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    Roll by JChristopher

    Version: 1.1 | Updated: 11/27/99 | Printable Version | Search This Guide

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         88""""Yb,      ,ggggg,    I8 dP  I8 dP
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         88      `8i  i8'    ,8I   I8P    I8P
         88       Yb,,d8,   ,d8'  ,d8b,_ ,d8b,_
         88        Y8P"Y8888P"    8P'"Y888P'"Y88
                                                                           
    MARVEL VS. CAPCOM FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.1
    Nov. 27, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                           
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
    ||     posting this faq on any other website requires every last sentence,       ||
    ||     phrase, word, and character contained within this file included and       ||
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    ||     preferable, though not required.                                          ||
    ||                                                                               ||
    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
    ||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
    ||     legal actions will be taken. If at any point you disagree to this         ||
    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                           
    * I always told everyone that Megaman is just the worst character ever
      to be included in a seemingly "serious" fighting game, then I saw Roll
      and took back what I said. I also once said that Megaman is the smallest
      and at the same time most annoying MVC character that ever existed, and
      again I remembered Roll, and again I took back what I said. Finally I
      concluded that Megaman is the cheapest character in MVC, and then I
      taught of Roll, and then...NOOO WAAAAAAAAAAAAAYYYY! I won't take back
      what I said! Roll can NEVER!, EVER, EVER! be a cheap character no matter
      WHAT anyone else says! I just like her so much! ;) I can't give you much
      reason to choose her since she really is just an expert's choice and
      lacks what other players have at least TWO of: range, speed, priority,
      and damage. BUT, there's still some chance you could beat an above average
      player's butt with Roll because of these advantages:
                                                                           
    1. Roll is THE evasion queen cause she's too small to get easily hit
    2. Roll is the chipping princess (where Shadow Lady is queen, of course)
    3. Roll is soooooo cute! (hey, there's some strategy to it!)
    4. Roll is equipped with a lot slow yet I-didn't-see-it-coming moves
    5. Roll's Beat Plane crosses out the Mech Zangief types from those who
       have a possibility to beat you.
                                                                           
    * how to access: highlight Zangief and do the code-
                     2L,2D,2R,2D,2L,U,R,2U,2R
                                                                           
      or for easier comprehension, follow these instructions after highlighting
      Zangief -
                                                                           
      tap left and continue to make an S figure, then make a vertically inverted
      L figure, and then make another vertically inverted L but this time double
      its size.
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Special Moves
       V. Supers
      VI. Combos
     VII. Vs. Computer
    VIII. Vs. Human
      IX. Ending
       X. Credits
      XI. Revision History
     XII. (lotsa) Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    guard push - LP+MP+HP (while blocking)
    taunt      - press start
    call helper- MP+MK
    tag partner- HP+HK
    tag super  - D,DF,F+HP+HK
    team work  - D,DB,B+HP+HK
                                                                           
    * let me explain a few things about some of the general moves:
                                                                           
    call helper - your helper is the character you choose after you have chosen
                  the two members of your team. He/she basically, when called,
                  just enters the screen, does an attack, and leaves. Fighters
                  available in the character select screen are not available
                  as helpers and vice versa. With choosing a helper, the cursor
                  goes through all the possible selections and you have to
                  hit a button at the exact moment it highlights your desired
                  helper. There is, however, an alternative: (to use any of
                  these helpers, hold start and the corresponding button
                  immediately after choosing your second fighter.)
                                                                           
          Anita      - LP+MP+HP
          Colossus   - LP+MP+MK
          Cyclops    - LP+LK+MP
          Devilot    - MP+HP
          Iceman     - MP+MK
          Jubilee    - LK+MP+HP
          Juggernaut - LP+MK
          K. Arthur  - LP+MP
          Lou        - MP
          Magneto    - LK+HP
          Michelle H.- LP+LK
          Psylocke   - MK
          Pure & Fur - LK
          Rogue      - LP+LK+MP+HP
          Saki       - HP
          Sentinel   - MP+MK+HP
          Shadow     - LP+MK+HP
          Storm      - LP+LK+HP
          Thor       - LK+MP
          Ton-pooh   - LP+HP
          U. Soldier - LP
          US Agent   - MP+HP
                                                                           
    tag partner - your partner will enter the screen, attacking anything in
                  front of him or her, but you probably already know that by
                  now, don't you?
                                                                           
    tag super - common to crossover fans, this move needs at least two levels
                of super charged up. It will allow both fighters to execute
                their respective supers at the same time, the resting one
                being left behind as if they already "tagged"
                                                                           
    team work - ahh, this is new. your partner enters the screen as he would
     super      during a normal tag, but then after that you can control both
                your fighters at the same time! (they'll both respond to your
                controls.) What's more, your super gauge is set to infinite.
                Yeah! This state is timed though, so use it wisely. The length
                of time you stay in this state is determined by the amount
                of super you have charged up when you did it.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) LP - They're all alike! $#%&! Goes to show Capcom didn't put much time
            and effort on including Roll in this game. Makes me sad. But maybe
            they just want to establish the fact that Roll isn't trained to
            fight and doesn't have much variety in her moves, no? Anyway...
                                                                           
       a) standing - she throws a punch that's just as useful as any normal
                     or small sized player's jab in the game. Used to confuse
                     high-blocking opponents to continue blocking high when
                     you decide to do a Slide K-> Tornado Hold.
                                                                           
       b) crouching - well, she just crouches and does basically the same
                      attack as her standing LP. This time you use it to
                      confuse opponents to block when you decide to do a chipping
                      move or a throw.
                                                                           
       c) jumping - well, she just jumps and does basically the same attack
                    as her standing LP. You can use it to start an air combo,
                    but other than that I don't see any reason to do it.
                                                                           
