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    MegaMan/Roll by Novowels

    Version: 1.4 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

                A MegaMan and Roll
                   Team   F A Q
               For Marvel vs Capcom
                   Version  1.4
                    written by:
          Novowels <trpsprngr@hotmail.com>
    
                    -       -       -       -
    
      VER 1.0  -- Wrote out the guide with all moves, hypers, some combos, and 
                  strategy against Onslaught and a few of the characters.
    
      VER 1.1  -- Made spelling and grammar corrections, and added a short 
                  paragraph strategy against every character.
    
      VER 1.2  -- Rewrote some stuff, made a few corrections, and added the  
                  Lyrics and Translation of Roll's Theme!
    
      VER 1.3  -- Finessed the sentencing and rewrote a few things, and added 
                  strategy vs Captain America. (Oops, guess I did miss one.  
                  Hehehe..  Thanks Foreigner!)
    
      VER 1.4  -- Due to popular demand, I added the Siblings endings and also 
                  added 'Other good partners for the duo.'  Also redid a lot of 
                  writing.  And I got rid of the big 'Rock & Roll' ASCII thing.  
                  Do you like it better with or without?
    
                    -       -       -       -
    
    T A B L E  O F  C O N T E N T S :
    ----------------------------------------------
    
    INTRODUCTION
    
    MEGAMAN
      REGULAR MOVES
      SPECIAL MOVES
      HYPER COMBOS
      COMBO SECTION
      SPECIAL NOTES
      OTHER GOOD PARTNERS FOR MEGAMAN
      MEGAMAN'S ENDING
    
    ROLL
      REGULAR MOVES
      SPECIAL MOVES
      HYPER COMBOS
      COMBO SECTION
      SPECIAL NOTES
      OTHER GOOD PARTNERS FOR ROLL
      ROLL'S ENDING
    
    THE DREAM TEAM
      THE HYPER ROCK AND ROLL
      DOUBLE TEAM ATTACK (2 ON 1) COMBOS
      BEST PARTNERS
      VS THOSE OTHER GUYS
      VS ONSLAUGHT
    
    AUTHOR NOTES
    ROLL'S THEME TRANSLATION
    SPECIAL THANKS
    FIN~
    
    
    I N T R O D U C T I O N :
    ----------------------------------------
    
    Welcome to HYPER ROCK & ROLL, the Megaman/Roll Guide! I wrote this guide 
    for people who like to play as the most intimidating team in a VS game yet!
    Forget Wolvie/Sabretooth, forget Spidey/Venom, forget Ryu/Akuma,  I'm 
    talking about Megaman and Roll!
    
    This guide is meant for good, non-cheap players...  I am nowhere near an 
    expert on the game myself... I also don't get much competition, so a lot of 
    the VS section will be gotten from other sources or from against the 
    computer.
    
    For your information...  I have spent well over $50 on this game so far, 
    and I find it to be money well spent...  Hope you do too!
    
    Megaman and Roll are Copyright (C) Capcom Entertainment, along with the rest 
    of the Capcom team.
    
    Spidey, Wolvie, and the rest of the Gang are Copyrighted (C) to Marvel 
    Comics.
    
    Any Copyrights I missed are theoretically acknowledged.
    
    
    DISCLAIMER:
    -----------
    I wrote this for all you Megaman/Roll players to kick some ass.  Not to make 
    money.  Please do not sell this.  Don't copy it.  Don't make wierd changes 
    to it and post it as your own work.  You may give this to whoever you want, 
    you can print it out and hang it on your walls, and you can worship it in 
    some kind of pagan ritual.  Just don't sell or copy it.  Thanks.
                                                    --Novowels
    
    
      PLAY TERMS I USE:
                    TOWARDS  (for advancing)
                    BACK     (for retreating/blocking)
                    UP       (jumping)
                    DOWN     (ducking)
                    SJUMP    (super jump..  Press DOWN UP, or all three KICKS)
                    DASH     (push TOWARDS TOWARDS quickly, or all three 
                              PUNCHES)
                    BACK DASH (push BACK BACK quickly, or hold BACK and hit all 
                               three PUNCHES)
                    GRO      (ground-only moves)
                    G/A      (ground/air moves)
                    PBLOCK   (push block..  Block and hit all three punches)
                    KNOCKDOWN(a move that knocks an opponent onto their back)
                    OTG     (On the Ground.  Means the attack will hit an 
                              opponent that is laying on the ground after a 
                              knockdown)
    
      BUTTON LAYOUT:
    
             JAB   STRONG   FIERCE
             ( )     ( )     ( )
    
             SHORT  FORWARD ROUNDHOUSE
              ( )     ( )      ( )
    
      And now, onto...  The Guide.
    
    
    M E G A M A N :
    ------------------------------------------
    
      Megaman (Rockman in Japan) was originally a small service robot for 
    Doctors Light and Wily.  When Wily went mad and took all the robots except 
    Mega and a housecleaning robot named Roll, Doctor Light reprogrammed Mega to 
    defeat the evil Wily!  In the platform games, after defeating a boss, 
    Megaman could plug their weapon into his MegaBuster and use it on others!  
    While it'd be cool to absorb Chun Li's Kikosho or something like that. ..  
    (Fear...) Mega doesn't actually absorb any powers in this game...  However, 
    he can switch to different weapons during the match, giving him a varied and 
    powerful arsenal!
    
            Press PUNCH for the regular blue Megaman,
            KICK for a red Megaman.
    
    THE REGULAR MOVES:
    ------------------
    
            COMBO INITIATORS:
    JAB and SHORT are the best bet for big combos.  His JAB works best.
    
            AIR COMBO ENDERS:
    FIERCE, ROUNDHOUSE, Mega Buster, Fired Leaf-Shield.
    
            LAUNCHER:
    Standing ROUNDHOUSE.  He does a handstand and kicks his feet up.
    Good priority.
    
            KNOCKDOWNS:
    Ducking ROUNDHOUSE.  He slides forward like in Megaman 8.
    Fast, and useful.
    
            DASH:
    His dash isn't the best in the game, he hops forward like
    Ryu instead of running like Cap Commando or Wolvie.
    
            TAUNT:
    Hit START.  Megaman sticks his toungue out and says something in a
    silly voice at your opponent.  It's a fairly fast taunt, and very amusing.
    
    
    THE SPECIAL MOVES:
    ------------------
    
            Mega Buster:  FIERCE  (G/A)  (Charged shot will OTG)
    
    Mmmm...  One button projectile.  It pisses people off to keep firing at 
    them.  Just like in later Megaman games, you can hold the button down and it 
    charges the 'Buster up.  A charged shot will go through any other normal 
    fireball in the game!  The longer you charge, the more hits you get.  For 
    this reason, I think of it as more of a 'Compressed Beam' than a fireball, 
    because it acts more like a beam.  The uncharged shots are useless.  Zero 
    chipping damage, and they only do about a pixel if they do hit.
    
