Melty Blood/MBAACC/Roa/Crescent Moon: Difference between revisions
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==Character Page Progress== | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap|C-Roa}} | {{#lst:Melty_Blood/MBAACC:Roadmap|C-Roa}} | ||
==Players to watch== | == Additional resources == | ||
[http://melty.games/?p1m=c&p1c=roa&netplay=1&page=1 C-Roa Match Video Database]<br> | |||
[https://drunkardshade.com/2016/09/10/melty-bits-c-roa/ Melty Bits: C-Roa] | |||
== Players to watch == | |||
'''JP:''' | '''JP:''' | ||
* | *[http://melty.games/?p1m=c&p1c=roa&p1n=red%20melon%20(%E8%B5%A4%E3%81%84%E3%83%A1%E3%83%AD%E3%83%B3)&netplay=0&page=1 Red melon (赤いメロン)] | ||
*[http://melty.games/?p1m=c&p1c=roa&p1n=ragu%20(%E3%82%89%E3%81%90)&netplay=0&page=1 Ragu (らぐ)] | |||
*Ragu (らぐ) | *[http://melty.games/?p1m=c&p1c=roa&p1n=hikonyan%20(%E3%81%B2%E3%81%93%E3%81%AB%E3%82%83%E3%82%93)&netplay=0&page=1 Hikonyan (ひこにゃん)] | ||
*Hikonyan (ひこにゃん) | |||
'''NA:''' | '''NA:''' | ||
*[http://melty.games/?p1m=c&p1c=roa&p1n=Shana&netplay=1&page=1 Shana] | |||
*[http://melty.games/?p1m=c&p1c=roa&p1n=Kurodyne&netplay=1&page=1 Kurodyne] | |||
== Overview == | |||
==Overview== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+Strengths Weaknesses | |+Strengths / Weaknesses | ||
|- | |- | ||
| | |Strengths | ||
| | | | ||
*Suffocating pressure that is almost inescapable | *Suffocating pressure that is almost inescapable. | ||
*Above average speed | *Above average speed. | ||
*One of the biggest | *One of the biggest heat activations in the game. | ||
*Orbs which are incredibly versatile and getting even one out in a match could mean the end | *Orbs which are incredibly versatile and getting even one out in a match could mean the end. | ||
*Access to a nearly full screen whiff punish tool in | *Access to a nearly full screen whiff punish tool in 236C. | ||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
*Most of his normals are average to below average | *Most of his normals are average to below average. | ||
*Although he has many reversal options, none of them are particularly good | *Although he has many reversal options, none of them are particularly good. | ||
*Character has some problems with aggressive characters if he doesn't have an orb present on the screen | *Character has some problems with aggressive characters if he doesn't have an orb present on the screen. | ||
|} | |} | ||
C-Roa is considered one of the strongest characters in Current Code right below F-Hime. Sporting some of the most powerful special moves in the game, including his infamous orbs which have incredibly fast start up, air unblockable when blowback edged (similar to increasing a move in UNIST), can be confirmed at most ranges, and grant massive frame advantage 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 and are pretty difficult so be ready to spend a lot of time in training mode. | C-Roa is considered one of the strongest characters in Current Code right below F-Hime. Sporting some of the most powerful special moves in the game, including his infamous orbs which have incredibly fast start up, air unblockable when blowback edged (similar to increasing a move in UNIST), can be confirmed at most ranges, and grant massive frame advantage 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 and are pretty difficult so be ready to spend a lot of time in training mode. | ||
==General Gameplan== | == General Gameplan == | ||
C-Roa is known for being an extremely oppressive character by those who are familiar with Melty. His fast dashes coupled with the ability to cancel his specials and obtaining massive frame advantage grant him not only one of the strongest pressures in the game, but also an infinite skill ceiling. It’s not wrong to highlight the fact that it’s up to the player whether C-Roa is a top tier or not, it all boils down to the dedication put forth by anyone who picks him. | C-Roa is known for being an extremely oppressive character by those who are familiar with Melty. His fast dashes coupled with the ability to cancel his specials and obtaining massive frame advantage grant him not only one of the strongest pressures in the game, but also an infinite skill ceiling. It’s not wrong to highlight the fact that it’s up to the player whether C-Roa is a top tier or not, it all boils down to the dedication put forth by anyone who picks him. | ||
Line 50: | Line 46: | ||
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 === | ||
Great part of C-Roa's neutral revolves around placing his orbs (214X / j.214X), and being able to vary their detonation timings, for that you will have to find ways to score counter hits using his normals such as 5A, 2A, 2B, 5B (a detail about his B normals: they can punish backdash attempts) and j.A. You can place orbs vertically and horizontally, and depending on your gameplan and the matchup, you can end up using one more than the other. Something crucial when playing C-Roa is knowing that charged orbs are air unblockable, deal more damage, and also have amplified range. | |||