    2) MP - Again, (!) They're all alike! $#%&! Goes to show Capcom didn't
            put much time and effort on including Roll in this game. Makes
            me sad. But maybe they just want to establish the fact that Roll
            isn't trained to fight and doesn't have much variety in her moves,
            no? Anyway...
                                                                           
       a) standing - you know what? I still consider this, as well as all her
                     other MPs, as jabs! This time, however, she delivers a
                     punch with her farther arm that aims at a 30degreee angle.
                                                                           
       b) crouching - well, she just crouches and does basically the same
                      attack as her standing MP. This time you use it to
                      confuse opponents to block when you decide to do a chipping
                      move or a throw.
                                                                           
       c) jumping - well, she just jumps and does basically the same attack
                    as her standing LP. You can use it to continue an air combo,
                    but other than that I don't see any reason to do it.
                                                                           
    3) HP - This time only one of them is unique. Should have been combo enders
            but I'd rather use special moves. Can also be used to charge up
            your super meter but still, I'd prefer another move, the HKs.
                                                                           
       a) standing - She raises her nearer arm, and swings it all the way down,
                     slapping (!) your opponent in the process. Good in speed
                     and priority but the HK version is just better.
                                                                           
       b) crouching - from a squating position, Roll sends forth a powerful
                      (well, not really) uppercut that looks much like Sakura's
                      in the SFA series. Doesn't launch any opponent so don't
                      use it much.
                                                                           
       c) jumping - well, she just jumps and does basically the same attack
                    as her standing HP. You can use it to end an air combo
                    and/or to charge up your super meter but other than that
                    I don't see any reason to do it.
                                                                           
    4) LK - Only two are alike, but the other one mimics another of her normal
            moves. These are the longest-reaching of her moves, but still relatively
            ULTRA short in range.
                                                                           
       a) standing - this is just how Roberto (from Rival Schools) or any other
                     soccer player kicks a free ball. Nothing much can be done
                     with this move 'cept to confuse, like the standing LP.
                                                                           
       b) crouching - remember Ryu's Joudan Sokutou Geri? This is a similar
                      move, with range and damage the only BIG difference.
                      And in case you didn't know, it's some sort of side-
                      forward kick, so just see it for yourself to understand
                      me better.
                                                                           
       c) jumping - well, she just jumps and does basically the same attack
                    as her crouching LK. It's highly efficient in starting
                    or filling (but more on starting) an air combo but other
                    than that I don't see any reason to do it.
                                                                           
    5) MK - They're NOT all alike! Yes! but, they all just mimic another normal
            move and that, once again, sickens me.
                                                                           
       a) standing - well, she just stands and does basically the same attack
                     as her crouching(and jumping) LK. You can use it to continue
                     an air combo, but other than that I don't see any reason
                     to do it.
                                                                           
       b) crouching - she leans backwards and does what is supposed to be an
                      an axe kick, but because of her position turns out to
                      be a sweep with much force (yet still, doesn't knock
                      the opponent down).
                                                                           
       c) jumping - it's just a slower yet higher damaging version of her
                    standing LK, complete with scream. More force comes with
                    this move, and the kick is aimed high, reaching her head,
                    while the standing LK only reaches her waist.
                                                                           
    6) HK - again, They're NOT all alike! Yes! but, they all just mimic another
            normal move and that, for the Nth time, just sickens me.
                                                                           
       a) standing - this is what every MVC character has---a launcher. It's
                     an even slower and yes, even higher(though not notably)
                     damaging version of her standing LK, also complete with
                     scream. As with the jumping MK, More force comes with
                     this move, and the kick is aimed high, reaching her head,
                     while the standing LK only reaches her waist.
                                                                           
       b) crouching - this is should be a special move, but I'll include it
                      here for completeness' sake. In this move, Roll does
                      a slide that can be comboed into a good number of moves,
                      both normal (in corner) and special, making it one of
                      her best moves, not to mention its confusing potential.
                                                                           
       c) jumping - well, she just jumps and does basically the same attack
                    as her crouching MK. You can use it to end an air combo,
                    and/or to charge up your super meter but other than that
                    I don't see any reason to do it. (it CAN counter some moves
                    but don't rely on that)
                                                                           
       d) up - it looks like Sean's Ryuubi Kyaku, but then again more like
               Guy's heel K. Anyway, Roll just does an unorthodox-looking
               axe K in this move. I basically prefer the plain jumping HK
               to this move so maybe you should too.
                                                                           
    * In a nutshell, her only moves worth using outside combos are the LPs
      (standing and crouching), MPs(standing and crouching), LKs(crouching and
      jumping), and HKs(all except crouching and "up").
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    * I'm not an avid Megaman fan and the only Megaman game I've ever played,
      and mastered, is Megaman(or Rockman) 3 on the NES. And this is the
      first time I got to meet Roll. My point? I'm not sure if these are the
      correct names for her moves so help me if you can...
                                                                           
    1) Roll Buster - D,DF,F+P
                                                                           
            It's a fireball, alright, but it's NOT cheap! For starters, you
       can't rain an opponent with this move because it has a lame execution
       time compared to Ryu's and the others'. Second, you have to do the down-
       forward motion to do this move and that just makes it a lot more honorable
       compared to Megaman's HP-is-already-a-fireball. Finally, Roll's too
       weak to have any cheapy strategy and if ever some of you still think
       her moves are cheap, why don't you consider that as a compensation for
       her many disadvantages.
                                                                           