            Mega Punch:  TOWARDS,DOWN,DOWN-TOWARDS+ ANY PUNCH  (GRO)  **
    
    SHORYUKEN!  Megaman does basically a Shotokan Dragon Punch while surrounded 
    by a blue aura.  Hits once, invincible at startup, etc etc.  Great anti-air 
    attack.  The Mega Punch has horrid lag at the end, so don't just start doing 
    them for no reason. This is the move performed during a Team Counter.  It's
    invincible at the start, so it can be used quite effectively up close.
    
            Weapon Change:  DOWN, DOWN-BACK, BACK+ ANY KICK  (GRO)
    
                    SHORT:          Rockball
                    FORWARD:        Whirlwind
                    ROUNDHOSE:  Leaf Shield
    
    Do this move and Megaman will pose for a split second, and Fliptop(some call
    him 'Eddie') will hop down and a small bubble will pop out.  You can change 
    as often as you want, and you can even steal other Megaman/Roll players 
    bubbles!
    
            Weapon Use:  DOWN,DOWN-TOWARDS, TOWARDS+ ANY PUNCH
    
    After selecting your weapon, do this to use it.  You can use them an 
    infinite number of times.  But remember that while you're charging, you only 
    get to use the JAB and STRONG versions!
    
            ROCKBALL:  (GRO)
    A small ball will drop out onto the ground.  Use a KICK button to kick
    it towards your enemy.  It usually misses or is blocked, I don't use it 
    often, but it can be used as air defense and to play keep-away.
    
            TORNADO HOLD:  (GRO)  (OTG)
    This is the default weapon at the start of each match.  Fire and a
    column of wind (Like Storms helper whirlwind) will come out at a certain 
    point.  Unlike Storms' move, this doesn't travel forwards.
    
            LEAF SHIELD:  (Activation is GRO, firing is G/A)
    Do the motion once, and you will be covered in a revolving shield of
    leaves.  This shield will completely protect you from a single hit.
    Do the motion again, and it will fire the leaves straight forward.  It hits
    8 times, and will go through any other fireball.  The leaves can be fired in
    the air.
    
    
    THE HYPER COMBOS:
    -----------------
    
            HYPER MEGAMAN:  DOWN, DOWN-TOWARDS, TOWARDS, 2 PUNCHES  (G/A)
    
    Megaman will yell, then transform into a humongous robot (dwarfing even the
    Hulk!) and blast out an IMMENSE blue beam, and a crapload of missles and
    what looks like mini-mega buster blasts.
    To use this effectively, put it up close.  If they are hit by Megaman's
    transformation, the are knocked directly into the beam, and are unable to
    block it!  This can be put into air combos!
    
            RUSH DRILL:  DOWN, DOWN-TOWARDS, TOWARDS, 2 KICKS  (GRO)  (Will OTG 
                                                                    beautifully)
    
    Rush, Megaman's mechanical dog, will transform into a wierd-looking drill 
    car and Mega hops inside.  You are *totally* invincible during this super.
    I went through Ryu/War Machines double-team super once!  (and boy, that guy
    was PISSED!  Hehehe.)  If the last hit of the super hits the opponent, they 
    are tossed high up in the air and land in the corner, which gives Mega ample 
    time to recover.  (and he needs the time, too!)  Does good damage and even 
    good chipping damage.
    
            BEAT PLANE:  DOWN, DOWN-BACK, BACK, 2 KICKS  (G/A)
            (The bombs will probably OTG... Not sure)
    
    Beat, Megaman's mechanical bird,  flies in and transforms into a plane.  
    Megaman hops in and you can now control the plane!
    Press PUNCH to shoot blasts out the front, KICK to drop bombs.
    Megaman is *not* invincible during this super...  One hit will knock him out
    of the plane.  I don't use it much, but have comboed off a sufficiently 
    charged Mega Buster blast.
    
    
    THE COMBO SECTION:
    ------------------
            Ground Magic:   Stronger
            Jumping Magic:  ZigZag
            SJumping Magic: ZigZag
    
            What's a Magic Series?  It's the sequence of buttons that will 
    produce a combo with your character.  In Megaman's case, 'Stronger' means 
    that you must proceed from a punch or kick to a STRONGER punch or kick.  
    'Zigzag' means that you can connect the buttons in a ZigZag pattern, like 
    this:
    
            ( )   ( )   ( )
             |  /  |  /  |
            ( )   ( )   ( )
    
            One of the most important aspects to your Comboing is LAUNCHING.  
    Every character has a launcher.  What the launcher does is pops them to 
    SJump height.  After launching, hold up and your character will 
    automatically SJump after them.  The oppenent CANNOT block until they
    start to fall, so you may continue to combo them!
            Therefore, what you want to do is hit them with a ground combo, use 
    your launcher, follow, SJ combo, then finish it.  If successful, this looks 
    cool and can do very good damage.
    
    Some easy combo's you'll want to try:
    
     Charge Mega Buster, DASH or JUMP in, JAB, STRONG, Release Mega Buster
     Activate Leaf Shield, DASH or JUMP in, JAB, FORWARD, Fire Leaf Shield
    
     Charge Mega Buster, DASH or JUMP in, JAB, STRONG, DOWN+ROUNDHOUSE, Release  
     Mega Buster Charge Mega Buster, DASH or JUMP in, JAB, FORWARD, ROUNDHOUSE, 
     SJump, JAB, STRONG, Release  Mega Buster
    
     DASH or JUMP in, JAB, STRONG, DOWN+ROUNDHOUSE,  RUSH DRILL (OTG combo)
    
     Charge Mega Buster, DASH or JUMP in, JAB, STRONG, ROUNDHOUSE, SJump, JAB,  
     SHORT, STRONG, FORWARD, Release Mega Buster
    
     But frankly, just follow Mega's magic series and whip 'em out.  It's 
    important to note that as Mega's a little guy, his arms and legs are very 
    short, so even dash-in ground-to-air combos will have to be shortened so the 
    opponent doesn't get pushed out of range.
    
    SPECIAL NOTES:
    --------------
    
      Megaman is a very small character.  Zangief, Hulk, and Venom's high 
    attacks will generally fly right over him.  Megaman can stick to walls and 
    slide down, or do a Wall Jump.  He also has a slow fall, ad
    can move about a little in midair.
      He can also fire his Buster while wall-sliding.
      While charging the 'Buster, Rush will stop and growl at the other 
    character!
      I generally spend my time SJumping and charging my 'Buster.  Most of the 
    time, your opponent will follow you into the air, so release a small Air 
    Combo, Hyper Megaman, or Throw them!  It works pretty well, especially 
    against people with ground-based attacks.
      If they don't follow you...  Well, you ARE going to land on them.  So, 
    Ground Combo, Super Combo, just attack, or just block whatever Anti-Air 
    thing they try.  Mid-air is where Megaman can dominate, if you're smart.
    
