pops enemy up for any additional 
hits. Good priority. 
jumping Strong - jumping version of standing strong. Good priority. 
stand Fierce - Swiping slap. Great priority. 
crouch Fierce - Diagonally upward Defensive Punch. Fair priority. 
jumping Fierce - Jumping Downwards slap. Great priority. 
stand Short - Tiny shin kick. Fair priority. 
crouch Short - Defensive shin kick. Fair priority. 
jumping Short - Jumping tiny kick. Has same animation as standing short. Fair 
priority. 
stand Forward - Standing Upper shin kick. Same animation as cr. short. Good 
priority. 
crouch Forward - Deep Poking kick. Same animation as jumping r.house. Good 
priority. 
jumping Forward - Jumping anger kick. Same animation as stand r.house. Good 
priority. 
stand R.house - Standing furious kick. Good priority. 
crouch R.house - All purpose ground slide. Moving knockdown. One of her more useful 
attacks. Great priority. Can OTG other moves afterward. 
jumping R.house - Jumping horizontal arc cutting kick. Great priority. Good as jump 
in or combo finisher. Stuns enemy momentarily. 
Up + jumping R.house - Jumping overhead vertical cutting kick. Great priority. 
*See OTHER MOVES section for more uses of Roll's basic attacks.* 
ROLL'S ASSISTS: 
Alpha/Projectile Type: Roll Buster. Fireball move. Pretty quick, but hits low, and 
travels slowly. The best assist, IMO. 
Beta/Variety Type: Flower Bouquet. Roll launches an exploding flower bouquet. Hits 
high, but travels slowly. Has to be in close range. REALLY horrible assist, because 
it's slow, and people can see it coming from a mile away.. Of course, this also 
could be useful for using confusion tactics. 
Gamma/Balance Type: Same as Beta. You're better off choosing the Alpha assist.. 
ROLL'S TEAM SUPERS: -Roll's team supers are all the same no matter what assist you 
pick.. 
A: Hyper Roll - The best way to use this is for Roll to lead off the team super, 
because of the initial start up hit. Otherwise, it does less than average damage. 
Does pitiful block damage if blocked. Make sure to get the enemy into her 
electricity beam, for maximum damage. 
B: Hyper Roll - See A. 
G: Hyper Roll - Again, see A. 
ROLL'S MOVES: 
Roll Buster: D, DF, F + P (punch pressed determines range) 
Roll grabs her old Rock buster, puts it on her arm, and shoots a fireball about her 
size towards the enemy. Can be done in midair. Jab is a slower fireball, while 
Fierce is a faster fireball. Both of them hit only once, and can be used in a 
combo. Her recovery time is slow, but not painfully slow. Can be used in OTG 
combos. 
Flower Bouquet: F, D, DF + P (punch pressed determines height and angle) 
Roll produces a bouquet of flowers which explode on contact; if they don't connect, 
they explode eventually. Jab is a higher angle, but the area of contact is short 
range. Fierce is a lower angle, but the area of contact is long range. Really slow, 
and hard to connect. That and it's very, very hard to produce.. 95% percent of the 
time you try to do this, you always get Roll Buster.. - Kao Megura suggests doing 
the move motion as D, DF, F twice, then pressing the punch button. This makes 
pulling this move off easier. Item Change: Edie appears, and gives Roll one of 
three weapons, which can be interchanged with different commands. -To use these 
items: D, DB, B + P. For Leaf shield, you have to do the motion twice. 
IC Rockball: D, DF, F + K. 
This is the standard item Roll starts out with. Roll drops a soccerball out. To use 
it, you have to kick it. The angle of the kick determines the angle of the ball's 
movement. This hits 2-4 times depending on the placement and size of the enemy. It 
flies off screen after bouncing around a few times. Useful as a surprise from 
behind, but not too much else. Can be used for OTG combos. 
IC Leaf Shield: D, DB, B + K. 
Roll forms a leaf shield around her. To fire it, use D, DB, B+P. This can be used 
in midair, but this is the slowest of the items. A fireball, beam, multi-hit or 
super move will disintegrate the shield. Can be used for OTG combos. 
IC Tornado Hold: F, D, DF + K. 
Roll uses a small gust of wind to pop the opponent up. Not as dangerous as before. 
Jab will get a closer tornado, while fierce yields a tornado with a farther reach. 
Very useful, and can be used for OTG combos. It's very difficult for me to pull off 
for some reason, but maybe that's just my controller. Still one her best keepaway 
moves, plus it sets up a good wall for you while you retreat.  I suggest doing the 
move motion as D, DF, F twice, then pressing the kick button. This makes pulling 
this move off easier. 