    2) Bouquet Bomb - D,DB,B+P
                                                                           
            Roll pulls up a bunch of flowers from beneath her skirt(no wonder
       they explode) and throws it at an arc depending on which P you used.
       LP will make her throw high yet with short range. MP will make you apply
       the standard arc and distance of your throw while the HP will just
       throw at a 10degree arc but this move reaches ALMOST across the screen.
                                                                           
    3) Item Call - D,DB,B+K
                                                                           
            Some nutcase with legs falls from the sky, opens his head, and
       out pops an item depending on which K you used. LK will yield a Megaball
       while the MK and HK will yield a Tornado Hold and a Leaf Shield repectively.
       This item falls on the ground and you have to walk to it to be able
       to pick it up. Once that is done, refer to the next move.
                                                                           
    4) Item Use - D,DF,F+K
                                                                           
       a) Megaball - you drop a pink-and-blue ball on the ground and nothing
                     happens. What to do? Kick it! The ball will bounce back
                     about three times on the sides of the screen and hopefully
                     hit the opponent in the process.
                                                                           
       b) Tornado Hold - Roll drops some kind of propeller on the ground and
                         in an instant a mini-tornado is formed, Inflicting
                         some four hits of damage. Best done after a slide
                         K and before a corner air combo.
                                                                           
       c) Leaf Shield - a circle of leaves suddenly surround you in an attempt
                        to make you invulnerable to ANYTHING as long as that
                        anything doesn't combo. You can also repeat the item
                        use code to launch your leaves, and even do it on the
                        rooftop.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Hyper Roll - D,DF,F+2P
                                                                           
            She turns all white, grows up to be taller than the average MVC
       player, and unleashes a number of attacks, namely, a lightning bolt
       from her antennae, which is the ONLY useful and damaging aspect of this
       super, a lot of powered-up robo animals, and pairs of giant missiles
       that come from her ... well ... *blush* see for yourself! I bet you
       won't notice her winking at YOU before and after the super, but she
       does! Use this super only on opponents trying to execute a jump-in
       or better yet a stomp because you'll NEED to connect the growing part
       of the super to get maximum damage.
                                                                           
    2) Rush Drill - D,DF,F+2K
                                                                           
            Roll calls out, "Wush-y!" (meaning Rush, the robo-dog) and...
       boom! She's already in a drill-vehicle of some sort. Mash the buttons
       to increase number of hits and damge as well. This super has four
       main advantages: One, you are totally INVULNERABLE while doing this
       super and even a Shinkuu Hadouken won't land you a scratch, two, it
       does WAY too much chip, (not cheap) damage, three, you can turn around
       and nail any opponent who tries to jump his way out of your wrath,
       and four, you can add an LK-> HK-> air combo afterwards if you end
       up cornering the opponent (which is VERY likely)
                                                                           
    3) Beat Plane - D,DB,B+2K
                                                                           
            Roll calls out, "Beat-ow!" and out comes this dumb-looking bump
       car with wings, loading our heroine in the process. You then HAVE TO
       mash the buttons since this super is practically useless if you don't.
       Mashing the Ps will let you fire a whole lotta low damaging, small
       sized fireballs while the Ks will yield missiles that don't fly; they
       just drop. Of course, you CAN(and should) mash both Ps and Ks to throw
       everything your flying bump car can. Oh, I forgot; you can, and again
       should, use the directions to control the Beat Plane while firing all
       its missiles. A good strategy would be to start the super, fire like
       crazy, and fly behind the opponent while firing to make sure he doesn't
       block all of it.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    Universal Jump-in: HK - yes, that's all you should do to start a jump-in
                            combo. You may want to do a LK-> MK-> HK combo
                            to start a jump-in but, can the LK really hit
                            the opponent before he does something else?
                                                                           
    * I don't usually include corner combos but with Roll, you'll need all
      the help you can get.
    * a jump-in you MAY add while a dash-in you MUST add to any of these combos:
                                                                           
    1. LP-> MP-> HP-> Roll Buster
    2. LK-> MK-> D+HK-> Leaf Shield
    3. LK-> MK-> D+HK-> Tornado Hold
       (in corner) -> HK-> UF-> LP-> LK-> MP-> MK-> HP throw-> HK-> Roll Buster
    4. LK-> HK-> UF-> LP-> LK-> MP-> MK-> Roll Buster
    5. (in corner) Rush Drill-> LK-> HK-> UF-> LP-> LK-> MP-> MK-> HP throw->
       HK-> Roll Buster
                                                                           
    * sigh...no combos that end in supers, sorry.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    Well, pull off all the combos I just taught you! If you block all day,
    computer opponents will most likely do a dumb attack that'd leave them
    open for a combo that ends in a super! If, however, they walk forward
    for no reason, they're planning to throw you so do what you want to counter
    that! Simple enough?
                                                                           
    Oh, yeah, how to beat Onslaught:
    First, cool-looking form: Hahaha! you're IMMUNE to his mega optic blast
                              so keep that in mind and run for him when he
                              does this move and repeatedly HP his foot(though
                              it looks a lot wackier if you use HKs, trust
                              me :D
                                                                           
    Second, cheap@$$ form: jump and HK his face until you're all charged up
                           for a super then Hyper Roll or Beat Plane his face
                           and make his neck crack! Block right after your
                           every move to avoid his eye beams.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    *Well, there won't be any universal rules for fighting against humans cause
     no two humans think identically. There are, however, general rules that
     could apply to at most 80% of your encounters with human challengers.
                                                                           
