Melty Blood/MBAACC/Roa/Half Moon: Difference between revisions

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!width="95"|Name!! width="80"|Color
!width="95"|Name!! width="80"|Color
!width="125"|Region !! Common Venues !! Status !! Details
!width="125"|Region !! Common Venues !! Status !! Details
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"|
[[File:MBAACC_Roa_Color27.png|Color|75px]]
| North America || Chicago Melty, Netplay || Inactive ||
|-
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"|  
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=Janson%20(J%E3%82%A2%E3%83%B3%E3%82%BD%E3%83%B3) Janson (Jアンソン)]|| style="text-align:center;"|  
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[[File:MBAACC_Roa_Color27.png|Color|75px]]  
[[File:MBAACC_Roa_Color27.png|Color|75px]]  
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.
| North America || || Inactive || Was one of the very best players in the NA scene while active. Not a lot of footage.
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=roa&p1name=grungrah grungrah]|| style="text-align:center;"|
[[File:MBAACC_Roa_Color27.png|Color|75px]]
| North America || Chicago Melty, Netplay || Inactive ||
|}
|}



Revision as of 00:32, 1 June 2022

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Overview
    • (Add a short summary with what type of playstyle can be associated with H-Roa?)



Additional Resources

H-Roa Match Video Database
Melty Bits: H-Roa
H-Roa Tutorial by sibladeko (tonberry)

Notable Players

Name Color Region Common Venues Status Details
grungrah

Color

North America Chicago Melty, Netplay Inactive
Janson (Jアンソン)

Color

Japan A-cho Inactive
Red Melon (赤いメロン)

Color

Japan Play Spot BIG ONE 2nd Active Known mostly for C-Roa, but also proficient with a secondary H-Roa. Mostly uses H to fight Nero.
tamao (たまお)

Color

Japan A-cho Inactive Uses multiple colors.
TonberryMage

Color

North America Inactive Was one of the very best players in the NA scene while active. Not a lot of footage.

Overview

Playstyle
MBAACC Roa Face.png H-Roa is an easy but effective 'all-rounder', with excellent space control tools and well rounded offense.
Pros Cons
  • Very strong neutral: Aside from Roa's universally strong mobility, H-Roa has his 214X and 236X series, which are a powerful and versitile set of tools to dominate the screen.
  • Good offense: Good utility of reverse beat, strong reset options and a myriad of forward-advancing normals let H-Roa stay on the offensive for a long time.
  • Effective meter management: Overall has great uses for meter, most notably bunker, 236C and 214C, which helps him manage one of H-Moon's main weaknesses.
  • Stable and consistent gameplan: H-Roa is easy to learn and his tools are consistent to the point that they can reliably challenge a lot of tricky top tiers, like C-Nero and F-Nero.
  • Linear strike/throw: H-Roa lacks reliable mixups to open opponents up, so his offense is primarily focused on risky and straightforward strike/throw mix.
  • Subpar meterless conversions: Without spending meter, H-Roa has to opt out of either getting good damage or oki from his conversions.
  • Generally unremarkable normals: While H-Roa has no actually bad normals, the majority aren't anything special and can't be relied on as universal answers to situations.

General Gameplan

Your win condition, basically, is getting a 236B in. With a myriad of options afterwards, your gameplan is focused on pressuring your opponent relentlessly until they crack; either by pressing a button or by getting guard crushed. Momentum is everything, and just as how getting a good meaty 236B can spell victory, losing that momentum can spell defeat.

Neutral

Roa's neutral is considerably good, featuring very good poking tools for space control and an incredibly good dash, backdash and airdash. His 236A sports a very good startup time for it's reach and usability, being able to punish many things at long range, most namely being able to interrupt or punish Nero's summons on reaction, and his 214A/B covering good angles with air-unblockable properties and massive damage on counter hit. While his ground-to-air game is decent, it requires either a 214A/B, a rising j.A or a shield, the first option being a preemptive option due to it's startup and the third not being heldable. You'll use your aerial buttons a lot to control the ground, so get used to j.A for air to airs and j.B to protect space. 236A/B are air-unblockable, however, so if you see an opportunity to hit someone that's too far away for j.A/214A/B and/or close to landing, do it. Also, fair to note, if you get a 214A/B in, you can link a 236C. Incredibly important should an opponent not get counter hit but you still want that hard knockdown.