OTHER MOVES: 
Throw: F + Fierce Punch  
Roll does a body throw, with your opponent. This can be done in mid-air, and can be 
used in a combo. She has one of the best throw priorities in the game. 
Jumping R.house: This move will stun your opponent for about one real- time second. 
Use this to help out Roll's combo game. This move does NOTHING to those with super-
armor unless you use a hit before it. (EG: Juggernaut/Hulk/Sentinel/Powered up 
Silver Samurai/Armor Colossus) 
Up + jumping R.house: A different kick, that uses a sweeping kick over your 
enemies' heads. Very useful as a jump-in, but so is the regular r.house. 
D+r.house (on the ground): Slide: Use this to finish combos, set up combos, or for 
keepaway tactics, followed by a Roll Buster. 
Crouching strong: Used after a standing jab, this move will pop your enemy up 
momentarily, allowing for a combo to be used. Double Jump: Jump up once, and while 
in the air, jump again. Roll can stay in place for this, or use it to change 
direction in midair. Great for screwing up the opponent's timing. 
Launchers: Standing r.house or DF + R.house Snapback: Standing r.house animation. 
ROLL'S SUPERS: Hyper Roll: D, DF, F + 2P 
Roll shouts "Makenai wa!", flashes white and grows 3 times her original size. A 
huge bolt of electricity screams out from two electrodes on her head, while she 
fires off a large number of various missles (mini-rush, beats, and breast 
missiles...). This move does slight to no chip damage, and she can be knocked out 
of it very easily. If you connect with the initial blast, you'll most likely 
connect all the other hits. The range for the initial hit has increased for MvC2, 
and is basically 2 and 1 half Rolls wide. The electricity is the most damaging 
part, so make sure it connects. This is comboable on the ground, and in midair, but 
does less hits.. Best used as a wake-up. 
Rush Drill: D, DF, F + 2K 
Roll calls out for Rush, and he converts to a drill vehicle. Roll then rides around 
in this vehicle, which drills the opponent for multiple hits. Mash on the buttons 
and use the joystick to increase the damage. This move is slow to start out, but is 
completely invincible when activated. A timer will appear above the super combo 
gauge, telling you how long the super will be active. The recovery time for this 
move is horrible, so only use it in appropriate situations. You can use the 
joystick to make Rush jump up a little bit, but it's better if you remain on the 
ground. You can do a combo after this move finishes in the corner if the enemy is 
launched high enough for you to OTG after their fall. 
Beat Plane: D, DB, B + 2P
 Roll calls out for Beat, who then converts into a weird hybrid bird/plane. Roll 
rides in this plane, which fires out fireballs and drops miniature bombs. You can 
use the joystick to control the movement of the plane, and mash on the buttons for 
all the hits. This isn't an auto combo, so you must keep pressing buttons. This 
move can no longer be done in midair, which reduces it's effectiveness. Roll can 
also be knocked out of this move at anytime, so be sure that you activate it far 
away; after your enemy recovers from a slow move; and when your enemy hasn't got a 
super prepared to knock you out of it. I only use this move for chip 
damage..otherwise it is almost useless.. 
STRATEGY: 
Roll is an incredibly hard character to use effectively. You are limited by her 
short reach, her weak supers, and very little priority. However, she does have 
advantages! Her Roll Buster has a reduction in recovery time, as well as her flower 
bouquet. Beat Plane is still a fairly okay way to do some slight chip damage, but 
Roll has lost the ability to do it in midair, and the start up time is slower. Rush 
Drill still hurts, and is still invincible after the start up frames, but is 
horribly slow to pull out. The Hyper Roll is not as useless as before, allowing for 
better use in combos and an increased hit range for the initial hit. Her added 
double jump helps to create confusion, and it allows Roll a safer retreat. Don't 
overuse her Roll Buster, or you will be punished. Roll works better staying on the 
ground, rather than in the air, but if you are forced to jump, use her jab or 
r.house to keep attackers away. Other strategies for Roll include her throw. A lot 
of people hate repetitive throwing, but for Roll, it's a survival tactic. She still 
has one of the best throwing priorities in the game, but there are some characters 
who can beat her. Roll is also very weak, but not quite as weak as in the last 
game. She is a little more powerful, and her jumping roundhouse will help you 
tremendously. Utilize her by using a mix of keepaway, throw tactics, and taking 
advantage of missed opportunities. Roll's best used as a confusion character. 