    1. Use Pure and Fur as a helper - You may replace her(them), but make
                                      sure the replacement pretty much does
                                      the same thing---drop a lotta $%#& from
                                      the sky! Using this kind of attack can
                                      force the opponent to block, not knowing
                                      the fact that you're already closing
                                      in for a throw or a slide K-> Tornado
                                      Hold
                                                                           
    2. Remember her moves' main strategies
                                                                           
       a) Roll Buster - chip, chip, chip. That's the only thing this move
                        is supposed to do. Best done when jumping (not SUPER-
                        jumping) backwards.
                                                                           
       b) Bouquet Bomb - this is one of the I-didn't-see-it-coming moves I
                         was talking about. Throw a LOT of these in mid-air
                         whenever your opponent thinks he's safe on the ground.
                         Also a good "break" move to prevent you from landing
                         into an opponent's ground trap.
                                                                           
       c) Item Call - only for fellow Roll users(which is VERY rare) and
                      Megaman users as well. Use it to give them an item they
                      DON'T want to use(like a Megaball which in my opinion
                      is really useless) cause they CAN get what you dropped.
                                                                           
       d) Slide K (D+HK) - always follow this move up with something else,
                           preferably a Tornado Hold and again, if opponent
                           is cornered, follow up with an HK to air combo.
                           Tornado Hold is also the best thing to do after
                           this move is blocked because if its chipping damage.
                                                                           
       e) Hyper Roll - as mentioned above, use this super only on opponents
                       trying to execute a jump-in or better yet a stomp because
                       you'll NEED to connect the growing part of the super
                       to get maximum damage. Not to be done as air combo
                       ender or helper complement because it simply won't
                       work.
                                                                           
       f) Rush Drill - for even MORE chipping! The opponent will most probably
                       be able to block this, so chipping would be its main
                       thing. Are YOU the one being chipped by a team work
                       super? Never fear! Use this super and drill two birds
                       with one...drill!(sorry, that's the only word that fits)
                                                                           
       g) Beat Plane - if you seriously want to land a hit or two, no matter
                       how low damaging those hits are, (e.g whenever your
                       opponent has 1% life left), then use this super. You
                       won't get a chessy win cause you DID land a clean hit!
                       Added note: Never use any other super if you'd be
                       dealing with the Golden War Machine type cause this
                       is enough to make them crack.
                                                                           
    3. Abuse your Jumping HK even if it doesn't have a very high priority
                                                                           
            Whenever you just don't know what to do, or whenever every attack
       of yours ends up being countered, pull yourself together while buying
       time using a ton of HKs while repeatedly super jumping. Not only will
       your supers get charged up in no time, you'll also be quite sure it'll
       take some time before he could think of a way to stop you, and by that
       time you've already thought of a way to stop HIM! If he tries to meet
       you in the air, switch to delivering a ton of HPs since it's these that
       can turn into an air throw when close enough.
                                                                           
    4. Know which super to use
                                                                           
            I already told you the use of her supers, but just for a quick
       overview, her Hyper Roll is only for those who try to jump-in or stomp,
       the Rush Drill is for those who block all day and those who abuse the
       power of the team work super, and the Beat Plane is for finishing off
       a hopeless opponent and for those who can't block like Golden War Machine.
                                                                           
    5. Never underrate Roll's weight-lifting strength
                                                                           
            Roll may be the weakest when it comes to delivering punches and
       kicks, (her hardest actually does equal damage to Ryu's jab!) but her
       throws, which lift the opponent and slam them on the ground, are just
       as damaging as any normal player's (e.g Ryu) throw in the game. Throwing
       with other players may be considered cheap, but with Roll, as I've
       mentioned time and again, there is NO cheapness! A good strategy would
       be to repeatedly tickle the opponent with your little attacks and close
       in for a throw when he least expects it. While it may be harder to
       land a throw with Roll in terms of distance required, it is definitely
       a whole lot harder to DETECT a Roll who's planning a throw. Most people
       would let Roll come close to be able to block and retaliate, not knowing
       the fact that Roll can easily throw them out of a block! If all else
       fails, repeatedly jump back and throw whenever someone gets close
       enough---and don't forget to follow up with an HK-> Roll Buster for
       a three-hit combo, ok?
                                                                           
    6. Character-specific strategies:
                                                                           
    Captain America - if there's anyone who could counter your air HKing strategy,
                      it's him. His jumping HP does a lot more damage, reaches
                      further, and all that without having to sacrifice
                      execution time. Don't be the first one to super jump,
                      as he would most likely meet you in the air with the
                      accursed HP. Stay on the ground, dash forward and back
                      and lure him to miss a standing HP cause that's when
                      you call on "Beat-ow" (though you have to be very quick
                      at that). Use a confuser's throwing strategy, guard
                      push his supers, and retaliate with a Hyper Roll.
                                                                           
    Captain Commando - ahh...this captain must be dealt with in a rather
                       opposite manner than the first one. With this captain,
                       ALWAYS super jump and air block to avoid getting hit
                       by the heavily damaging Captain Corridor or the Captain
                       Sword super. Being able to block these would mean a
                       free Rush Drill for you. DON'T use a confuser's game
                       with this captain because he'll just Captain Corridor
                       you out of it.
                                                                           
