https://wiki.gbl.gg/api.php?action=feedcontributions&user=Solnova&feedformat=atomMizuumi Wiki - User contributions [en]2024-03-29T12:33:04ZUser contributionsMediaWiki 1.39.2https://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12709Melty Blood/MBAACC/Roa/Full Moon2012-02-02T21:32:32Z<p>Solnova: /* Combos */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT/236C<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 2C 6C 214A... corner oki<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can use substitute 2C for 5C whiff the first hit of 5C and catch them with the second... or you can simply 214A,B depending on the range.<br />
<br />
<br />
'''Raw Airthrow Combo'''<br />
*AT j.C land j.B j.C dj j.B j.C AT<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
:j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
:j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them. So yeah look for the tech...<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12708Melty Blood/MBAACC/Roa/Full Moon2012-02-02T21:25:01Z<p>Solnova: /* Combos */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 2C 6C 214A... corner oki<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can use substitute 2C for 5C whiff the first hit of 5C and catch them with the second... or you can simply 214A,B depending on the range.<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
:j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
:j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them. So yeah look for the tech...<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12707Melty Blood/MBAACC/Roa/Full Moon2012-02-02T19:31:36Z<p>Solnova: /* Combos */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 2C 6C 214A... corner oki<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can use substitute 2C for 5C whiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
:j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
:j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them. So yeah look for the tech...<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12706Melty Blood/MBAACC/Roa/Full Moon2012-02-02T19:29:55Z<p>Solnova: /* Combos */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 2C 6C 214A... corner oki<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can whiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
:j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
:j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them. So yeah look for the tech...<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12705Melty Blood/MBAACC/Roa/Full Moon2012-02-02T19:27:16Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
:j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
:j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them. So yeah look for the tech...<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12704Melty Blood/MBAACC/Roa/Full Moon2012-02-02T19:24:54Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
:j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
:j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them.<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12703Melty Blood/MBAACC/Roa/Full Moon2012-02-02T19:24:22Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
*j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
*j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
Keep in mind if they tech forward then you will be the one in the corner and you wont be able to punish them.<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12660Melty Blood/MBAACC/Roa/Full Moon2012-01-31T02:04:23Z<p>Solnova: /* Special Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*If they don't tech then you can otg into relaunch with 236C<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12659Melty Blood/MBAACC/Roa/Full Moon2012-01-31T01:44:50Z<p>Solnova: /* Special Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12656Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:57:44Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] also has good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12655Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:57:12Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
''Otg combo: 2A(5) 5B 2B 2C..''<br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12654Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:56:40Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
''<br />
Otg combo: 2A(5) 5B 2B 2C..'' <br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*Safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12653Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:53:15Z<p>Solnova: /* Last Arc */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
otg combo: 2A(5) 5B 2B 2C.. <br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Nonetheless lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12652Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:51:54Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
otg combo: 2A(5) 5B 2B 2C.. <br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
'''214 Enders/oki Setup'''<br />
*safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*236[B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12651Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:48:04Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
otg combo: 2A(5) 5B 2B 2C.. <br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
'''Oki Setups ex:''' <br />
<br />
*214 ender -> safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
*214 ender -> IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
*214 ender -> IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
*214 ender -> 236[ B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
*Any ender -> meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12650Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:46:48Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
otg combo: 2A(5) 5B 2B 2C.. <br />
<br />
'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
'''oki Setups ex:''' <br />
<br />
