Melty Blood/MBAACC/Roa/Crescent Moon: Difference between revisions
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== General Gameplan == | == General Gameplan == | ||
C-Roa is | C-Roa is an extremely oppressive character once he gets going. His bursty movement coupled with his ability to cancel specials and obtain massive frame advantage grant him not only some of the best pressure in the game, but also a very high skill ceiling. Roa is a top tier, but he requires plenty of effort to play like one. | ||
The core of Roa's game plan consists of finding space to set his orbs (mostly charged air orbs) safely and efficiently. For that, you’ll have to be very aware of your own movement, as well as your opponent's. Your spacing will determine whether your opponent will be able to close the gap and score a counter hit during your orb setups. The same thought process can also apply to 22A which is a much safer, but less rewarding, way to slowly build some pressure on your opponent. Roa's normals are by no means weak, but they are not what make him top tier, so trying to navigate neutral without orbs can be tough against some characters. Characters with a strong ability to stick to you especially can make it very stressful, so being observant and paying close attention to your opponent's habits is important. Although C-Roa is extremely powerful, he can be quite volatile and small mistakes can quickly snowball and lead to a lost round. | |||
Being patient is your greatest weapon when learning this character, be it for playing his neutral or learning his intricate setups. Be sure you have a large amount of it by your side. | Being patient is your greatest weapon when learning this character, be it for playing his neutral or learning his intricate setups. Be sure you have a large amount of it by your side. | ||
=== Neutral === | === Neutral === | ||
A large part of C-Roa's neutral revolves around placing his orbs (214X/[X] and j.214X/[X]) and using the threat of a detonation to set more, cycling them in and out between "sets" and "dets". Pay attention to how you detonate your orbs and how your opponent reacts to them, as becoming predictable is the main way in which you will lose neutral while orbs are up. | |||
For the most part, you will want to set charged air orbs (j.214[X]; often tk.214[X]) in neutral. They cover large horizontal space (about 3/4 of the screen), are air unblockable, can be special cancelled immediately after the orb appears, and are multi-hit allowing for easy confirms. Your go-to orb setup in neutral will be two orbs at ground height and one at jump/double jump height (often called the "Holy Trinity"). This allows you to cycle the two grounded orbs to prevent ground approaches, forcing your opponent into the air where you can catch them with the third orb. In order to efficiently use orbs, a very important technique to learn is chaining sets and dets using the special cancel properties on j.214[X]. For example, you can do j.214[A] > j.214[B] > j.214[C], to set all 3 available orbs very quickly, or you can do something like j.214[A] > j.214[B] > j.214[A]! to cancel your orb sets into a quick detonation. Do note that you can not cancel an orb into its own detonation. | |||
Grounded orbs are situationally good in neutral against characters that like to hover in the air or have many air options. Uncharged ground orbs can be good for scoring counter hits allowing for a full conversion, while charged ground orbs have greater range, more active frames, and give more time to convert non counter hits with 22C. | |||
Uncharged air orbs are almost strictly worse than charged air orbs. Although they are faster to set, they can not be special canceled leading to charged air orbs being faster in the most common situation where you are setting multiple orbs or chaining a detonation. Even ignoring that, saving 9 frames is almost never worth the massive downgrade. Being the only air blockable orb greatly hurts their utility. Uncharged air orbs do have niche usage in that they do not pop you up like their charged counterparts do, allowing you to land faster during certain setups. | |||
Now the only issue is how to set up the orbs. The solution depends on the matchup. Against slower characters or more passive players, you can simply make some space to safely set an orb. Roa's movement was tailor-made for getting across the screen fast and will help you here. Against faster characters and more aggressive players, you may find it difficult to create space. In that case you can either try to out maneuver the opponent to find an opportunity for an orb, or you can fall back on fishing for hits to either score a knockdown or make some time to set an orb. All of his normals have uses in neutral, and 236A and 22C can cover grounded and airborne approaches respectively with a bit more commitment and risk. If you have meter to spend (and you will) 236C also serves as a massive air unblockable hitbox that hits air and ground approaches and converts into Roa's strongest oki. Opponents can shield it on reaction to the EX Flash, but this will rarely lead to you being punished or even pushed into a disadvantage. | |||
=== Pressure === | === Pressure === | ||
C-Roa's pressure is powerful | C-Roa's pressure is incredibly powerful. His [[Melty_Blood/MBAACC/Roa/Crescent_Moon#Special_Cancels|Special Cancels]] allow for almost inescapable pressure that forces your opponent to gamble with unsafe options. All of his B and C normals also move forward, diminishing the ability of EX Guard to push him out (Try to avoid 5C though if your opponent is EX Guarding a lot). | ||
The basic way to apply pressure is to | Midscreen, Roa's pressure will mostly serve the purpose of pushing the opponent away to make space for orbs or pushing them towards the corner where his pressure truly shines. The most basic way to apply pressure is to route into 236A > 22A (+3 on block) or 214X > 22C (+2 on block). Even just having these as plus on block resets is useful, but both of these strings also provide you with an additional resource allowing for you to reset potentially gaplessly. | ||