    Chunli - two problems: avoiding her launcher when you're air-borne and
             avoiding her low combo to Lightning K super when you're on dry
             land. Two solutions: never be the first to super jump and if
             you ever will, hit the HK button rapidly during the whole air
             trip. Second, dash to low combo to special and make use of my
             confuser strategy, but with extra care. Missing would prove fatal...
                                                                           
    Gambit - just avoid his cheappy infinite(which you'd be probably immune
             to but, still, be prepared) and you'll be fine. That's the only
             thing he can do to beat you so if you've mastered the art of
             avoiding it, and everything he can do set you up for it, (like
             a launcher, a ramming helper, or a throw in the corner) then
             you'll be fine. He can be a good confuser but has his options
             limited to low attacks and throws so show-off YOUR confusing
             skills and win! (well, actually your confusing skills will also
             have the same limits as his but your throws will have lower
             precitability) He may use a rain of Kinetic Cards as a chip
             away strategy but that can easily be countered: Just dash right
             below him, and what else but Hyper Roll!
                                                                           
    Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
           Then attack, attack, attack! He'll be wide open after just about
           ANYTHING he does so it's time to combo a dashing D+LK-> D+HK->
           Tornado Hold. Air combos will also work on him fine, just remember
           to hit him once before launching otherwise he won't budge. Hulk
           is big, but remember that all your supers make bigger look dumber
           rather than stronger. And don't underrate your standing HP cause,
           in certain positions, it can stuff any normal move he tries to
           pull off.
                                                                           
    Jin - obviously cannot even dream of having Hulk's reach, but would definitely
          be faster. Other than that, Jin would have all of Hulk's advantages
          and disadvantages as well. He'll pack power with his attacks, especially
          if he's all yellow! That doesn't give him much of an upperhand,
          though, as his attacks have a lame recovery time and could easily
          be punished by an aerial combo. Just use the same strategies you
          would on a Hulk user and watch out for that hurricane super whenever
          you jump!
                                                                           
    Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
              Let him use his X buster all he wants, while you constantly super
              jump and HK all the way. There'll be four kinds of Megaman
              users, and only two will you find challenging. The first one
              just hammers away with a stream of X busters that's easy to
              jump over and punish with a combo. The second one will always
              charge up his X buster and use it as part of an air combo. Just
              dash back and forth to confuse him into giving up that hold
              then welcome his fireball with a mid-air Bouquet Bomb. The third
              Megaman user would be using a rammer as a helper, slide kick
              you, and hope that you'll retaliate with a combo as he summons
              his helper afterwards. He'll surely get hit, but you'll be punished
              by his helper as well, giving him enough time for a Hyper Megaman
              super. Just don't counter the slide kick and wait for him to
              run out of helpers, THEN attack! The fourth, most challenging
              one would be a Megaman that X busters low, then X busters high,
              then low, then high, then you lose your sanity---WRONG!! Fight
              on! Block his low X busters and dash forward when he does the
              high one. Eventually you'd be near him. Time to use your confusing
              skills. If he manages to escape, which would only be possible
              via super jump, wait for him on the ground then launch with
              the all powerful and highly undetectable standing HK! By the
              way, don't worry bout his supers, just block and do your version
              afterwards.
                                                                           
    Morrigan - will fight like you do, being a good confuser and all that.
               She will, however, have her options limited to low attacks
               and throws so show-off YOUR confusing throw skills and win!
               (well, actually your confusing skills will also have the same
               limits as hers but your throws will have lower precitability)
               If she does something you won't, namely raining you with air
               fireballs, Dash in and punish her with your Hyper Roll or
               launch her if you don't have the extra charged super bar.
                                                                           
    Ryu - If he's using strategies found in my Ryu faq, then may the best
          confuser win! If he's not, you're in for a cheapy fireball game.
          Again, you'd be needing your invaluable jumping HK to chrage up
          your super, mid-air Bouquet Bomb his ground fireballs and dash-in
          to Hyper Roll his air fireballs wherever he may be.
                                                                           
    Spiderman - Even his Maximum Spider has a high chance of getting countered
                by a Hyper Roll in progress so abuse that fact to your advantage.
                Master the art of rolling and you'll be avoiding his Crawler
                Assaults forever! His Ultimate Web Throw will be his only
                super that could counter a Hyper Roll but you can easily
                detect that. If he uses an air combo that knocks you down
                and falls right behind you as you get up, just hit the HK
                and launch him!
                                                                           
    Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                    you to STAY in the corner when pitted against this teleport
                    master. That way he wouldn't be able to use an Ouroboros-
                    and-teleport-behind-you strategy. But with you in the
                    corner, he'll try two things: combo you like crazy, wherein
                    the guard push feature would prove most useful, and chip
                    away some nice damage with his robo dog, which you should
                    super jump to avoid and charge up your super meter. Use
                    your helper whenever he jumps for you then launch him
                    and air combo throw to HK-> Roll Buster. If he doesn't
                    have a single super charged up yet, hell, forget all I've
                    just said about him and engage in a confuser's game instead.
                                                                           
    Venom - Just super jump and HK all the way and as you land, choose from
            two landing sites: as far away from him as possible to be able
            to continue super jumping and charging up your meter, or a little
            behind him so you could switch to delivering HPs which could out
            prioritize ANYTHING he whips up and give you an opportunity to
            do a D+LK-> D+HK-> Tornado Hold combo whether he blocks it or
            not. If he's able to block all of it, engage in a confuser's game
            but beware, he may not have an overhead but his throw allows him
            to combo you afterwards so get ready for that.
                                                                           