    OTHER GOOD PARTNERS FOR MEGAMAN:
    --------------------------------
    
    Megaman is a great all-around character.  His Hyper Megaman is a great 
    backup super, one of the best in the game.  It's big, it's mean, and it 
    HURTS.  Thus, he is a very versatile partner and works well with about 
    everone.  One thing to note is that he doesn't deal as much normal damage as 
    most.  So team him up with a power character to help out!
    
            RYU
    Leave him as Ryu, or change him to Ken.  Akuma takes damage bad, and just 
    doesn't give back enough to justify using it.  Plus, Ryu and Ken can combo 
    the team super, Akuma can't.
    
            CAPTAIN COMMANDO
    Ahh, Team Capcom.  The Cap'n works great with Mega because he does so much 
    damage, and the supers compliment each other really well.  Always launch 
    into it.
    
            VENOM
    Hey, the computer uses this team all the time.  And frankly, it works pretty 
    well.  It's important to note, however, that the Team Supers don't 
    compliment each other very well, like all wave supers mixed with beam 
    supers.
    
    MEGAMAN'S ENDING:
    -----------------
    
    Some people have complained that his ending sucks.  I don't, I think it's 
    one of the funnier endings in the game.  (DEFINATELY not the funniest 
    though.  Hehehehe.)
    I do, however, think it's a bit short.  Kind of a letdown after spending $5 
    on the big O...
    
    Megaman zaps Onslaught and it shows him and his partner standing over 
    Professor X's prone form.  Megaman reaches down by Xaviers body and 
    teleports away.  The next scene shows Rock standing somewhere, except he is 
    now red instead of blue.  He aims his MegaBuster forward and shoots out a 
    purple MAGNETIC SHOCKWAVE.  The screen says "You Got Magnetic Shockwave!"  
    in large letters.  Megaman blasts away for a while, then the screen fades 
    and the credits roll.
    
     . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    
    
    R  O  L  L  :
    ------------------------------------------
    
    Damn, she's cute.  Ain't she?  For some reason, I have always picked the 
    cute little girl characters present in most games as my favs.  Just a thing 
    of mine.  Hehehe.
    Another reason I like her is the fact that she takes real skill.  Scratch 
    that, she takes _beyond_ skill.  She's a serious underdog character.  You 
    don't pick her up and mash away and pull a win out of your ass with her.  To 
    me, she's the exact opposite of Strider.  And that's what I'm looking for.  
    And hey, she's cute.  You don't need another reason to pick her!  She's 
    cute, that's enough!
    
            Roll is a secret character.  To get her, move to Zangief (top right 
    corner) and move the controller:
    
        + - - - - - - - +
        | LEFT, LEFT,   |     Seems like a lot to remember, at first.
        | DOWN, DOWN,   |     Still, it's better than Shadow Lady's code...
        | RIGHT, RIGHT, |     It's easier to remember this way:
        | DOWN, DOWN,   |     Starting at Zangief, make a "5",
        | LEFT, LEFT,   |     then go up, right, up, up, right,
        | UP, RIGHT,    |     (you should be on Megaman's box)
        | UP, UP,       |     Then go right one more time.  Roll's
        | RIGHT, RIGHT. |     Box will appear next to Megamans.
        + - - - - - - - +
    
            Press PUNCH for Roll in a red and white dress,
            KICK for Roll in a gray and white dress.
    
    
    THE REGULAR MOVES:
    ------------------
    
            Roll's JUMPING and SJUMPING ROUNDHOUSE has two forms.  Regular 
    ROUNDHOUSE is a regular forward kick, but holding UP+ROUNDHOUSE has her do a 
    downward kick.
    Both her RK and UP+RK are her most highly-prioritized jump-ins.
    
            COMBO INITIATOR:
    Like Megaman, stick to JAB and SHORT.  JAB for longer combos.
    
            AIR COMBO ENDERS:
    FIERCE, ROUNDHOUSE, Roll Buster, Fired Leaf Shield, UP+ROUNDHOUSE.
    
            LAUNCHER:
    Again, standing ROUNDHOUSE is the launcher.  Unfortunately, Roll doing
    a handstand in that skirt would be indecent.  So she just kicks REALLY high
    upward.  Similar to Cap Commando's RK.  But BAD priority.  Luckily, jump-
    ins are hard against Roll because of her size.
    
            KNOCKDOWN:
    DOWN and ROUNDHOUSE is a slide, just like MM.  She scoots across the floor
    with her leg out.  This is what you want to be counting on.  It'll go under
    almost every projectile, and sets up OTG combos.
    
            DASH:
    She, like Mega, hops forward.  She's slow.  It sucks.  If you're trying for
    gaining ground, use the slide.  If you're going for dash in combos, go ahead
    and use it, but I recommend jump-in combos with Roll.
    
            TAUNT:
    She straightens her hair bow and says something.
    (anyone know what?  'Cause I'd like t'know!)
    
    THE SPECIAL MOVES:
    ------------------
    
            Roll Buster:  DOWN,DOWN-TOWARDS,TOWARDS+ ANY PUNCH  (G/A)
            (OTG's after a throw or slide)
    
    D'oh!  No one button projectile here!  Roll's 'Buster is apparently an older 
    model, since it's unchargeable.  Since Roll's 'Buster is not connected to 
    her arm, she has to get it out of her skirt too, which gives it horrible 
    startup and recovery.  The blast is the size of one of Megaman's charged 
    shots, but it only hits once and doesn't go through other fireballs.  It's 
    still a powerful blast, though.  Use the JAB version at all times, it does 
    almost the FIERCE damage and speed, with quite a bit less recovery time...  
    This is the move Roll performs when doing a team counter.
    
            Exploding Bouquet:  DOWN,DOWN-BACK,BACK+ ANY PUNCH  (G/A)
    
    Hehe, I love this move.  :)  Roll rears back and throws a bouqet of flowers 
    at her opponent.  The bouqet must be blocked high, and it arcs up enought to 
    knock people jumping in away.  Using JAB will cause the bouqet to arc up, 
    then fall like a stone right in front of Roll, while ROUNDHOUSE will cause 
    it to go ALMOST all the way across the screen.  It will negate regular 
    fireballs, and I have used it to stop Venom's Web Super!  Still, the 
    recovery really sucks with this move.  Use it like Dan's Autograph move in 
    MSH vs SF, for taunting and to annoy people on their last few pixels
    of life, but don't count on it to save your butt in a close fight.
    
            Weapon Change:  DOWN,DOWN-BACK,BACK+ ANY KICK  (GRO)
    
                    SHORT:          Rockball
                    FORWARD:        Tornado Hold
                    ROUNDHOUSE: Leaf Shield
    
    Just like Megaman, Fliptop is here to help Roll out with some extra weapons!  
    In fact, Roll uses the exact same weapons as Megaman, in the same way.  
    However, she has a little more of a startup and end delay than her bro.  
    Gotta get the darn thing outta her pocket y'know...
    
