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Sir "O" Presents: The second Roll FAQ
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by Sir0rion@aol.com 
If or when you e-mail me with questions or comments
about this FAQ, make the subject Roll, or
I'll delete it. By the way, if you want
to IM me, (assuming you have AIM,) it's just
Sir 0rion. Both are spelled with a zero,
not an O. My e-mail address has no space in
it. Feel free to e-mail me anytime and I'll
try my best to respond quickly.

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Copyright info:
Let's make this simple. Anything Marvel is copyrighted
Marvel, anything Capcom is copyrighted Capcom and I
have no affiliation with either of them. I take credit only
for the effort I put into this FAQ. I PERSONALLY own
the sole legal rights to usage of the name "Sir 0rion",
meaning noone but me is allowed to publish ANYTHING under
this name without my expressed consent (but then again,
that goes with any FAQ, so it doesn't really matter).

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Note:
This FAQ assumes you have at least a general knowledge of
this game. If you have a hard time grasping some of the concepts
listed here, please refer to CJayC's guide near the top of this FAQ 
list.

Versions:
7/25/00  1.0: First version

Chapters: 
(1: From the Mouth of Sir 0rion
(2: To all newcomers
(3: Who is Roll?
(4: Abbvs.
(5: Roll's Conversion Chart
(6: Roll in-depth
(7: Roll's moves
(8: Vs. Strategies
(9: Other Cool Stuff
(10: Credits

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Chapter 1: From the Mouth of Sir 0rion
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Well, the day has finally come. Roll has been released at my local arcade, but 
she's changed a whole lot. Unlike the other two brilliant FAQ writers for 
Roll, I'm of the opinion that Roll's a shadow of her former self. However, 
Roll is still a very good character once learned properly, and I like all of 
her new outfits (major geek alert here). That having been said, let's get 
started!

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Chapter 2: To All Newcomers (to the game)
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Marvel vs. Capcom 2 is full of surprises. My first experience with this game 
was an ackward one. It was at an arcade at an amusement park that has just re-
opened. I put my money in, and I saw the massive amount of characters... their 
faces were a tad blurred in resolution (30" diagonal screen), and I had one 
heck of a time deciding on some characters. Next, the player modes were VERY 
confusing at first glance. Probably the biggest shock, and quite frankly a 
disappointment, was the 4-attack button gameplay
that, while undeniably Capcom in every way, had me asking the
arcade manager if he'd put the game on simple mode(if you're not
familiar with arcade options, it's a mode in MvC1 that had
the game always on easy mode). The switching options
were also confusing, and I found myself pressing 1PK and 2PK
back and forth trying to learn which buttons selected which guy to do what... 
not a pleasant experience... Also, as the Capcom veteran
that I am, I had beaten the game around the 3rd or 4th time around; and then I 
get the misfortune to see that there are NO personal
character endings to be seen! Not all these surprises were bad, however, as I 
state firmly that the cinematic graphics (not that I
play only for eye candy) are second to none in the Capcom
world, with what they call "perspective 3-D" graphics, meaning
that depending on were the "camera" is, it looks like it's 
looking at the level (or on a team victory scene, the characters)
from the angle of the camera. All of the characters are fully
compatible and have just about every option you could really
want or expect from Capcom. Just about EVERYONE who was
in a crossover game, plus 20+ others made it into the final
draft of this game. The 4-ab (attack button) gameplay WAS
tragic, but since middle-level punches and kicks are/were
rarely used in the series other than to call out partners for 
quick shots or in combos, it wasn't all that much of a 
change for me. All-in-all, I think Capcom has a keeper here.

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Chapter 3: Who is Roll?
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Here's the short story:

Roll is Megaman's little sister.

Now for the long one (if you don't like reading a whole lot of pointless 
stuff, you might as well skip to the next chapter):

Roll, Megaman's little sister, is a very odd girl. For one thing, like 
Megaman, she's a robot, but she doesn't look ANYTHING like a robot. Roll is a 
kind person (I say person because like Megaman, she has an advanced AI, making 
her a life form in that manner), who typically wants to resort to non-violent 
measures. She's a pacifist, and takes care of Beat and Rush when they're not 
in use. She also cleans up the lab where they live. In Marvel vs. Capcom 1, 
Roll took it into her head to try to prove her worth to her creator, Dr. 
Light, by going after the ultimate force known as Onslaught, but she soon 
realized that she was in way over her head she was often scared to tears, and 
constantly embarrassed by her older brother, showing off by making her cry. 
She struggled and fought, though, and actually beat the evil man known as 
Onslaught before Megaman even made it to the scene! Dr. Light gave her a power 
enhancement, making her a more formidable fighter (to make this a little 
easier of a conversion, just forget about her changing into Hyper Roll at the 
end), although it was taxing on her vitality, due to the fact that she still 
wasn't made to fight. Roll matured a lot from that incident, and instead of 
hiding in the shadows and secretly going after this new menace, Abyss, she 
stepped up and is now officially in the tournament, ready, willing, and 
possibly even able to show up Megaman again!