    War Machine - Just block his ground combos, D+LK to combo his throw attemps,
                  and do a dash in to Hyper Roll if he abuses his mid-air
                  smart bombs. If he's dumb enough not to include his War
                  Destroyer super in a combo, dash to Rush Drill him one moment
                  after all his missiles are launched from his armor. I guarantee
                  you the missiles will drop where you WERE before you dashed
                  but you have to time it right, though. The Proton Cannon,
                  if not done as an ender to a helper attack, would be easily
                  detected and therefore super jumped from and punished with
                  what else but a Hyper Roll. If your opponent doesn't make
                  flaws like this, then you better stick to your good 'ol
                  jumping HK to mid-air HP throws to do the trick.
                                                                           
    Wolverine - until recently have I thought that Wolvie users (including
                me, once) were just plain good at it but now I know Wolvie
                was just too advantaged to be defeated by a mere above average
                player. I hate to be called cheap, so now I have stopped
                using Wolverine, and started taking him as a challenge to
                defeat with my Roll. There'll be two things any "challenging"
                Wolvie user would do: stomp you like crazy until you open
                up for a combo to super, or dash in like crazy also until
                you open up for a combo to super! With the first strategy
                you'll again have to utilize your Hyper Roll and your helper
                and mix them up so you wouldn't get too predictable. For the
                second strategy, you'll have to assess yourself. If you think
                you can pretty much predict what he's doing, then combo him
                if he tries to throw and use the guard push otherwise. If
                he doesn't give up and still dashes in like crazy, smile
                and surprise him with a risky but rewarding Hyper Roll to
                turn his healing factor off for good!
                                                                           
    Zangief - Just charge up the way I've been telling you since the beginning
              of this section and guard push all his attacks so that he couldn't
              link them to a grapple or worse, SUPER grapple! He'll be using
              blocks much, so you'll just have to play a risky confuser's game
              with him. Remember that in a confuser's game, you'll have to
              succeed over him in a LOT of times before you can be at an advantage.
              One successful confuser from him and you're back to where you
              started, a draw. Whenever you're charged up and can't land a
              combo, just chip away with your every projectile including your
              Beat Plane's.
                                                                           
                                                                           
    6. Strategies on secret characters:
                                                                           
    Golden War Machine - Just block his ground combos, super jump from his
                         throw attemps, and do a sudden dash in to Hyper
                         Roll if he abuses his mid-air smart bombs. If he's
                         dumb enough not to include his War Destroyer super
                         in a combo, dash and give him a Rush Drill one moment
                         after all his missiles are launched from his armor.
                         I guarantee you the missiles will drop where you WERE 
                         before you dashed but you have to time it right, though.
                         The Proton Cannon, if not done as an ender to a helper
                         attack, would be easily detected and therefore super
                         jumped from and punished with what else but a Hyper
                         Roll. If your opponent doesn't make flaws like
                         this, then you better stick to your good 'ol jumping
                         HK to mid-air HP throws to do the trick.
                                                                           
    Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                             dealt with a confuser's strategy. This time she
                             can't use a rain of fireballs to annoy you because
                             she'll only have short range ones but still beware
                             her confusing skills and counter as you see fit.
                                                                           
    Orange Hulk - Block, block, block! Eventually he'll grow impatient and
                  hit you. Then attack, attack, attack! He'll be wide open after
                  just about ANYTHING he does so it's time to combo a dashing
                  D+LK-> D+HK-> Tornado Hold. You'll be needing this combo
                  much to chip away some nice damage in case it turns out
                  your opponent is a lot more patient than you are. Orange
                  Hulk is big, but remember that all your supers make bigger
                  look dumber rather than stronger.
                                                                           
    Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
           MVC is survival of the fittest and Roll, as many would say, is
           not "fit". I'd choose her over Megaman anytime but I must admit
           I find the always-give-you-a-stupid-look boy much harder to defeat.
           Refer to my Megaman strategies for dealing with her and adjust
           them according to these added notes: One, Roll's X buster CAN chip
           some block damage but it would need a down to forward motion so
           it'll come out slow. Two, you can low block against her Hyper Roll
           and you wouldn't get a bruise. And three, all her other supers
           are easy to block and retaliate with your own afterwards.
                                                                           
    Shadow Lady - Chunli minus the ability to combo a super but plus the
                  ability to chip away with her butt missiles. Keep an eye
                  out for your life bar cause these farts can cut it down
                  to half without even you noticing. Don't super jump, as
                  that would mean a free chip from those accursed butt bombs.
                  If she's stupid enough to do it while you're on the ground,
                  and up close then it's Rush Drill time! Anticipate her
                  missle super and again use your Rush Drill to counter.
                  She'll also be using a ramming helper to easily connect
                  with her Big Bang Laser so you'll have to predict when
                  she'll use it. Knowing all these, engage in a confuser's
                  game and she'll definitely be the first to short-circuit.
                                                                           
    Venom's Carnage Mode - I really am not very observant on who takes more
                           damage than who but I definitely noticed the Carnage
                           Mode's belief in the quote, "The best defense is
                           a strong offense." (did I say it right?) Anyway,
                           Carnage Mode concentrates on speed and power, but
                           gives up stamina in return. Don't try a confuser's
                           game for him cause he's already confused!(heh)
                           Seriously though, his tremendous speed just gives
                           him the ability to jab his way out of any confusing
                           strategy you may have in mind. Let him combo you
                           like crazy, (while you block, of course), abuse
                           your guard push, and make him feel he's just another
                           big sucker for the Rush Drill!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    Roll defeats Onslaught(!) and Dr. Light is very pleased. Roll is so happy
    that she beat Megaman in this..."stage"(!) and has finally proven the
    fact that she can also kick some metallic butt. She is given lots o' nice
    upgrades by Dr. Light and so, I think, she permanently becomes Hyper Roll!
    Megaman arrives after all's gone and realizes he has lost the race to
    Onslaught. He then sheds a single tear, but that's still enough to make
    me call him a ... CRY BABY!!! Hahahaha! (sorry)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                        arts
                                                                           
