Subject: [MvC] A Guide to Roll From: RpM - acct 5/5 Date: Sat, 7 Mar 1998 16:33:19 -0600 Newsgroups: alt.games.sf2 ------------------- Marvel Vs. Capcom Guide to using Roll ------------------- CONTENTS: 1) Who is Roll? 2) How do you select Roll? 3) Moves List 4) General Strategy --------------------------- 1) Who is Roll? She's Megaman's kid sister from the Megaman series. Short section, eh? --------------------------- 2) How do you select Roll? Thanks to the Marvel Vs. Capcom site (www.geocities.com/Area51/Vault/5027/index.html) for this info. - Start a game - Move the select box to Zangief - Move the box in the following sequence: L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R A bit odd, huh? Well, it's easier than it reads. Just think of it as making an 'S' shape over the select boxes, then going over all the boxes not gone over before with the exception of the middle square. --------------------------- 3) Moves List Roll has most of the moves that Megaman has, except there's subtle differences that make hers different enough for you to need to use it in different ways. Oh yeah, one more thing: her fierce punch is a fierce punch, not a fireball. - Flower Toss (ground + air) F, DF, D, DB, B + punch The only move Roll has that Megaman doesn't. She reaches in her pocket and tosses out a flower bouquet that explodes on impact. The flowers fly in an arch. Distance of the arch depends on the strength of the button you used. It's a tad too slow to be used as a reliable anti-air, but FROM the air it makes for a nifty way to chip away at the enemy because when the flower toss is done in the air, Roll's fall is slowed down a _LOT_. You can probably toss out 10-20 flowers or more if you superjump and go nuts with this move. - Mega Buster (ground + air) D, DF, F + punch Roll raises her skirt a bit, reaches in her shoe, and pulls out a gun. It fires off a fireball like megaman's Mega Buster, but the recovery afterwards is LONG (mainly because she actually takes the time to tuck the thing back in her shoe carefully after every shot). Be very careful how you use it. - Item/Weapon Change D, DB, B + kick The same as Megaman, essentially, with choice of megaball (short), tornado (forward), or leaf shield (roundhouse). - Item/Weapon Use D, DF, F + kick NOTE: Roll has a _slightly_ longer lag on using this move than Megaman does. However, the lag on activating her leaf shield is VERY bad. =SUPER MOVES= Hyper Roll D, DF, F + 2 punches Roll transforms into a super version of herelf, then launches a narrow beam of lightning, a large particle beam, and misc. projectiles. The startup lag on this move is terrible, and your enemy has plenty of opportunity to counter-super before she launches her projectiles. Rush Drill Roll hops on to Megaman's dog Rush, which then transforms into a drill. It's fully controllable and seems to be the same as Megaman's version. Beat Plane Roll hops on to Megaman's bird helper, which then turns into a plane. She can launch bombs by pressing kick or blasts by pressing punch. This move is about as safe as Megaman's version. --------------------------- 4) General Strategy Roll is NOT easy to use, primarily because her limbs are unbelievably stumpy. She has almost no range, with the exception of her slide. Primarily, what you'll need to do is mix up jumping Mega Busters with ground mega-busters/tornados at medium/long range. And from close range, you'll be relying on Roll's slide to get your hits in. Attack with the slide and interrupt it with a fireball or tornado. Do this constantly. The primary goal with her is to get that chip-away damage. Every now and then, superjump and go nuts with the flower toss. It's not a beat-all tactic but it is annoying to the enemy and it's a marginally safe way to get some free block damage on them. Roll's throw range is surprisingly long, so take advantage of that. As far as combos go, she seems to be able to chain just like Megaman. Whatever you do, try NOT to use the Hyper Roll. --------------------------- -rpm