            Weapon Use:  DOWN,DOWN-TOWARDS, TOWARDS+ ANY KICK
    
    After selecting your weapon, do this to use it.
    You can use them an infinite number of times.
    
            ROCKBALL:  (GRO)
    A small ball will drop out onto the ground.  Use a KICK button to kick
    it towards your enemy.  It usually misses or is blocked, I don't use it 
    often.
    
            TORNADO HOLD:  (GRO)  (OTG)
    This is the default weapon at the start of each match.  Fire and a
    column of wind (Like Storms whirlwind move) will come out at a certain 
    point. Unlike Storms' move, this doesn't travel forward.
    
            LEAF SHIELD:  (To call the shield is GRO, to fire the shield is G/A)
    Do the motion once, and you will be covered in a revolving shield of
    leaves.  This shield will completely protect you from a single hit. (A La 
    Super Armor)
    Do the motion again, and it will fire the leaves straight forward.  It hits
    12 times, and will go through any other fireball.  It can be fired in midair 
    as well, but with as much recovery as a FIERCE Mega Buster Blast.  It will 
    also dissipate after a few seconds, so people can wait it out.
    
    
    HYPER COMBOS:
    -------------
    
            HYPER ROLL:  DOWN,DOWN-TOWARDS,TOWARDS+ 2 PUNCHES  (G/A)
    
    Roll, winks, yells, then transforms into a big robot.  Unlike the Hyper 
    Megaman, she doesn't shoot that beam of death!  Instead, she fires a 
    crackling beam of electricity from her tiara/headband thing.  The problem?  
    Hyper Roll is as tall as Onslaught First Form!  Although she does also shoot 
    out a load of missles and Mega shots to cover her lower half, (including a 
    barrage of missles from her uh...  chest region... *snicker*) they will do 
    NO damage if blocked, and frankly don't do that much anyway.  However, 
    taller characters like Hulk, Zang, and Venom sometimes get knocked up into 
    the beam by the missles! (not always tho). Like the Hyper Megaman, they can 
    get hit by the transformation and are launched into the beam, setting them 
    up perfectly for DEATH!!  HAHAHAHAA!!  ...  Sorry.
    
            RUSH DRILL:  DOWN,DOWN-TOWARDS,TOWARDS+ 2 KICKS  (GRO)
                    (OTG's, just like Mega's version)
    
    Rush runs onscreen and turns into that funky little drill car.  Just like
    Megaman's version, this thing cannot be stopped!  Roll can't be grabbed, 
    supered, double team supered, and even Onslaught can do nothing to stop you!
    It is much more difficult to combo this, since Roll can't juggle the 
    opponent with a charged Mega Buster shot...  But a fired Leaf Shield should 
    handle it!
    Also does decent chipping damage.  Comparing this Drill to Megaman's will 
    make you weep, though.  (Why??  The Drill is the same!  It should do the 
    same amt of damage!)
    
            BEAT PLANE:  DOWN,DOWN-BACK,BACK+ 2 KICKS  (G/A)  (Bombs may OTG, I 
                                                               haven't tried it)
    
    Beat flies out and Roll hops in.  Press PUNCH to fire projectiles forward,
    and KICK to drop bombs.  Like Megaman, one hit will knock you right out of
    this, and it is much, much harder to combo for Roll.  Still, it's useful for
    chipping, and you can fly all over with it.  Use it to cross up the 
    opponent, make them block the wrong way!
    
    
    THE COMBO SECTION:
    ------------------
    
            Roll isn't quite the combo maniac that Megaman is.  The unchargeable 
    Mega Buster is a serious hampering to her offensive game.  That doesn't mean 
    you shouldn't combo...  In fact, thanks to the serious lag-time on all of 
    Roll's special moves, combos are your best friend. The main problem with 
    Roll is her short-ranged regular attacks...  Roll has to be right on top
    of her opponent to even hit them.
    
            Ground Magic:    Stronger
            Jumping Magic:   ZigZag
            SJumping Magic:  ZigZag
    
    Also, her ground launcher doesn't have the reach nor the priority of 
    Megaman's, so shorten her ground to air combos or she'll push them out of 
    range before launching them!
    
    Other than that, stick to Megaman's combos.  You won't get as many hits or 
    damage, but hey.  It's a combo.  Also:  Her FP air throw can be added to 
    combos, and it does good damage if not Tech Hit out of!  Although I dislike 
    throwing, beating people with Roll makes you have to go to extremes!
    
    
    SPECIAL NOTES:
    --------------
    
            Roll is THE smallest character in the game.  This can be good or 
    bad...  For one, she is a damn small target.  Things like Cajun Strike, and 
    Spideys Maximum Spider are quite difficult to manually aim at her. (Though 
    the computer has no problems.)  She can also duck underneath a lot of moves, 
    special moves, and supers.  I've been told that part of the Captain Storm will
    miss Roll. (Though I don't believe it.  You may be able to duck under the 
    uppercut though.) The next thing about Roll is her SJumping...  Roll floats.  
    Her skirt seems to act like a drag chute, she falls the slowest of everyone 
    else.  This can be advantageous:  Repeatedly throwing jab Bouqets will keep 
    you in the air, and relatively safe. Watch for those guys that know how to air
    dash/double jump or air counter though...
            Secondly, Roll's air defense is next to nil.  Her launcher has 
    almost NO priority, as it looks like Captain Commando's launcher, except 
    Roll's legs are so short that she barely covers her front.  The Exp. Bouquet 
    CAN be used for air defense, but some people can actually recover from being 
    hit by the Flowers and can hit Roll before she can recover!
            All of Roll's supers are rip-offs of Megaman's.  In fact, most of 
    her moves are rip-offs too.  If they know what to expect from him, they know 
    what to expect from her.
            Finally, always keep your cool...  If your opponent manages to take 
    out Megaman, the tend to get a bit cocky about taking out Roll.  Don't 
    panic and throw out a super, even if they only have a few pixels left!  The 
    Hyper Roll won't do block damage, and the Rush Drill has enough start-up lag 
    that people can SJump and get on the other side, where they can do whatever
    they want to you while you detransform.  Play it cool and don't expect to 
    win every time, just have fun.  Taunt and ridicule your opponent, but after 
    it's over shake his or her hand and say "Good game." whether you win or 
    lose.  Remember, we MvC fans gotta stick together!
    
    OTHER GOOD PARTNERS FOR ROLL:
    -----------------------------
    
    Roll's main problem is that she takes damage, doesn't do much damage, has 
    bad range, bad recovery, and a very small beam super in an awkward place.  
    Thus, she's VERY hard to find a good partner.  Now some people think that 
    partnering some overpowered bastard (Wolvie/Spider/Strider/Li) with Roll 
    means they aren't cheap, since they're giving themselves such a drag 
    characters.  For all but Wolvie, I agree.  Roll can add on some MEAN super 
    meter with J.FP's, and Wolvie heals more and faster than others so Roll is 
    actually an ADVANTAGE if you can dominate super-well with Wolvie.  So a
    Wolvie/Roll Team?  CHEAP CITY.  Hehehe.
    
