* * * * * * * * * * * * * 
				* Tatusunoko vs Capcom  *
				*		        *
				* Roll Character Guide  *
				*		        *
				* Version 1	        *
				*		        *
				* Written by The_Coward *
				*		        *
			        *			*
				*			*
-----------------------------------------------------------------------------

1. COPYRIGHT INFORMATION

This document is copyright The_Coward1337 (2010). It may only be used on 
www.gamefaqs.com.

If you want to use this FAQ on your site, don't be afraid to ask me. But
you must get my permission. My email address is listed near the bottom at
Contact Information.
Do not use it on any other site UNLESS you ask me first. Please do not use
this for your own FAQ unless you ask me first. And finally, don't take any
information from it, again, unless you ask.

If you want to use information from this guide for your own FAQ, ask me
first.

Remember: do NOT copy any of this information into your own FAQ or list
unless  you ask first.

-----------------------------------------------------------------------------

2. TABLE OF CONTENTS

1. Copyright Information

2. Table of Contents

3. Revision History

4. Introduction

5. Need To Know Conventions

6. About Roll

7. Pros and Cons

8. Colors
	a. Default
	b. Second Color
	c. Third Color
	d. Fourth Color

9. Roll's Regular Attacks
	a. L attacks
	b. M attacks
	c. H attacks

10. Roll's Specials and Supers
	a. Specials
	b. Supers

11. Solo Roll Combos and Partner Counter Advice
	a. Normal Combos
	b. Variable Combinations
	c. Partner Counter Advice

12. Partner Compatibility
Capcom Side
	a. Ryu
	b. Chun Li
	c. Morrigan
	d. Alex
	e. Batsu
	f. Megaman Volnutt
	g. Kaijin no Soki
	h. Roll
	i. Saki
	j. Viewitful Joe
	k. Frank West
	l. Zero

Tatsunoko Side
	m. Ken the Eagle
	n. Jun the Swan
	o. Casshern
	p. Tekkaman
	q. Polimar
	r. Yatterman-1
	s. Karas
	t. Doronjo
	u. Ippatsuman
	v. Tekkaman Blade
	w. Joe the Condor
	x. Yatterman-2/Ai-Chan

13. Specific Competition Tactics
Capcom Side
	a. Ryu
	b. Chun Li
	c. Morrigan
	d. Alex
	e. Batsu
	f. Megaman Volnutt
	g. Kaijin no Soki
	h. Roll
	i. Saki
	j. Viewitful Joe
	k. Frank West
	l. Zero
	m. PTX-40A

Tatsunoko Side
	n. Ken the Eagle
	o. Jun the Swan
	p. Casshern
	q. Tekkaman
	r. Polimar
	s. Yatterman-1
	t. Karas
	u. Doronjo
	v. Ippatsuman
	w. Tekkaman Blade
	x. Joe the Condor
	y. Yatterman-2/Ai-Chan
	z. Gold Lightan

14. Contact Information

15. Credits

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3. REVISION HISTORY

Version 1: Original Version as of 2/8/2010

-----------------------------------------------------------------------------

4. INTRODUCTION

Hello, and thank you for taking time to look into this FAQ. Like most of
you, I'm a regular at gamefaqs, but this is actually the very first actual
faq I've written. For a game like Tatusunoko vs Capcom to come to
the US, as well as get additional stuff, was a big surprise for many fans.
A few days in and this game is on top of the Wii boards of gamefaqs.

As you read through this FAQ, I hope to inspire you to add another
main to your list of main users in this game. I'll make sure to list
all that I can about Roll. If you have any comments or suggestions,
or if you have discovered any flaws, please go to Contact Information.
I hope you enjoy this faq.

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5. NEED TO KNOW CONVENTIONS

F = Foward

B = Back

U = Up

D = Down, in other words, Crouch.

L = Low hit

M = Medium hit

H = High hit

h = hold. NOTE: if H is captialized, it means High hit, if not,
it means hold.

P = Partner

OTG = On the ground - your opponent is grounded from an attack

WB = Wall Bounce - your opponent is knocked into the wall and bounces
back

AT = means L, M, or H, applies for moves that can be used by all 3
attack buttons.

+ = Pressing two or more buttons at once. - Example: L+M

Charge = Holding down a certain direction or button.
 - Example Charge B*hold back*

Low Hit = Attacks where opponents cannot block while standing.
They need to Crouch.

