<3 UAS Roll thread- no matter how much i scrub the blood stains wont come out!

Sorry to sound like a broken record, guys…but is it possible for anyone to record and post these relaunch combos so I can get a better idea of how to do them?

i’ve been fooling around with roll and yatterman 1.
with roll i can 2a5b2b2c j.a j.a j.b j.c turbo roll sweep yatter wan fire turbo roll sweep
it brings ryu down to 20-25% and karas about 15-20%
the best ive done is 36.5 bil in 90 hits.

i hate how if you use a charged roll swing(works fine non-charged) go into a turbo roll sweep and then go into yatter wan fire after the hit that knocks them back the opponent gets put in a standing position enabling them to block the fire.

im about to try the relaunch combos. hopefully im able to learn

ill record and upload them tomorrow

A, B (2 hits),[ j.A,j.A, dj.A, dj.A, land, B (2 hits)]

loop part in brackets. 2nd set of jumping A’s must be jump cancelled very quickly (flick the stick upwards for a fraction of a second)
might be good to push them to the corner if they don’t have enough meter.

Try this on more people. Works on Blade too.

Also, dunno if this was posted, obvious, whatever, but I was told it wasn’t possible. Roll gets a super after and aircombo ending in j.C from MIDSCREEN. Dunno if it’s char specific or what.

Ok i put the combo into this video, hope it helps
[media=youtube]PiKlT7ojkzo[/media]

Tekkaman loop works after a baroque’d 6B overhead also.

edit: lol I suck at training mode, the infinite only works on standing animation of course.

Yo Magik, that’s awesome thanks for the well made video! I hope I’m not asking too much, but whats the notation for the Roll combos…I think I can figure it out but I want to be sure. Again, thanks a bunch!

I definately will be adding them later, but im in a online tournament right now, but they are listed on first post, gtg my match is coming up

Oh nice, good luck dude…represent that broomstick!!! Don’t get attacked by the lagmonster!

these are the roll combos he used:

#1:
(opponent in the corner will casshern as assist)
:snka:,:snkb:,:d::snkb:,:snkc:,:df::snkc:,:u:,j. :snka:,j.:snka:,j.:snkb:,:qcf::snkc:,hit them near the ground with j:snkb:,land,:df::snkc:,:u:,j.:snka:, j.:snkb:,j.:snkb:,:u:,j.:snkb:,:qcf::snkc:,land, :l::r::snkc:, :snkd:,:l::r::snkc: (mash :snkc:), :l::r::snka::snkb::snkc:,wait till near the end of the super,DHC :dp::snka::snkb::snkc:

#2:
(anywhere on the screen with charge; casshern assist necessary for second part to be safe)
:snka:,:snkb:,:d::snkb:,:snkc:,:df::snkc:,:u:, j.:snka:, j.:snkb:,j.:snkb:,:u:,j.:snkb:,:qcf::snkc:,dash if necessary, :df::snkc:,:u:,j.:snka:, j.:snkb:,j.:snkb:,:u:,j.:snkb:, (finish with :qcf::snkc: if opponent isn’t in corner. otherwise, continue with the following),j.:snkc:,land,:l::r::snkc:,:snkd:, :l::r::snkc: (mash :snkc:),:l::r::snka::snkb::snkc:,wait until super is almost finished,DHC :dp::snka::snkb::snkc:

for combo #1) since j.C -> super works midscreen, you technically don’t have to end it with roll swing if you don’t want to; I have to test it but if that combo ends with j.C you should be able to super

Yesterday i found i could land two relaunches without a BRQ, eventually i was able to pull out something like this.

5a,5b,2b,5c,3c, JC, j.a,j.a,j.b,236C, fall, j.b,3c, JC, j.a,j.a,j.b,j.b,236C, fall, j.b, 3C, JC, j.a,j.b,j.b,236C, BRQ, land, 5c,3c, JC, j.a,j.b,j.b,236c, land, c sweep, turbo sweep

my memory is a bit hazy on the last two air strings, but they weren’t ideal (you could definately get more hits in) and they aren’t important to the rest of the loop. did about 32 bil. I’m still not certain if another BRQless loop is possible (at the moment i’m guessing not, but we’ll see, maybe someone else can pull it off).

Also, haven’t messed around with the midscreen loop much, but with polymar assist, it seems with some of my testing it SHOULD be possible to something like:

(with charge)
5a,5b,2b,5c,3c, JC, airstring, 236C, land, dash, hit, polymar assist hits, cancel hit into charge, 3C hits after polymar finishes, into another charged broom relaunch.

I haven’t pulled it off yet, or even tried to very much, but when i got close, it seemed like it should work. Not sure of polymar as an assist for roll either tho. I really doubt any other char would get you the time you need to get the charge off, but maybe?

Finally, i was messing around and using soki, with roll assist did something like,

5a,5b,2b,5c,6c,623a,5b,5c,3c, TK aerial rave (2367 p), (roll comes in) j.a,j.a,j.b, 236, fall, j.b, land, 3c, JC, airstring, 236C BRQ, land, 5c, 3c, airstring, 236C, land, c sweep, turbo sweep.

What other chars could do some sort of damaging combo into an air switch into the roll loop? Still trying to decide on a secondary for my roll team, but it would be cool if they could do something like this.

Could someone explain Roll’s mixup and a little bit of Roll strategy?

run away and build meter by airdashing and doing short hop j.c rush down with airdash J.c and J.a j.a, try and get close for a 6B into super or bbq or assist into combo.

its notable that ground dashes automatically tech chase, so you can pressure that way after certain knockdowns.

try and beat your opponent air to air and go into either roll swing into combo or healing or whatever or into some type of super dhc.
landing ground combos happens more because of an opponents mistakes than anything.

since 5b on block gives frame advantage use that to pressure with air-dashes or jumps or assists or whatever.

i would describe her as a passive aggressive turtle character. since her ground approach isn’t good and her best air move is almost impossible to combo from, so her really good airdash j.c rush-down exists pretty much just to force your opponent do something without being a real threat in most cases, though it can be hard to deal with depending on your opponents character and your assist.

IAD j.c with assist backing can get you that high low mixup if they block and a combo if they dont, if they jump and get hit it can lead into super and dhc at alot of distances, or and overhead or low into pressure.

So I issued a challenge to trag to see if he could come up with a 30k Roll combo that involved no BBQ and 1 meter.

[media=youtube]VpaI5E_NrU4"[/media]

Damn. o_O

Damn, do you have a breakdown for the 3rd and 4th relaunch (maybe 5th… couldn’t really tell)? That was insane.

I saw one doing 2 j.b near the ground before the relaunch… don’t know how he managed the rest of them.

oh shit. that wasn’t a relaunch, it was to another 236C THEN relaunch.

… air dash C -> 236A, land, A,2B,C,3C, sj.A,B,B -> 236C, falling B, land, 3C, sj.A,A,B,B -> 236C, falling B, land, j.B -> 236B, land, A,B(1-hit),C,3C, sj.A,A,B,B -> 236B, falling B, dj.B -> 236C, land, [4]6C… wait… MASH!

Thanks trag.

I’ve got that trag combo down, baby! XD

I also got bored and made some Roll artwork for my TvC stick.

That’s how I Roll. rimshot

Hey guys, I dont frequent the Roll boards much so sorry if this is known information. I noticed some odd properties from Roll’s Charged Broom Swing. Basically the trajectory of the wall bounce changes depending on what version is used. The A Charged Broom Swing sends a character at the highest angle, giving you the ability to follow up with Dash -> Launcher anyone where on screen while the B version sends a character at a lower angle towards the wall and the C version … has the lowest angle.