ROLL
Stamina - She takes horrible damage. 137% (dont get hit)
Rating: Not so good
Defense - Thanks to her small size, it can be said that her defense is somewhat decent. She also ‘floats’ when she decending from a sj. allowing her to avoid certain attacks. She can also delay her decent with roll busters and flower bombs as well. On the ground, she can be a hard target to hit as well, especially when you hide her behind good assist-which roll relies a lot on.
Rating: Decent
Ability to land comboes - do not try and land combos with roll. Most of your damage should come from throws, slide attacks, and assist.
if you do manage to get in close enough to land a combo with roll, it should be c.lp, c.lp [mini launcher]. this sets up for some fun stuff like:
-c.lp, c.lp, pause, throw
-c.lp, c.lp, pause, throw into assist
-c.lp, c.lp, c.fk will slide under some characters. this sets up for assist resets like:
-c.lp, c.lp, c.fk + tron proj, reset, c.lp, c.lp, throw.
-c.lp, c.lp, c.fk + doom. if they block, they eat chip damage-try and set up a tick throw. If they eat rocks, j.fp into rocks, land, [tick] throw.
She has corner throw reset combos that do decent damage:
-launch, sj.lp, lk, lp, lk, fp, throw, lp, lp, roll buster xx hyper-roll is the basic one.
Rating: Poor.
Mobility - she isn’t the most mobile character, but she can cover a lot of ground. Her ‘floaty’ sj./dj allows her to cover much ground and avoid a lot of attacks (on the ground). her dash [hop] also covers a fair amount of ground as well. wave x 3 covers full/nearly full screen. Not great, but its better than other characters that also lack an airdash of any type.
Rating: OK.
Damage Output - Roll alone = laughable. Unless its being done on akuma. With assist = reasonable. Like I said above, most of her damage will be coming from assist and throws.
Rating: LOL.
Chip - her rush drill does chip damage. I think her roll buster and flower bombs to chip as well. Nothing worth mentioning, though. She uses her assist [dooms rocks] to do the chipping work. In the corner she has [weak] lockdown with dooms rocks-if you manage to land this, you can chip away a decent amount of life from your opponent.
-corner: c.lk, c.fk + doom xx leaf shield, [doom hits/chips] c.lk, c.fk xx throw leaf shield, c.lk, c.fk + doom xx leaf shield, repeat.
-if they push block, throw leaf shield, wave dash in after them and repeat.
-midscreen: c.lp, c.lp + doom, c.fk [blocked].
Rating: solo-poor. Assisted-decent
Prescence (assist/dhc/counter possibility) - very laughable. I usually play roll on point till she dies, because she really has nothing going for the team in other slots. DHC or counters are just horrible and her assist are nothing special.
Her flower bomb assist is probably her best because
-it stays on screen for a while, so you can actually have two assist as the same time.
-it can mess up a flying sent, not damage wise, but if he’s in range and throws out a limb, it’ll hit (and thats funny)
-if you combo it it, it cause a dummy flip (at any height) and that sets up some nice crossups…ex:
-doom: c.lp, c.lp, c.fp + roll flower assist, sj.lp, sj.lp xx air dash forward, assist hits from behind, land, dash under during dummy flip, oc.fk [reset] sj.lk, lk, apa
Rating: Poor
Other - Wow, roll is a horrible character. She is gonna rely heavily on assist or the other 2 characters are going to be doing most of the work. You rarely should be on the offensive with roll, but rather have your opponent advance towards you. Use your assist to counter and to tack on damage.
I find that roll + right assist can cause some problems for certain characters. like
-Roll [rockball] + commando/guile/bh AAA can be a bit of a problem for flying sent.
-Roll [rockball] + doom rocks/sent ground can be a problem for mags and storm.
-her rock ball comes out the fastest and is the best choice to use out of the three. Her leaf shield is ridiculously slow with its startup and should only be done in certain situations. Namely, that corner lockdown.
-c.lk, c.lk, c.fk [blocked] is super safe. pause afterwards, if the opponents moves-AA assist.
-c.lk, c.lk, c.fk [opponent rolls], fp roll buster. timing is a bit iffy, but as soon as the opponent is past roll, do a fp roll buster - it comes out fast enough so that when the opponent is waking up from the roll, they’re forced to blocked the roll buster. call in assist right before, then wave dash in afterwards.
-c.lp, c.lp, pause, fp throw [opponent rolls], call sent ground, dash back. rolls back dash covers enough ground so that she’s right in the opponents face as he wakes up. after the dash, tap down, pause, tick throw into sent assist. or tap down, block, opponent blocks assist, walk forard, tick throw.
-air roll buster/flower bombs avoids sents laser death
-j.lp, pause, roll buster is her guard break [of doom]
…thats about it for now. ROLL-ownz.