The Roll Thread. Come inside and prepare to clean house

Yeah. Try not to get knocked down. :wgrin:

Aside from that, hope that opponent is daftile enough to try to cancel into Turbo Roll Sweep OTG without a backup Super Combo bar. Roll is extremely vulnerable once she misses the swing.

There isn’t really much you can do if you’re caught in the move OTG, because it’s a safe move for Roll (once it hits) either way.

As funny as it is seeing Gold Lightan getting his ass set on fire, how exactly are you going to set a Lvl 3 against the giants up? It’s not like :snka: or :snkb: stuns them long enough to combo into it.

Anyway, I’ve got to go.
There’s going to be an exhibition of this game at this event, and I’m going in there, guns blazing and ready to kick some ass.

Yes, before you ask, my team is going to be Mega Man and Roll. Robo-loli brand whoopass 4 life, dawg.

You get a level 3 against the giants pretty easily. they’re very slow and most of their attacks are unsafe ON HIT. Just advance guard one of their attacks and then GO FOR IT, Viewtiful Joe style.

Edit: just watch out for Baroque.

Yeah and also, it’s not something you always want to gamble 3 super bars on, but most people playing the giants don’t block unless they have some serious health problems. See for the giants, it’s usually more beneficial to NOT block, because you don’t get pushed out or stunned at all unless they block. This is less true for PTX than lightan, because he can get away with playing more of a range game if he wants.

I’m thinking cashern, maybe it will even make the last hit combo?

Who need to combo into it? Just hit them out of their terrible startup?

PTX also is good at punishing open offenses. It has some large and beefy hitboxes, while Lightan’s moves require a bit more prescision (at least it seems so)

but then again, you don’t want to blocky camp when PTX has a missile. It will rape you with it’s level 1 super.

Lightan on the other hand has faster command throws. You can wiggle out of them to tech them, but often it’s not so easy to do on reaction. PTX’s throws are slow as hell and can be escaped by a monkey.

Also, can Roll normal throw the giants?

You can’t normal throw giants unless they are dizzy AFAIK.

Is Powered Up Sweep Sweep hard to combo with? I can easily OTG with regular Sweep Sweep but when it is Powered Up it seems hard to hit with.

Ummm…should be about the same, why what’s happening? Also, are you talking about just the powered up (from :qcb::p:) sweep, or the turbo sweep (:l:charge:r::2p:)?

I think he’s talking about the Powered Up form (the :qcb: version).

It should be more or less the same. As a matter of fact, that surprises me, because the powered up Roll Sweep tends to come out a hair faster than a regular one.

EDIT: Working on something for the Roll fans in da house. Check out the work-in-progress here and tell me what you think!

Ah it was my timing. It’s hard to do charge-based follow-ups. X3

From what I’ve noticed, Powered-up sweep tends to come out -slower- than non-powered up. It makes no difference if you hit either after knock down, but I recall trying outside of knockdown and having it miss, when the non-powered up didn’t. I specifically remember that, and I though it was odd. I could be wrong.

My latest project with Roll was comboing into launcher. There’s a VERY SPECIFIC distance at which you can combo Roll’s launcher off a standing C. It’s very difficult, seems almost impractical because the distance seems to be so specific, but it certainly is possible. Anyone willing to experiment, try this against Ryu in training:

stand RIGHT NEXT to Ryu and do the following: :snkb:, :snkb:, :snkb:, :snkb:, :d::snkb:, :snkc:, :df::snkc:
You’ll see it comboes, but you need that EXACT hit sequence. If you change or remove any of the attacks, the :df::snkc: won’t combo. I’ve not been able to do it consistently from a jump-in. You can do this combo from a dash-in if you do :snka:, :snka:, then the rest of the chain mentioned above. Try it out for yourself.

(btw, the person amazed at the speed of Roll’s standing :snka:, should be amazed at the speed of her standing :snkb: too… just that no one uses these attacks)

If we can figure out how to combo into Roll’s launcher, her damage potential could be greatly increased. If you’re powered up, you can do air combo of :snkb:, :snkb:, jump :snkb:, :qcf::snkc:, then relaunch once you touch the ground, for a second air combo (air combo should always end in either form of :qcf::snkc:, as it’s more damage than jumping :snkc:). From what I tested, relaunch works anywhere on screen, not just in the corner. It requires practice, but that’s why we’re Roll mains, isn’t it. :wgrin: I think it would be a great alternative to good damage without meter, though obviously not as easy as the knock-down ground sweeps.

I’m going to keep experimenting on this, especially on jump-in options. If anyone else tries these combos and has any observations or variations, let me know.

Good find, Sylence. I’ll give it a try later.

Anyhoo. I hate to stray off-topic here, but I’ve got something for the Roll fans in the house.

BEHOLD!

Haha, awesome.

Is it recommended to make Roll scrub the OTG’d enemy (basically mash an attack button) or just let her do a sweep? I’m worried about damage inputs.

Also, Roll is not low tier anymore, right?

Nice find. I posted this in the other Roll thread without seeing this:

“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?”

So now there seems to be 2 ways to setup for Roll’s launcher.

This is just a guess, but Roll may be able to do OTG sweep super without fear of eating damage. If you mash assist when it ends it comes out pretty quickly. If anything the opponent would land one hit and then get hit by the assist, meaning if they wanted to punish it might have to be through an instant super or something.

rolls can use baroque OK just with the launcher if you have a decent amount of baroque and a charge.

i havent messed around with it to see how to do max damage once they are on the ground
just do a 2b 2c barouqe launcher, air combo ending in airial roll swing, roll sweep, turbo roll sweep, ( this will do more than her bnb at 10% though not worth it until 20 probulby)

Wouldnt you want to relaunch first, if you ended your first air combo with a Powered Up! Home-Run-Broom?

probubly i wasn’t aware you could do that. Ill have to mess with that, though you would lose the ability to super unless you hit them into the corner.

I have not figured out using Baroque with Roll, actually, I’ve not been using Baroque at all. :lol: Just trying to find characters that may work well with her at the moment.

Keits, you’ve gotta get her to win the next Frosty Fausting tourney! :smiley:

Thats the thing, I dont main her. I don’t main any team. I’m rotating a number of teams right now.