Pressure

H-Roa's ace in the hole. The move that defines the entire character. Everything you do as H-Roa is done to reach the goal of making your opponent block a 236B, to which you follow up with a 2A > 5B. Should they block, you continue your blockstring the way you see fit. Should they get hit, you follow up with a simple air combo. Once you get a good knockdown with 236A, you'll more often than not time this to hit meaty and start your relentless pressure. Unfortunately, the opponent can hold up and jump over your 236B. To condition the opponent to not do that, you can do a lot of things; delayed 6C and 6[C] will catch anyone trying to jump, a delayed 214B will also do fine, and at times you can try reverse beating into 5A/2A and IADing into an air throw or an air combo.

Once the opponent is conditioned to not jump out, you can jump cancel your 6C and 6[C], and IAD into a j.B or j.C and continue your pressure.

As a Half-Moon, meter management is important so you don't get into heat and lose everything, so 214C will do great for that purpose. You can get a whole second of plus frames, should everything be spaced properly. Far more than enough to continue your blockstring or extend a combo.

Also fair to note, doing 5A6A > 2A > 5A6A is a good option if the opponent is prone to backdashing and you don't want to do a hard read, as 5A6A will catch people backdashing and can be confirmed into another 6A.

Okizeme

I'm afraid this is where I stop singing his praises. You can do generic stuff should you want; neutral jump drifting, crossups, tick throws, super jump to backdash j,C or 236A for sameside, it's all stuff that isn't really unique to him or doesn't net enough reward to be worth doing instead of continuing pressure with plus frames.

Defense

Defense is pretty cut and dry. Block is always a good option, 623B is there should you want to gamble, and 2A is a good abare tool, but worth noting that Half-Moon has the best version of Shield Bunker for 100% meter only. If you're not using meter to extend combos with 214C, you're using it to escape pressure with Shield Bunker, which once successful on hit, gets you a hard knockdown and you already know what a knockdown means for H-Roa.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

IMPORTANT NOTE ABOUT ALL COMBOS LISTED: Only AT enders are listed. Any combo which ends in an airthrow can also end in j.236B or j.236C. j.236B only beats AT for damage if all three hits connect, and you must sdj to land all three. Combos can be done at any position on the stage unless otherwise specified.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A
3534


Meter Gained: 46.5% Meter Given (vs C-Moon): 19.9%
Standard okizeme combo. Allows for 236B oki. Can be done off 2A, j.B, or j.C, but 5A can whiff if the j.B/j.C isn't close enough.
Normal starter, grounded opponent
  • 5B > 2B > 5C(1) > 5A6AA > 6C > j.BC > j.BC > AT
4339


Meter Gained: 52.8% Meter Given (vs C-Moon): 22.6%
Standard combo without the 6[C] link.
Normal starter, grounded opponent
  • 5B > 2B > 5C(2) > 6C > 236A
3213


Meter Gained: 32.2 Meter Given (vs C-Moon): 13.8
Use if you're too far away for 6AAA to land.
Normal starter, grounded opponent
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 214A, j.BC > dj.BC > AT
4722


Meter Gained: 64.7 Meter Given (vs C-Moon): 27.7
AT => 214B isn't airtight but will force opponent to block if they lack a good reversal (beats out several DPs, notably most Nanaya DPs) If you're struggling to land the first j.B, hold 8/9 after the 214A and input j.B as soon as you're off the ground.
236B starter, grounded opponent
  • 236B, 2A > 5B > j.BC > dj.BC > AT
4410


Meter Gained: 38.1% Meter Given (vs C-Moon): 16.3%
You can do 5B > 6C, which adds 500 damage, but also requires a sdj to hit some characters and is significantly tighter.
CH starter, grounded/air opponent
  • (214A/B), (2C >) 6C > j.BC > dj.BC > AT
3706


Meter Gained: 42.0% Meter Given (vs C-Moon): 18.0%
Baby confirm, works from basically anywhere. 2C is optional, but makes the combo easier to land. Removing it adds 200 damage & slightly less meter.
CH starter, grounded/air opponent
  • (214A/B), 6[C] > delay 214A/B, j.BC > dj.BC > AT
4571


