Roll
"Are you hurt? Maybe my doctor can fix you..."
In the beginning, Rock and Roll were two of Dr. Light's happy housekeeping robots. Doc Light was forced to upgrade Rock to Megaman when the evil Doc Wily reprogrammed the other robots, making them machines of death. Roll obediently stayed at home while her brother went off and played the hero. However, the current crisis with Onslaught has forced her to toss away her mops and brushes in exhange for a Mega Blaster and some neat gadgets. Be careful when using her cause she is much less effective than her brother. She is simply one of the worst characters in the game. Winning with her is the mark of a true champion.
Mega Buster 

+P
Unlike her big brother's version, Roll's Mega Buster is a one hit attack that must be done with a fireball motion. This small difference seriously limits her ability to combo effectively. Like any other fireball, it has horrible recovery time, leaving her extremely vulnerable if it's jumped over. She can use it to play a decent game of keep away, to chip and it can be used as an AC Finisher. Try not to get too predictable with these though.
Exploding Bouquet 

+P
Roll throws a bouquet of flowers that arcs up into the air. Upon contact it explodes for a pathetic amount of damage. It's slow and can be seen coming a mile away. This move is used mostly as a decoy because it forces your opponent to block high. Quickly dash in and throw them or hit them low and finish off with a combo. The strength of the punch used determines how far she throws it. It's also useful as an air defender.
Item/Weapon Change 

+K
Fliptop, warps down, and drops a ball with an item inside on the ground. Like Megaman, Roll will have to run up and get the item before she can actually use it. The kick button used determines which item she'll get. Short is for a Rockball, Forward gets you Tornado Hold and Roundhouse gets you the Leaf Shield. If you're fighting another Megaman or Roll player, you can actually steal their items and vice versa.
Item/Weapon Use 

+K
Roll pulls out her gun and uses the item which she is equipped with. Below is a brief description of the attacks:
Rockball - Roll drops a ball onto the floor which she can kick at her opponent. It will rebound off the walls and disappear after it either hits the opponent or hits the walls a certain amount of times. It's not particularly useful.
Tornado Hold - This is the default iten that Roll has at the beginning of every round. She pulls out her gun and shoots a propeller at the ground. It then erupts into a vertical column of wind about the height of the screen. The punch button used determines how far away he throws it. It will OTG and is useful for playing keep away. Watch out for the recovery delay though.
Leaf Shield - When activated, the Leaf Shield will act as a barrier that protects Roll from a single physical attack. She'll be able to absorb one hit without taking damage as long as the leaves are surrounding her. It can also be used as an eight hit projectile which will plow through any other fireball or as an AC Finisher. Use it fast becuase it disappears after 6-7 seconds after activation or if she gets hit.
Hyper Roll 

+2P(Level One)
Roll morphs into a huge robot and proceeds to fry her opponent with electricity from her antennae and rockets from her boobs. It is a lot less effective than the Hyper Megaman because the opponent must be high in the air to get hit by the electricity. It can be done in the air and should be useful as an AC Finisher. If the opponent gets hit by her transformation, they'll automatically be positioned prefectly for the beam to connect.
Rush Drill 

+2K(Level One)
Rush becomes a drill car and Roll jumps inside. You can control Rush's horizontal direction with the joystick, making it almost impossible to avoid the attack. Hit the opponent and start ramming on the buttons to get more hits. Press all three kick buttons to make the Rush Drill hop slightly upward. This is her best chipping super and it is very easy to OTG with it. Roll will be completely invincible to counter attack for the duration of the super so don't worry about being knocked out of it. Just watch out because it takes her a while to recover, leaving her vulnerable.
Beat Plane 

+2K(Level One)
Roll jumps into Beat and air strikes her opponent with bombs and fireballs. Use the joystick and buttons to control her flight and firing speed. Punches will make her shoot out fireballs and kicks will make her drop bombs. I don't see any way of Roll comboing it because of her inability to charge the Mega Buster. It's still a useful super for crossing up opponents though.
Mega Buster 

HP+HK(Level One)
Hmmm....I've never seen it in action but I suppose that it's as effectrive as Ryu or Chun Li's counters. It'll counter up close attack and fireballs. Like any other counter, it definitely won't counter any beam supers. It might counter multi hitting supers though.
Hyper Roll 

HP+HK(Level Two)
This super is basically useless when used normally, but in certain situations, it is a great team super. If you've got a partner that will knock the opponent upward, her beam might be able to intercept them. Also, if you start the team super with her and it connects, she'll connect with her beam. Be careful though because your partner's attack might not be able to reach the opponent.
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