236A > 22A grants you one charge. To get detailed information on how Roa's charges work, read his 22C description, but the important thing here is that having any charges at all will make 22C so plus that you can redash and 2A with no gap. This means something like 2A > 5B > 236A > 22A, 2A > 5B > 22C, 66 2A... can be looped in the corner endlessly and the only gaps will be after each 236A > 22A which is only 2 frames. You can also replace 236A > 22A with 236[A] > 22A which will leave a gap before the 236[A], but will result in you being +8 on block, making a 2A afterwards completely gapless. Outside of the corner 236A > 22A is simply a good string to push the opponent away and end plus. | |||
214X > 22C grants you a set orb. Detonating this orb will make you plus enough to redash and 2A much like charged 22C. This means something like 2A > 5B > 236A > 214X > 22C, 2A > 5B > 236A > 214X! 66 2A... can be looped in the corner endlessly and the only gaps are before and after the 22C, both of which are only 3 frames. Although this string provides the opponent more opportunities for counterplay, having an orb set provides a sort of passive pressure that charged 22C doesn't. Even if you push yourself out, you could detonate that orb at any time, and it will even catch jump outs. This passive pressure can allow you to get away with more in pressure than just having charges would. Just like with 236A > 22A, 236[A] can be substituted in to remove a gap after 236A but add one before. Outside of the corner, the orb is much less likely to be useful later, making this string much more situational than 236A > 22A. | |||
On top of being more plus than 236A, 236[A] can also be cancelled into any special, not just 214X or 22X. Most commonly this is useful for 236[A] > 236[B] which creates much more space than just 236A will midscreen. Special cancels also include shield meaning 236[A] > 5/2D, allowing 236[A] to bait EX reversals by cancelling it into shield on reaction to the EX Flash. 236{A} (partial charge) can also be used to purposefully create a small gap to catch people trying to mash or jump against 236[A]. | |||
236B and 236[B] are mostly just worse versions of 236A and 236[A], mostly being reserved as cancel options for 236[A]. | |||
214X and 214[X] share the same startup animation as 236X and 236[X] meaning you can often get away with 214[X] > 22C in pressure if you use it in a spot where you could also be using 236X (i.e. after a normal or after 236[A]), since your opponent doesn't know if you are doing 214[X] or 236[X]. | |||
With all of these unmashable and unjumpable strings, your opponent will be inclined to gamble with shield, bunker, or reversals. If your opponent is shielding your 2As after resets, present 5B and 2B to make their shield a 50/50 or throw. If they are shielding your specials there is a good chance they will not even be able to punish you. Shield only leads to a true punish against 236A/[A]/B/[B] > 22A or 22C if they have a 6f or faster option making shield pretty weak for many F and H moons. Against uncharged orbs shield is -4 and against charged orbs shield is -12 and can often be thrown on reaction. Bunker can be baited like normal by leaving large gaps but if C/F moon bunkers against any 236X > 22A, orb, or 22C you can block in time. H Moon bunker is simply a strong option against Roa due to the nature of his pressure, but can still be baited in the normal ways or avoided entirely by running pressure entirely with orbs (essentially how you run neutral but near the corner). Reversals simply need to be baited outside of the specific circumstance with 236[A] > 5/2D mentioned above. | |||
Last but not least, Roa's throw provides him with insane reward. In the corner, a well timed 2C can catch all techs allowing you to either convert into a combo or go directly into your strongest oki. If they didn't tech, you can convert 2C into an OTG string into 236C (2C > 2AAA > 5B > 5C(1) > 5A > 2A > 236C), still providing you with 2C oki. Midscreen you can catch all techs and no tech with 236C, although the timing is much tighter than with 2C. If you throw them just outside of the corner, dashing into the corner will make 2C whiff against forward tech, so walk forward before 2C if you are close enough or otherwise walk backwards and 236C (so that forward tech will not cross up). | |||
=== Okizeme === | === Okizeme === | ||
Roa has three main hard knockdown enders being (in order of strength) air throw, 22C, and 2C (with a jump cancel remaining). A few common ways of setting up 2C oki are listed in the combo section. | |||
Air throw is +4 at most heights against V. Sion. In the corner you can try 236A > 22A, or just dash up and hope they respect it. If you have orbs set you can detonate them on wakeup and it will catch jumps, but the threat of them detonating also makes it easier to sneak in a dash. Midscreen you can often safely fit in an orb against slower characters. Against faster characters you may have to cancel the orb into shield or take some other risks. Against standard wakeups 236C after air throw will be perfectly timed to have its superflash right after their first actionable frame, meaning it will catch their jump startup if they held up and they will not be able to do anything on reaction to the EX Flash. This is made all the better by the fact that jump is a good level 1 answer to 236A > 22A after air throw. | |||
22C gives varying advantage depending on the height you hit it at as well as if you had any charges, but even at its worst advantage you have time to set one orb and jump away to safety, or IAD over them for a cross up (assuming you were close enough to set the orb behind them). | |||
2C gives incredible advantage. You have time to set all 3 orbs and detonate one of them to hit their wakeup (meaty against some chars). Triple orb oki is much stronger if you are close enough to set the orbs behind them, since this opens up many avenues for mix ups. The basic mix is to detonate an orb on their wakeup, which pushes them towards you. You then double jump forward over them and either airdash back and j.C or stay cross up and detonate another orb. Be wary of always setting triple orb as this leaves you susceptible to DPs, so against some characters you may want to set just 2 orbs and then get out of their reversal range. When setting 2 orbs you still have an opportunity to mix by double jump IADing over them and detonating an orb cross up or delaying the IAD so that their collision blocks you and you can do a same side j.C. This can be tight and won't work against all characters or against players who crouch block the first orb det. | |||
Roa can fuzzy some characters with 66 IABD j.C dj.C, and can confirm with an orb detonation. The dash momentum is necessary to stay close enough for the j.C to hit. | |||