QCF = Quarter Circle Forward. Starting at D, ending at F.

QCB = Quarter Circle Backward. Starting at D, ending at B.

DPF = Dragon Punch Foward (F, D, DF)

DPB = Dragon Punch Backward (B, D, DB)

Dash = Dash, either by pressing F twice or B twice. Can also dash by
setting one button on your controller to L+M+H, hold a direction and
press it. Careful using this, for your character may attack if buttons
is pressed during a dash.

Jump = Press U to jump, press U in mid-air for a double jump.

Super Jump = Push down and up real fast to jump really high.

Launch = Your character's launch attack, which is DF+H

Super = One of your characters strongest attacks. Each character has a
different control import.

Baroque = Canceling your current combo, resetting your fighting stance to
do an even longer combo. The red life gauge you get is drained, but the
more drained from the Red gauge, the more your damage increases.
Press AT+P to execute.

Variable Counter = While your blocking, your character switches with
your partner, and your partner counter attacks. Useful for getting
out of a jam.
Costs one level of the hyper gauge. While blocking, press F+P.

Variable Combination = Both your characters excute a super at the
same time. Costs 3 levels of the hyper gauge. Execute by inputting
one character's super with the partner button at the same time.

Delayed Hyper Combo = During one of your character's supers,
do your partner's own own super input. This will switch your current
partner out with the one in reserve, and that character will perform
the super you inputted. Costs only two gauges. This also counts as a
switch out. Note that I will refer to Delayed Hyper Combos as DHC.

Cross-Over Air Raid = Execute by doing QCF+P While doing a combo in
mid-air. Your partner comes in, and your free to continue an air combo
with that character.

-----------------------------------------------------------------------------

6. ABOUT ROLL

Roll is from the megaman series, *in japan it is known as the rockman
series,* though her name was not revealed until Megaman 3. Her name
combined with Rock's adds the pun of "Rock and Roll." She is first playable
in Marvel VS Capcom: Clash of Super Heroes and appears in the sequel as
well. She is a downloadable playable character in Megaman
Powered up, and her Tatsunoko vs Capcom version resembles MM powered up
more than MvC. She is the sister of megaman and proto man, and is a house
keeping robot, assisting Dr. Light around the lab.

Originally in Marvel Vs Capcom, her move set revolved around an inferior
version of Megaman's, but her sprite was the smallest of all characters,
giving her a small advantage, *pun intended* against larger characters.
Nothing changed much about her in Marvel Vs Capcom 2, but now Roll returns
in Tatsunoko vs Capcom, with her own original, and very effective, fighting
style.

Roll attacks using some punches, kicks, a bucket, and her main weapon is
a broom which she cleans with. As one of the few people who mained Roll
in the MvC series, *short size sprite ftw* I'm proud to honor this faq
toward her TvC return.

-----------------------------------------------------------------------------

7.PROS AND CONS

PROS

+Well balanced arsenal of attacks

+Broom attacks have good reach

+Small size, if not smallest. Your foe will o_o when they notice they
can't hit her with certain attacks

+Combos that can do up to 19,000 billion damage, using only 1 hyper gauge
if needed

+Can heal herself, and her partners if they are robots or robotic

+Extreme OTG capabilities.

+Can increase her damage, and increase special potientials as well.

+Good dashing capabilities, important since Roll is melee based.

+Her assist is one of the best in the game.


CONS

-Small Reach with some attacks

-Some combos may leave her open, though partner can prevent this

-Not very effective against giants

-Healing leaves her open, unless used with caution

-Her launch is a bit slow and can be blocked if you attempt to combo
with it.

-Less max health than most characters, yet heal slightly makes up.

If you have something to add to either Pros or Cons, please go to
contact info.

-----------------------------------------------------------------------------

8. COLORS

Roll wears a normal dress, with a ribbon wrapping her long hair. The
head area of her broom is the same color as her dress.

A. Default Color - Her dress and broom head are red, and her ribbon is
light green

B. Second Color - Her dress and broom head are blue, and her ribbon is red

C. Third Color - Her dress and broom head are light pink, and the ribbon is
orange

D. Fourth Color - Her dress and broom head are light green, and the ribbon
is orange

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9. ROLL'S REGULAR ATTACKS

Roll attacks with her hands, legs, and every part of her broom.

	A. L Attacks

While Standing: Roll slaps her foe. Can be used continuously.

