Re-pre-sent, Keits! Do it for great justice!
I use jun / roll and after her broom super I mash assist, jun comes out, but her assist is not that fast, it saves me, but not consistently. Who has fast effective assists that match well with roll as a partner? Because roll is a great partner for jun, but jun is not the best partner for her, any suggestion guys? I’m asking more for opinions seeing as I could easily test in practice, but looking for professional opinions on the matter.
Well I’ve jus started playing with roll this week, and I jus got the game for myself friday, but I can tell already that yes, roll is vulnerable after her turbo sweep if done otg, but… if u assist with karas, then the opponent is either stunned or forced to block, leaving roll safe.
I like roll/karas, so here’s a few combos, I’ve picked up. (I don’t know how u ppl use geometry to explain combos, I’m old school):
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- A,A, down b, c, assist(karas), dash d/f c(launcher)
2.(power up) - (charge) down A,A, down b, down c, roll sweep(mash attack to 34hit or it
won’t work), (charge)baroque, roll sweep, turbo sweep. This is a rediculous combo, I figured out last nite.
- A,A, down b, c, assist(karas), dash d/f c(launcher)
- (Non corner) - a,a,a, b, down b, c, assist(karas) dash u/f(arial combo) (charge)a,b,c, roll sweep, turbo sweep.
There’s a lot more I can put down, but ill let u ppl decide if these are decent combos
Fyi, I’m new to tvc, but I’ve been competitve gamer since tekken tag. My last game I mained is brawl.
Ummm, I guess we don’t have too much info on what assists are useful in the partners thread, do we. Karas is a good assist for her, his assist comes out fast and helps against projectiles, but the DHCs are kind of hit or miss in their usefulness. Casshern is kind of unanimously her best partner, his assist is a little slow but covers a lot of area/time and hits OTG, which can give you free heals off of a knockdown. Just off the top of my head, chun li or polymar should be good for protecting you after a sweep, never tried it though.
Also, my new favorite baroque combo with roll:
:snka:,:snkb:,:snkc:,A roll sweep, BBQ, :snka:,:snkb:,:snkc:,A roll sweep XX Turbo roll sweep
This does about 16k damage uncharged with 10% red life, but more importantly it carries to the corner from more than halfway across the stage which means you can hit the infamous double turbo roll sweep for around 22k damage, or 26k damage with a Casshern safe DHC. The one unfortunate thing is it the :snka:,:snkb:,:snkc: behaves strangely and pushes you away very far if you hit it in the corner, so if you end up in the corner after the first roll sweep, you should just cancel straight into the Turbo sweep instead of baroquing. It’s also a little more reliable if you drop the :snka: on the second set, because there’s a chance that it can whiff based on (I think) random timing stuff with the broom pushing them and then you moving back towards them.
I’ve been away from Roll for a little bit, but I just had to post this find today. Vid from the Tier List thread.
http://d.hatena.ne.jp/video/niconico/sm5905828
Some awesome Roll starting around 6:10. The opponent wasn’t amazing, but the Roll player’s style is a great reference. Wins the match pretty decidedly, stays at nearly full health the whole match without switching. Completely different style from what’s posted here. No heavy assist reliance, no same repeating 2C->sweep stuff (doesn’t even do it once). You get heavy baroque into launcher (like 6 baroques that fight), relaunch from aerial powered-up swing, standing :snkc: priority, overhead mixups, good pressure, hits 2 Lv3s. Really should be seen and incorporated. Definitely looks like a step up in style from the same OTG and defensive stuff she’s currently known for in srk.
Not much new in terms of techniques, at least nothing I don’t think I’ve already posted about relaunching. It should be noted that he varies the strength of the powered-up swing. On the ground he’s using :snka: swing for relaunch. If you swing on the ground with :snkc:, the opponent is flung too fast for you to follow up. On the air, he’s using :snkc:. Relaunch is still good after that.
Anyway, the style is what I think should be observed here.
he is a good player but i don’t think he was using roll to her potential, he could have killed on a couple occasions with super dhc but didn’t(especially on swat down)
unless roll is somehow really good at mixups on tech rolls i think the guaranteed damage is better (its not that he is really conservative with meter either since he goes for level 3 after swat down and at the very least DHC is more bang for your buck) .
so he probably does not know of swat down super.
the only preparation it takes is to start holding back after the air dash (and its an easy hit confirm). maybe if they block it she can mix up anyway? ill have to see what happens in that case.
its pretty cool how he has a charge throughout the whole video and he makes good use of cashern’s assist.
I did see jumping C into sweep super in the corner once or twice that he didn’t do. I do like that he does swing outside of corner, as it does more damage than aerial C.