Also note that Roa can catch many backdashes with 2A(w) > 5B/2B instead of 2A(w) > 2C like many other characters have to do. | |||
=== Special Cancels === | |||
One of C-Roa's defining characteristics is his ability to cancel specials into other specials. Having a grasp on what can be canceled into what is important both to efficiently play Roa as well as play against him. Roa's special cancels can be divided into three groups: orb cancels, special cancels, and EX cancels. All of these cancels work on whiff. | |||
====Orb Cancels==== | |||
Some of C-Roa's specials can be cancellable specifically into orbs. These include: | |||
*236A | |||
*236[B] | |||
====Special Cancels==== | |||
Some of C-Roa's specials can be cancelled into any special (and shield, bunker, and airdodge). This is the type of cancel that allows for triple orb sets and set into det. These include: | |||
*236[A] | |||
*j.214[X] | |||
====EX Cancels==== | |||
Although EX cancels are a universal mechanic, C-Roa's 22X specials are all considered EX moves for the purpose of EX cancels despite not costing any meter. Specials EX Cancelable into 22X include: | |||
*236A/[A]/B/[B] | |||
*214X/[X] | |||
=== Defense === | === Defense === | ||
Roa | C-Roa's defense boils down mostly to universal mechanics combined with his DP. That may seem underwhelming, but the universal options at his disposal work especially well with his kit. | ||
C-Moon mechanics benefit Roa massively, with strong options out of shield and EX shield as well as the high meter gain to utilize heat activation, shield bunker, and circuit spark more frequently than others: | C-Moon mechanics benefit Roa massively, with strong options out of shield and EX shield as well as the high meter gain to utilize heat activation, shield bunker, and circuit spark more frequently than others: | ||
*EX guard compliments his already high meter gain and allows him to create space to contest a dash back in, force his turn through 236C, or return back to neutral and begin his attempt at establishing orbs. | *EX guard compliments his already high meter gain and allows him to create space to contest a dash back in, force his turn through 236C, or return back to neutral and begin his attempt at establishing orbs. | ||
*Shield allows Roa to reversal out of gaps in pressure, gain plus frames with 236C, or score anti-air | *Shield allows Roa to reversal out of gaps in pressure, gain plus frames or punish from long range with 236C, or score anti-air counter hits with EX shield 5A. | ||
*Roa's shield bunker can force advantageous situations for | *Roa's shield bunker can force advantageous situations for him and create an opening to return to neutral or utilize set orbs that will expire by the time the block string is over. | ||
*Roa's heat activation is larger than average and on hit allows him to safely establish a charged orb or two while regaining red health and sending the opponent full screen. | *Roa's heat activation is larger than average and on hit allows him to safely establish a charged orb or two while regaining red health and sending the opponent full screen. | ||
*Circuit spark is enabled by Roa's high meter gain and allows him to force a left-right mixup with a charged orb on hit, further refunding a significant amount of meter. | *Circuit spark is enabled by Roa's high meter gain and allows him to force a left-right mixup with a charged orb on hit, further refunding a significant amount of meter. | ||
Roa's buttons all serve specific purposes on defense | Roa's buttons all serve specific purposes on defense: | ||
*His 5A and 2A | *His 5A and 2A have mediocre range and 5f (average) startup making them perfectly fine for mashing resets. His 5A also hits high enough to be useful as a last-minute anti-air. | ||
*His 5B and 2B are larger but have more | *His 5B and 2B are larger and more active but have a good bit more startup and mostly serve to contest opponents trying to outspace A buttons or to stuff approaches. | ||
*2C | *2C is the same speed as 5B, is incredibly active, and has only 13f of recovery. It is a more committal way to stuff approaches but also hits quite high and can catch jumps and even anti air some characters. | ||
*5C(2) can | *5C(2) can serve as a slow and very niche anti-air and extends his highest hitbox on a normal during the second hit. | ||
*Roa | *Roa's air normals all hit pretty well in front of him and can all pass as good options to hit opponents chasing a jump out. | ||
*22C will cover the entire vertical space in front of him but is air blockable with less than 6 hidden charges. It mainly sees use in sniping opponents high out of the air or serving as a hard callout against airdash approaches. Keep in mind that it is only active for 2 frames. | |||
*Although it is pretty bad compared to other DPs, Roa still does have a fully invulnerable reversal in 623B which he probably does not deserve. Only the first hit is air unblockable, and it is minus on hit which can often lead right back to you blocking again. 623A has no invulnerability but is fully air unblockable. | |||
*j.623A hits a pretty large area pretty quickly and can be surprisingly good at landing single hit counter hits which can often be converted into combos after landing. Only has 6f of landing lag, significantly less than its grounded version. | |||
All of Roa's B and C normals move him forward meaning they will bring him out of the corner. This is especially useful on 2B and 2C which can often go under IADs and air approaches. | |||
It can be tempting to want to use risky defensive options often to try to get back to your incredibly powerful advantage state, but remember that your opponent is also aware of this and good players will work around his options with OSes and baits. Players who can properly and patiently leverage Roa's variety of reversals and defensive options will find themselves greatly rewarded. Mismanaging these options will lead to very quick losses and a lack of the resources that give Roa his top tier status. | |||
== Combos == | == Combos == | ||
Line 1,828: | Line 1,872: | ||
|metero=29.2% | |metero=29.2% | ||
|link= | |link= | ||
|input=*(Ground String^) > 2C > 236A > | |input=*(Ground String^) > 2C > 236A > 214A/B > 22C, (214A/B!, 214A/B > 22C)x2 | ||
|simput= | |simput= | ||