            CAPTAIN COMMANDO
    Actually, this is my most dangerous team now.  I still use Mega, and I still 
    do very well, but the Captain just rocks.  His Sword is one of the few team 
    supers that work REALLY well with the Hyper Roll.  Besides that, he's an 
    extra-strong character that makes up for Roll's inability to inflict massive 
    damage.  However, he takes hits bad, and so does Roll.  So you have to be a 
    bit more careful with this team.
    
            RYU
    He's another of my favs, althought the Team Super only works well when he's 
    in Ken mode. In Ryu mode, you have to choose.  Shinkuu or Hyper will hit?  
    It's nearly impossible to get both to hit.  Akuma mode is worse, since he 
    has bad startup lag on his Super Fireball sucks.  And besides, between Akuma 
    and Roll they have about as much vitality as one Hulk.  Trust me, that's not 
    good.
    
            CAPTAIN AMERICA
    Although I'm not THAT good at him, Cap is a great all round character.  
    Stronger than most, he can make up for Roll's weakness.  (Well, one of 
    them...) And the Team Super works well.  Works best to start it with the 
    Captain though.  They both have a slow fall, so people with impenetrable air 
    defense will probably give you problems.
    
            ZANGIEF
    The 'Giefer.  Big Man.  Zango.  The Big Cheese.  Mr. Spin Your Head into the 
    Ground.  Toned down considerably (His SPD does what the double hit RBG used 
    to in XSF, and his FAB does about what an old FP SPD did.  *sigh*) Zango is 
    still a nasty hitter.  He can nearly match the Hulk punch-for-punch, and can 
    turn into an unstoppable Zombie Killing Machine!!  Their Team Super when 
    started with the big Z is the Double Final Atomic Buster, which looks 
    absolutely hilarious!  Roll clings on with all her might while 'Grief pounds 
    'im into the ground!  Don't discount using Roll to start though, the 'Atomic 
    Lariat' super has been beefed up considerably, now hitting low and juggling 
    high for a LOT more hits!
    
    ROLL'S ENDING:
    --------------
    
    Last couple of times I went down to the arcade, MvC was really busy so I 
    kept getting interrupted in my fight towards Onslaught.  Thus, this is not 
    an EXACT transcript of what happened.  Still, I've beaten O with her a few 
    times in the past, so I know what happened, just not word-for-word.
    
    Roll smacks Onslaught, and he falls to the ground.  'Roll wins!'  The scene 
    shows Roll and her partner standing over the fallen Professor X.  The next 
    scene shows Onslaughts stage, with Roll running from the left to the right.  
    Dr. Light (Or maybe the Dr. Light Rush Projector thing) appears.  Roll says 
    that she can't believe she beat the stage before Megaman did.  Dr. Light 
    can't believe it either, but seems quite impressed.  He says something 
    similar to:  'Let me enhance your power now for the next stage!'
      Roll turns into the Hyper Roll robot and jets offscreen with Dr. 
    Light/Rush.  A second passes, then Megaman runs onscreen from the left.  He 
    looks left.  He looks right.  He looks left again.  Then he kneels down and 
    a tear falls from his eye.  The scene fades out and the credits roll.
    
    Hehe, another funny ending!  This one ranks about #3 on the funniest 
    endings!  And watching Megaman cry is just kinda funny, especially if he was 
    your partner.  Hehehehe. Sibling rivalry.  Go figure.
    
    
    T H E  D R E A M  T E A M :
    ---------------------------------------------------
    
            Yeah, buddy.  This is what I'm talkin' about!  First of all, you 
    have to pick Roll first!  Frankly, I like to start with Roll anyways, but if 
    you don't wanna, just hold all three punches until the start of the match 
    after picking them and their teammate.  Megaman will be first now.
     Anyways, there are a number of special things to point out about the 
    Megaman/Roll team.
    
            Problem #1:  Aside from the non-chargeable nature of Roll's Mega 
    Buster, Mega's Dragon Punch, and Roll's Bouqet of Death, these 2 have the 
    same exact moves.  This tends to make you a tad...  Shall we say, 
    'predictable.'  One of the best things to do is to mix and match your 
    weapons and supers.  Leave Mega with the Whirlwind, but change Roll to the 
    Leaf Shield.  Use the Hyper Megaman liberally, but use Roll's Rush Drill 
    more than the Hyper Roll.
            Also, try a different tactic with each of them.  Spend Mega's time 
    chipping away with the Buster, then pop Roll in and haver her gunning for 
    them with high-hitting ground-to-air combo's and supers!  Betcha they won't 
    be expecting that...
    
            Problem #2:  Both of these are a tad bit on the small side.  Wise 
    opponents know that they both have a slow fall and therefore will spend a 
    lot of time duckblocking.
      Not much can get around this.  Throw 'em around and OTG them a bunch, and 
    keep trying to launch them.  Mid-air is where Megaman and Roll really shine.  
    Spend a lot of time up there.
    
            Problem #3 is damage.  Let's face it, Roll could not arm-wrestle the 
    Hulk.  Hell, she's smaller than his damn arm!!  And she's not sturdy.  A few 
    nasty hyper combos put her out, or right in her place.  Switch out to heal a 
    lot, and keep Megaman as backup, he's your heavy hitter.
            The final big problem is range...  Being little guys, these two have 
    to get in REAL close for their stubby little arms and legs to hit them!  Of 
    course, since most standing attacks go over Roll, she has less trouble 
    getting up close than Mega.  And Mega's chargeable Buster more than makes up 
    for range problems anyways...
    
    
    THE HYPER ROCK AND ROLL:
    ------------------------
    
            DOWN,DOWN-TOWARDS,TOWARDS+ FIERCE+ROUNDHOUSE  (LEVEL 2 METER)
    
            Technically, this double team super should be called "The Hyper 
    Megaman and Roll," but I think "Hyper Rock & Roll" sounds a helluva lot 
    cooler.
           
    There are a number of reasons this Double Team Up Super can truly suck.  As 
    usual, most of it is on account of Roll.  The first thing to know is that 
    there are no missiles, no Mega Buster blasts.  There is only the 2 beams.  
    For Megaman, this isn't a problem.  His beam covers
    practically the whole screen.  Roll's beam, however, is about a quarter of 
    an inch thick and near the top of the screen.  However, connecting at that 
    crucial point isn't easy.  And just hitting with Megaman's portion actually 
    does less damage than a normal Hyper Megaman for twice the cost!  (although 
    it will cover you for a safe character switch and do decent block damage)
    
            What you need to do is find a way for Roll to hit with her Beam...  
    The oretically, getting the opponent hit by Roll's transformation should set 
    it up nicely, but that isn't so.  It does not work, I can't stress that 
    enough.  Roll's transform-hit knocks them way the hell up there.  It 
    basically launches them.  The problem is they land on the very top of 
    Megaman's beam.  This does PATHETIC damage, especially for 2 levels of super 
    meter.
            Strangely, Megaman's transform hit will set them up nicely, knocking 
    most characters into the center of his beam and allowing Roll to pile on the 
    hits with her electricity!  If you do it deep enough starting with Roll, 
    Megaman will hit with his transformation too, and that will pop them right 
    into Roll's beam.  The duo then blasts the crap out of them!  The amount of 
    damage a double-transform hit setup (started with Roll) does is amazing, and 
    is a great crowd pleaser to finish with, although getting it to hit takes 
    skill, patience, and most importantly:  LUCK.
    
