The Roll Page! Marvel vs Capcom Guide. V 1.0 By Dogshell It's about time, huh? Finally, you can play as Roll! She's a hidden character in the lastest Capcom Vs. game, Marvel Vs Capcom. Now, if only she wasn't so horrible at fighting... This guide will start with the basics on Roll, and as I get better with her, I'll share strategies and comboes with you. For now, settle for this. And who knows? Maybe she will get her own series now... It's a start anyways. For the online version of this guide, some other great Roll guides, and a whole bunch of Rollness, visit The Roll Page! at http://members.xoom.com/dogshell/roll (Note this location is soon moving) --- How to select Roll Now I know you're gonna look at the screen and say "Hey! Roll isn't up there! Well, that's because she's a hidden character. She is shy, after all. So you have to find her. To start, move the cursor to Zangief (Upper Right Corner). Then, move it left twice, down twice, right twice, down twice, and left twice. It makes the number 5. Now you're on Gambit. Go up once, right once, up twice, and right once. You're at Megaman. Seems like a good place for Roll to hide, right? Right. Now press right one more time to find Roll's hidden box. Or, an easier way to write it, just go like this: L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R. Remember to start at Zangief, though! --- How to fight Roll "You've seen the Mega Man, now feel the Roll!" Yep, if you're good enough, she will come out and challenge you to a match! Here's what you need to to. First, you have to start from the beginning. Nobody human players can challenge you. And you can't have either of your teammates defeated. You must use up all your helper attacks in four rounds. You must also beat 5 people with Super moves, and 2 of them must be during the 2 on 1 attack. Then Roll will come out and challenge you after round 6. Megaman will be her partner. --- Roll's Moves Here is what she can do Moves Key: B: Back DB: Down-Back D: Down DF: Down-Forward F: Forward P: Any Punch K: Any Kick 2P: Any 2 Punch Buttons 2K: Any 2 Kick Buttons Arm Cannon D, DF, F, P This is Mega Man's old gun, before he upgraded it to the Mega Buster. So it can't be charged up like her brother's can. It's a great fireball move, but it isn't as fast as the Mega Buster, becuase Roll doesn't have it on her arm and has to put it away after eah use. Use this move often, expecially at the end of an air combo, after a trip, or when you wanna keep them pinned in a corner. Be warned that keep-away isn't Roll's strong point though. This move is her Cross-over Counter. Exploding Flowers D, DB, B, P Her "secret weapon", I guess. She grabs a bunch of flowers and lobs them at the opponent. Comes out real slow, and does very little damage. But use these a lot anyways! They stay on the screen a long time, she can do them in the air, and they count as an overhead attack, so they have to block it high! A good tactic I use is to toss flowers, then run up to them. If they block high, trip them! If they block low, launch them when the flowers hit them. If they are hanging out under you (to launch you when you land), throw these before you land, and you land safely. Also, these things sometimes knock the opponents out of comboes, and it has stopped Venom Webs and Maximum Spiders. Punch determines the range. Learn to use these well! Watch out for moves like Cajun Explosion that can nail her while she's chucking flowers! Special Weapon D, DF, F, K She uses her current Special Weapon, either the Megaball, the Tornado Hold, or the Leaf Shield Megaball: She drops a soccer ball, which she can then kick at the opponent. It bounces off the walls and celings 4 times, or until it hits the opponent. It can be kicked twice if you time it right too. Rather useless really. Tornado Hold: Your starting Special Weapon. You drop a device on the ground, punch button determines the distnce. It causes a whirlwind and lifts your opponent up if it hits. This is a great weapon, use it on people who have a habit of jumping over the Arm Cannon. The short version also connects after a trip for some decent damage. Leaf Shield: Leaves surround and protect her. She can take a hit, and not recieve damage. Unlike the shield in MM2, you can move while this one is activated...if you do this move while you have a leaf shield activated, you will fire it off at the opponent for about 8 hits, but it moves slow...the shield stays until you take a hit, fire it off, or after 6 seconds of use. Useful if you can call out a helper to stall the