    Benzi Robledo (benzi@iconn.com.ph) for the helper codes
                                                                           
    Sir "O" (Sir0rion@aol.com) for the English translation of Roll's taunt
                               quote
                                                                           
    http://blackhole.winsocket.com/dogshell/roll/ - for Roll's background
                                                    song and its English
                                                    translation
                                                                           
    Doug Dlin - the real author of the song's English translation which I
                stumbled upon in the site above
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
    v1.1 - added combos and credits
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Roll I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    Roll has the reputation(though I beg to disagree) of being the joke character
    of MVC. She's known to have to weakest of attacks, the shortest of limbs,
    and the lamest of combos. Hey, that's just all the more reason to USE her!
    If she has such an awful reputation, then losing a game with her won't
    be shame, but winning...ahhh glory! Remember that she is an experts choice,
    and if you want to master her, you'll have to be prepared to spend a little
    more than usual.
                                                                           
    Roll's Cuteness:
                                                                           
    999,999 out of a million Roll users (well, assuming there ARE a million,...)
    choose Roll partly, mainly, or ONLY because she's sooooo cute! And since
    that's the case, I've decided to add a semi-section on the little details
    that take part in making Roll the cutest fighting game character ever!
                                                                           
    1. Colors - LP: ribbon  - green
                    hair    - gold
                    dress   - red
                    sleeves - grey
                    socks   - grey
                    shoes   - red
                                                                           
                MP: ribbon  - dark green
                    hair    - blonde
                    dress   - dark grey
                    sleeves - grey
                    socks   - grey
                    shoes   - dark grey
                                                                           
                HP: ribbon  - red
                    hair    - gold
                    dress   - light pink
                    sleeves - pink
                    socks   - pink
                    shoes   - light pink
                                                                           
                LK: ribbon  - dark green
                    hair    - blonde
                    dress   - dark grey
                    sleeves - grey
                    socks   - grey
                    shoes   - dark grey
                                                                           
                MK: ribbon  - dark green
                    hair    - blonde
                    dress   - dark grey
                    sleeves - grey
                    socks   - grey
                    shoes   - dark grey
                                                                           
                HK: ribbon  - white
                    hair    - light yellow
                    dress   - white
                    sleeves - blue
                    socks   - blue
                    shoes   - white
                                                                           
                                                                           
    2. Entrances - 
                                                                           
       a) Rush(the robo-dog) enters the screen from the opponent's side with
          Roll sitting on it. Roll then hops down at her starting point.
                                                                           
       b) A mini Beat Plane enters the screen with Roll hanging on to its
          talons. Roll then lets go and drops exactly at her starting point.
                                                                           
       c) That nutcase who brings Roll her items is shown repeatedly opening
          then closing its head. Roll then kicks it to its senses, then it
          stops and looks left and right. Roll then fixes her ribbon a bit
          like in her taunt as that nutcase leaves the scene.
                                                                           
    
    3. Taunt - Roll looks at her hair, fixes the knot of her ribbon a bit,
               and says, "Boku re nai wa?" which means, "Can't you hit me?"
               (!) My, my,... ain't she the cutest? ;)
                                                                           
                                                                           
    4. In-game actions
                                                                           
       a) Hyper Roll - her head is still looking at her opponent, but her
                       eyes stray on you and then she winks. She does this
                       before and after she pours out all her energy to the
                       opponent.
                                                                           
       b) supers - Roll always kinda morphs before executing a super, and
                   afterwards she has to "morph" back. Just one moment after
                   she stabilizes and before you can control her again, she
                   turns her back on you but still looks at you, gives a very
                   happy look on her face, and raises one of her arms straight
                   up with her hand opened while the other arm is pointing
                   opposite direction.
                                                                           
       c) guard push - using both her wide-open hands, she pushes the opponent
                       with much force while raising one leg backwards, closing
                       her eyes, looking the other way, and leaving a trace
                       of pain in her face.
                                                                           
       d) time-over - she sits on the ground, knees together and feet apart.
                      (get it? like a top view of her would resemble a letter
                      "T" ?) Her hands hold her shins, and she starts crying
                      out loud. You'll notice her mouth is about half the size
                      of her face in this animation!
                                                                           
                                                                           
    5. Background Song - "Kaze yo Tsutaete"
                         (Wind, Let Him Know)
                                                                          
    * the words in ( ) are obviously the English translations while the words
      in [ ] ,I think, are just added to complete the sense in the English
      sentences and wasn't directly translated from Japanese.
                                                                          
                                    I                                      
                                                                          
                          Tsutaetai kono om oi
              (I want to let you know, know just what I feel)
                                                                          
                          Tomaranai modorenai
                (I'm not gonna stop, I can't ever go back)
                                                                          
                         Dakishimete Tsukamaete
               (I want you to hold me, want you to catch me)
                                                                          
                            Moh hanasanaide
                        (And never let me go...)
                                                                          
                                   II                                     
                                                                          
                  Machi no akari Yureru om oi terashite
      (The lights of the city shine on the trembling thoughts I possess.)
                                                                          