            Then again, if you have a couple levels of meter to play with, it's 
    a lot more fun to go psycho with the Double Team Attack...  Unless you're 
    really hurting, then the 2 on 1 will probably get you killed.  Also, NEVER 
    do the double team against Onslaught Form 2...  One word: Onslaught Eye-
    beam.  Ouch.
    
    
    DOUBLE TEAM ATTACK (2 ON 1) COMBOS:
    -----------------------------------
    
            DOWN,DOWN-BACK,BACK+ FIERCE+ROUNDHOUSE  (LEVEL 2 METER)
    
            I have found a couple of reasons the Double Team Attack is a lot 
    more useful than the Team Super.  First of all, you can do a Hyper 
    Megaman/Hyper Roll once or twice during the Double Team Attack anyways, and 
    those missles and blasts are all there this time!  Second of all, I have 
    found some great Team Attack combos.  Here's a few.
    
    THE RUSH DRILL OF DEATH!
    
            Try to work the Double Team Attack into a combo or something.  Let's 
    say Mega's in against Venom.  You have a Level 3 super bar, and he's being 
    all careful because he doesn't want to eat a HYPER ROCK AND ROLL.  Power up 
    the Blaster and move in on him.  Make sure he's about in the middle of the 
    screen, and release the Buster.  He'll do one of three things, Get hit, Jump 
    over it, or Block.  Do the Double Team Attack (DOWN,DOWN-BACK,BACK+ FIERCE +
    ROUNDHOUSE)  Megaman will taunt, then Roll will jump in with a kick.  If 
    Venom got hit with a decent sized charged blast, it can combo.  Roll will 
    then taunt.  Megaman is free, and he has UNLIMITED SUPERS.  Do a Hyper 
    Megaman.  If it hits him, uhh...  He's braindead or you're lucky.
    Immediately jump over Venom while he's blocking.  Now you have Roll on one 
    side, Megaman on the other.  Before Megaman can return to normal, have Roll 
    do a RUSH DRILL.  As soon as Megaman recovers from the Hyper, have HIM do 
    the RUSH DRILL too!  There is no need to move the joystick, but jam on those 
    KICKS for extra hits!!  This does insane damage, insane chipping damage, and 
    both of your characters are TOTALLY INVINCIBLE!!  Venom can do NOTHING!  
    This is extremely cheap, and using it in a VS Match will probably get you 
    some mean looks! (or punched!) Do it after they beat you 5 times with 
    Spidey/Wolvie.  Wipe that smug button-smashing scrub grin off their face.  
    Make sure you yell "Rush DRILL!" In a silly voice with the announcer as
    you win!  (Chip away the last few pixels of their life with it at the end!)
    
    AIRSTRIKE OF DOOM!
    
            Try the same general thing, just get Beat Planes on either side of 
    them!  Keep jamming on Punches and you can juggle them for some really 
    impressive combo counts!  Keep in mind that using the 2 0n 1 attack makes 
    people immediately switch to BLOCK EVERYTHING mode...  Which is pretty smart 
    really.  *grin*  So do a Hyper Megaman/Roll and have the other guy run up 
    and throw 'em!  Then OTG with a Rush Drill and make your own combo!  The 
    possibilities are endless!
    
    
    BEST PARTNERS:
    --------------
    
    You want to have some certain partners for Megaman and Roll.  I will list 
    some of the more useful partners here and why they are good...  Good 
    partners can be the difference between life and death...
    
    NOTE:
    I do not believe in CHOOSING your RANDOM partner, so I'm not going to list 
    the codes here.  Go to Migs' page if you really NEED to know, but trust me, 
    the game is a lot more fun if you allow the random element into play.
    
      Colossus:
         Hell, is there any team where Colossus isn't useful?  He sets up any 
    horizontal attacks!  Hyper Megaman, Buster blasts, Beat Plane...  You name
    it, the big guy can set it up!
    
      Psylocke:
         Same as Colossus, just quicker.  The speed means some stuff will have 
         trouble connecting though.
    
      US Agent:
        Same as Psy...  Also, he doesn't go all the way across the screen.
    
      Lou:
        Just having all these short people running around is fun.  *grin*  Use 
        that purple flame as a shield with Roll, just duck behind him!
    
      King Arthur:
        Same as Lou...  Plus those lances can help combo Mega Buster blasts.
    
      Juggernaut:
        Having a big moving wall is always helpful...
    
     Shadow: (Note:  Shadow is a secret helper, so you have to choose him.  Get 
              the code off MvC: The Site!  The address is in the Thanks 
              section.) Can set up the HYPER ROLL if timed properly!
    
      Rogue:
         Can also set up the HYPER ROLL..
    
      Devilot:
         Probably the cheapest set up for Roll's super...  *grin*  Shouldn't 
         have ran to the corner, dude...  Not my fault...
    
         Allow me to elucidate:  After pressing SHORT+FORWARD, Devilot pops on 
         screen.  After a few seconds, it explodes, causing UNBLOCKABLE damage.  
         That means get them in a corner, call Devilot, then HYPER ROLL them.  
         Unless they SJump at just the right time, and I mean RIGHT as Devilot 
         pops onscreen, the explosion will toss them directly into Roll's 
         electrical beam!  EVEN IF THEY BLOCK!!!
        
         Some people seem to think this tactic is cheap...  I think Roll's 
         fierces not going through Hulks Super Armor is cheap, but do you
         hear me complaining about it??  Well, yeah, but not loudly!
    
    
    VS VARIOUS PEOPLE:
    ------------------
    
      There are certain people who're going to mop the floor with you, and 
    certain people that you can just waltz all over.  Generally speaking, 
    Megaman is a slightly above-average character, and Roll is below-average.  
    One of the biggest problems you're going to have is Mr. Tough Guy The 
    Incredible Hulk.  Then again, this overpowered green bastard gives everyone
    trouble now, doesn't he?  *grin*  Probably why I like to use him and Zangief 
    sometimes...
    