|note=Orb loops. Standard resourceless oki route. This | |note=Orb loops. Standard resourceless oki route. This is your go-to meterless combo. Choose A or B orb based on distance, although either will work most of the time. 22C can sometimes whiff if the opponent is too far away (character specific). This can be fixed either by omitting hits during the starter to remain closer or by going straight from 214A/B! into 22C (most characters' hurtboxes shrink as they begin to fall from the orb hit). | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,841: | Line 1,885: | ||
|input=*(Ground String^) > 2C > 236A > 22A, (5A > ) 236C, (66)¹ 2C > (2C Oki^) | |input=*(Ground String^) > 2C > 236A > 22A, (5A > ) 236C, (66)¹ 2C > (2C Oki^) | ||
|simput= | |simput= | ||
|note=Metered conversion that allows Roa to get a corner knockdown from anywhere on screen. The 5A can optionally give a bit more height and damage, as well as make the timing more lenient, but it can whiff at certain distances. 236A > 22A, 236C is impossible at higher hitcounts (>11 internal).<br>¹The method of getting to the corner depends on how far from the corner you start. At many distances, 66 works (with time to walk forward a bit before hand), but from farther out, 66 > IAD j.C(w) or 66 5A(W) 66 can work.<br>Getting a point blank 2C knockdown is preferred over a spaced one for mixups, so you may want to | |note=Metered conversion that allows Roa to get a corner knockdown from anywhere on screen. Roa has such great meter gain that you will almost always be able to afford this combo, and it is almost always worth it.<br>The 5A can optionally give a bit more height and damage, as well as make the timing more lenient, but it can whiff at certain distances. 236A > 22A, 236C is impossible at higher hitcounts (>11 internal).<br>¹The method of getting to the corner depends on how far from the corner you start. At many distances, 66 works (with time to walk forward a bit before hand), but from farther out, 66 > IAD j.C(w) or 66 5A/2A(W) 66 can work.<br>Getting a point blank 2C knockdown is preferred over a spaced one for mixups, so you may want to dash up even if you are already near the corner, but be careful, as you may cross under the opponent if you do not delay it (although crossing under can be used for other mixups). | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,852: | Line 1,896: | ||
|input=*(Ground String^) > 2C > 214[A] > 22C, 214[A]!, (2A > ) 2C > (2C Oki^) | |input=*(Ground String^) > 2C > 214[A] > 22C, 214[A]!, (2A > ) 2C > (2C Oki^) | ||
|simput= | |simput= | ||
|note=Meterless 2C oki route. Sacrifices a good bit of damage and metergain, so not always preferable. | |note=Meterless 2C oki route. Sacrifices a good bit of damage and a little metergain, so not always preferable. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,877: | Line 1,921: | ||
|metero=6.9% | |metero=6.9% | ||
|link= | |link= | ||
|input=*(2C) > 236A > 22A, 5A > j.BC/214X!/22C/236C | |input=*(2C) > 236A > 22A, 5A > j.BC/214X/[X]!/22C/236C | ||
|simput= | |simput= | ||
|note=j. | |note=j.C(dl)B is more stable than j.BC at a distance and does more damage.<br>5A > 214X/[X]! is impossible at higher hitcounts (>11 internal).<br>22C may whiff if your starter placed you too far away.<br>236C may whiff depending on distance to the opponent, distance to the corner, and character. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,891: | Line 1,935: | ||
|simput= | |simput= | ||
|note=This opens up Roa's damage potential greatly, but is a 1f link that is difficult to plink. Given how much Roa sacrifices for dropping a combo, this routing is not often attempted. Impossible at higher hit counts (>11 internal). | |note=This opens up Roa's damage potential greatly, but is a 1f link that is difficult to plink. Given how much Roa sacrifices for dropping a combo, this routing is not often attempted. Impossible at higher hit counts (>11 internal). | ||
}} | |||
{{CollapsingComboData-MB | |||
|condition=2C / Airborne opponent | |||
|character= | |||
|damage=- | |||
|metergen=-90% | |||
|metero=6.3% | |||
|link= | |||
|input=*(2C) > 236A > 22A, 236C | |||
|simput= | |||
|note=Confirm into 236C that prevents EX-Cancel scaling. Impossible at higher hit counts (>11 internal). | |||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,967: | Line 2,022: | ||
|input=*(214[X]!, 214[X] > 22C)xN (3 max) | |input=*(214[X]!, 214[X] > 22C)xN (3 max) | ||
|simput= | |simput= | ||
|note= | |note=Starting orb loops with a charged orb gives enough time to continue with more charged orbs. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,978: | Line 2,033: | ||
|input=*214[X]!, 22A, 22C | |input=*214[X]!, 22A, 22C | ||
|simput= | |simput= | ||
|note=Allows for better combo extensions after 22C depending on how many charges you | |note=Allows for better combo extensions after 22C depending on how many charges you had prior. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 1,989: | Line 2,044: | ||
|input=*214[X]!, 66 214Y > 22C | |input=*214[X]!, 66 214Y > 22C | ||
|simput= | |simput= | ||
|note= | |note=Charged orbs have enough advantage to convert into uncharged orb loops even after a dash to close distance. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,000: | Line 2,055: | ||
|input=*214[X]!, j.214[X] > j.214[Y]! | |input=*214[X]!, j.214[X] > j.214[Y]! | ||
|simput= | |simput= | ||
|note=Useful for long range confirms with double orbs out | |note=Useful for long range confirms with double orbs out<br>Ex. with 2 ground height charged orbs: (Ground String^) > 236A > 214[X]!, j.9 dl j.214[X] > j.214[Y]! 66 214[X]! > ... | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,011: | Line 2,066: | ||
|input=*j.214[X]!, dj.214[Z] > j.214[Y]! | |input=*j.214[X]!, dj.214[Z] > j.214[Y]! | ||
|simput= | |simput= | ||
|note=Extra orb set off of airborne det. | |note=Extra orb set off of airborne det. More practical in neutral than in combos, but can be useful for confirms. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,022: | Line 2,077: | ||
|input=*22C(>4), 214X/214[X] ( > 22A), 2A/2C | |input=*22C(>4), 214X/214[X] ( > 22A), 2A/2C | ||
|simput= | |simput= | ||
|note=The following examples are without taking into account gravity scaling and should only be used as a rough guideline for height requirements. | |note=The following examples are without taking into account gravity scaling and should only be used as a rough guideline for height requirements (at the moment of 22C hitting). | ||