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Chapter 4: Abbvs.
C = turn 
AC = Air Combo 
S-Jump = Super (high) jump 
MvC1 = Marvel vs Capcom 1
MvC2 = "        "      "    2
MM or Mega = Mega Man 
FB = Flower Bomb
RBu= Roll Buster 
TK= Sliding Trip Kick 
RD = Rush Drill 
BP= Beat Plane 
HyR= Hyper Roll
1/4 & 1/2 = well, what do YOU think? 
WS= Weapon Switch 
TH RB LSh= Tornado hold, Rock Ball, and Leaf Shield 
Fwd, Bck, DBck, DFwd = Forward, Back, Diagonal Back and Forth 
DPM = Dragon punch Motion
a-o = air only
g-o = ground only
g/a = ground or air 
The Buttons- 
Picture the arcade pad. 
O    O    O
1P  2P  A1 
O    O    O
1K 2K  A2

P = Either punch button
K = Either kick button
PP = both punch buttons
KK = "    kick   "
1PK/2PK = the switch outs, 1P+1K/2P+2K

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Chapter 5: Roll's Conversion Chart

This is for those of you who played as and liked Roll in Marvel vs. Capcom 1, 
and want to compare and contrast her to this version.

-What she's gained-
1: A lot more attack power
2: A good deal of speed
3: A double jump
4: Time meters for Rush Drill and Beat Plane

-What she's lost-
1: Her incredible defense from MvC1, she takes over twice as  
   much damage than she did in her first appearances.
2: The Flower Bomb. Well, I need to explain this one. She CAN do 
    a Flower Bomb, but the motion has changed and it's almost 
    impossible to do.
3: The aerial Beat Plane. You heard right.

Other changes:
1: Several of her special move control pad motions
2: Her starting special weapon
3: Some of her in-match quotes

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Chapter 6: Roll In-Depth 
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Pros:
+She's fairly quick. Her lag/recovery ratio for her specials has 
  been cut in half.
+She's actually kind of strong. She's still not a Juggernaut, but
  now there's a couple characters WEAKER than her!
+Her throw has good priority and damage (throws are not cheap!!!)

Cons:
-Her defense sucks
-Her defense SUCKS!!!
-She's still weaker than Megaman
-Her supers are sometimes difficult to connect for more than 
 chipping damage
-Her Air Combos are harder to connect for some reason

Pro/cons:
+/-: Rush Drill and Beat Plane now have a timer. It's good if 
      you're not good at backing off on time, but you can't fake 
      backing off to punish any would-be reprisals.
+/-: Rush Drill and Beat Plane both have an odd pause at the 
       beginning now for some reason, making it very easy to
       see coming. However, she's COMPLETELY invincible
       during this lag time.

The run-down:

# of command moves: 4

# of special moves: 8

# of supers: 3

Air combo finishers: RBu, 2P, 2K, LSh (possibly)

Attack Power (overall): 6.5 
-Attack power based on a scale, Kobun being at the bottom (around 1/10), 
Juggernaut on top (9.75)-

Roll's not the strongest person in the game, but she can dish out some pretty 
mean attacks given the right situation.

Defense power: 2.25 
-Based again on a sliding scale, Strider/Akuma[Gouki] on bottom,
War Machine on top-

Argh She just can't take hits anymore her vitality is non-existant. I'm 
sorry to people like me who often used Roll to outlast an opponent on MvC1.

Speed: 8.25 
-Juggernaut on bottom, Spiderman (don't be mad, there are many chars as fast 
or slightly faster than him, he's just an example) on top-

Roll's much quicker now. She's no pixie (as far as speed's concerned, hehe), 
but she won't get smacked after moves so easily.

Comboability: 7.75 
-Juggernaut again on bottom, Wolverine (1) on top.-

Again, as explained in chapter 8, Roll can't Air Combo as well now, and her 
supers are nearly impossible to combo into. However, due to the increased 
abilities of some of her specials, the score still isn't bad.

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Chapter 7: Roll's Moves
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This a is a list and description of her specials, supers, and command moves, 
along with their control pad/arcade stick motions.