Great part of C-Roa's neutral revolves around placing his orbs (214X / j.214X), and being able to vary their detonation timings, for that you will have to find ways to score counter hits using his normals such as 5A, 2A, 2B, 5B(a detail about his B normals: they can punish backdash attempts) and j.A. You can place orbs vertically and horizontally, and depending on your gameplan and the matchup, you can end up using one more than the other. Something crucial when playing C-Roa is knowing that charged orbs are air unblockable, deal more damage, and also have amplified range. | |||
Regarding orb usage: vertical orbs are usually set uncharged as they have quicker startup, and significantly faster recovery compared to horizontal 214X and are mainly used in the lighting loops. As for horizontal orbs, you’ll seek to place their charged version, since they possess the advantages mentioned in the above paragraph. Seek to place charged orbs whenever there’s enough space between you and your opponent, or safely after a hard knockdown. You can also stop them from contesting your orb setups by instantly detonating one for them with 214[A] > 214 [B] > 214 [A]. | Regarding orb usage: vertical orbs are usually set uncharged as they have quicker startup, and significantly faster recovery compared to horizontal 214X and are mainly used in the lighting loops. As for horizontal orbs, you’ll seek to place their charged version, since they possess the advantages mentioned in the above paragraph. Seek to place charged orbs whenever there’s enough space between you and your opponent, or safely after a hard knockdown. You can also stop them from contesting your orb setups by instantly detonating one for them with 214[A] > 214[B] > 214[A](!). | ||
The real problem is, contrary to the belief that C-Roa is unbeatable in neutral, having room for all of that. As said before: being patient with C-Roa can be game changing for anyone learning him. | The real problem is, contrary to the belief that C-Roa is unbeatable in neutral, having room for all of that. As said before: being patient with C-Roa can be game changing for anyone learning him. | ||
===Pressure=== | === Pressure === | ||
C-Roa's pressure is powerful because he can use a lot of resources to stop the opponent from trying to escape his pressure while gaining a lot of Magic Circuit in the process. It consists on using specials like 236A, 22C, 236B (sometimes), and his '''5A > 5B > 2B > 2C > 5C(1)''' coupled to Rebeat. | |||
C-Roa's pressure is powerful because he can use a lot of resources to stop the opponent from trying to escape his pressure while gaining a lot of Magic Circuit in the process. It consists on using specials like 236A, 22C, 236B (sometimes), and his 5A 5B 2B 2C 5C (1) coupled to Rebeat . | |||
The basic way to apply pressure is to simply do 2A> 2B> 5B> 5C | The basic way to apply pressure is to simply do '''2A > 2B > 5B > 5C > 236A > 22C or 22A''', C-Roa is the only character in the game able to cancel specials into specials, for that reason you have more freedom when applying pressure. 236A is a great tool for this, due to its speed and leaving you plus when cancelled in 22C or 22A. Usually 236A is used after a string with normals. 2A can be used like an starter, but it is not your only one, you can start pressuring with of your any normals. 22C is mostly used when the opponent is already in the corner, because it gives you total advantage in addition to catching any escape attempts. From there, 2A will normally be used to keep pressuring. | ||
You can implement the use of regular orbs in the pressure as well if you place them safely, for example: | You can implement the use of regular orbs in the pressure as well if you place them safely, for example: '''(Blockstring) > 236A > 214X > 22C'''. This 236A give you time to set one orb and hit the opponent with 22C. After that, just restart the pressure having an orb to activate freely. t is not recommended to place charged orbs in the pressure, since it's slower than a regular one, placing you in a dangerous situation. | ||
Your 236B is a more slower and has less damaging version or your 236A and cancels only into 22A or 22C, it is only used in the loaded version, or as a form of frametrap to capture button attempts in some cases. You can also use 236 [A]> 236 [B] to push your opponent to the corner or even delay them as a trap to catch mashes, but don't use it too much, as shielding wins agaisnt this. Horizontal charged orbs, if set in advance, can also be used in pressure as they last for 15 seconds until they disappear and, thanks to them, your opponent will usually be afraid to press any buttons at all. | Your 236B is a more slower and has less damaging version or your 236A and cancels only into 22A or 22C, it is only used in the loaded version, or as a form of frametrap to capture button attempts in some cases. You can also use 236[A] > 236[B] to push your opponent to the corner or even delay them as a trap to catch mashes, but don't use it too much, as shielding wins agaisnt this. Horizontal charged orbs, if set in advance, can also be used in pressure as they last for 15 seconds until they disappear and, thanks to them, your opponent will usually be afraid to press any buttons at all. | ||