1) 214 ender -> safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
2) 214 ender -> IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
3) 214 ender -> IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
4) 214 ender -> 236[ B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
5) any ender -> meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12649Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:45:54Z<p>Solnova: /* Combos */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A j.B j.[C] dj j.B j.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam(your follow up depends on the spacing) and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
'''OKI Setups ex:''' <br />
<br />
1) 214 ender -> safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
2) 214 ender -> IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
3) 214 ender -> IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
4) 214 ender -> 236[ B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
5) any ender -> meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12648Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:43:01Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner ex: after 214 knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
'''OKI Setups ex:''' <br />
<br />
1) 214 ender -> safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
2) 214 ender -> IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
3) 214 ender -> IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
4) 214 ender -> 236[ B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
5) any ender -> meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12647Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:39:46Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
OKI Setups:<br />
<br />
Oki Setups<br />
1 214 ender -> safe jump j.[C]<br />
For those unfamiliar with safe jump setups, it basically is used as a means to force an opponent to block and if they try to get away through reversals they can be punished. F-Roa has a setup that achieves this by timing a charged jump C just as the opponent is getting up. If the move hits go into a combo, if they try to reverse out with something like a dragon you can block before the move can hit you, if they block they are now in charged jump C block stun and you are at massive advantage. You can even punish back dashes if you are quick enough with 2C into full combo (or maybe something better?). The one way for characters to beat this is to reversal parry your jump c. Given this is very hard timing and you can alter your setup in many ways to adjust for wake up parries. If your opponent has resorted to that then the setup had done its job and you should start mixing in jump charge C wiffs into lows and throws or run different setups for a while.<br />
<br />
2) 214 ender -> IAD falling j.236a<br />
This is an interesting setup that plays off the properties of j.236a. Basically you get a knockdown and immediately air dash over the opponent and activate j.236a just as your about to reach the ground (but don't cancel the move). This setup does a couple pretty cool things, 1) reverses your opponents inputs, meaning they have to dp the other direction to get the move out. 2) the back of j.236a/b/c sucks the opponent towards you pulling them right next to you as you land. 3) Done correctly this setup is meaty and leaves you at frame advantage on block (only a and c versions) 4) if you hit you get to follow up with an air combo for 2.5-3.5k 5) sometimes if the opponent crouch blocks they actually cross back in front of you before you land.<br />
B version may have some utility as a ghetto shield setup as you are at disadvantage but not punishable<br />
All in all I'm really liking this setup right now. Its main weakness is that a well timed back dash will avoid this setup completely and of course a wake up shield will beat it as well. The trick is to vary the timing and use this one sparingly mixed with other IAD setups.<br />
<br />
3) 214 ender -> IAD j.B (wiff) -> land 2a/2b<br />
This one is just a basic IAD setup. If you play around with the timing on the j.B you can make the landing low cross-up or not and it can be very ambiguous. Obviously, this one can play off the IAD j.236a trap as well.<br />
<br />
4) 214 ender -> 236[ B] (ground cross-up)<br />
If you hold down the B button after F-Roa's 236B on the ground you get a command dash that can pass through opponents. Using this property we can setup another very ambiguous cross-up after 214a/b and adjust the range to make the dash cross-up or not. This one is all about how tight you are with the spacing as it can be very hard to see or very easy depending on how lazy you get with it. Also, you can do a similar cross-up by canceling a mid-screen OTG string into the 236B. Cool stuff.<br />
<br />
5) any ender -> meaty normals<br />
This is about as simple as it gets. However, given the properties of F-Roa's grounded B normals, he is quite good at this one. Both standing and crouching B normals have good active frames, are decently fast, and most importantly leave you at advantage on block. This can lead to some pretty good pressure where it is really dangerous for the opponent to press any buttons at all. Mix in these great normals with his advantage specials (214a and 236b) and now you have some potent pressure with frame traps galore!<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12646Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:37:22Z<p>Solnova: /* Last Arc */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting. Non the less lots of Dmg<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12645Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:36:07Z<p>Solnova: /* Last Arc */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting.<br />
Shield Ground<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12644Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:33:18Z<p>Solnova: /* Last Arc */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