    
    VS HULK/ORANGE HULK
    -------------------
            Against the Hulk, jump and block a LOT.  Or else he'll mop you up 
    and toss you away. Roll takes hits terribly, and with the Hulk's strength, 
    it'll only take a few to knock her out of the fight --either permanently or 
    just to rest.  Megaman is a little better equipped.  His charged Mega Buster 
    will blow through Hulkies super armor, and the Mega Upper is GREAT 
    defensively.  Orange Hulk poses little threat compared to the real thing...  
    Definately the worst secret character, despite what some POLLS say...  
    *grin*
    
    
    VS GAMBIT
    ---------
            Another person I have quite a bit of trouble with is Gambit.  All 
    his moves are quick and his slashes cover his full front..  No passing over 
    Roll's head (except standing FIERCE!) on most of his moves here.  And watch 
    out for his Kinetic Card's, he can pop them out while you're bouqet tossin' 
    and they hit immediately!  They're also one of the few projectiles that
    Roll can't slide under!
    
    
    VS CHUN LI/SHADOW LADY
    ----------------------
            Chun Li-  Who doesn't have trouble with her??  Good luck getting her 
    Air Death By Chinese Characters Hyper Combo to hit though..   Hehehe.  Her 
    lightning legs can cause you problems, but her Kikoken can be WALKED under 
    by Roll.  Heh.
    
            Shadow Lady-  Haven't fought against her yet, but she doesn't have 
    the Air Hyper or Kikosho, although you should probably watch out for her Big 
    Bang Laser...  The drill looks like it may pass over Roll's head, but I 
    doubt it.
    
    VS WOLVERINE/SPIDER-MAN
    -----------------------
            Wolvie-  Claw claw claw claw claw claw combo into Berserker Barrage 
            X, die.   *yawn*
            Spidey-  Web, combo, launch, imbossible air combo, repeat, die.   
            *rolls eyes*
    
    For both these guys, there is a simple rule: Keep away from them!!  If they
    can't touch you, they can't hurt you.  Y'all know how to beat scrubs, and 
    rarely do serious players use these guys anyways.  Additionally, spend a lot 
    of time in the air. Wolverine's worst attacks are really ground based.  And 
    comboing li'l Roll is terrible.  They'll screw up easily, so capitalize on 
    mistakes!
    
    VS WAR MACHINE/MEGA WAR MACHINE
    -------------------------------
            War Machine-  Ugh.  I hate this guy!  What is he doing in this game?
    DIE WAR MACHINE!  Ahem, anyways...  WM is the projectile man.  He's the only 
    one in the game with a beam.  Beam's eat fireballs.  Then beams hit you.  
    Well, unless you're short.  Eheheh.  He has so many ways to cancel your 
    fireballs it's not funny. His Missle blast, however, can be slid under by 
    Roll and Mega, and if you are in REAL close with Roll when he tries a Proton 
    Cannon, Roll can duck under it!  As a side note, why does he need that 
    plexiglass shield?!  Wuss!  Roll doesn't even need a shield!  His shoulder 
    cannon will go over Roll's head, and he has terrible recovery on all his 
    moves...  Evade a lot.  Mega War Machine get's a lot more respect from me,
    but treat him like Mega Zangief, and use the Rush Drill a lot...  He can't 
    block or counter, and switching out will allow you to smack his opponent 
    too!
    
    VS VENOM/HYPER VENOM
    --------------------
            Ah, Venom.  Psychotic.  Symbiotic.  Weird.  He does good chipping 
    damage, but that's about it.  He telegraphs almost everything he does ahead 
    of time.  The most difficult move you will encounter is his leaping symbiote 
    wave move.  And believe me, you'll encounter that a lot.  Stay cool.  Venom 
    is strangely a very bad fighter against Roll.  His standing attacks 
    generally go over her head, and he has bad recovery, leaving himself upen a 
    lot.  Make sure you use every advantage thrown your way, and leave the
    spider-hater in the dust.
    
    VS RYU
    ------
            The team has a distinct advantage over Ryu, since one of his 
    attacks, the hurricane kick, will go over their head.  Without that move, 
    Ryu's fireballs are slower, and his dragon punch is equal to Megamans.  
    Watch out for Akuma modes hurricane...  I think it will hit Mega though.
    Only a fool switches to Ken mode against Roll...  That hurricane can't hit 
    her if she's on the ground, and it leaves him wide, wide open for the Hyper 
    Roll!
    
    VS MORRIGAN/LILITH
    ------------------
            Morrigan can give Roll a run for her money, but just doesn't have 
    the stuff to take Megaman on.  Play against her a lot like you'd play 
    against Ryu, just watch out for the air drill kick and her multi-hit mid-air 
    dragon punch clone.  Lilith is again just a watered down version of her 
    palette-swapped 'sister.'
    
    VS ZANGEIF
    ----------
            Zang has a tough time with this group...  Especially Roll.  Since 
    she is so small, all his standing attacks hit air, and it is REALLY hard to 
    catch her in a Spinning Pile Driver. If he goes to Mega Zangief mode, RUSH 
    DRILL him.  There's nothing he can do to knock you out of it, and he can't 
    block it.  *snicker*  Watch out for the lag at the end, you could get
    Final Atomic Bustered, and neither Roll nor Rock can take many of those...
    
    VS JIN
    ------
            Jin is one of the few that are well equipped to take on the short 
    crew.  His downward flaming punch and air dashing whirling sliding kick 
    thing can screw you over.  Watch out for his cheesy Hurricane Super too...  
    That will massacre poor Roll...  He also has a standing trip, and a lot of 
    his stuff OTG's.  Learn to roll well and quickly.
    
    VS CAPTAIN COMMANDO
    -------------------
            The Captain Corridor is a bane to your existence...  It hits you 
    jumping in, it cancels fireballs, and it HURTS.  Thanks to the Captain Fire 
    and Corridor, Pogo Smacking and playing keep away or fireball wars is very 
    difficult.  The Captain Storm will miss a ducking Roll though, although half 
    his damn regular moves do super+ damage to Roll...
    Boy, hitting with that Captain Corridor sends Roll FLYING, geeze.  Takes a 
    few seconds to come down...
    
    VS STRIDER
    ----------
            This is the one of the guys I won't touch with a ten-foot pole...  
    The hold a place in my mind beyond Wolvie and Spidey:  Strider and War 
    Machine I will not play, and I give no quarter against them.  That cheesy 
    sword beats out anything that Wolvie can dish out, in my mind.  His teleport 
    is also not much fun, and can make comboing him a hassle, since Roll and 
    Mega's dashes are slow and so is their jumping in.  Luckily, he has 
    basically no projectiles so keep blasting him till he's dead.
    
    VS CAPTAIN AMERICA
    ------------------
            Oh yeah.  This guy.  *grin*  Cap is very strong, but is also very 
    slow.  His standing Shield Slash will go over both Roll and Rock's head, and 
    if you hit or throw Cap, you can prevent him from getting it back!  Cap 
    players get a little annoyed if they don't have their shield, and will often 
    make stupid mistakes trying to get it back.  Use that to your advantage. He 
    has a double jump, but is slow enough that it's more an advantage for you 
    than him.  The Charging Star has horrid lag time, throw him after blocking 
    it for some easy damage!
    
    Uh, did I miss anyone...?  Oh well, onto the big bad guy...
    