opponent while you activate the shield, becuase it takes a long time to charge up! Change Special Weapon D, DB, B, K She calls Eddie, and he drops one of the three special weapons. Short brings the Megaball, Forward brings the Tornado Hold, and Roundhouse brings the Leaf Shield. You have to go and pick it up. Be careful, other Megaman or Roll players can go over and steal your items, so get them quick! A sneaky tactic against other Mega/Roll players that bug you with Leaf Shields and Tornado Holds is to call down the Megaball in front of them. They will pick it up and have to switch weapons again (which leaves them open). Hyper Roll D, DF, F, 2P Level 1 Super Affectionately nicknamed "Boob Missles" (Don't ask what they call Shadow Lady's missles). She calls Beat, Ediie, and Rush in, and they join toghether to form a large robot. She then proceces to fire rockets, electricity, etc...at the enemy. This move is easily seen and blocked, though, and hitting Roll stops the move. Also it does little damage unless they hit the electric beam, which is over the heads of most of the guys. However, if they land in the beam, this move deals almost double what Roll's other supers can do! Use it as a defense on jump-ins, becuase if they hit Roll while she is growing, they are knocked right into the electricity! For a near-sure hit, if they jump in on you with the Leaf Shield activated, you can wait until they start their jump-in combo before you do the super (be careful against Spidey and Wolvie while doing this, they can jump in with multiple hits!). Can also be done in the air as an Air Combo (if you're good!). Don't use these blindly, always set them up! This move is the Team Super move. Rush Drill D, DF, F, 2K Level 1 Super She calls Rush, and the intrepid Robodog becomes a drill. She jumps in, and can't be hurt while in the drill. She can then control it and ram the opponent, causing damage! It's easily seen (Rush jumping on screen is a big clue), but for some reason people have a hard time blocking it. Even if they do, it chips away a good amount. The damage amount is pitiful compared to her brother's Rush Drill, though. Ram the buttons to go faster and for more damage. Do the Super-jump motion for a small hop. Beat Plane D, DB, B, 2K Level 1 Super She calls Beat, and he becomes a plane (duh). Roll hops in, and can fly around the screen. You can hit Punch to fire the gun, or Kick to drop bombs. This move is useful only for showing off. The damage is pathetic even if you ram the buttons, and it is almost always seen coming, so it's easy to block. She can also be hit out of it. Don't bother unless you wanna fly around the screen and stuff. Roll vs. Onlsaught! "Don't be mad at me, I'm just a girl." "You will be the first to fall, little one!" That Onslaught! What a bully! Let's teach him a lesson, shall we? On Onslaught's first form, USE ROLL! She is the best person to use, because she is so small! Anyways, what you do, is wait in the corner and block. When he headcrushes, wait until he is done, then press Jab->Strong->Fierce. Then block again. Then, after any attacks he does, combo him like that until he teleports out of the corner. Then repeat. When he does the Beam, stop blocking and rail him, he can't hit you! If he Hyper-Gravs, either Super-Jump REALLY fast!, call a helper, or, if you have a super level to mess with...RUSH DRILL!. "Now, behold my mighty hand!" Oh great, now he's huge! Don't give up! Step one is to block and avoid his attacks, because they hurt!. When you get a chance, jump up (if necessary) and Hyper Roll him in the face! If the electricity hits him, it does massive damage! Repeat until he is ash. --- Helpers for Roll These guys are good partners to use with Roll. Shadow This guy is, hands down, the best helper for Roll. Try this: Call him out. If he hits, any of her supers will combo off it. Try it! Most likely you will wanna do Hyper Roll...do the motion for the move when Shadow does his third kick. To pick Shadow, hold Start+JP+FK+FP when the helper screen is shown. Rogue Another good helper to use to set up Hyper Roll. You get more of them too. Biggest problem is that you have to do the Hyper Roll right after you call her out to get it to hit, and if Rogue misses, you wasted a super. Devilot This beauty of a trick comes from Novowels...trap them in a corner, call Devilot, then do Hyper Roll. Devilot does unblockable damage, so if they block the Hyper Roll (and they will), Devilot goes boom and hits them into the beam. Cool, huh? Jubilee, Arthur, and Lou These guys you