*Long boring animation that has nothing to do with lighting :( '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12643Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:32:42Z<p>Solnova: /* Arc Drive */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
*Long boring animation that has nothing to do with lighting :( '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12642Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:32:27Z<p>Solnova: /* Arc Drive */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox.<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
*Long boring animation that has nothing to do with lighting :( '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12641Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:31:59Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox. <br />
<br />
<br />
<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
*Long boring animation that has nothing to do with lighting :( '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12638Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:11:31Z<p>Solnova: /* Arc Drive */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
*Quick horizontal lightning bolt crosses the screen. - This move is Very fast and has VERY long range. - Can be used to punish any tech from a ground throw. - Easily combo-able from basic strings. - Air-unblockable - Deceptively large vertical hitbox. <br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12637Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:04:00Z<p>Solnova: /* Special Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12636Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:02:00Z<p>Solnova: </p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
|}<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12635Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:01:30Z<p>Solnova: /* Spacing */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"></font> '''<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
|}<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12634Melty Blood/MBAACC/Roa/Full Moon2012-01-31T00:00:41Z<p>Solnova: /* Special Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"></font> '''<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
|}<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12633Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:58:18Z<p>Solnova: /* Special Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
*In the corner can connect a 2A > A > 6C to air combo<br />
*Teachable throw, but all techs are punishable from mid-screen.<br />
*Arc drive and dash 214 B lightning punish back techs.<br />
*Closer techs punished by dashing 2B or 214 A or B lightning<br />
*You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
|}<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12632Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:57:09Z<p>Solnova: /* Special Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
'''236A/B/C''' – An upward ground slash<br />
- All versions are air-unblockable.<br />
- A and B versions can be canceled by any EX move or Arc Drive.<br />
- B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.<br />
- C version hits twice, wall bounces, and can be combo’d after in the corner.<br />
- All versions jump cancel-able on hit.<br />
<br />
<br />
'''623A/B/C''' – Dragon punch. Goes off the ground at a 45 degree angle.<br />
- A version is air-unblockable with no invincibility.<br />
- B version is air-BLOCKABLE with some invincibility.<br />
- C version is air-unblockable only on the last hit, Has the most invincibility I believe.<br />
- All DPs end in an untechable knockdown.<br />
<br />
<br />
<br />
'''214A/B/C''' – Lightning bolt strikes in a vertical column in front of Roa.<br />
- A and B version do the same amount of damage.<br />
- A version hits close, but not directly in front of Roa, B hits a little further out.<br />
- Lightning floats on grounded hit and is an untechable knockdown on air hit.<br />
- C version is air-unblockable, invincible, and punishable on block.<br />
- A and B versions can both be air blocked.<br />
- C version can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less then 2k damage.<br />
<br />
<br />
<br />
'''236A/B/C''' (in air) – Electricity surrounds Roa in the air.<br />
- All versions air-blockable with some utility as anti air.<br />
- All versions can be canceled before the hit by landing on the ground.<br />
- All versions are safe on block.<br />
- A version gives advantage if TK’ed close to the ground.<br />
- A and C versions allow for a follow up combo with float on counter hit.<br />
- B versions hits three times and cannot be combo’d after<br />
- C version hits with a greater range then A or B.<br />
- C version has invincibility on start-up.<br />
- C version can add some damage to air combos if used instead of air throw finisher. (about 200 dmg.)<br />
- All versions can hit on both sides allowing for cross ups.<br />
- On block the move has some short of vacuum effect.<br />
<br />
<br />
<br />
'''41236C''' (Arc Drive) – Quick horizontal lightning bolt crosses the screen.<br />
- This move is Very fast and has VERY long range.<br />
- Can be used to punish any tech from a ground throw.<br />
- Easily combo-able from basic strings.<br />
- Air-unblockable<br />
- Deceptively large vertical hitbox.<br />
<br />
<br />
'''Throw''' – Roa has a very solid ground throw.<br />
- In the corner can connect a 2A > A > 6C to air combo<br />
- Teachable throw, but all techs are punishable from mid-screen.<br />
- Arc drive and dash 214 B lightning punish back techs.<br />
- Closer techs punished by dashing 2B or 214 A or B lightning<br />
- You can also press 2 during his throw to ground them right next to you for untechable knockdown<br />
|}<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12628Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:48:20Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His j.[C] is also good priority. You can also use the fact that his j.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