In Air: Roll hits his foe with the hilt of her broom handle. If attack 
connects, press L again to do a follow-up strike.

While Crouching: Roll does a low side kick. This attack is a low hit.

	B. M Attacks

While Standing: Roll sweeps the foe with her broom twice.

In Air: Roll kicks the enemy with one foot. If attack connects, press
M again to follow-up with a kick with her other foot.

While Moving: Roll hops and does an overhead swing.

While Crouching: Roll does a low drop kick. This attack is a low hit.

	C. H Attacks

While Standing: Roll does a strong sweep, similar to M's double sweep,
only one time.

In Air: Roll does an overhead swing similar to M while moving.

While Crouching: Roll does a low swing sweep with her broom, knocking the
foe down. This attack is a low hit.

Launch: Roll does an underhead swing with her broom.

Grab Foward: Roll hops and puts a bucket on her foe's head, then smacks
her foe.

Grab Backward: Roll hops and puts a bucket on her foes head, lands
behind the foe, and smacks her foe with the broom from that side.

Air Grab Forward: Same as Grab Forward, they're just in the air.

Air Grab Backward: Similar to Grab Backward, but she does a flip while
smacking her foe in the head.

NOTE: To grab, be near a foe and press F or B + H

Dash Forward: Roll hops on her broom, and the broom activates engines
that boost Roll forward quickly.

Dash Backward: Same thing really.

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10. ROLL'S SPECIALS AND SUPERS

Every character has their trump cards, whether it is martial art attacks,
advanced weaponry, super powers, etc. For Roll? Cleaning the utter heck
out of her foes. Surprisingly effective, and leaves that minty smell.

A. SPECIALS

####################################################
Roll Broom Swing		QCF + AT
####################################################

Roll swings her broom at her foe like a bat, knocking them a distance.
This is used as her variable counter. Roll Broom Swing can reflect
projectiles. AT button determines speed and power.

CHARGED VERSION: Same thing, but is stronger and becomes a wallbounce.

Author's Notes: Very useful for creating some distance between you and
your foe. The charged version is a must-use because of the wall bounce.

####################################################
Roll Splash			DPF + AT
####################################################

Roll spins and reveals a bucket of water, and splashes it at her foe.
If it hits, your foe will stagger. This is a projectile, and even
rivals other characters non-super projectiles. If it does not hit,
it leaves a puddle, in which if your foe steps on, they will fall
to the ground and take a tiny bit of damage. This move is Roll's
assist move. AT button determines how far the water is thrown.

CHARGED VERSION: The water just goes straight forward, but it hits the
foe a few more times.

Author's Notes: It may be hard to pull off while controlling Roll,
but as an assist move it only takes one button. This is one of the most
useful assist moves in the game. If it hits, your foe will stagger,
giving you a chance to get a free combo in. If it doesn't, it leaves a
puddle, which can either save you or set up another combo.

####################################################
Roll Power Up!			QCB + AT
####################################################

Roll charges her broom, making the head spiral with energy. This move
enhances all of Roll's specials. Look at "CHARGED VERSION" of the
specials to see the effects.

Author's Notes: This not only enhances her specials, but her attack
power as well. All normal L, M, and H attacks get a power boost.
I am not sure if buttons determine any change in Roll's charge.

IMPORTANT NOTE: If Roll charges her broom, then the player switches to
the partner, her broom remains charged, but it does not effect her
assist in any way. Broom is still charged when player switches back
to Roll.

####################################################
Roll Mop Up			Charge B, F + AT
####################################################

Roll spins and her broom turns into a mop, and charges forward,
mopping anything while moving. While mopping, mash whatever AT
button you used to start the move to make Roll constantly scrub
the ground of wherever she's standing. This attack can hit OTG foes.
AT button determines startup time, number of hits, and damage.

CHARGED VERSION: The charge does more damage, and the scrubs get
more hits in, as well as better damage.

Author's Notes: This is possibly Roll's strongest move.
When charged, this move will not only do great damage if you hit an
OTG foe, but it also gives a nice boost to your hyper gauge.

B. SUPERS

LEVEL 1

####################################################
Roll Mop Up Turbo		Charge B, F + AT+AT
####################################################

A powered up version of Roll Mop Up. Roll charges forward mopping
anything in her path, then ends with a Roll Broom Swing. The mops
forward count as low hits, while the swing is a normal hit. The
mops hit OTG, but the swing does not.