*214X: 2A works grounded. 2C works at 2C > 22C height. | *214X: 2A works grounded. 2C works at 2C > 22C height. | ||
*214X > 22A: 2A works grounded (1f link). 2C works at 2C > 5A height. | *214X > 22A: 2A works grounded (1f link). 2C works at 2C > 5A height. | ||
Line 2,037: | Line 2,092: | ||
|input=*22C, 2A/2C | |input=*22C, 2A/2C | ||
|simput= | |simput= | ||
|note=22C(0): 2A can pick up after | |note=22C(0): 2A can pick up after 22C hitting at about 214X!, 214Y! or 2C > 5C > 214X! height.<br>22C(1-3): 2A can pick up at at about 214X! or 2C > 5C height, and 2C can pick up at about 214X!, 214Y! or 2C > 5C > 214X! height.<br>22C(>4): The opponent is popped up, opening more options.<br>22C, 2A > (dl) 2C is possible, but very inconsistent. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,048: | Line 2,103: | ||
|input=*22C, 236C (OTG) | |input=*22C, 236C (OTG) | ||
|simput= | |simput= | ||
|note=236C | |note=236C OTG relaunches allowing it to be confirmed into at almost any point in a combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,059: | Line 2,114: | ||
|input=*AAD, 2C | |input=*AAD, 2C | ||
|simput= | |simput= | ||
|note=A 2C can be linked after | |note=A 2C can be linked after AAD allowing for a longer combo or 2C oki. | ||
}} | }} | ||
}} | }} | ||
Line 2,067: | Line 2,122: | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=2C knockdown, jump cancel remaining | |condition=2C knockdown, jump cancel remaining,<br>in range to set orbs behind | ||
|character= | |||
|damage=- | |||
|metergen=- | |||
|metero=- | |||
|link= | |||
|input=*tk.214[X] > j.214[Y] > j.214[Z] > j.214[X]! | |||
|simput= | |||
|note=Triple orb oki. A bit dangerous against characters with DPs, but sets up a strong mixup: j9 slight delay 44 j.C OR j9 delay j.214[Z]!.<br>If you set three orbs and then suddenly feel a DP coming, you can (s)dj.9 instead of detonating to try to get out of the way. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=2C knockdown, jump cancel remaining,<br>in range to set orbs behind | |||
|character= | |character= | ||
|damage=- | |damage=- | ||
Line 2,073: | Line 2,139: | ||
|metero=- | |metero=- | ||
|link= | |link= | ||
|input=*tk.214[X] > j.214[Y] > j.214[ | |input=*tk.214[X] > j.214[Y] > IAD j.214[X]! / dl.IAD j.C / 2B / 5B | ||
|simput= | |simput= | ||
|note= | |note=By setting up only two orbs, you can present a some more options on oki. In the order above they are: crossup mid, same side high, same side low, same side low-shield crush.<br>Keep in mind that depending on the character, timing the IAD j.C to not whiff overtop crouchers is difficult (and impossible vs cats).<br>This mix is entirely reactable but can be nice to throw in vs unexpecting opponents. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,084: | Line 2,150: | ||
|metero=- | |metero=- | ||
|link= | |link= | ||
|input=*tk.214[X] > IABD j. | |input=*tk.214[X] > IABD j.C(w) 236A | ||
|simput= | |simput= | ||
|note=Sacrifice orb sets for safer oki. | |note=Sacrifice orb sets for safer oki, if done quickly enough the 236A can be meaty vs standard wakeups or slower. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 2,095: | Line 2,161: | ||
|metero=- | |metero=- | ||
|link= | |link= | ||
|input=*IABD j.214[X] > | |input=*IABD j.214[X] > j.214[Y] > j.214[X]! | ||
|simput= | |simput= | ||
|note= | |note=Alternate way to do safe oki while keeping an orb up after. Depending on how close you are during 2C, you may have to sacrifice hitting meaty in order to get out of range of some larger DPs. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|metero=- | |metero=- | ||
|link= | |link= | ||
|input=*tk.214[X] > dj.9 | |input=*tk.214[X] > (s)dj.9, dl (66/44) j.214[X]! | ||
|simput= | |simput= | ||
|note=Alter the timing on this setup however you need to stay out of the opponent's reversal range. Adds another layer of safety by crossing the opponent up, potentially messing up their reversal inputs. Be careful with how high you let yourself jump, as this setup puts you at risk of becoming minus if done poorly. | |note=Alter the timing on this setup however you need to stay out of the opponent's reversal range. Adds another layer of safety by crossing the opponent up, potentially messing up their reversal inputs. Be careful with how high you let yourself jump, as this setup puts you at risk of becoming minus if done poorly. | ||
Line 2,114: | Line 2,180: | ||
== Additional Resources == | == Additional Resources == | ||
[http://mbaacc.melty.games/?p1moon=c&p1char=roa C-Roa Match Video Database]<br> | [http://mbaacc.melty.games/?p1moon=c&p1char=roa C-Roa Match Video Database]<br> | ||
[https://drunkardshade.com/2016/09/10/melty-bits-c-roa/ Melty Bits: C-Roa] | [https://drunkardshade.com/2016/09/10/melty-bits-c-roa/ Melty Bits: C-Roa]<br> | ||
[https://docs.google.com/document/d/1l96PRLUDg8EnN4kWltW0RbnExPkOH7u4WfwtkGXIrcA/edit?usp=sharing C-Roa document by DCGrz] | |||
== Notable Players == | == Notable Players == |
Latest revision as of 09:46, 2 June 2024
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 |
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Overview
C-Roa is considered one of the strongest characters in Current Code and generally regarded as a contender for the best character in the game. Sporting some of the most powerful special moves in the game, including his infamous orbs which have incredibly fast start up, which are air unblockable when blowback edged (holding down the button, similar to increasing a move in UNIST), can be confirmed into a combo at most ranges, and grant massive frame advantage and meter gain on block. Outside of his orbs, he sports above average ground and air speed, a myriad of reversals, and solid albeit average normals. All of these traits create a character truly worthy of the community given nickname of “War Crime”. Although he is extremely strong, he does require a lot of practice to play well as his combos are pretty difficult so be ready to spend a lot of time in training mode.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
5B
5C
Crouching Normals
2A
2B
2C
Aerial Normals
j.A
j.B
j.C
Command Normals
6C
Universal Mechanics
Ground Throw
Air Throw
Air Throw
j.4/6A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
Thunder Needle (EX: Thunder Snake Worship) 236A/[A]/B/[B]/C A A [A] [A] B B [B] [B] EX EX
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623X
214X
BE Orbs appear 25% larger. BE Orbs appear 25% larger.