He does have charge throughout the whole vid, but I only saw him call Casshern once, to bring down Boyakki.
I do think Roll’s strategy could afford to use Baroque ALOT more often than most other characters, due to heal super. Maybe even spam it. And her better baroque option is air combo; probably the only one she needs. Baroque into launcher, air combo ending with swing, then heal super if needed, relaunch if not. We need more talk about it.
It was funny though, when Doronjo came in at the end, he did overhead, baroque, launcher, and only had a sliver’s chip-damage worth of red damage, so the air combo basically did no damage despite all those hits. I’d definitely agree that was a better opportunity for sweep shenanigans.
@ Shiki,
The only unfortunate thing about holding back with IAD+C is it effectively takes away your overhead option if your opponent goes to block or just stays on the ground (since aerial C doesn’t always combo into her ground strings, based on spacing).
I still think her ground baroque combos are more effective than baroque>launcher, since you can add a couple of sweeps in the damage, plus a standing turbo sweep as opposed to a grounded one (which means potentially 2 of them, or no safe DHC) and she can’t tack too much on aerially anyways.
Sounds like we’ll have to run some numbers.
I’m liking the new style on that vid, I see more freedom to do different stuff and “bigger” options. I’ll be trying it out and comparing my results. Maybe you can do the same on your end, since we no doubt have very different competition.
if you go into neutral for any amount of time you’ll lose the charge. i guess its harder but I think you can still go into it even if you hold back during the dash, though i haven’t practiced that so i don’t know how practical it is. you would probably need to confirm ground or air pretty fast.
also if you hit iad C fairly close and too high to combo you can up cancel into b or wait a bit than A and your ground combos will work. not sure if this is the spacing your talking about.
i Really need to play actual people more so i can find out if my theory is solid…
So I dunno if anybody else knew this, or has been doing this, but you can actually combo a turbo sweep out of roll’s :r::snkb: overhead. The timing’s a little tight, but obviously what you’re doing is doing :r::snkb: and immediately holding back, then before she actually hits the ground, you do a :r::2p:
Lol, it does? I totally tried that for like 15 mins in training mode the other days and it never worked once for me. I figured it couldn’t be done.
I actually thought it might be better trying to 2-in-1 it; :l: charge :r::snkb::2p: or somthing. Didn’t work for me, obviously.
Yup, go to training mode and put the other character up against the wall to test. A roll sweep in the corner will always do 16 hits. If you cancel the overhead fast enough (due to the really short charge time in this game) you can get 17 hits. It will combo out of the corner too, but it’s a little harder to demonstrate since the number of hits can vary.
Oh and BTW, no it can not combo into any normal version of the sweep.
I think you’re better off just using baroque after the overhead. That way you can do the easy 2a 2b xx super after it.
That’s one way to do it, but it wastes your red life for a potential other baroque, since you get very little baroque damage from the 2a 2b and the super is unaffected. If you have a charge though, I’d reccommend a 6b BBQ 2a 2b 2c sweep, turbo sweep .
If I had charge and wanted to baroque, I’d do 6B baroque 3C, air combo, 236C, relaunch air combo (or don’t relaunch and do heal super)…
I still think we should be baroquing alot more with her. Heal super compensates well for lots of baroque use.
I agree with baroquing more. If you do baroque with a lot of red life, obviously you don’t want to do the combo I suggested earlier.
Not sure if I like her relaunch stuff though. If she has charge then 2c into sweep special does plenty of damage and builds lots of meter.
On a completely random note, her 236 A/B can cross up an opponent. For some reason the C version doesn’t. It probably has minimized uses though.
Yeah another thing about 6b, 2a, 2b, 2c sweep is that you can baroque into the 2a so fast that it’s really hard for the opponent to time their blocks correctly, and with a charge it does a ton of damage and builds meter. Air combos are fun and all, but roll’s just don’t do that much damage.
Btw, that’s awesome about the crossups, i’m gonna go try to mess around with that for a while.
100 hit Tatsunical combo with Yatterman-1 (dog)
Corner only:
Charge-Up, 2a 2b 2c 236a (wall bounce) 3c (launcher) j. a b b, j. b (charge back) c, (land) roll sweep a (at 15 hits) xx roll sweep super (at 30 hits) xx Fire Breath super (at 80 hits) xx roll sweet super.
roughly to 33k.
You can cancel the first roll sweet super around hits 28 to 32
You can cancel Yatterman’s fire breath super around hits 78 to 82.
Flashy noob combo I found while screwing around.
IIRC just doing 2a2b2c charged roll sweep, turbo roll sweep, dhc, dhc back does 34 k