Author's Notes: Combine this with a charged Roll Mop Up, and
you'll be dishing damage out in no time, while building up the
gauge at the same time.

LEVEL 2

#################################################
Roll Down Time			QCB + AT+AT
#################################################

When used, a power pellet drops from above Roll, and heals
her upon impact. This move can heal Rock, Casshern, Gold Lightan,
PTX-40A, or Zero as well. Anyone else takes slight damage from it.

Author's Notes: This move seperates Roll from every other character.
It is essential for survival against a tough foe, but can leave you
wide open if foe is not staggered or anything. Use with care.

LEVEL 3 (ULTIMATE)

#################################################
Oh. No. You. Didn't!		DPF + AT+AT
#################################################

Roll scrubs the floor so hard that it starts a fire. If the foe
is caught in the fire, their rear is set aflame, causing damage.
While they attempt to fan the flames out, Roll then gets a gigantic
bucket of water and spills it all over her foe.

Author's Notes: A good, comical ultimate. I believe it hits low,
*NOT CONFIRMED* and the damage is ultimate worthy. Just be careful
not to waste it.

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11.SOLO ROLL COMBOS AND PARTNER COUNTER ADVICE

This faq is dedicated to help more users use Roll better, possibly making
her a new main. Of course, you'll want to be able to solo two enemies at
once, so take a look at this list of combos for Roll alone. We'll start
with basics, then start enhancing our combos, as well as combining them
with supers. Please note that I do NOT use baroque often. Because of
this I do not have any baroque combos added, but if you wish to add your
own combo, go to contact info and let me know, and I will quote you,
and even credit you.

	A. Combos

These Combos do not have any Supers in them, though Supers can be quite
potent in each of these combos. See Super Combos for examples.

***********************************************************************
L L M Roll Broom Swing
***********************************************************************

Basic Combo. Get four hits in, then knock the enemy away real quick.

***********************************************************************
L hD L M H Roll Broom Swing
***********************************************************************

The first punch sets your foe up, then hold down to crouch, throw
another L and then an M, quickly followed by a H then a Broom Swing.
Charge for more damage and possibilities.

***********************************************************************
Roll Power Up! L L M Broom Swing WB Launch L L M M Roll Broom Swing
***********************************************************************

Similar to the first combo, but now that you charged your broom,
you can WB your foe, and catch them with a launch to continue the combo.

***********************************************************************
L hDB L M H Roll Mop Up
***********************************************************************

IMPORTANT NOTE: Notice the hDB? This translates to Hold Down and Back.
This is your trump control card. The reason for this is that not only
are you crouching, but you are holding back at the same time. This lets
you to charge for Roll Mop Up without moving backward. Since you are
doing a down high, your foe will OTG, and that is where you follow up
with an H Roll Mop Up. This is one of the biggest set-ups for Roll,
which can be improved by either Roll Power Up or Roll Mop Up Turbo,
or both. Look at the section "Super Combos" to see a sample.

***********************************************************************
Roll Power Up! L L M Launch L L M M Roll Broom Swing Roll Mop Up
***********************************************************************

This is another useful combo. Charge your broom, then get some hits in
and then launch your foe. Combo in the air and end with a Roll Broom
Swing. The WB will allow you to land first, and charge up for a Roll
Mop Up. You'll have plenty of time, since Roll Mop Up requires very
little charging.

	B. Super Combos

These combos focus on getting hits on your foe so that their guard
will be down, allowing a free super hit.

************************************************************************
L L M Roll Broom Swing Roll Down Time
************************************************************************

Same as the first combo in the non super combo list, but the broom swing
allows you some distance, and the enemy will be OTG for the most part.
You can use this advantage to heal yourself. Works even
better if you used Roll Power Up before hand.

************************************************************************
L hDB L L M Roll Mop Up Turbo
************************************************************************

Basic combo and super. You should get most of the Roll Mop Up Turbo hits
with this.

************************************************************************
Roll Power Up! L M Launch L L M M Roll Broom Swing Roll Mop up -
Roll Mop Up Turbo
************************************************************************

Same as the last listed normal combo, only this time we're adding a
Roll Mop Up Turbo.

************************************************************************
Roll Power Up! L L M Roll Broom Swing Roll Mop Up Roll Mop Up Turbo
************************************************************************

You don't need to launch them into the air to do this. All you need is a
charged broom for a WB. This is an effective combo.

