Roll Basics

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.

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.

I honestly hadn’t been fully convinced that Turbo Sweep was a very good use of a super stock in Roll’s combos, unless the opponent would get KOd by it, or you already had max super meter, or something like that. This is why I’ve been so caught up in seeing if DHCing into Yattaman’s fire breath worked well, I wanted to know if it made a big difference. And I guess it probably doesn’t, for several reasons. Obviously it’s still good to know as an option… but oh well.

Sounds like I should do Roll’s numbers run. Although one thing… when you are doing the Roll Sweeps are you also doing the “mash button” part for the extra hits or no?

As for the Turbo Roll Sweep, if you did DHC it into Yatterman’s fire breath, you should be able to pull off at least 25000 which is excellent for 2 meters, doubly considering they can’t Mega Crash out of it.

The other thing about the Turbo Roll Sweep is if you connect with them while they’re standing, the last hit has to be blocked low. I’ve caught a lot of people with that who didn’t realize it.

Yeah you can still get good damage out of the whole thing, especially with a DHC (I use casshern which is a little less damage than Yatterman) but it’s actually more damage if you just go straight into an OTG turbo sweep than if you do the roll sweep first. If you mash it for max hits, the entire turbo sweep is already prorated down to minimum (35% if I remember correctly.) Also, if you just hit it standing (:d::snka: :d::snkb: turbo sweep) that does inconsistent damage but opens up way more DHC options (like, pretty much anything).

The other thing though (which you might need) is that a charged up Roll Sweep with full mashing gives a large chunk of meter too so it might give you that extra bit you need for some extended DHC combos.

I’ll run the numbers later tonight or tomorrow (I just got Valkyria Chronicles so I’m itching to try that out for a bit first.)

Yeah well I just want to clarify, the charged roll sweep adds damage, but the uncharged version actually takes away damage.

Roll can do her turbo sweep super twice in the corner. First super has to hit standing, then as Roll ends the super, do it again when they land. Second one will obviously whiff the last hit so be careful how you use it.

If that’s true, couldn’t she:

Turbo Sweep Super -> Sweep Super -> Turbo Sweep Super

Something silly I noticed but depending on where you are in relation to the opponent, Roll’s Charge will change in volume.

I was fiddling around with trying to land Roll’s launcher and it seems the only way to land it is to :d::snkc: xx Baroque xx launcher (which isn’t worth the Baroque, but could be useful when tagging out during the aerial rave). Does anyone else have an idea on how to land Roll’s launcher in a combo?

For that combo, maybe the a version will work but I think when I tried that it didn’t work because of the slight start up.

As for her launcher, I gave up trying to combo into it. The only option I use launcher with is off of a verified combo with an assist. I’ll mess around with her arial raves and see if its worth it to find a more convenient way (likely baroque).