Erm… you can stop uncharged busters with her s.A. Or B. Or whatever. They’re really not that threatening to her if you can keep a cool head. Charged busters/machine-guns are what she has to be careful of.
Sorry I haven’t posted the videos yet. I’ll try to have them up before the year ends, but no promises. D:
I’ve had three consecutive matches as Roll with the roll sweep scrubbing and I could have sworn my opponent would be dead, but… :looney:
Also, I am completely helpless when I fight Gold Lightan. I need some tips, I just get crushed. lol.
You’d better hope you have a reliable partner. Roll fares rather horribly against Gold Lightan due to her lack of distant projectiles to play keep away (she’s barely the size of his frigging hand, play up close WHAAAAAAT?!) Needless to say, play close, and Gold Lightan will punish EVERYTHING you do.
Against the CPU Lightan, simply spam super-charged Water Buckets, and occassionally leave puddles for him to slip in.
The Super-Charged Water Buckets are about the only thing that will work fairly well, plus it charges meter very quickly. If you do get stuck in close, her L3 Super will also do a good chunk of damage to GL. Other than those 2 tips, Super Jump and fly around the screen trying to build meter staying out of reach. Keep blocking and tech-hit out of the his command throw (Mega Crash it if you have to). Very Generic, I know but as mentioned, she doesn’t have the tools others do for this matchup.
I’ll keep that in mind next time. I was like… what the hell am I supposed to do? 
And to think I’m not very good when it comes to doing tech hits and advanced guarding. Time to practice.
Alright, well we haven’t really talked about roll’s setups and offense yet so much so i’ll go for it, for anyone who cares. Whoever else feel free to throw in your ideas.
Roll’s midscreen BnB combo is her (charged) :d::snka::d::snkb::d::snkc::l:(charge):r::p:, so a nice thing there is that anyone who standing blocks is going to eat your combos. You obviously use the same setup for :d::snka::d::snkb::d::snkc::qcf::snkc::qcb::2p: for healing. You can get away with just spamming these attacks sometimes simply because they come out super fast, but you should really mix up with overheads. Fortunately she has a relatively quick overhead that you can hit confirm into stuff like her :dp::2p:. So particularly once Roll has 3 meters, she’s a HUGE threat on offense. Her water buckets can also either be really useful or a big liability. Most characters won’t have much trouble avoiding and punishing this laggy attack, but its arc makes it tough for certain characters who have trouble approaching (alex), and it can leave a spot to cut down people’s options for approaching (since they basically have to jump over it). Don’t spam it, but use it.
Her dashes and airdashes are extremely fast, so you can catch people off guard fairly regularly with dash in attacks, especially since the attacks themselves come out so fast. As you can see (already know) roll is a HUGE threat on offense, but obviously there’s some drawbacks here. Roll can land her combos really easily, but her normal BnB combos just do not do very much damage compared to most of the cast, particularly if you’re not charged. Also, she has the second lowest amount of health in the game, so she goes down fairly easily.
Basically, as a roll player, you have to constantly stay on the move, and continually stay on the offensive. Harass your opponent by switching between your low pokes and overheads constantly, and always be moving…towards them…fast. And as always, if they get too good at predicting your attacks, start throwing them.
There’s my ideas on Roll’s offense so far, what do you guys think?
If you were going for Healing, I would suggest
:d::snka::d::snkb::d::snkc::qcf::snkc::qcb::2p:
This doesn’t have to be charged, though if it is it’s completely safe. Without that Broom Swing though to knock the opponent away, they’ll recover right next to you and punish you (unless you Super Cancel into something like Karas’, Doranjo’s, or Saki’s Counter Super).
Also, I think you can combo her BnB and charge her broom. At least that seems to be the safe time for me.
This is an awesome combo to send your opponent flying. I’ve been trying to figure if I can follow up from that broom swing (minus healing in the combo) into something else, but I haven’t tried anything yet.
Question, seems like her j.C is her only attack on the air worth doing right? Her other air attacks have pitiful range.
Yeah that’s actually what I meant. Edited, thx.