Meter Gained: 45.5% Meter Given (vs C-Moon): 19.5%
Slightly harder. You can do this off aerial hits that are further away - your range is dependent upon the range you can land 6[C] at.
CH starter, grounded/air opponent
  • (214A/B), 6[C], 5A > 6C > j.BC > dj.BC > AT
4598
Meter Gained: 47.6% Meter Given (vs C-Moon): 20.4% (Video)
6[C] > 5A is a link. You can only do this if you're within 5A range or closer (roughly the same range as 214A). Hit the 6[C] above the middle of its hitbox so the opponent pops up enough for your 5A to land. If this explanation doesn't make sense, look at the video.
CH starter, grounded opponent
  • CH 236B, 6C > j.BC > dj.BC > AT
5150


Meter Gained: 39.2% Meter Given (vs C-Moon): 16.8%
Counterhit confirm. You can add a 2A in for more stability, but you lose 500 damage. You can also do this route off an aerial 236A counterhit most of the time.
CH starter, grounded opponent
  • 6[C] > IAD 9 j.C, land j.BC > dj.BC > AT
4958


Meter Gained: 38.1% Meter Given (vs C-Moon): 16.3%
Counterhit confirm. IAD 8/9 will work, IAD 7 won't. You have to do this immediately following the 6[C] otherwise it'll drop. If you didn't get the CH, you have enough time to do a non-236B meaty anyway, so this is worth going for whenever possible.
Raw Airthrow starter, airborne opponent
  • Raw AT, land 2A > 236A
2061


Meter Gained: 12.6% Meter Given (vs C-Moon): 5.4%
Pretty easy to do. 2A must happen as soon as you hit the ground, otherwise the 236A KD is techable.

Metered Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
100% meter
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 236C
4516


Meter Gained: 46.5% - 100.0% Meter Given (vs C-Moon): 43.2%
Meter dump variant of your BnB. Gives oki and damage. You can 214A instead of 236A for slightly more damage.
Normal starter, grounded opponent
Heat mode
  • 2A > 5B > 2B > 5C(1) > 5A6AA > 6[C] > 236A > 41236C
5544


Meter Gained: -all% Meter Given (vs C-Moon): 25.1
Max damage heat version.
CH starter, grounded opponent
100% meter
  • CH 214A/B, delay 6[C] > 214C, 6[C], 5A > 6C > j.BC > j.BC AT
5696
Meter Gained: -66%* Meter Given (vs C-Moon): 29.0% (Video)
Only generates 16% before superflash. Delay first 6[C] such that they're just barely not OTG'd by the 214C. Second 6[C] should hit as close to the end of 214C as possible. If this explanation doesn't make sense, look at the video.
CH starter, grounded opponent
100% meter
  • CH 214A/B, delay 6[C], 5A > 6C > 214B > 236C
4885


Meter Gained: -68% Meter Given (vs C-Moon): 37.4%
Corner only. Same rules as usual apply to the 6[C], 5A > 6C.
Normal starter, grounded opponent
100% meter
  • 236A > 214C, 6C > j.BC > j.BC > AT
4464


Meter Gained: -84% Meter Given (vs C-Moon): 20.1%
OTG meter dump combo off 236A, no CH required.
Normal starter, grounded opponent
100% meter
  • 236A > 214C, 6[C], 5A > 6C > j.BC > j.BC > AT
5045


Meter Gained: -82% Meter Given (vs C-Moon): 25.2%
OTG combo off 236A with meterdump. The 6[C] timing changes based on how many hits of 214C connect.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
MB H Roa 5A.png
MB H Roa 5A6A.png
MB H Roa 5A6AA.png
5A Damage Red Damage Proration Cancel Guard
300 192 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 9 -1 2.1% -

Pretty bad mid kick. Unless you're using this for stagger pressure using 5A6A > 2A > 5A6A, you're much better off saving this for rebeat.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 16 -5 4.2% -

Can be used in pressure by rebeating to 2A afterwards. Better hitbox than 5A, but you lose 5A(w) in case you need to cancel a poorly spaced 5C. On the upside, it is forward advancing so it keeps pressure on.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 17 -3 7.0% -

Launches on hit. Mostly combo filler, but you can cancel this into specials so it doesn't necessarily kill your pressure.

