what kindov partners work well with roll?
is rock and roll any good?
what kindov partners work well with roll?
is rock and roll any good?
They seem like they’d be really good together. I like Roll+Souki. Shit is crazy good.
I really wish I had the game in front of me, but I’m pretty sure I did the following:
Call Rock out, Heal with Roll and Rock should steal the health. I believe this doesn’t work on a team hyper combo/DHC.
It’s very good for when Rock has little to no red health. Obviously you can’t heal the giants as they don’t work well with others.
Ah. That explains it.
You know, from a psuedo-storyline point of view, that would make perfect sense for a plasma energy-based health boost to be a boon to robots, but harmful to humans.
Added to the main FAQ. Thanks for the tip.
Yes, for the simple reason that they work well together. For example, if Rock nails an opponent with the Hyper Machine Gun Arm, you can cancel into the Health Boost Super combo without retirbution, since the last few shots will still hit the opponent. Also, if Roll does Life Up and double teams with Rock at the same time, it’s a somewhat good way of patching Rock up if he’s injured. I also use Hyper Drill Upper xx Life Up!, although I’d have to time it better since it leaves a bit of an opening.
I was giving my opponent a lot of trouble today with roll sweep + Ryu assist. Are all versions of roll sweep punishable? I would call Ryu assist in the middle of sweep and that would allow me to keep pressure on. It didn’t seem like he was able to punish me out of roll sweep even without it although advancing guard may change that.
Don’t forget that while Roll is good at close-range combat, Rock excells at far to mid ranged combat. So as a team, they offer a good amount of diversity.
Oh, and by the way: Casshern can steal Roll’s life up super.
[media=youtube]UNm9L6mtDDg&feature=channel_page[/media]
I do not think roll excels at mid to far range at all. She can keep you out from there for a bit, but she cant deal any real damage from there.
I think that much is obvious, all her normals have very little range and her only option is water bucket from afar. Her air dash is very good though, so it shouldn’t be a problem getting in … especially if you have an assist you can follow behind.
I said Rock, not Roll…
And you can’t tell me that Rock’s machine gun spam is not annoying at far range.
My bad, my eyes played a trick on me.
Ah so that confirms it (with Casshern being healed) then - robot/half-robots only.
Hm…an interesting development. I’ll add Casshern a tad bit later, and another simple combo I can’t believe I missed earlier.
To add my two cents here, Roll is pretty diverse, but where she really shines is mixing up high and low attacks up close and personal. Be a God damn ankle biter if you must, but it’s pretty much undisputed that her most damaging combos are done close up. A simple :snka:,:snka:, D+:snkb: XX Turbo Roll Sweep can do some respectable damage as an opener.
Of course, that’s not to dispute her abilties from far. That Water Bucket can really be annoying, as can a simple Up+:snkc: when your opponent attempts to make the jump over it.
Still, I prefer to go for the shins and make my opponents go “AH GAWD MY F**KING KNEES! THEY HURT!”
Hey, I’m mostly a lurker, but I’ve been playing TvC pretty hardcore and Roll is one of my mains. Can someone clarify this combo for me?
I don’t understand this combo. Taking it by parts:
-*2a,2b,5c BAROQUE 2a,2b,2c,236a, launcher, *
Charged 236A into launcher? Is this a corner combo?
-*ja,b,b, jb, c [land] forward+c *
Continue the combo on the ground after air combo jumping C?
-forward+c (start charge), mash C after 7 hits, forward a+b
I assume this means the roll sweep, since forward+C is not a different attack from standing C. And forward A+B must mean Turbo sweep.
I don’t mean to be a jerk, I just honestly don’t understand. Any chance someone could clear this up or otherwise rewrite the combo so it’s better understood? Thanks.
K, part one:
Yes this is a corner combo, if you’re in the corner (or close to the corner) you can hit them with a launcher after a wall bounce.
part two:
If you hit someone with a j.C in the air combo, you can then do a roll sweep when you hit the ground. So you have to charge back while you’re in the air, and then you hit the ground and immediately hit forward+c for an OTG roll sweep.
part 3:
Yep, right on both counts. He wrote out the individual presses, not the move commands themselves, so you’re already charging back in both instances and forward+C and forward+A+B are the sweeps.
Hope this helps.
Alright, thanks for this.
I didn’t know this. Does this only work in the corner? I wouldn’t imagine this is possible elsewhere due to flying screen. I’ll have to experiment when I get home.
Thanks again.
Any new development on Roll vs giant characters? I have a couple of strats of my own, but I’ve never fought any really good players using them.
with up cancelling you can make her jumping c combo from any height by using jumping a or b
so you can do that into her bnb.
if your at far distance it wont help but up close it works like a charm.
you can combo super off of her air throw in the corner. does not work with ground throw at all , powering up is the best you can do with that.
you can do her level three off of a charged 236c in the corner
Cant you just use your assist to make OTG roll sweep xx turbo roll sweep safe pretty easily?
Easy. Just don’t. Roll relies a lot on knockdown, something she can’t do against the giants. She doesn’t have decent enough range attacks to keep them at bay, and anything she tries to do can and -will- get easily punished.
With that said, the giants are -THE- worst matchup against Roll. Your best defense would be to choose a character who can play the distance game, like Mega Man. I’m interested to hear what strategies you’ve developed, though.
Depends on what assist you use, really.
Anyway, just popped by to add a couple more combos to the table:
I had no idea how quick that jab of Roll’s was. You can mix it up high and low using :snka: when you rush in. Interestingly, this combo doesn’t seem to work in a corner because you’ll be pushed away by the third hit.
Probably posted before, but it’s another creative way to set up Roll’s Level 3 Super Combo.
Roll sweep isn’t megacrashable D=
Anybody know how to punish Roll Sweep when on the receiving end against it. I think it seems to be safe on block, but on Advanced Guard, I can find a consistent punish.
Super Roll Sweep xx DHC Yatterman’s Fire super (No damage scaling???) D=
Roll’s level 3 works against the giants. She also has fast airdashes allowing her to get away from Lightan and charge her broom and maybe spam waterbuckets too
Against PTX, running away can be dangerous especially if he gets a missile. but vs the giants, always remember that they are effected by her level 3 super.