get 8 uses apiece, and are great for keep away. You need a keep-away helper to get time to put on your Leaf Shield. Partners for Roll Gambit "The Belle in Black" team (You gotta use their secondary colors). Gumbo makes a great backup for Roll. There are 50 million ways tocombo a Royal Flush, and all of them combo into a Team Super. The Royal Flush holds them perfectly for the Hyper Roll follow-up. Zangief or Hulk Either of these big brutes team with Roll well. Zangief does it much better, but Hulk works just as well for those who haven't master 306 motions yet. Mostly useful because of the massive adaption your opponent must make from Roll to the Big-ass guy. Megaman Duh! hey make a decent, if not obvious team. Check out the Hyper Rock and Roll FAQ below. Jin "Jin and his two little robots"...this works for the same reason Roll and Zanglef does: 2 radically different styles. Besides, it's fun to face Megaman and War Machine..."My robots can beat up your robots!" --- Useless Game Info This is just miscelainous interesting info. -Her taunt: She pulld her hair ribbon and makes a face. -Her entrances 1.She rides in on Rush 2.She flies in on Beat. 3.She kicks Eddie, who then walks off while Roll taunts. -Roll's Enterance sequences mock Strider's. Cool, huh? -Win Poses 1.Rush drops down, and an image of Dr. Light is projected from his back. Roll does a pose and says something in Japanese. 2.Eddie comes in and gives her flowers. 3.She does her jump-in pose. 4.Megaman flies down in the Beat Plane and steals the spotlight (the jerk!) as Roll holds down her skirit because of the wind. 5.Megaman walks in and taunts Roll, which makes her cry (That SUPER-jerk!) You need to hold a Kick button after Roll wind to see this one. 6.Roll flashes and her dress changes to a schoolgirl outfit, complete with backpack! Cute. What is with the Japanese and schoolgirls? You need to hold a Punch button after the match to see this one. -Time Over pose: She falls down crying. Awwww, see what you did? -Win Quotes 1.He he, I did it! Girl Power! 2.Are you hurt? Maybe my Doctor can fix you. 3.I think you're due for an upgrade! 4.I may be little, but I still kicked your butt! 5.Now how does Mega Man do that absorption thing? 6.See? I should have been in Power Battle! 7.I'm sorry, I didn't mean to hurt you so badly. 8.Now all I need is my own series... -When she loses, she explodes just like Megaman does. -If you hold kick after you win with Megaman, Roll will come in and give him flowers. I hope they're the exploding kind. He deserves it. -Roll's ending. Rush projects an image of Doctor Light, as Roll says, "I did it! I beat the level before Megaman!" Dr Light says, "You did? Oh, yeah, good job! Dr. Wily must be stopped!" He then gives Roll a Hyper Roll atachment, and sheflies off. Megaman arrives, finds Onslaught has been beaten already, and begins to cry... -Picture bonuses: If the screen freezes after a match with Roll in the following posisions, you get bonus points! 1.With her underwear showing (Don't blame me, blame the Japanese perverts): 100 2.With all her underwear showing (see above): 500 3.During Hyoer Roll: 1000 4.When she winks during Hyper Roll: 5000 5.In the Beat Plane/Rush Drill: 20000 --- So why play Roll? Well, first off, she is very small. She can duck under many attacks, and walk under some too. This makes it easier to get close. Which is what you have to do. Because Roll has no range on her normal attacks, except her slide. Oh, use your slide often. It trips the opponent, and is often unexpected. Roll is fast. Her walking speed is only slow because of her short legs. But her attacks recover very quickly. She is also a great comboer, but her range problem keeps her from doing any extended ones. However, Roll is weak. Very weak. Her attacks do pitiful damage. And her range is horrible. I mean, Dan has better range than her. And her skirt acts as a parachute when she jumps, slowing her down, making jump-ins near impossible. Finally, she can't defend against jump-ins herself, because her launcher has zero priority, and her flowers come out way too slow to be effective. So basicly, you play Roll for the same reasons you play Dan. For fun. And to give people at your arcade the burning shame that "I lost to Roll!" :) --- Thanx and stuff. Well, I wanna thank Novowels, CMA, and Orochi Herman for their FAQs. I wanna thank Migs for his kick-arse MvC site. I wanna thank all Roll fans everywhere. I wanna thank Capcom for putting her in the game. And I wanna thank Ruth, because I can. :) Coming soon: Comboes!