5B
MB C Roa 5B.png
Damage Red Damage Proration Cancel Guard
550 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 5 13 -3 3.85% -

Pretty solid mid. Can be used to catch 236B normal hits, but the window is pretty tight.

5C
MB F Roa 5C.png
Damage Red Damage Proration Cancel Guard
400, 550 (825) (548) 80% (O), 90% (M) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 (10) 7 14 -16, -3 ~ 0 2.8%, 3.85% (6.65%) -

This button looks really cool, until you realize the second hit whiffs most crouching hitboxes (unless you're point blank), and then you recognize that it just blows. Hitting with the later hitbox of 5C(2) is 0 on block. You should be cancelling before the second hit in nearly every situation.

Crouching Normals

2A
MB F Roa 2A.png
Damage Red Damage Proration Cancel Guard
300 192 75% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 4 8 0 2.1% -

Somewhat stubby normal, but good for staggers and tick throws since it's 0 on block. Unless you plan on staggering 5A6A > 2A > 5A6AA, use this as your redash.

2B
MB C Roa 2B.png
Damage Red Damage Proration Cancel Guard
550 336 80% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
7 6 14 -5 4.2% -

It's a low poke, and that's pretty much what it's good for. 7f startup means you can use this out of a blocked 236B to frametrap, but obviously you have to be careful not to do this too often, as it's only airtight if your input is frame perfect, so you can get reversal'd. On the other hand, makes for a decent frametrap & leaves both your A normals open for rebeats if you want.

2C
MB C Roa 2C.png
Damage Red Damage Proration Cancel Guard
900 672 55% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 11 13 -6 6.3% -

One of H-Roa's rare good normals. At 11f active, you can use this to confirm off pretty much any counterhit 214 or 6C, and you can afford to be far more lenient with your timing. Dash 2C will cover a large amount of space on the ground. 2C can be used to punish any tech in the corner on reaction, and dash 2C will cover both neutral and forward tech at midscreen.

Aerial Normals

j.A
MB C Roa jA.png
Damage Red Damage Proration Cancel Guard
250 144 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 1.75% -

Strong air-to-air poke. Use this to scout in the air, control space, and more.

j.B
MB H Roa jB.png
Damage Red Damage Proration Cancel Guard
600 288 85% N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 4.2% -

H-Roa's best air normal. You can use this in IAD Resets to force stand block & also to tag people above you as the top of the hitbox is disjointed. You'll be using this a lot both to protect space and contest air buttons. Be aware it doesn't hit below you.

j.C
MB C Roa jC.png
Damage Red Damage Proration Cancel Guard
950 672 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 - - 6.65% -

The bottom part of your pants leg is disjointed. This is your normal of choice if your opponent is below you, and your best jump-in.

Command Normals

6C
6C
6[C]
MB H Roa 6C.png
MB H Roa 6C Charged.png
6C Damage Red Damage Proration Cancel Guard
1000 678 100% SP, EX, J LH
First Active Active Recovery Frame Adv Circuit Invuln
12 2 17 -1 (+18) 7.0% -

+18 when jump cancelled. You can end blockstrings on this often, but be careful not to get too predictable. You can frametrap with a 214B afterwards, but if it's blocked you return to neutral.

6[C] Damage Red Damage Proration Cancel Guard
1400 1152 100% SP, EX, J LH
First Active Active Recovery Frame Adv Circuit Invuln
24 5 14 -1 (+18) 9.8% -

As before, +18 when jump cancelled. You can use this to catch mashing, as it's mostly disjointed. It also does significantly more guard damage.

Universal Mechanics

Ground Throw
Ground Throw
4/6A+D
(~2)
MB H Roa Throw.png
Neutral Damage Red Damage Proration Cancel Guard
1000 384 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% See desc

Ground throw. On hit, invuln during throw animation. Techable knockdown, can OTG off this. Use 2C to catch techs on reaction in the corner / dash 2C to catch forward/neutral tech outside the corner.

~2 Damage Red Damage Proration Cancel Guard
800 384 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 0.0% See desc

Same as above, but HKD & opponent is invulnerable on the ground.

Air Throw
Air Throw
j.4/6A+D
MB H Roa Airthrow.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)
1200 (Ender)
576 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 0.0% -

Regular as an airthrow ender. Recovery is on landing. Usually inferior to j.236B ender since you don't get anything besides 214B antijump, unless your opponent is very patient on wakeup.