Also. @ anton, check out the combo vids in the video thread, it shows some stuff for combos from a charged swing in the corner. If you’re close enough to the wall bounce you can hit them after the bounce with a :df::snkc: launcher and follow up with an air combo that ends with a :snkc: and hit a roll sweep when you both land. Does more damage than the standard BnB if you’re close enough to the corner to hit it all.
Some other things to keep in mind, any super or assist that hits OTG is very useful for roll. There’s some stuff in the videos section again in keits’ matches. He uses Casshern’s assist to add extra damage to OTG roll sweeps, and OTG hitting supers can be used for the same thing (I think) during turbo roll sweeps (and to keep them safer) or can be used to hit after the previously mentioned healing combo. There’s video of Karas hitting his lvl3 after a roll heal combo.
I’ve been slowly adding stuff to the roll videos page, so check it out if you get a chance.
New corner combo for roll posted in the videos, takes 4 levels, but combos her turbo sweep into the lvl 4 super, instant kill on Karas. Here’s my shot at transcribing it.
j:snkc: up cancel j:snkc:(land) :d::snkb: :snkc: :d::snkc: :qcf::p: :d::snkb: :snkc: :d::snkc: Turbo roll sweep :snkd: :dp::2p:
It looks like maybe she hits something between the sweep and the assist but idk. Go check it out, it’s from nico but I linked through a shell so people without accounts should be ok.
lol someone needs to up a video of this its hilarious
rolls can do an otg combo into super and dhc into polymers tank thing. this will be blockable on most characters(probubly all but untested tested all the biggeer guys) but it works on the genie
it does like 34000 damage its hilarious, probably racist too.
Somebody tried this in the Roll/Polymar combo video. On Ryu it doesn’t combo, but if it works on some people that’s cool.
yeah it wouldn’t hit tekkaman or alex so i gave up i think its just the genie.
Magik
23
I did something interesting with roll today.
I just KO’d my first opponents characters and i used Rolls assist
The puddle was placed so the next character to come out landed on it and then fell when she came out. Maybe has some use in the future?
i think they can block low i never tested it as they come in(ive done it and it worked but havent tested it) but i have pushed them into it when set on block and they blocked low and didnt fall
course if you kill someone and throw down the puddle and time an overhead you might be able to make it really hard to block or unblockable or possibly throw it out and dash under to attack from both sides?
it needs testing. just the fall does practically no damage so you would either have to have roll actually on point to sweep, be a good mixup character or be using casshern for otg
if your using cashern and have him on point his basic firedog denki punch unblockables are probulby better. (i really need to test this as they come in)
Well I tested the puddle last night. I don’t know if there are any differences when coming in but if the opponent is already on the field, the puddle does hit low. I have one unblockable setup with joe:
Combo into cr.C D (roll assist) and then do j.C.
You need to time the puddle to miss the opponent so the puddle lands just behind him. You push them a little bit over the puddle then go for the over head. Of course rolling will screw any chance of that.
I must say, that wall bounce caused by a Powered Up Roll Swing has serious potential.
Aside from what yourmother found already in the videos, it’s also another way to setup her Level 3, as well. Weirdly enough, I can’t get :snka: to connect as the opponent falls.
alright, I’ve been playing around with some healing tricks and whatnot so hopefully I’ll have some stuff to talk about soon.
First though, question. I’ve been having problems with my overheads. If i’m blocking, and I know somebody’s going to block low because of all the low combos I’ve been doing, I hit :r::snkb:, but a roll sweep comes out. Is there any way you can circumvent this other than just waiting?
From the sounds of it, you might have to start training yourself not to hold :l: during a combo (until the timing is right.) Other than that, I don’t know, because the motion will result in a Roll Sweep each and everytime.
So I found out that an uncharged roll sweep can actually hurt the damage of your combos through proration, if you’re going for a turbo roll sweep OTG. The damage rankings go like this:
1.:d::snka: :d::snkb: :d::snkc: roll sweep(charged) > turbo roll sweep
2.:d::snka: :d::snkb: :d::snkc: (pause for knockdown) turbo roll sweep
3.:d::snka: :d::snkb: turbo roll sweep (damage is inconsistent, based on spacing)
4.:d::snka: :d::snkb: :d::snkc: roll sweep(uncharged) > turbo roll sweep
So keep that in mind, if you use the roll sweep uncharged in your ground combos you could be wasting your damage.