************************************************************************
Roll Power Up! L hDB L L M H Roll Mop Up Roll Mop Up Turbo
************************************************************************

This is my most commonly used combo. Your foe will get OTG'd from the 
crouching H strike, your already charging for the Roll Mop Up, so you can
do the command for it the instant your H strike hits. Thanks to Roll Power
up, your Roll Mop Up gets a big boost of damage. This does around 19,000
billion depending on how much you put into the combo.

	C. Partner Counter Advice

Listen and Listen well. While these combos will indeed dish out good
damage, there may be a few drawbacks. For example, if you Roll Mop Up
Turbo someone who is OTG, the Roll Broom Swing at the end will miss,
but that is not the issue. The issue is that after the swing, Roll
does a pose that leaves her open for attacks. This can be a big
downfall in a battle where your life is low, but there is one thing
that can save you. Your partner of course! Depending on the type of
partner you chose, they may be able to save you from this weakness.
Press P constantly when Roll Mop Up Turbo is about to end!

All the combos listed here are examples, and you should not feel limited
to them. Experiment at will, and discover many other possible combos
you can achieve with Roll. Remember, practice makes perfect. Also, make
good use of her dash capabilities. That can be a big advantage when
starting a combo.

---------------------------------------------------------------------------

12. PARTNER COMPATIBILITY

Roll's assist make her a good teammate with anyone.
What makes a good combo
with Roll are people with specials and supers that can attack OTG.
Course, it is not limited to OTG. Here is a list of partner
compatibilities, paring Roll up with every other character in the game,
expect for giants.

Capcom Side

	A. Ryu
Ryu is overall balanced and his play control is simple and easy.
His assist is hadoken, which makes him a good partner. You can get some
Variable Combinations in with Roll and Ryu, as long as your foe is not
in the air.
Ryu cannot be healed by Roll Down Time.

	B. Chun Li
Some people can get a bit reckless with Chun li, pressing an attack
button too much then she does her Hyakuretsukyaku, giving your foe
a chance to breath after you comboed him. Roll's assist can prevent
this, and if you Roll Mop Up Turbo OTG, Chun-Li's assist is fast
enough to save you. I would not suggest Variable Combinations with
these two, but feel free to experiment.
Chun Li cannot be healed by Roll Down Time.

	C. Morrigan
Morrigan is also really fast. Her assist is good for stunning your
foe, and letting Roll get some combos in. Variable Combination Roll
turbo mop up with Finishing Shower and your foe won't will not
last long.
Morrigan cannot be healed by Roll Down Time.

	D. Alex
Roll splashes, Alex grabs. Nuff said really, this can be a
dangerous duo.
Alex cannot be healed by Roll Down Time.

	E. Batsu
Batsu has a good combination of low attacks. Combine with Roll's
assist and he will lay a punishment two times worse than he could
by himself.
Batsu cannot be healed by Roll Down Time.

	F. Megaman Volnutt
Rock and Roll, ha ha. Depending on the player's style, Megaman
can have alot of variety of combos, combined with Roll's assist,
and the same way around with Roll.
Megaman Volnutt can be healed by Roll Down Time.

	G. Kaijin no Soki
Soki is all about long ranged ground attacks. Keep your foe from
getting into the air and the Soki and Roll team will completely
dominate. Hyper or DHC combos are not suggested, however.
Soki cannot be healed by Roll Down Time.

	H. Saki
Saki is more range oriented, but Roll's assist can help her get
some melee attacks in, incase the foe manages to get close enough
to saki. Strongly against Variable Combinationing with these
two, however.
Saki cannot be healed by Roll Down Time.

	I. Viewitful Joe
The shortest possible team you can get. Joe needs to get close
to his foes since his reach is small, but with Roll's assist that's
all the edge he needs. Variable Combination Mop Up Turbo with his
Desperado, for massive damage.
Viewitful Joe cannot be healed by Roll Down Time.

	J. Frank West
Frank's attacks are a bit slow, so using Roll's assist should really
help him get some good attacks in. Variable Combination Real Mega
Buster with Mop Up Turbo, and you will not be disappointed.
Frank West cannot be healed by Roll Down Time.

	K. Zero
Zero is who I most commonly use Roll with. They're both from the
mega man series, they're both awesome characters, and they both have
three colors that completely match colors, which is something I like
to do. Symmetry in color is a team work achievement in my opinion.
Variable Combinations are not suggested, but certain DHC combos will
work just fine if you can time them.
Zero can be healed by Roll Down Time.

