Subject: [MvC] A Guide to Roll
From: RpM - acct 5/5 <[email protected]>
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