|
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22X
Numerology - Thunder Isolation 22A/[A]/B/C A/B A/B C C
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Aerial Specials
j.623X
214X
Arc Drive
Heavenly Crashing Thunder
41236C during MAX/Heat |
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Another Arc Drive
Heavenly Crashing Thunder
41236C during Blood Heat |
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Last Arc
Hollow Course - Seventeen Reincarnations
Grounded EX Shield during Blood Heat |
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General Gameplan
C-Roa is an extremely oppressive character once he gets going. His bursty movement coupled with his ability to cancel specials and obtain massive frame advantage grant him not only some of the best pressure in the game, but also a very high skill ceiling. Roa is a top tier, but he requires plenty of effort to play like one.
The core of Roa's game plan consists of finding space to set his orbs (mostly charged air orbs) safely and efficiently. For that, you’ll have to be very aware of your own movement, as well as your opponent's. Your spacing will determine whether your opponent will be able to close the gap and score a counter hit during your orb setups. The same thought process can also apply to 22A which is a much safer, but less rewarding, way to slowly build some pressure on your opponent. Roa's normals are by no means weak, but they are not what make him top tier, so trying to navigate neutral without orbs can be tough against some characters. Characters with a strong ability to stick to you especially can make it very stressful, so being observant and paying close attention to your opponent's habits is important. Although C-Roa is extremely powerful, he can be quite volatile and small mistakes can quickly snowball and lead to a lost round.
Being patient is your greatest weapon when learning this character, be it for playing his neutral or learning his intricate setups. Be sure you have a large amount of it by your side.
Neutral
A large part of C-Roa's neutral revolves around placing his orbs (214X/[X] and j.214X/[X]) and using the threat of a detonation to set more, cycling them in and out between "sets" and "dets". Pay attention to how you detonate your orbs and how your opponent reacts to them, as becoming predictable is the main way in which you will lose neutral while orbs are up.
For the most part, you will want to set charged air orbs (j.214[X]; often tk.214[X]) in neutral. They cover large horizontal space (about 3/4 of the screen), are air unblockable, can be special cancelled immediately after the orb appears, and are multi-hit allowing for easy confirms. Your go-to orb setup in neutral will be two orbs at ground height and one at jump/double jump height (often called the "Holy Trinity"). This allows you to cycle the two grounded orbs to prevent ground approaches, forcing your opponent into the air where you can catch them with the third orb. In order to efficiently use orbs, a very important technique to learn is chaining sets and dets using the special cancel properties on j.214[X]. For example, you can do j.214[A] > j.214[B] > j.214[C], to set all 3 available orbs very quickly, or you can do something like j.214[A] > j.214[B] > j.214[A]! to cancel your orb sets into a quick detonation. Do note that you can not cancel an orb into its own detonation.
Grounded orbs are situationally good in neutral against characters that like to hover in the air or have many air options. Uncharged ground orbs can be good for scoring counter hits allowing for a full conversion, while charged ground orbs have greater range, more active frames, and give more time to convert non counter hits with 22C.
Uncharged air orbs are almost strictly worse than charged air orbs. Although they are faster to set, they can not be special canceled leading to charged air orbs being faster in the most common situation where you are setting multiple orbs or chaining a detonation. Even ignoring that, saving 9 frames is almost never worth the massive downgrade. Being the only air blockable orb greatly hurts their utility. Uncharged air orbs do have niche usage in that they do not pop you up like their charged counterparts do, allowing you to land faster during certain setups.
Now the only issue is how to set up the orbs. The solution depends on the matchup. Against slower characters or more passive players, you can simply make some space to safely set an orb. Roa's movement was tailor-made for getting across the screen fast and will help you here. Against faster characters and more aggressive players, you may find it difficult to create space. In that case you can either try to out maneuver the opponent to find an opportunity for an orb, or you can fall back on fishing for hits to either score a knockdown or make some time to set an orb. All of his normals have uses in neutral, and 236A and 22C can cover grounded and airborne approaches respectively with a bit more commitment and risk. If you have meter to spend (and you will) 236C also serves as a massive air unblockable hitbox that hits air and ground approaches and converts into Roa's strongest oki. Opponents can shield it on reaction to the EX Flash, but this will rarely lead to you being punished or even pushed into a disadvantage.
Pressure
C-Roa's pressure is incredibly powerful. His Special Cancels allow for almost inescapable pressure that forces your opponent to gamble with unsafe options. All of his B and C normals also move forward, diminishing the ability of EX Guard to push him out (Try to avoid 5C though if your opponent is EX Guarding a lot).
Midscreen, Roa's pressure will mostly serve the purpose of pushing the opponent away to make space for orbs or pushing them towards the corner where his pressure truly shines. The most basic way to apply pressure is to route into 236A > 22A (+3 on block) or 214X > 22C (+2 on block). Even just having these as plus on block resets is useful, but both of these strings also provide you with an additional resource allowing for you to reset potentially gaplessly.