                  Hitogomi ni anata no Yasashisa kanjite
          (Even amid the crowds, I [clearly] feel your gentleness.)
                                                                          
                         Namida no ashiato sae
                 (Before the tracks of tears [on my face])
                                                                          
                          Kiete shimau mae ni
                  (Have a chance to [dry and] disappear)
                                                                          
                         Anata to ita jikan wo
                   (Just once again, I want to be sure)
                                                                          
                        Moh inchido tashikamete
                (Of the time that I spent with you, [dear])
                                                                          
                                  III                                      
                                                                          
                         Aitakute samishikute
               ([Now] I want to see you, [cause] I'm lonely)
                                                                          
                      Nukum ori ga kienai yoh ni
            (So [I can be sure] that your warmth won't depart.)
                                                                          
                       Kono mune ga sakeru hodo
               (I want to feel it [now, want] it so badly)
                                                                          
                           Kanjite itakute
                    (That it's breaking my heart.)
                                                                          
                                                                          
    6. Winning Poses - 
                                                                           
       a) Roll changes her outfit to that of a school girl, holds the straps
          of her back pack, and looks at YOU in a very, very cute way.
                                                                           
       b) The ever so reliable nutcase enters the screen, runs toward her,
          opens its head, and offers her flowers. Roll then picks up and smells
          these flowers in appreciation.
                                                                           
       c) Megaman comes running for Roll and does his taunt (THE most annoying
          taunt in the game! I personally make sure anyone who does that taunt
          to me gets a butt load of Shinkuus in his face) Roll then sheds
          some tears, but does not cry out loud.
                                                                           
       d) Megaman is flying the Beat Plane as he swoops down for Roll, making
          her skirt fly up. Roll holds her skirt back down and Megaman looks
          at you for approval. ($#%& you Megaman, you little...)
                                                                           
       e) Rush, being originally made for Megaman, is still loyal to his original
          master as he practically the same thing---make Roll's skirt fly!
          This time, however, he also projects a holographic image of a blabbing
          Dr. Light.
                                                                           
       f) Roll raises one of her arms, the other one resting on her bicep,
          (like a not-so-good sign) and yells a lot of Japanese words while
          raising one of her feet a little backwards.
                                                                           
                                                                           
    7. Quotes -
                                                                           
       a) "Are you hurt? Maybe my doctor can fix you......"
                                                                           
       b) "Hehe...... I did it! Girl power!"
                                                                           
       c) "I didn't mean to hurt you badly!"
                                                                           
       d) "I should learn that absorption thing from Dr. Light."
                                                                           
       e) "I think you're due for an upgrade!"
                                                                           
       f) "Now all I need is my own series..."
                                                                           
       g) "Now how does Megaman do that absorption thing?"
                                                                           
       h) "See? I should have been in Power Battle!"
                                                                           
                                                                           
    8. Pre-fight conversation with Onslaught:
                                                                           
       Roll     : "Don't get mad at me...... I'm just a girl!"
       Onslaught: "You shall be the first to fall, little one."
                                                                           
                                                                           
    9. Partners you should really try, and why:
                                                                           
       Venom   - Venom has always been a good partner because of his "interactive"
                 ending, but is especially wacky when it comes to Roll. This
                 ending starts out just the same as Venom's normal ending,
                 which features him(Venom) praising his partner and inviting
                 him/her to be his tag teammate for their next adventures.
                 But then after they both do their winning pose, the symbiote
                 takes control of Venom and he starts saying gross things to
                 Roll and that makes her cry.
               - additional reason: Try finishing the opponent with Venom
                 doing a tag super; the resulting name? "Death Roll!" (Ha!)
               - another additional reason: for the obvious contrast: Venom
                 being the scariest and most disgusting while Roll being the
                 cutest and most adorable.
                                                                           
       Zangief - now, just you try his Double Final Atomic Buster with Roll
                 and see her take part in the SLAM! (though I think she looks
                 more like just trying to hold on for the ride of her life!
                 hehe)
                                                                           
       Ryu     - this is strictly for an MVC expert only! Try executing a team
                 work super and theennnnn....TAUNT!! TAUNT!! TAUUUUUNT!!!
                 Bwahaha! Both do practically the same thing! Roll would look
                 much like Ryu's daughter-student in this scene ;) But that
                 does not come without strategy(!)...pull off a Shinkuu Tatsumaki
                 Senpuu Kyaku (also activating Roll's Beat Plane) and manuever
                 Roll into getting behind the opponent while he's being whacked
                 by both Ryu's foot and the Beat Plane's projectiles then
                 repeat the code for the Shinkuu Tatsumaki Senpuu Kyaku (which
                 will now activate Roll's Rush Drill) and watch the opponent
                 scream in sandwiched pain! But wait, if Roll's the daughter,
                 then who's the mother? ;) That's simple: Roll has blonde
                 hair right? She wouldn't have gotten that from Ryu, so it
                 must've come from her mom! And who else in MVC is a blonde-haired
                 babe, may I ask? (forgive my sick mind, ok?)
                                                                           
       Hulk    - well, just for the contrast of it. Imagine the biggest oaf
                 in the game teammed up with the smallest doll. I think Roll
                 here is just about as big as Hulk's foot!
                                                                           
       Megaman - no! I hate this team, mainly because I HATE Megaman and partly
                 because I honestly think you'll lose if you choose them as
                 a team (unless maybe if you go ULTRA cheap with the blue boy
                 and take care of both your opponents!) Then why did I list
                 Megaman here? Cause he and his sis looks plain cool in a tag
                 super, nothing else.
                                                                           
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