Always keep them guessing and use her small size to your advantage!! :) If you play 
Roll, and win with her, you'll probably get a ton of respect! :) Keep in mind that 
Roll has very little stamina and power, so use a good mix of keepaway and combos. 
Her supers are usually only useful if the enemy misses an attack and leaves them 
wide open. When you use Roll, it's probably a good idea to back off and study your 
enemy's techniques, then go in for the attack. Also, try to pair her up with 
characters that have great assists, and with partners that complement her playing 
style. Most importantly, have fun with her! Roll isn't meant to be a serious 
tournament character, but don't let that stand in the way of playing, IMO, one of 
the most fun characters ever selectable in a fighter! 
PARTNERS FOR ROLL: 
-Venom: My old Roll partner from MvC1, works just as well, if not better with her 
in this game. Roll can count on solid protection from his Venom Fang assist. He 
also provides brute force, and insane power, plus his supers (Venom Web, and 
occasionally Death Bite), work well with hers. He also helps her with his keepaway 
game, since Roll barely has one herself. An all around great partner, IMO. 
-Sabretooth: Just about the same as Venom. His Alpha assist (Berserker Claw), helps 
pop the enemies up into useful range, while his Beta assist (Birdie Call), helps 
protect Roll from overhead attacks while she advances. Sabretooth is fairly quick 
for a big guy, and has nasty specials and supers to back up his speed and power. He 
also helps to link Roll's supers with his, especially his punch supers..both are 
great for activating the Hyper Roll. Another solid choice. 
-Jin: Always underated, Jin helps out tremendously with Roll. Both his Beta 
(Dynamite) and Alpha (Cyclone) are great protection and anti-air. He has great 
reach and power, and is generally a incredibly reliable fighter. The double 
team/triple team supers with him and Roll together are lacking, however, since the 
success depends on which assist you pick for Jin. Also, unless you use Beat Plane 
or Rush Drill, you cannot DHC Jin's most powerful super, the Saotome Cyclone. 
Nonetheless, you can link the other two supers. Again, a very good choice as a 
teammate. 
-Jill: I  play Jill too often, and she has a remarkable keep-away game, where Roll 
doesn't. Her assists are great, especially her Elbow Tackle and the Herb of 
Healing, in case Roll's in a pinch. One great aspect is that both Hyper Roll and 
Hyper Elbow Tackle, if activated as a double team, will GUARANTEE all hits from 
both supers, if activated at the right time.. A fair choice of partners.. -More 
partners as I experiment more!  ROLL'S COMBOS: 
-NOTE: Some of the c.jab, c.strong, stand r.house combos WILL NOT connect against 
some characters..some of them will be able to miss the r.house, and the combo 
counter will stop. 
NORMAL COMBOS: 1. Jump in short, ji forward, stand jab, stand r.house, sjump, jab, 
short, strong, forward, -- end with: r.house, u + r.house, fierce, or Roll Buster 
2. Jump in short, ji forward, stand jab, stand forward, crouch r.house, Roll 
Buster. 
3. Same as above, only activate Leaf Shield, then fire at the end instead of using 
Roll Buster. 
4. Jump in short, ji forward, stand short, forward, crouch r.house, Roll Buster. 
5. Jump in jab, fierce, stand jab, stand fierce, Roll Buster. 
6. Crouch jab, crouch strong, stand r.house, sjump, jab, short, strong, forward, -- 
end with: fierce, r.house, u + r.house, or Roll Buster. 
7. Jump in jab, ji short, dash jab, stand forward, stand fierce, Roll Buster. 
8. Jump in jab, ji short, stand jab, stand r.house, sjump, jab, short, strong, 
forward, jump again, jab, short, Roll Buster. 
9. Jump in jab, ji strong, stand jab, stand r.house, sjump, jab, short, strong, 
forward, air throw. 
10. Jump in jab, ji forward, dash jab, stand r.house, sjump, jab, short, forward, 
jump, jab, short, fierce. 
11. Jump in jab, fierce, c.jab, c.strong, stand r.house, sjump, jab, short, strong, 
forward, -- end with fierce, r.house, u + r.house, air throw, or Roll Buster. 
CORNER COMBOS: 
12. (Enemy in corner), Jump in short, ji forward, stand jab, stand r.house, sjump, 
jab, short, strong, forward, XX into Hyper Roll. 
13. (Enemy in corner), Rush Drill, stand short, r.house, sjump, jab, short, strong, 
forward, -- end with: fierce, r.house, u+r.house, or Roll Buster. 