236A > 22A grants you one charge. To get detailed information on how Roa's charges work, read his 22C description, but the important thing here is that having any charges at all will make 22C so plus that you can redash and 2A with no gap. This means something like 2A > 5B > 236A > 22A, 2A > 5B > 22C, 66 2A... can be looped in the corner endlessly and the only gaps will be after each 236A > 22A which is only 2 frames. You can also replace 236A > 22A with 236[A] > 22A which will leave a gap before the 236[A], but will result in you being +8 on block, making a 2A afterwards completely gapless. Outside of the corner 236A > 22A is simply a good string to push the opponent away and end plus.
214X > 22C grants you a set orb. Detonating this orb will make you plus enough to redash and 2A much like charged 22C. This means something like 2A > 5B > 236A > 214X > 22C, 2A > 5B > 236A > 214X! 66 2A... can be looped in the corner endlessly and the only gaps are before and after the 22C, both of which are only 3 frames. Although this string provides the opponent more opportunities for counterplay, having an orb set provides a sort of passive pressure that charged 22C doesn't. Even if you push yourself out, you could detonate that orb at any time, and it will even catch jump outs. This passive pressure can allow you to get away with more in pressure than just having charges would. Just like with 236A > 22A, 236[A] can be substituted in to remove a gap after 236A but add one before. Outside of the corner, the orb is much less likely to be useful later, making this string much more situational than 236A > 22A.
On top of being more plus than 236A, 236[A] can also be cancelled into any special, not just 214X or 22X. Most commonly this is useful for 236[A] > 236[B] which creates much more space than just 236A will midscreen. Special cancels also include shield meaning 236[A] > 5/2D, allowing 236[A] to bait EX reversals by cancelling it into shield on reaction to the EX Flash. 236{A} (partial charge) can also be used to purposefully create a small gap to catch people trying to mash or jump against 236[A].
236B and 236[B] are mostly just worse versions of 236A and 236[A], mostly being reserved as cancel options for 236[A].
214X and 214[X] share the same startup animation as 236X and 236[X] meaning you can often get away with 214[X] > 22C in pressure if you use it in a spot where you could also be using 236X (i.e. after a normal or after 236[A]), since your opponent doesn't know if you are doing 214[X] or 236[X].
With all of these unmashable and unjumpable strings, your opponent will be inclined to gamble with shield, bunker, or reversals. If your opponent is shielding your 2As after resets, present 5B and 2B to make their shield a 50/50 or throw. If they are shielding your specials there is a good chance they will not even be able to punish you. Shield only leads to a true punish against 236A/[A]/B/[B] > 22A or 22C if they have a 6f or faster option making shield pretty weak for many F and H moons. Against uncharged orbs shield is -4 and against charged orbs shield is -12 and can often be thrown on reaction. Bunker can be baited like normal by leaving large gaps but if C/F moon bunkers against any 236X > 22A, orb, or 22C you can block in time. H Moon bunker is simply a strong option against Roa due to the nature of his pressure, but can still be baited in the normal ways or avoided entirely by running pressure entirely with orbs (essentially how you run neutral but near the corner). Reversals simply need to be baited outside of the specific circumstance with 236[A] > 5/2D mentioned above.
Last but not least, Roa's throw provides him with insane reward. In the corner, a well timed 2C can catch all techs allowing you to either convert into a combo or go directly into your strongest oki. If they didn't tech, you can convert 2C into an OTG string into 236C (2C > 2AAA > 5B > 5C(1) > 5A > 2A > 236C), still providing you with 2C oki. Midscreen you can catch all techs and no tech with 236C, although the timing is much tighter than with 2C. If you throw them just outside of the corner, dashing into the corner will make 2C whiff against forward tech, so walk forward before 2C if you are close enough or otherwise walk backwards and 236C (so that forward tech will not cross up).
Okizeme
Roa has three main hard knockdown enders being (in order of strength) air throw, 22C, and 2C (with a jump cancel remaining). A few common ways of setting up 2C oki are listed in the combo section.
Air throw is +4 at most heights against V. Sion. In the corner you can try 236A > 22A, or just dash up and hope they respect it. If you have orbs set you can detonate them on wakeup and it will catch jumps, but the threat of them detonating also makes it easier to sneak in a dash. Midscreen you can often safely fit in an orb against slower characters. Against faster characters you may have to cancel the orb into shield or take some other risks. Against standard wakeups 236C after air throw will be perfectly timed to have its superflash right after their first actionable frame, meaning it will catch their jump startup if they held up and they will not be able to do anything on reaction to the EX Flash. This is made all the better by the fact that jump is a good level 1 answer to 236A > 22A after air throw.
22C gives varying advantage depending on the height you hit it at as well as if you had any charges, but even at its worst advantage you have time to set one orb and jump away to safety, or IAD over them for a cross up (assuming you were close enough to set the orb behind them).
2C gives incredible advantage. You have time to set all 3 orbs and detonate one of them to hit their wakeup (meaty against some chars). Triple orb oki is much stronger if you are close enough to set the orbs behind them, since this opens up many avenues for mix ups. The basic mix is to detonate an orb on their wakeup, which pushes them towards you. You then double jump forward over them and either airdash back and j.C or stay cross up and detonate another orb. Be wary of always setting triple orb as this leaves you susceptible to DPs, so against some characters you may want to set just 2 orbs and then get out of their reversal range. When setting 2 orbs you still have an opportunity to mix by double jump IADing over them and detonating an orb cross up or delaying the IAD so that their collision blocks you and you can do a same side j.C. This can be tight and won't work against all characters or against players who crouch block the first orb det.
Roa can fuzzy some characters with 66 IABD j.C dj.C, and can confirm with an orb detonation. The dash momentum is necessary to stay close enough for the j.C to hit.
Also note that Roa can catch many backdashes with 2A(w) > 5B/2B instead of 2A(w) > 2C like many other characters have to do.