OTG-able ground bounce as a combo starter.

Shield Counter
Shield Counter
Auto after a successful shield (Air OK)
/ 5D/2D~236D
MB H Roa SC.png
MB F Roa 2C.png
MB H Roa jSC.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 40% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 3.5% -

H-Roa's standing shield counter. Looks like 5C(1). This applies for the other shield counters as well: "For H-Moon, shielding hits that would cause Auto Shield Counter, if the shield is successful on the first frame of the shield box, there is a 2 frame window where throw can be input after the shield." Window is 14f if it wouldn't trigger shield counter, and can also be cancelled into dash. You can manually input a shield counter with 236D on projectiles.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1035) 662 50% SP, EX, (J) LA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 10.5% -

H-Roa's crouching shield counter. Looks like 2C. Same notes as above.

Air Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - +14 3.5% -

Air shield counter.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MB C Roa 214D.png
MB H Roa 214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0% Strike 1-7

Similar to C-Moon 6C.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MB C Roa CSpark.png
MB C Roa CSpark Air.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Grounded Specials

236X
MB H Roa 236AB.png
SOKO DAROU!
SOKO DAROU!
MB H Roa 236B BE.png
Feint
Feint
MB H Roa 236C.png
Your opponent whiffed something... or you're about to eat 5k.
Your opponent whiffed something... or you're about to eat 5k.
A Damage Red Damage Proration Cancel Guard
1500 1152 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
11 5 29 -6 10.5% High 4-11, Full 12-27

Soko Darou A is mainly used to disrespect spacing and punish whiffed normals. While it is -6 on block normally, there's 5 active frames with individual hitboxes, so hitting with the 3rd active frame or later leaves you safe on block. You should only be using this when you're /sure/ it'll hit, since your reward off this is either meh damage if you have meter, OTG 2A mash in the corner for a bit more meter and maybe a tech trap, or (most likely) 236B oki. However, this move /is/ air unblockable, and therefore your go-to for sniping landings and other reads.

B Damage Red Damage Proration Cancel Guard
1500 1152 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
31* 5 13 7 10.5% High 7-31, Full 32-47

Holding B can delay the startup to up to 42f, depending on how long B is held. -- H-Roa's bread and butter and the skill that makes people hate your character. At +7 on block, this special can be used to reset, start pressure, and gives H-Roa some of his best damage on a counterhit. This will also cross up your opponent if used near max range. Additionally, you can half-charge it to try to get your opponent to flinch.

[B] Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
19 X 16 - - -

This is the feint/fake. You can use this in your pressure into redash, as a way to fake people out who expect Soko B. You can also use this as a (gimmicky) oki setup, where you do 236[B] 2A, 236[B] throw, or 236{B}. If they start throw teching, use 236[B] 5B to call it out. You mainly use this move for mind games, as it has a decent amount of recovery.

EX Damage Red Damage Proration Cancel Guard
400, 300*20 (3043) (3195) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+6 120 26 -24 -100.0% High 3-11, Full 12-132

See this move? This move is... not as good as you think it is. It's got 11f of *vulnerable* startup, so unless you *really* need the range, you're better off using 236A, because at least then you have a chance of not eating a full combo if it's blocked. Use this move with caution, and be aware that you're not invuln on startup like Ciel. Also, it's air blockable, so 236A is better anytime it'd hit.

623X
MB H Roa 623A.png
MB H Roa 623B.png
MB H Roa 623C.png
A Damage Red Damage Proration Cancel Guard
500, 1000 (1351) (1038) 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
4 7 42 -31, -27 2.1%, 7.0% (9.1%) -

This move is pretty bad. Its only purpose is as a fast antiair, since both hits are AUB. However, you're better off just doing rising j.A or 214B. Ideally, this move almost never comes out.

B Damage Red Damage Proration Cancel Guard
500*3, 1000 (2133) (1639) 100% - LH (1), LHA (2-4)
First Active Active Recovery Frame Adv Circuit Invuln
3 12 46 -40, -36,
-32, -30
2.1%*3, 7.0% (13.3%) Full 1-5

H-Roa's meterless reversal (and invuln, too!). Only the first hit is AUB, but you can use this like you would any other DP. Goes at a solid angle, is invuln... what more do you want? You can use this to tack on damage after your OTG ground throw if you *really* want.

