Partners for Roll

Yeah, from my recollection (TV is in use at the moment) the firebreath always whiffs if they’re in the corner or really close to it. What happens is the mech hits them and they do the wall bounce, but because they’re close to the wall, they bounce back behind the attack arc of the mech and the firebreath goes right over them. I know that’s what happens when you just try it from yatterman’s sweep>super, and I think it’s the same if cancelled out of the turbo sweep.

I mean it could be the color, but I don’t remember having any problems with it, and I always use purple yatterman, so my thought is it just isn’t hitting because of positioning.

It’s also noticable here. I had Yatterman and Alex at opposite corners of the screen, as far away as possible. Yatterwan will miss completely with the firebreath (it will end up hitting just left of his feet). Yatterpelican will end up hitting him with the firebreath. It’s definitely aiming/breathing a little higher.

I just posted a short video of the 2 Yatterman’s at full screen each doing the firebreath super to show the difference. Wasn’t easy trying to record it in 1 hand and play in the other.

[media=youtube]cZ5tKZVIVlY[/media]

You can land Joe’s 6-Cannon Shot if you land Turbo Roll Sweep (without sweeping them).

Vice versa, Roll can DHC Joe’s f, d, df ab into her LVL 3 special.

if roll has 2p- yatter as a partner she loses her corner dhc (you could substitute a barouque wall bounce combo for equivilant damage if you have any red health) and the ability to dhc back in mid screen.

i havent found any benifit with roll in using 2p yatter.

i hope yatter doesnt become a popularcuz if so it’ll be annoying as hell.
good thing most list s put yatter bottom tier.

That’s not good, some of us are using Yattaman too :arazz:

I dont think he is a bad character at all i just hope people dont figure it out so i can use him more than half the time.

So I was messing around a bunch in training mode trying to find easy setups for heals, and I ended up with just a ton of videos of me messing around with DHCs and combo supers for roll, I posted some of the good ones (and some of the not so good ones) on youtube, so here goes.

[media=youtube]x8Ea1aS82Rk[/media]

EDIT: Oh and yea the favorite thing I found out, Ken assist = overhead>combo super heal for success.

Alright so I finally made it out to the arcades in Kobe and I learned a few things about the Roll/Casshern team.

  1. Free heals off of a knockdown for either Roll or Casshern. If you do a :d::snka: :d::snkb: :d::snkc: and then IMMEDIATELY do :snkd: :qcb::2p: the assist will keep the opponent grounded until roll recovers and depending on how fast your timing is on the last 2 inputs, the heal will either hit Roll or it can hit Casshern while he’s leaving. Watch for crossups though because at this range, they can tech recover behind you. It will also always hit casshern if you’re in the corner, because he’s taller.

  2. Easy DHCs into lvl 3 supers going both ways. These things are seriously really easy to hit and they can end a match before your opponent knows what’s up. Roll>Casshern goes :d::snka: :d::snkb: Turbo Sweep xx :bdp::2p: Casshern>Roll goes (any combo or no combo, this is an easy hit confirm from any strength denkou punch) :qcf::p: :qcf::2p: (2 hits) :dp::2p: Both of these do really good damage still (the Roll>Casshern one kind of varies based on how long you let the sweeping go, but it’s still good) and are an easy way to finish off a character with very little risk.

All in all the team was doing really well and I ended up with around 75% wins or so on the night, which is way better than I was doing in BB :-/

Cool info yourmother. Also the youtube video had some very interesting supers.

For Roll, how would you guys rank these characters for her teammates?

Casshern, Chun Li, Joe, Polymer, and Karas.

Casshern’s probably the best IMO. DHCs into whatever you feel like, assists that help you get free heals, roll assists can double the length of Casshern ground combos and really help his approaches. Karas is pretty good, but the heal counter traps are gimmicky and you can punish Karas for huge damage fairly easily if you know it’s coming. He can still do heal>lvl3 super though which is awesome, and his assist really helps roll out with projectile games.

Chun li is still chun li, you can do cool DHCs and whatnot, and her assist rules, but there’s not a whole ton of synergy. Polymer is pretty much the same way. Joe is cool because you can actually get his 6 machine cannon to hit in a combo super, but again, not a whole lot else going on.

Okay so after like 15 minutes of creative training play with Casshern/Roll, I discovered you can:

:d: :snka: :d: :snkb: :d: :snkc: xx Roll Sweep xx Casshern Assist (time so that it hits at the end of her sweep) xx Roll Sweep (again) xx Turbo Roll Sweep DHC :r: :d: :df: :p: :p:

This combo does about 22-24K worth of damage that is non-crashable. The initial Roll Sweep should be Charged. The only problem I have is the timing with the Casshern Assist. Sometimes, he’ll dive ahead of the character and he’ll miss completely if they’re not in the corner.

This also brought something else to my attention:

From :d: :snkc: Roll Sweep, you can Baroque into another Roll Sweep using :snka: and :snkb:. Haven’t been able to land it using :snkc: Roll Sweep. May not be the best use of a Baroque but letting it known that is possible may open up more opportunities.

Okay, this post deserves a double post since it’s a follow up from the above post. I’m not sure if this has a name, but the fire sweeps + Roll Sweep will be called Roll Sweep Burst to show the difference between Roll Sweep + Roll Sweep Burst.

Here’s a really, really awesome long combo with Roll/Casshern:

(Air) :snkc: :d: :snka: :d: :snkb: :d: :snkc: xx Roll Sweep Burst xx Casshern Assist xx Roll Sweep xx BAROQUE xx Roll Sweep Burst (:snkb:) xx Casshern Assist xx Roll Sweep Burst xx Turbo Roll Sweep DHC :r: :d: :df: :p: :p:

Requires only 2 Bars and a Baroque. After the sweep, there’s no megacrashing. Redonkulous.

The two toughest parts of this combo are:
1.) Using the Casshern Assist during the last part of the Roll Sweep Burst. It requires slowing down how fast you press :snkc: to give yourself time to hit P.
2.) Using baroque in between Roll Sweeps.

At first, I thought this could be an infinite combo since Roll’s Sweep Burst has a very long duration but it’s not quite long enough to give time for Casshern to come in again. Therefore using baroque in between the Roll Sweep where Casshern can’t come in gives more than enough time for Casshern to be available again.

By “fire sweep” are you talking about the charged up version of it or simply the button mashing part?

The button mashing part or the “Burst”.

what kind of damage does this do with a reasonable baroque. and is there video

I asked Keits on YouTube what kind of equipment do I need to record videos. I’ve only been able to do it once because I’m still trying to master Roll Sweep Baroque Roll Sweep but I failed to get the damage. If I had to guess, it would be around 28-30K since the combo in my previous post was about 24K.

edit: And I’ve been using 10% Baroque.

I’m quite sure that if you call an assist during a combo, the game intentionally holds the assist back until the combo counter resets. In other words, it’s impossible for you to combo, call assit, combo some more, call assist again. The assist won’t become available until after the combo counter restarts. I recall seeing this during long MegaMan wallbounce combos.

Anyway, there’s too much talk about Casshern in this thread. It’s obvious they have alot of stuff they can do, but they should probably get their own thread then :stuck_out_tongue: No one’s talking about any other partner possibilites anymore, and Casshern’s cool, but I’m really not interested in maining him…

Just for the “something different”… I’ve been playing around with Rock/Roll together casually. Nothing overly fancy but if I had at least 3 on the meter, would use the Team Super with Roll on the main doing the Heal super. When Mega Man comes out, his gun is just over her head so he gets the heal instead. Just something easily guaranteed to help him out if he took a beating.

Roll/Yatterman though was what I was using mostly though of late.