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Slide: D + P
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This is nothing more than a crouching roundhouse as far as the motion's 
concerned, but this move is very good. Roll slides forward quickly, and will 
trip an opponent that's not blocking low. Why use this move? First, use it 
repeatedly (but not all the time) as a dash move. It brings her in VERY 
quickly. Second, she can actually SLIDE UNDER almost ANY projectile, even War 
Machine's LOW Shoulder Cannon! Third, it recovers pretty darn quickly. This is 
fast becoming one of her most important moves.

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Max Throw (what else should I call it?): FwD + P (Throw)
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I'm sick and tired of whiney babies that think throwing is cheap. "WAH! 
Throwing is cheap! Air Combos are cheap! Ground Combos are cheap! Wah Wah!!!!" 
Whatever. Roll's throw is still a very high-priority throw. It's range 
actually rivals that of a Spinning Piledriver, and it's pretty decent as far 
as damage is concerned. It's also fairly quick, so it's harder to Tech. Hit 
(are ya gonna cry about that, too?)

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Double Jump: Up after a jump or super jump (no damage)
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Eat your heart out, Captain America. This maneuver is the only new addition to 
Roll's arsenal, but since her primary and secondary air offensives are gone, 
she has little use being in the air anymore.

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Knock Down Kick: After jump, double jump or super jump 
Up + 2K
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She throws out an overhead kick that sends the opponent to the ground. It does 
about the same damage as the normal 2K, and is hard to connect in aircombos. 
It has no added priority, so why bother?

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Roll Buster: QCF + P
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What the heck? An orange blast now? Oh well. This is a standard fireball. This 
isn't like Megaman's buster more like Dark Sakura's fireball. She can and 
should shoot this off once in awhile, but it still has a pretty bad recovery, 
so don't overdo it.

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Flower Bomb: QCF, QCF + P
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I'm actually taking CMA's idea to a second level. The official motion is a 
DPM, but I can guarantee with little pause to reconsider that you will NOT 
pull off this move with a DPM. Actually, even this way, you'll be lucky to get 
this move at all. This used to be a fantastic way to stay in the air. Now, 
however, it's just a nuisance. Don't bother.

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Weapon Switch  Leaf Shield: QCB + K
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She calls out Eddie to deliver the Leaf Shield icon, which she must pick up to 
activate.

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Weapon Switch  Tornado Hold: DPM + K
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Same as Above, only with Tornado Hold.

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Weapon Switch  Rock Ball: QCF + K
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This is her default weapon now, unlike MvC1, which was the tornado hold. 
Again, Eddie comes out and delivers her the icon, etc, etc.

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Item Attack (use equipped weapon): QCF + P
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Whether she has LSh, RB, or TH, this is the motion to use whichever she has.

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Leaf Shield (can be used twice, first to activate, second to fire)
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I don't see why CMA knocks this weapon. Okay, in a way I do. The start-up for 
this move is the absolute worst when she's activating the shield. The 
solution? Send out one of your partners for distraction (preferably a tackle 
or beam-type assist), then active the shield. Okay, here's how it works: When 
(if) Roll activates this, 8 leaves surround her body, acting like super armor 
for one hit. Don't bother with that, because she has too little ranged attacks 
to counter a hit while activated. So she's wandering around with a shield, 
right? Wrong! By doing the motion again, she uses the gun again (with half the 
start-up time, mind you), FIRING the leaves at an opponent, acting like a 
compressed beam attack. Megaman lovers who want to play as Roll should use 
this as a substitute for a charged 'buster. One final note: She must be on the 
ground activating this, but she can fire it in the air if she wants to.

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Tornado Hold
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I like this move as much as the next Roll player, but I'm more inclined to use 
my LSh strategy. Regardless, this is excellent for combos, slide follow-ups, 
or a wake-up call. Using this with 1K drops a propeller to the ground directly 
in front of her, making a massive tornado pop out from nowhere (well, it comes 
from the propeller, but you know what I mean), doing pretty good damage.
With 2K it does the same thing and the same amount of damage, but it instead 
shoots the propeller two thirds of the screen away from Roll. Decent start-up 
and recovery time, but make sure of this: you DON'T fire it off farther than 
it's supposed to go!!! If you do, and you're not playing against your dolly, 
then you WILL get hit back badly. The only exception is if you're near the 
end of the screen. She won't shoot it past the end of the level.