Tatsunoko Side

	L. Ken the Eagle
While Ken continuously teleports in the air, Roll's assist will throw
your foe off guard, allowing Ken to get close after such confusion.
Variable Combination his Bird smash with Mop Up Turbo, you won't
be disappointed.
Ken the Eagle cannot be healed by Roll Down Time.

	M. Jun the Swan
Jun's assist can help Roll just as much as Roll's assist can help
Jun. Variable Combinations may not be suggested, but try them out
if you must.
Jun the Swan cannot be healed by Roll Down Time.

	N. Casshern
Casshern is an effective partner for Roll. His assist can save her
from Roll Mop Up Turbo control delay, and also OTG. Combine Roll's
assist with Friender, and it will give off a Roll and Rush feeling.
One of his supers hits OTG, which is good for a DHC combo with Roll.


	O. Tekkaman
Tekkaman's supers do a heck of alot of damage. Variable Combination
any of his two supers with Mop Up Turbo and you can't be stopped.
Tekkaman cannot be healed by Roll Down Time.

	P. Polimar
Step one, OTG foe.
Step Two, Mop Up with Roll.
Step Three, Variable Combination Mop Up Turbo with Tenshin Polimar
Drill.
Step Four, Profit.
Polimar cannot be healed by Roll Down Time.

	Q. Yatterman-1
Yatterman-1 has very fast attacks, though his assist is nowhere
near as useful as Roll's. However, what makes these two good
teammates is that they both have supers that hit OTG foes. Use the
sweep and mop up combo, combined with a DHC yatterwan flame, and
if you have enough in your gauge, DHC Mop up Turbo.
Keep in mind, that you cannot do two WBs in one combo. For example,
you WB the foe with Roll, and followup with a Roll Mop Up and
Roll Mop Up Turbo. If you do Yatterwan Flame, it will thrash the
foe backward, but not have a WB effect. This gives your foe a
chance to block the flame.
Yatterman-1 cannot be healed by Roll Down Time.

	R. Karas
Karas is fast and can do insane combos. Combine with Roll's
assist. Variable Combination combos between these two are not
suggested.
Karas cannot be healed by Roll Down Time.

	S. Doronjo
Doronjo's attacks require a bit of time. Roll's assist will give
you that time. A Variable Combination between these two can leave
your foe off guard, due to the delay in Doronjo's Variable
Combination.
Doronjo cannot be healed by Roll Down Time.

	T. Ippatsuman
Ippatsuman is fast and furious, and his attacks send his foes into
the air. Roll sweeps her foes and leaves them grounded. Sounds like
Yin and Yang, but works well. Variable Combination at your own risk.
Ippatsuman cannot be healed by Roll Down Time.

	U. Tekkaman Blade
Tekkaman Blade's moves and specials are also fast, but can be used
well with Roll's assist. His assist is by far not useful at all,
however. Variable Combinations between these two will not work out.
Tekkaman Blade cannot be healed by Roll Down Time.

	V. Joe the Condor
Joe attacks aggressively, so Roll's assist will be vital to keep your
foe staggered. His assist can help Roll if the foe is in the air, dashing
at her. Variable Combination if you will.
Joe the Condor cannot be healed by Roll Down Time.

	W. Yatterman-2/Ai-Chan
Like Chun-Li, her mash AT attack can be troublesome.
Still, her attacks are fast and can be comboed well with a partner's
assist. Variable Combinations are not suggested.
Yatterman-2 cannot be healed by Roll Down Time.

	

-----------------------------------------------------------------------------

13. SPECIFIC COMPETITION TACTICS

Some characters may have an advantage over Roll, but here is some advice
to help you against all the other characters in the game.

Capcom Side

	A. Ryu
Honestly, you'll fight more Ryus online than you can count. Air dash
over his hadokens, if any, and get a combo started. Watch out for
Shoryuken when dashing though. If he's a melee combo player,
defense and counter, or beat him to the punch.

	B. Chun Li
Nothing too threatening, just watch out for Kikoushou when preparing
to attack. Also note that her ultimate only works in air, so careful
when handling her in mid-air.

	C. Morrigan
Same as Ryu, watch out for Shadow Blade. Morrigan can dish out damage
fast with combos. Beat her to the punch.