j.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
j.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12627Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:46:53Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
5A – standard standing jab. Does hit crouching opponents.<br />
<br />
5B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
5C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12626Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:45:56Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
<br />
A – standard standing jab. Does hit crouching opponents.<br />
<br />
B – hits mid moves Roa forward a bit. I mostly use this in combos or frame traps off of 2a.<br />
<br />
C – 2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing.<br />
<br />
6C – Long arm strike, great range and moves forward.<br />
<br />
2A – hits low. fast, but short range<br />
<br />
2B – a f-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.<br />
<br />
2C – a short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.<br />
<br />
*All of Roa’s ground normals cannot be blocked in the air or are “air-unblockable”*<br />
<br />
j.A – quick hand jab, fast with poor range, decent for a quick air-to-air<br />
<br />
j.B – good range kick that hits slightly above Roa<br />
<br />
j.C – Roa attempts storm’s jump fierce. This is a great air normal, if a bit slow. Can be charged for more range/stun/damage. Can hit as a <br />
cross up if charged. Beats a lot of things once fully charged.<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12625Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:38:14Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
-Low jab(upward swipe)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-Standing elbow( Poor range)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-downward angled punch(relatively safe on block) and also extends his hit-box a little(not tested just observation)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-Low reach kick(moves Roa forward)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-Slide Sweep(moves Roa forward)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-Double Kick(moves him forward)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-A Long range Poke in which he extends his arm out at a slightly upward angle. <br />
<br />
|-<br />
<br />
<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-Mid range poke.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-long range kick that hits slight above him.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
- Two handed chop<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J[C]</font> '''<br />
<br />
- Extended two handed chop(gains a lot of range, and gain some priority) <br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12624Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:27:55Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
-Low jab(upward swipe)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-Standing elbow( Poor range)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-downward angled punch(relatively safe on block) and also extends his hit-box a little(not tested just observation)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-Low reach kick(moves Roa forward)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-Slide Sweep(moves Roa forward)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-Double Kick(moves him forward)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-A Long range Poke in which he extends his arm out at a slightly upward angle. <br />
<br />
|-<br />
<br />
<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12623Melty Blood/MBAACC/Roa/Full Moon2012-01-30T23:01:18Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
-Low jab(upward swipe)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-Standing elbow( Poor range)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-downward angled punch(relatively safe on block) and also extends his hit-box a little(not tested just observation)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-Low reach kick(moves Roa forward)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-Slide Sweep(moves Roa forward)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-Double Kick(moves him forward)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12622Melty Blood/MBAACC/Roa/Full Moon2012-01-30T22:48:40Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
-Low jab(upward swipe)<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-Standing elbow( Poor range)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12621Melty Blood/MBAACC/Roa/Full Moon2012-01-30T22:47:26Z<p>Solnova: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-Low jab(upward swipe)<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-Standing elbow( Poor range)<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12620Melty Blood/MBAACC/Roa/Full Moon2012-01-30T22:42:31Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
:'''Corner Ex: after 214A knock down'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12619Melty Blood/MBAACC/Roa/Full Moon2012-01-30T22:41:41Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
:'''Corner Ex: after 214A knock down'''<br />
<br />
OTG combo: 2A(5) 5B 2B 2C.. <br />
<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12618Melty Blood/MBAACC/Roa/Full Moon2012-01-30T22:37:57Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki or OTG setups.<br />
:'''Corner Ex: after 214A knock down in corner'''<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12617Melty Blood/MBAACC/Roa/Full Moon2012-01-30T22:35:31Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO, and by good I mean he's easy for a decent player to perform well with. It's bad because he only has some many tools to work with and maybe easy to read if you aren't creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly).His J[C] is also good priority. You can also use the fact that his J.C is chargeable. You can mix them up with jump ins on oki.<br />