EX Damage Red Damage Proration Cancel Guard
400*6, 1000 (2706) (1982) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+0 25 44 -58 (min) -100.0% Full 1-4

Faster than B version, with higher damage and wallslam for better frame advantage on hit, while maintaining invincibility. Notably, the 2+0 startup means this cannot be safejumped by C/H moon characters unless their safejump outspaces it.

214X
MB H Roa 214A.png
Covers your head and cross-ups.
Covers your head and cross-ups.
MB H Roa 214B.png
Hold down the air game
Hold down the air game
MB H Roa 214C.png
Pressure resets everywhere...
Pressure resets everywhere...
A/B Damage Red Damage Proration Cancel Guard
1000 768 70% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
15 12 14 -4 7.0% -

A version will cover behind you, B version won't. Only the first hit of this will cover your head, so you actually can be hit through this even without disjoints. However, this special is extremely good and once again gives you very solid damage on counterhit. This move is air unbloackble, so use this to preemptively anti-air, and use 214B to poke. Be aware of its significant startup and recovery, because you can be hit out of startup easily, and opponents can whiff punish you if they have particularly long-reaching normals (Satsuki dash 2C, for example).

EX Damage Red Damage Proration Cancel Guard
450*8 (2867) (2427) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
5+12 X (55) 16 12 ~ 61 -100.0% -

This move is (in my opinion) H-Roa's best special. You can use it to lock down neutral, dump in pressure for absolutely free meter dump, or use to extend some of your combos for extra damage. Additionally, it recovers during active frames, so it's deceptively hard to punish. You should be using this often. Also, it's one of the only ways to keep your turn after a point blank 236B midscreen, so you can use it for that as well.

Aerial Specials

j.236X
MB H Roa j236A.png
Fast
Fast
MB H Roa j236B.png
Covers your head and feet
Covers your head and feet
MB H Roa j236C.png
Reversal time!
Reversal time!
A Damage Red Damage Proration Cancel Guard
800 480 75% (O) (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 3 3 3 (TK) 5.6% -

Slow for an air-to-air, but can be used to change your momentum to throw off landing snipes. Be careful though, because this move doesn't cover above or below you, and leaves you open to punishes if you whiff it too high. However, it's plus on TK, so you can do tk j.236A in pressure and keep your turn. Also, you can link it in certain air combos with j.bc j.236a sdj j.bc AT for style points. Use this at the end of your combos to return to neutral, but be aware it's a bit more height-sensitive than j.236B. However, it has less landing recovery,

B Damage Red Damage Proration Cancel Guard
700*3 (1579) (866) 75% (O) EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 3 (3) 3 (3) 3 9 -1 (TK) 4.9%*3 (14.7%) -

This move looks really bad. It's slower than j.236A, has more recovery, and gives your opponent more time to react. However: it requires 3 shields AND covers above and below you, while j.236A doesn't. You can use this to catch people trying to antiair you at weird angles, since it's disjointed. Use this at the end of your combos to return to neutral, while leaving your opponent in an awkward situation.

EX Damage Red Damage Proration Cancel Guard
400*6 (1591) (1145) 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+10 12 6 5 (TK) -100.0% Full 1-25

This is a true air reversal. With that said, it's still an air reversal, and metered on a half moon character with mediocre meter gain. You can use this to tack on extra damage at the end of an air combo. It covers slightly more room than j.236B, and it's +5, but the pushback means that you can't really use it like you would j.236A. It does require individual shields, for any players crazy enough to go for it,

Arc Drive

Heavenly Crashing Thunder
41236C during Heat
MBHRoaAD.png
Damage Red Damage Proration Cancel Guard
7000 (3080) (2137) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
7+5 2 38 -15 removes all Full 7-8, 13-14

Use as combo ender or as an OTG, otherwise it's not super useful since it's a hitgrab. If you combo someone in heat, this is what you should be going into, but I often find having an extra 214C/236C is useful, since H-Roa rarely gets a clean grounded hit in pressure & having the ability to either extend pressure or confirm a 214B frametrap is more useful than having the extra damage.

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