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Rock Ball
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Actually, this move, other than as distraction is kind of worthless. It does 
minor damage, and can be countered easily. She shoots a soccer ball to the 
floor, and she can use any kick attack to kick it at certain angles. If it 
matters, you CAN kick it a second time in mid-air, but I don't care. It's a 
dumb weapon, even though I didn't use to think so. As I said before, she 
starts with this now.

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Hyper Roll: QCF + PP !HYPER!
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Shouting her customary "Boku re nai wha?" (at least I think she still says 
that on this move), Roll summons all her support and transforms into a 
comparably giant robot! This is an odd move. 
First of all, if the lightening from this move (located at her head's level) 
doesn't connect, then they'll only get a jab's worth of damage if they're not 
blocking and NO DAMAGE AT ALL if they are! To combat this, ONLY do it against 
jump-ins, run-ins, or big characters, because the transformation part will hit 
the into the lightening (big characters can be hurt if they can see eye-to-eye 
with Hyper Roll). Button mashing is highly recommended on this one. Oh yes. I 
want to clear up a major argument that's been plaguing Roll users for quite 
some time now. You CAN air combo into Hyper Roll with a 1P/1K. HOWEVER, the 
enemy DOES have time to block this and fall harmlessly down, so it's not 
recommended at ALL.

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Beat Plane: QCB + KK !HYPER!
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Children, please don't read the following sentence. WHAT THE HELL IS GOING ON 
HERE!?!? Why the f*ck can Roll only activate this move on the ground!? She 
calls Beat, (saying "Beat-o!" in that cute little way of hers) who transforms 
into a plane, and she can fly around and shoot. P's and A1 shoot fireballs, Ks 
and A2 drop missiles. This move also has THREE TIMES the start-up(!!!), and 
can be easily seen and blocked. She can also be hit out of it. What am I 
saying? They ruined a good super.

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Rush Drill: QCF + KK !HYPER!
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This is a little less worthless. Roll summons Rush, (saying "Rushy!" again in 
that cute little way) who becomes a drill car. All the buttons make the drill 
spin faster for more damage AND activate the rockets that speed up the car. 
Again, the move has about THREE TIMES the start-up tie, but since this was 
primarily a chipping move to start with, this move is still pretty good. Roll 
is invincible while in the car, and anyone who attack the car is yours. For 
this and all her hypers (supers), button mashing is greatly encouraged.

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Chapter 8: Vs. Strategies
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Ugh, there's no way I'm gonna list her against all the characters in a first 
version, but expect it to come later. I'm also going to add some more general 
strategies later.

-Simple but effective stuff-
Slide follow ups. Either do a 1P RBu or a 1K TH every time you connect with a 
slide.

If someone that can fly is right above you while you're in Rush Drill, press 
up to make the car "hop". It might actually knock them earthbound to get 
damaged by the rest of the move.

If you hit an opponent (and they're not blocking) with a Rush Drill or a tag-
in kick (unlike before for the latter), and send them flying, you can combo 
them if they don't roll (yeah, yeah, funny) out of the way. Very useful. 

More to come.
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Chapter 9: Other Cool Stuff
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This is some of the cool little nuances about Roll you may or may not know.

When Roll taunts, she adjusts her hair ribbon (and stares out into space), 
saying "Yatane!" (I think. My arcade's volume is very low), meaning (again, I 
THINK) "I beat you!"

Roll's entrances (still) mock Strider's and her taunt (still) mocks Ryu's!

Roll's often made a point to hating the color pink, yet her 2P color; which is 
my favorite (again, MAJOR geek alert), is a very pinkish palette. How odd

Taunting worthless? I don't know, but it's an age-old dispute. Here's my 
opinion: I like taunting. It's a way to say "Hey, this is fun! I'm enjoying 
this game!" without opening your mouth, or a friendly reminder to your 
opponent to have him fight harder.
(Not only that, but it's an actual fghting tactic for Dan! )
I don't think however, that you should waste you and your opponent's time by 
excessively taunting and doing nothing else.
I taunt. I don't annoy. Is that okay with everyone?

Please e-mail me your opinions, questions, bomb threats ummm you can leave 
the last one out. My mail address is 4 lines down from the top of the page. 
You can't miss it. I enjoy seeing what people think so I can make my FAQ 
better. However, I really don't take kindly to insults and flames, so try to 
keep it friendly, okay? Thank you.

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Chapter 10: Credits
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CMA and Khaotica for their VERY well done Roll FAQs, any REAL Roll user that's 
not in it just because she's "funny", and anyone who's ever challenged me to a 
vs. game, win or lose.

This is for you.

Sir "O"
"Hehehe I did it! Girl power!"
-Roll 