Corner Ex: after 214A knock down in corner<br />
*2A(5) 5B 2B 2C jc IAD...<br />
:At this point you can either<br />
J.C To go for an overhead if you think they will duck, or if you want to keep applying pressure.<br />
J.[C] when you IAD you will be too low to the ground to complete the move so you will land right in front of them you can choose to grab or go low etc(basic high low mix ups).<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa&diff=12597Melty Blood/MBAACC/Roa2012-01-30T08:57:38Z<p>Solnova: /* Moon Overview */</p>
<hr />
<div>[[File:Roabanner.png |right]]<br><br />
<br />
''(Click [[Melty Blood/Roa/PS2|here]] for the original Roa page)''<br />
<br />
<br />
=Introduction=<br />
Roa is the main villain of Tsukihime. Roa devised a method to transmigrate every time his current incarnation is destroyed, allowing him to "live" indefinitely. However, Shiki was able to destroy his soul once and for all. In Melty Blood, Roa has been brought back from the memory of the surrounding earth due to the recast of the original Night of Wallachia.<br />
<br />
'''Stage:''' ''Spiral Uroboros''<br />
<br />
[[File:Spiral_Uroboros.PNG]]<br />
<br />
'''BGM:''' ''Dimension Theory''<br />
<br />
=Moon Overview=<br />
<br />
'''Roa''' <br />
<br />
Roa's moon styles are very different from each other. Each one brings something new to the table, but in general, people that like frame traps and interesting pressure strings will find this character to be right up their alley.<br />
<br />
[[Melty Blood/Roa/Crescent Moon|Crescent]]<br><br />
This version of Roa makes use of lightning orb traps that can be placed to fire both vertically and horizontally, allowing him to control large amounts of the screen.<br />
<br />
[[Melty Blood/Roa/Half Moon|Half]]<br><br />
<br />
[[Melty Blood/Roa/Full Moon|Full]]<br><br />
This version of Roa is very different from the others. Its basic and powerful, and you use mobility to overwhelm the opponent<br />
<br />
=Statistics=<br />
{| class= cellspacing="8" style="width:500px;border:2px solid silver;"<br />
! style="background-color:#bfff7f;text-align:center;" | Character<br />
! style="background-color:#bfff7f;text-align:center;" | 100%<br />
! style="background-color:#bfff7f;text-align:center;" | 75%<br />
! style="background-color:#bfff7f;text-align:center;" | 50%<br />
! style="background-color:#bfff7f;text-align:center;" | 25%<br />
! style="background-color:#bfff7f;text-align:center;" | Estimated Health<br />
|-<br />
| style="background-color:#F8F8F8;" | '''Roa'''<br />
| style="background-color:#F8F8F8;text-align:center;" | 0.95<br />
| style="background-color:#F8F8F8;text-align:center;" | 0.95<br />
| style="background-color:#F8F8F8;text-align:center;" | 0.90<br />
| style="background-color:#F8F8F8;text-align:center;" | 0.90<br />
| style="background-color:#F8F8F8;text-align:center;" | 12333<br />
|-<br />
| style="background-color:#F8F8F8;" | '''Average'''<br />
| style="background-color:#F8F8F8;text-align:center;" | ? <br />
| style="background-color:#F8F8F8;text-align:center;" | ?<br />
| style="background-color:#F8F8F8;text-align:center;" | ?<br />
| style="background-color:#F8F8F8;text-align:center;" | ?<br />
| style="background-color:#F8F8F8;text-align:center;" | ?<br />
|}<br />
<br />
=Palettes=<br />
[[File:Roa-colors.png]]<br />
<br />
No. 6: Terry Bogard (Garou: Mark of the Wolves)<br />
<br />
No. 13: Dante (Devil May Cry)<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12596Melty Blood/MBAACC/Roa/Full Moon2012-01-30T08:47:58Z<p>Solnova: /* Strategy */</p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent. Maintain pressure with 214a(lighting), 236A,B,C(slide slash) 236[B](sway/Smooth criminal). Use these tools in blockstrings and mix it up. Once you get the opponent to respect your 236 pressure, then the fun can start :). You can start to use the 236[B] for better mix ups, do at your own risk (not masher friendly) <br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12595Melty Blood/MBAACC/Roa/Full Moon2012-01-30T08:39:24Z<p>Solnova: </p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other side of the stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
F-Roa is a basic character with basic tools. Its a good thing and a bad IMO. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.<br />
<br />
<br />
<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12594Melty Blood/MBAACC/Roa/Full Moon2012-01-30T08:33:04Z<p>Solnova: </p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 623A,B,C <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*2A 5B 2B 5C(2) 6C 214A 6C 214A 236C Dash 5C 214A<br />
: After the 236C dash up so you can catch them on the wall slam and if your coming from the other stage you can wiff the first hit of 5C and catch them with the second ...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
<br />
==Full==<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnovahttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Roa/Full_Moon&diff=12593Melty Blood/MBAACC/Roa/Full Moon2012-01-30T08:20:10Z<p>Solnova: </p>
<hr />
<div>=Combos=<br />
'''Normal Combos'''<br />
*2A 5B 2B 5C(2Hits) 6C 214A 6C 214A<br />
:Basic BnB oki combo <br />
*2A 5B 2B 5C(2Hits) 6C 214A 236A J.b J.[C] dj J.B J.C AT<br />
:Easy combo that does a lot of damage, 236A can be substituted with 6C <br />
:Can do one hit on 5C if your spacing is too far.<br />
<br />
'''Metered Combos'''<br />
*...<br />
:...<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
<br />
==Full==<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">6C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">#C</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">#C</font> ''' <br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JA</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JB</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JC</font> '''<br />
<br />
-<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">J6C</font> '''<br />
<br />
-<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Solnova