    VS ONSLAUGHT:
    -------------
    
    ONSLAUGHT FORM ONE:
    
    The Rock & Roll team really shine against Onslaught.  Against FORM ONE, you 
    should start with Roll.  The thing to remember is to keep things short, 
    sweet, and on the ground.  Roll can do ANYTHING while he's doing that Mega 
    Onslaught Blast.  Run up and start smacking him!  He generally does 2 or 3 
    in a row, so just repeat.  Watch out for bombing sentinels!
    
    If Onslaught does Hyper Gravs, call your helper or jump and Roll Buster
    it.  They are unblockable but helpers and projectiles fizzle them out.
    
    PUSH BLOCK everything.  The Onslaught Rush, the Magnetic Shockwave, 
    everything.  Just keep waiting for that Onslaught Blast and nail his ass to 
    the floor.
    
    Try to switch to Megaman near the end of Onslaught's lifebar.  When using 
    Megaman you have to be more careful than with Roll.  But still follow the 
    same pattern.  Push block everything, then slide up to him and make him reel 
    while he's blasting air.  Charge the Mega Buster at all times!  It'll make 
    him stagger back for a while, allowing you to follow up with a couple of 
    hits.  And never use his crouching STRONG during the beam, since Rock'll hop 
    up into the beam...
    
    ONSLAUGHT FORM TWO:
    
            This fight, as always, can be a real challenge.  As Megaman, charge 
    up that Buster and start J.RKing him in the face! Release the 'Buster when 
    it's charged long enough.  When you've got a couple of levels, try a midair 
    Hyper Megaman to his face!  Watch out because he can knock you out of it 
    with those energy blasts, and DAMN do those hurt!!
    But just stick with charged Buster shots mixed with Hyper Megaman's to win.  
    If you want to win with Roll, I recommend using the BEAT PLANE super.
    
            Although it leaves her wide open, you can knock the shit out of him 
    and follow him to boot.  The main thing to watch for is the bombing 
    sentinels...  You can't block while in the plane, and he automatically calls 
    them as soon as you transform!  Good luck against Onslaught!
    
    
    A U T H O R ' S  N O T E S:
    -------------------------------------------
    
    Whew, my first Guide done!  How did I do?  Mail impress, corrections, 
    whatever, to < trpsprngr@hotmail.com >  Any mail welcome!
    
    Or if you want to talk to me on ICQ, my number is 2028071, but I'm generally 
    only on after midnight, since other people use the phone during the day...  
    Still, I'll talk to ya 'bout anything!
    
    I still play the Duo every once in a while, even though I've beaten the game 
    with both of them...  Obsess much?  *grin*  I might work on a Captain 
    Commando FAQ now..  Any useful info on the Captain would be appreciated!  
    I'm also toying with a Chun Li/Shadow Lady Team guide... What d'y'all think?
    
    You can get this Guide at my homepage The Express Elevator to Hell (game 
    over man!) http://www.geocities.com/Tokyo/Pagoda/6229/
    
    And at the Submissions Archive at the impressive and cool Marvel Vs Capcom: 
    The Site! http://www.geocities.com/Area51/Vault/5027/index.html
    
    And at The Roll Page!  A great Roll tribute page by Dogshell.
    http://members.xoom.com/dogshell/roll/
    
    And finally at GameFAQs, which has a FAQ for everything imaginable...
    http://www.gamefaqs.com
    
    If you'd like to post it on your page, lemme know and I'll mail you any 
    updates or corrections, and I'll list your site here with my next update.
    
    
    R O L L ' S   T H E M E   T R A N S L A T I O N :
    -------------------------------------------------
    
            If you've ever played Roll, you know she has some wicked theme 
    music! (the only theme in the game with actual lyrics!)  I've seen quite a 
    few requests for the Theme Translation... (Hell, I posted some of the 
    requests. *grin*) And what d'ya know...  I got a response!
    
    *****
    ROLL'S SONG : "Kaze yo Tsutaete" ("Winds, Let Him Know")
              Lyrics, Production, Arrangement: Yoshinori Ono
              Sung by: Yoshino Aoki
    
         (Japanese lyrics)
             *Tsutaetai kono omoi
              Tomaranai modorenai
              Dakishimete Tsukamaete
              Moh hanasanaide
    
              Machi no akari Yureru omoi terashite
              Hitogomi ni anata no Yasashisa kanjite
              Namida no ashiato sae
              Kiete shimau mae ni
              Anata to ita jikan wo
              Moh ichido tashikamete
    
                   (Repeat *)
    
              Aitakute samishikute
              Nukumori ga kienai yoh ni
              Kono mune ga sakeru hodo
              Kanjite itakute
    
                   (Repeat *)
    
         (English lyrics)
             *I want to let you know, know just what I feel.
              I'm not gonna stop, I can't ever go back
              I want you to hold me, want you to catch me
              And never let me go...
    
              The lights of the city shine on the trembling thoughts I possess.
              Even amid the crowds, I [clearly] feel your gentleness.
              Before the tracks of the tears [on my face]
              Have a chance to [dry and] disappear,
              Just once again, I want to be sure
              Of the time that I spent with you[, dear.]
    
                   (Repeat *)
    
              [Now] I want to see you, ['cause] I'm lonely,
              So [I can be sure] that your warmth won't depart.
              I want to feel it [now, want] it so badly
              That it's breaking my heart.
    
                   (Repeat *)
    
    *****
    
    Cool, no?  Thanks M. Sipher!
    
    
    
    S P E C I A L  T H A N K S :
    ------------------------------------------
    
    I'd like to thank Migs Rustia for having such a great page full of 
    information, and not full of Junky CRAP CODES.  You rock Migs!  You da MAN!
    
    Same goes to Kao Megura, who's FAQ's have been helping me and inspiring me 
    since FFVII and beyond!
    
    Special thanks to M. Sipher <msipher@randomgames.com> for the Japanese 
    Lyrics and English translation of Roll's theme!
    
    Thanks go to Miguel Raya (The Foreigner) for noticing I forgot a 'vs Captain 
    America' section, and for information for that section!
    
    And I thank the operators of the Tilt arcade in the mall at Ottumwa, IA.  
    The closest arcade to me, and where I spend my precious time playing MvC and 
    MSHvsSF.  (They fixed the controller yay!  Mega Zangief/Dan is BACK!)
    
    And thanks to my friends for allowing me to drag them down to Tilt so I 
    could test out combos, hypers, and just generally being impressed with what 
    I could do.  Btw, they think I'm obsessed.  Heh.  Those morons have no 
    taste...
    
    Thanks to GeoCities, for hosting my page, along with half the world's pages.
    
    Finally, thank you for reading this far.  Hope this helped your game!  May 
    it help you put War Machine in silicon hell with all the photocopiers!
    
    F I N ~
    
       "Don't be mad at me...  I'm just a girl!" --Roll when meeting Onslaught
       "Your powers are too weak to help me!"    --Megaman after defeating War 
                                                   Machine.
    
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