Subject: [MvC] A Guide to Roll
From: RpM - acct 5/5 <cscc1k@Bayou.UH.EDU>
Date: Sat, 7 Mar 1998 16:33:19 -0600
Newsgroups: alt.games.sf2

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Marvel Vs. Capcom
Guide to using Roll
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CONTENTS:
1) Who is Roll?
2) How do you select Roll?
3) Moves List
4) General Strategy

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1) Who is Roll?

   She's Megaman's kid sister from the Megaman series.
   Short section, eh?

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2) How do you select Roll?

Thanks to the Marvel Vs. Capcom site
(www.geocities.com/Area51/Vault/5027/index.html)
for this info.

 - Start a game
 - Move the select box to Zangief
 - Move the box in the following sequence:

   L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R

   A bit odd, huh?  Well, it's easier than it reads.
   Just think of it as making an 'S' shape over the
   select boxes, then going over all the boxes not
   gone over before with the exception of the middle
   square.

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3) Moves List

   Roll has most of the moves that Megaman has,
   except there's subtle differences that make hers
   different enough for you to need to use it in
   different ways.

   Oh yeah, one more thing: her fierce punch
   is a fierce punch, not a fireball.

   - Flower Toss (ground + air)

       F, DF, D, DB, B + punch

       The only move Roll has that Megaman doesn't.
       She reaches in her pocket and tosses out
       a flower bouquet that explodes on impact.
       The flowers fly in an arch.  Distance of
       the arch depends on the strength of the
       button you used.  It's a tad too slow
       to be used as a reliable anti-air, but
       FROM the air it makes for a nifty way
       to chip away at the enemy because when
       the flower toss is done in the air, Roll's
       fall is slowed down a _LOT_.  You can probably
       toss out 10-20 flowers or more if you superjump 
       and go nuts with this move.

   - Mega Buster (ground + air)

       D, DF, F + punch

       Roll raises her skirt a bit, reaches in her shoe,
       and pulls out a gun.  It fires off a fireball
       like megaman's Mega Buster, but the recovery
       afterwards is LONG (mainly because she actually
       takes the time to tuck the thing back in her shoe
       carefully after every shot).  Be very careful how you
       use it.

   - Item/Weapon Change

       D, DB, B + kick

       The same as Megaman, essentially, with choice
       of megaball (short), tornado (forward), or 
       leaf shield (roundhouse).

   - Item/Weapon Use

       D, DF, F + kick

       NOTE: Roll has a _slightly_ longer lag on using
       this move than Megaman does.  However, the lag on
       activating her leaf shield is VERY bad.  


 =SUPER MOVES=

 Hyper Roll

   D, DF, F + 2 punches

     Roll transforms into a super version of herelf, then
     launches a narrow beam of lightning, a large particle
     beam, and misc. projectiles.  The startup lag on this
     move is terrible, and your enemy has plenty of
     opportunity to counter-super before she launches
     her projectiles.

 Rush Drill

     Roll hops on to Megaman's dog Rush, which then
     transforms into a drill.  It's fully controllable
     and seems to be the same as Megaman's version.

 Beat Plane

     Roll hops on to Megaman's bird helper, which then
     turns into a plane.  She can launch bombs by
     pressing kick or blasts by pressing punch.
     This move is about as safe as Megaman's version.

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4) General Strategy

Roll is NOT easy to use, primarily because her limbs are 
unbelievably stumpy.  She has almost no range, with the
exception of her slide.

Primarily, what you'll need to do is mix up jumping
Mega Busters with ground mega-busters/tornados
at medium/long range.  And from close range, you'll be
relying on Roll's slide to get your hits in.
Attack with the slide and interrupt it with a
fireball or tornado.  Do this constantly.  The
primary goal with her is to get that chip-away
damage.

Every now and then, superjump and go nuts with
the flower toss.  It's not a beat-all tactic
but it is annoying to the enemy and it's a
marginally safe way to get some free
block damage on them.

Roll's throw range is surprisingly long, so take advantage
of that.

As far as combos go, she seems to be able to
chain just like Megaman.

Whatever you do, try NOT to use the Hyper Roll.

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-rpm