she got buffed alot from the last version, most importantly she can combo into her launcher now without baroque or assist and that she can easily do any air combo into OTG super midscreen. her airdash is faster aswell.
only nerf is that she lost an instant overhead.
she is really strong air to air and with the right partner this can lead into big damage, 6B overhead is good and combos into supers, and with certain partners or against certain characters she has instant overheads, giving her a dangerous mixup game. but she is meter dependent as her best options for damage require a dhc but as a trade off ANY random hit can lead into this. she is fast in the air and can run away well. her assist is also amazing and gives characters unblockables while combing overhead moves with her low hitting puddle.
she used to require yatterman, cashern, or tekkaman to be able to fight with stronger characters but with her comboable launcher she immediately was buffed, so though these characters are still her best partners she can work with alot more characters now. also karas is weaker.
Combo notes:
you should try and get a charge at any chance you get, unless you are being tricky or want to go for mixups instead.
otg turbo roll sweep is unsafe so if you use it either kill them, dhc or plan to megacrash/ due to this yatterman and cashern with their otg supers are good partners for roll, aswell as zero and saki since they can do their power up supers.
tekkaman is also good with her.
for a further away knockdown that leads into a charge, roll swing can be substituted for j.c in any of these combos.
off of a charged roll swing going into healing super is also an option and in some cases you can dhc to do damage. off of a non charged roll swing you can also do healing into certain super just to remain safe and get a healing.
Combos:
to add baroque to any ground combo just do
2a5b2b5c bbq 5b2b5c3c into air combo
2a5b2b5c3c j.b j.b ^ j.b j.b j.c turbo roll sweep.
2a2b2c turbo roll sweep.
for use at a specific distance from the corner only.
2a5b2b5c3c j.b j.b ^ j.b j.b, b roll swing, bbq, air dash j.c, turbo roll sweep
air to air
j.a, j.c land turbo roll sweep.
IAD j.c land turbo roll sweep.
j.a jump back j.b j.c land turbo roll sweep.
w/ charge
2a5b2b5c3c j.b j.b ^ j.b j.b roll swing, dash 3c j.b j.b ^ j.b j.b j.c turbo roll sweep.
2a2b2c roll sweep, turbo roll sweep.
air to air
j.a ^ j.b j.b roll swing, dash 3c j.b j.b ^ j.b j.b j.c turbo roll sweep.
roll specific stuff:
she has low health.
she is short so some normal combos will not work on her.
roll’s ground dash has startup lag so its weaker than most but it gives her momentum.
rolls IAD moves are really hard to combo from.
these 2 mean it is hard to get damage in with her.
roll can short hop.
iad immediately C immediately up cancel. you shouldn’t even be able to see the startup of the airdash. kinda works like morrigans instant overhead where you press the button before the up cancel. notation would be jump a+b+c J.C than immidiatly 7.
Roll can air dash instantly across the screen
you do jump a+b+c, wait a bit a+b+c immidialty up and press any attack button and mid screen you can go from beigning as far away from the opponent as possible to as far as possible the other way.
it seems that the boost gives her momentum each time and when you do 2 on the same plane it compounds.
ill add stuff as its discovered as well as moveset info.