Special Cancels
One of C-Roa's defining characteristics is his ability to cancel specials into other specials. Having a grasp on what can be canceled into what is important both to efficiently play Roa as well as play against him. Roa's special cancels can be divided into three groups: orb cancels, special cancels, and EX cancels. All of these cancels work on whiff.
Orb Cancels
Some of C-Roa's specials can be cancellable specifically into orbs. These include:
- 236A
- 236[B]
Special Cancels
Some of C-Roa's specials can be cancelled into any special (and shield, bunker, and airdodge). This is the type of cancel that allows for triple orb sets and set into det. These include:
- 236[A]
- j.214[X]
EX Cancels
Although EX cancels are a universal mechanic, C-Roa's 22X specials are all considered EX moves for the purpose of EX cancels despite not costing any meter. Specials EX Cancelable into 22X include:
- 236A/[A]/B/[B]
- 214X/[X]
Defense
C-Roa's defense boils down mostly to universal mechanics combined with his DP. That may seem underwhelming, but the universal options at his disposal work especially well with his kit.
C-Moon mechanics benefit Roa massively, with strong options out of shield and EX shield as well as the high meter gain to utilize heat activation, shield bunker, and circuit spark more frequently than others:
- EX guard compliments his already high meter gain and allows him to create space to contest a dash back in, force his turn through 236C, or return back to neutral and begin his attempt at establishing orbs.
- Shield allows Roa to reversal out of gaps in pressure, gain plus frames or punish from long range with 236C, or score anti-air counter hits with EX shield 5A.
- Roa's shield bunker can force advantageous situations for him and create an opening to return to neutral or utilize set orbs that will expire by the time the block string is over.
- Roa's heat activation is larger than average and on hit allows him to safely establish a charged orb or two while regaining red health and sending the opponent full screen.
- Circuit spark is enabled by Roa's high meter gain and allows him to force a left-right mixup with a charged orb on hit, further refunding a significant amount of meter.
Roa's buttons all serve specific purposes on defense:
- His 5A and 2A have mediocre range and 5f (average) startup making them perfectly fine for mashing resets. His 5A also hits high enough to be useful as a last-minute anti-air.
- His 5B and 2B are larger and more active but have a good bit more startup and mostly serve to contest opponents trying to outspace A buttons or to stuff approaches.
- 2C is the same speed as 5B, is incredibly active, and has only 13f of recovery. It is a more committal way to stuff approaches but also hits quite high and can catch jumps and even anti air some characters.
- 5C(2) can serve as a slow and very niche anti-air and extends his highest hitbox on a normal during the second hit.
- Roa's air normals all hit pretty well in front of him and can all pass as good options to hit opponents chasing a jump out.
- 22C will cover the entire vertical space in front of him but is air blockable with less than 6 hidden charges. It mainly sees use in sniping opponents high out of the air or serving as a hard callout against airdash approaches. Keep in mind that it is only active for 2 frames.
- Although it is pretty bad compared to other DPs, Roa still does have a fully invulnerable reversal in 623B which he probably does not deserve. Only the first hit is air unblockable, and it is minus on hit which can often lead right back to you blocking again. 623A has no invulnerability but is fully air unblockable.
- j.623A hits a pretty large area pretty quickly and can be surprisingly good at landing single hit counter hits which can often be converted into combos after landing. Only has 6f of landing lag, significantly less than its grounded version.
All of Roa's B and C normals move him forward meaning they will bring him out of the corner. This is especially useful on 2B and 2C which can often go under IADs and air approaches.
It can be tempting to want to use risky defensive options often to try to get back to your incredibly powerful advantage state, but remember that your opponent is also aware of this and good players will work around his options with OSes and baits. Players who can properly and patiently leverage Roa's variety of reversals and defensive options will find themselves greatly rewarded. Mismanaging these options will lead to very quick losses and a lack of the resources that give Roa his top tier status.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
|
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:
|
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. |
C-Roa's combos are extraordinarily open ended in their routing. Combined with the massive combination of available resources (meter, pre-set orbs, 22C charges), trying to list out all of his combos is impractical. A few key combos are listed, but it is much easier to learn individual strings that work and then learn to put them together into combos given your current resources. These "individual strings" can be seen under "Combo Snippets". The list is not 100% comprehensive, but should give you a good idea of what is possible on C-Roa.
A quick note: Due to the forward movement on all of Roa's B and C normals, dash momentum is rarely ever a factor in his combos.
Special Notation
- X, Y, Z : Used for A, B, and C inputs on orbs that are interchangable.
- X, Y, and Z are not necessarily different buttons if the situation allows. (ex. 214X ... 214X!, 214Y > 22C - assuming no other orbs are set, Y can be the same as X, but does not need to be)
- (j.)214X! : Detonate orb.
- (j.)214[X]! : Detonate charged orb.
- 22C(X) : X = number of charges assuming only 22A is used. See 22C move description for details.
Ground Strings
Standard Combos
Combo Snippets
2C Oki
Additional Resources
C-Roa Match Video Database
Melty Bits: C-Roa
C-Roa document by DCGrz
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
Alma | North America | Netplay | Active | C-WArc main with a solid C-Roa. Found in the Melty Blood Community Server. | |
hikonyan (ひこにゃん) | Japan | KorewaMelty | Inactive | ||
Kurodyne | North America | Netplay | Active | The best C-Roa in the west, won CEOtaku 2023. Excellent showcase of the character being played at a high level. Known liar. | |
Nanyako | South America | Dream Match, Netplay | Active | ||
nouburu (ノーブル) | Japan | A-cho, Play Spot BIG ONE 2nd | Inactive | ||
ragu (らぐ) | Japan | A-cho | Inactive | ||
Red Melon (赤いメロン) | Japan | Play Spot BIG ONE 2nd | Active | The trademark red coat Japanese C-Roa player.
Has been playing the character at a high level for a long time, so a wide array of footage is available. | |
Shana | North America | Next Level | Active |