	D. Alex
You should play defensive, yet you can't let yourself get corned. His
grabs can get annoying. The idea is to slowly consume the patience of
the alex player, so his attacks get more reckless, leaving him open for
combos. Advance guard when he does his Boomerang Raid to avoid the
grab part.

	E. Batsu
He's not a big threat while in the air, but while on the ground it
may take some patience.

	F. Megaman Volnutt
Depending on how the foe uses him, your options can vary. If their
ranged attack spammers, same as Ryu. If Melee oriented, defense and
counter. Know his attacks and when to block low.

	G. Kaijin no Soki
His stupid sword poke can somehow hit even the small characters.
If he gets too close, distant yourself with advance guard. Get
close to him using air dashes. His air skills are lacking.

	H. Roll
Judging if you've been reading this faq, you should know what
to watch out for.

	I. Saki
Saki is long range oriented, so she has trouble facing melee.
Jump over her blasts and dash toward
her for an assault. Be sure to keep your finger close to the Backward
button to block her Positron Storm. Let her waste them for her team,
so you can resume getting close at her for combos.

	J. Viewitful Joe
Be careful of his boomerangs and bombs. It may be best to stick to
ground combos, since his air joe could interfere with any combo you do.
Joe lacks averge ranged melee moves, unlike Roll. Use this to your
advantage.

	K. Frank West
Don't stand near the edge of your side of the screen, or he'll summon
a zombie near you. His attacks are slow, and most of them requires DP
movements. Use air dashes and quick thinking.

	L. Zero
Block one attack and you'll block a whole combo. You need to be quicker
and smarter to beat a potent zero user.

	M. PTX-40A
Roll is not good against giants, since none of her moves make the giants
flinch or anything. All I can say is to stay in the air, use assist as
much as you can, one H in air, advance guard to avoid a combo followed by
a grab, rinse and repeat. Practice how to breakaway from a grab and you
should be okay.

Tatsunoko Side

	N. Ken the Eagle
I've seen some good air Ken's online, spamming teleport until your dizzy.
Stay focused, and if you see Ken do a teleport near you, a launch attack
should be able to connect before he can react.

	O. Jun the Swan
Her regular attacks can be tricky, mixing normal and low hits, but her
specials can leave her open.

	P. Casshern
Not sure what to say. I rarely fight Casshern sadly. Just watch out for
that unblockable lighting punch, as well as friender.

	Q. Tekkaman
Quickly use air dashes to your advantage. If your fast enough, Tekkaman
will not have a chance to respond.

	R. Polimar
Again, rarely fight him. Watch out for his grab super, and his little
rush grab.

	S. Yatterman-1/Gan
Yatterman-1 doesn't have good anti-air, so attack from there. Watch out
for Yatterwan Flame.

	T. Karas
Play defensive. Let your foe wear themself down barraging you with combos
while you block and advance guard. Combo back once they slip.

	U. Doronjo
Nothing to say really, just watch out for Tonzura's air rock throw.

	V. Ippatsuman
Rarely fight. Stick to the ground since one of his supers is an upward
grab.

	W. Tekkaman Blade
Air dash to get close to him. Watch out for that move where leaves his
blade behind and dashes behind you. Also, when air dashing watch out
for that ranged grab he can do.

	X. Joe the Condor
His M Wild Lasso has no chance of hitting Roll while she's on the ground.
Use this to your advantage.

	Y. Yatterman-2/Ai-Chan
Rarely fight. Her launch is a low hit, so be careful.

	Z. Gold Lightan
Same with PTX pretty much.

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14. CONTACT INFORMATION

What I will accept:
Questions about this game. (In general)
Comments on the FAQ.
Criticism on the Guide. 
Stuff to add on (and I'll add you to the credits)
Corrections that need to be made- IMPORTANT! EMAIL ME RIGHT AWAY IF 
THERE IS A MISTAKE!

**************************************************************************

What I will NOT accept:
Spam mail- I don't want it. Too bad.
Hate mail- I know you've got your own opinion, but don't get carried away.
Questions already covered on the Guide - Ctrl-F if you must.

**************************************************************************

Email - Zero5389@yahoo.com

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15. CREDITS

This section is to thank anybody who directly or indirectly contributed to 
this FAQ

Gamefaqs for hosting this

Tatsunoko and Capcom for allowing the US to get this game.

And of course, YOU, for reading this guide.

I hope you have found this guide helpful. Enjoy the game!