14. (Enemy in corner), activate Leaf Shield, Jump in jab, fierce, stand short, 
crouch r.house, fire Leaf Shield, XX into Hyper Roll. 
15. Jump in jab, ji strong, ji fierce, dash jab, strong, fierce, Roll Buster. (on 
medium to larger characters.) (Get them into a corner.) (Omit jumping strong on 
smaller characters.) 
16. (Enemy in corner) Jump in jab, fierce, c.jab, c.strong, stand r.house, sjump, 
jab, short, strong, forward, jump, jab, short, Roll Buster XX into Hyper Roll. 
17. (Enemy in corner) Jump in jab, fierce, c.jab, c.strong, stand r.house, sjump, 
jab, short, strong, forward, jump, jab, short, strong, forward, -- end with fierce, 
r.house, u + r.house, or Roll Buster. 
HYPER ROLL COMBOS: 
18. Crouch jab, crouch strong, stand r.house, sjump, jab, short, XX into Hyper 
Roll. 
19. Jump in jab, ji short, stand jab, stand r.house, sjump, jab, short, XX into 
Hyper Roll. 
20. Crouch jab, crouch strong, XX into Hyper Roll. (Hard to connect) 
21. Jump in jab, fierce, stand fierce, crouch r.house, Roll Buster, immediately XX 
into Hyper Roll. (This is really hard to pull off, but is best used in a corner.) 
22. Jump in jab, ji short, stand jab, stand r.house, sjump, jab, short, strong, 
forward, jump again, jab, short, XX into Hyper Roll. 
23. Jump in jab, ji short, stand jab, stand r.house, sjump, jab, strong, pause for 
half a second, short, jump again, jab, short, XX into Hyper Roll. (works on only 
medium to large size characters) 
24. Crouch R.house, jab Tornado Hold, immediately XX into Hyper Roll. 
25. (Enemy in corner) Jump in jab, short, dash jab, short, c.rhouse, -- end with 
Roll Buster or Roll Buster XX into Hyper Roll. 
26. Jump in jab, fierce, c.jab, c.strong, stand r.house, sjump, jab, short, 
forward, jump, jab, short, XX into Hyper Roll. 
SNAPBACK COMBOS: 
27. Jump in jab, strong, dash jab, snapback. 
28. Jump in jab, fierce, dash jab, snapback. 
29. Jump in jab, r.house, dash jab, snapback. 
30. Stand short, snapback. 
31. Crouch jab, c. short, snapback. (Won't work on certain characters) 
- NOTE - On the air Hyper Roll combos: The best way for these to connect is to 
activate it when the enemy is above Roll's waist. You should be able to get all the 
hits when it connects. 
-ROLL'S SEMI-INFINITE: Yes, she has an infinite... sort of. I've only tested this 
on the training mode though.. everyone else keeps rolling out of it. ;P -Get 
opponent into corner - Jump in jab, ji strong, stand jab, stand r.house, sjump, 
jab, short, strong, forward, air throw, - land before they do, stand fierce, stand 
r.house, sjump, and repeat. -This works on most size characters, but won't on some 
heavier characters that land before you do. Of course, this won't work if they roll 
or tech hit the throw. Not really a TRUE infinite, but if your opponent is 
incompetent, take advantage of his ignorance.. 
ROLL vs. ABYSS: 
1st part- This part will give you trouble, because of Roll's defense and power 
problems. Block accordingly, and use small combos. Sjump when he charges or uses 
his beam super. Try a Rush Drill occasionally, but be careful of retaliation. Avoid 
staying in one place for too long. Try a Beat Plane from behind him when he uses 
his beam super. Fierces will help you build your super meter for that purpose, and 
for the next part. 
2nd part- The easy part for Roll.  Stay low and use jab,strong combos. Or you can 
fire off fierce Roll Busters. Roll can duck the laser, but will take damage if you 
block. DO NOT JUMP AT HIM UNDER ANY CIRCUMSTANCE! Try to use Beat Plane or Rush 
Drill for some extra hits. Use Roll's jab to pop the bubbles. Be very careful of 
his large laser and of his spinning beam super. This part will take off a lot of 
damage if any of it's attacks connect.. 
3rd part- Difficult, but not impossible. Use small jumping combos at your 
discretion. You can try to use Hyper Roll, but only if you get behind Abyss. Beat 
Plane will work, but remember that you can be easily knocked out of it. Overall, be 
very cautious, and wait for openings. Once again, use fierces to build up your 
super meter, and try to get behind him every time he reforms. 

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