Using IAD is also a good way to start the pressure. Knowing what do to in a given situation comes with experiece | Using IAD is also a good way to start the pressure. Knowing what do to in a given situation comes with experiece | ||
===Pressure/Okizeme=== | === Pressure/Okizeme === | ||
Well, the okizeme of C-Roa is a good okizeme since it has the chance to be able to define horizontal charged orbs always after a hard knockdown, that's usually what you want, you can also do something like '''2AA > 236C, 2C > (3x Orb Set)''' after the hard knockdown. | |||
After a hard knock down with 22C, a charged orb is usually set, since not all characters have the same wakeup time and not even the same hurtbox, the safest way is always to put one and thus keep the pressure, you will only want to use, all three orbs after a setup with 2C. For example: After 236C you can do this, or in a more advanced way: '''2AA > 2B > 5C(1) > 2C > 214[A] > 22C > 214[A](!) > 2C''' and place three TK j.214X, this type of setup is not 100% functional in all characters and 236C remais the most practical way to do this. | |||
You can also try an okizeme with IAD and meaty, because you can do the cancel of vertical orb set to 22A, and try to use a meaty or delay, vertical loaded orbs are also a good fit for okizeme, for example after '''236C, 2C > 6C > 22C''', you can do '''214[X] > 22A''', this will make recovery after setting the charged orb faster, giving you time to try an iad, meaty, a delay blow or even detonate the orb. | |||
=== Advanced Techniques === | |||
still under construction. | |||
=== Defense === | |||
== Combos == | |||
{{ComboLegend-MB}} | |||
=== | === Enders === | ||
*'''Airthrow''' (4123) | |||
*'''j.623B''' (4211) | |||
*'''j.623A > j.623C''' (4517) | |||
=== Normal Combos === | |||
===Normal Combos=== | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
Line 101: | Line 95: | ||
|metero=Variable | |metero=Variable | ||
|link= | |link= | ||
|input=*2A > 2B > 5B > 2C > 6C > j.BC > j.BC > | |input=*2A > 2B > 5B > 2C > 6C > j.BC > j.BC > AT | ||
|simput= | |simput= | ||
|note=Basic Combo. | |note=Basic Combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage=4622 | |damage=4622 | ||
Line 112: | Line 106: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2A > 2B > 5B > 5C > 2C | |input=*2A > 2B > 5B > 5C > 2C > 236A > 22C > 22C | ||
|simput= | |simput= | ||
|note=Basic Combo. | |note=Basic Combo. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition= | |condition=Normal starter, grounded opponent | ||
|character= | |character= | ||
|damage=4102 | |damage=4102 | ||
Line 123: | Line 117: | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input=*2A > 5B > 2B > 5C > 2C > 236A | |input=*2A > 5B > 2B > 5C > 2C > 236A > 22C > (Orb Set) | ||
|simput= | |simput= | ||
|note=Basic Combo with charged orb oki. | |note=Basic Combo with charged orb oki. | ||
Line 129: | Line 123: | ||
}} | }} | ||
===Metered Combos=== | === Metered Combos === | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent | |condition=Normal starter, grounded opponent, 100% meter | ||
|character= | |character= | ||
|damage=Variable | |damage=Variable | ||
Line 139: | Line 133: | ||
|metero=Variable | |metero=Variable | ||
|link= | |link= | ||
|input=*2A > 5B > 2B > 5C(2) > 6C > 236C > (66) > 2C > 6C''' > ...'' | |input=*2A > 5B > 2B > 5C(2) > 6C > 236C > (66) > 2C > 6C '''> ...'' | ||
|simput= | |simput= | ||
|note=This combo can be ended in two ways. | |note=This combo can be ended in two ways. | ||
Line 163: | Line 157: | ||
|input=*'''...''' > 22C | |input=*'''...''' > 22C | ||
|simput= | |simput= | ||
|note=Leads to 3-way mixup (high/low + crossup) | |note=Leads to 3-way mixup. (high/low + crossup) | ||
}} | }} | ||
}} | }} | ||
===Advanced Combos=== | === Advanced Combos === | ||
Special notations: | Special notations: | ||
*214X(!): | *'''214X(!)''': Detonate orb. | ||
*22C(x): x number of 22A charges in gauge | *'''22C(x)''': x number of 22A charges in gauge. | ||
*VS Ryougi you have to use A orbs instead of B orbs in lightning loops | *VS Ryougi you have to use A orbs instead of B orbs in lightning loops. | ||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
Line 199: | Line 193: | ||
}} | }} | ||
*214C 22A 5B | WIP | ||
*214[C] 22A 2A | * 214C 22A 5B | ||
*TK214[X] | * 214[C] 22A 2A | ||
* TK214[X] | |||
== Move Descriptions == | |||
{{AttackData-MB/Infobox}} | |||
=== Normal Moves === | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
{{MoveData | |||
|image=MB_C_Roa_5A.png | |||
|caption= | |||
|name=5A | |||
|linkname=5A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=147 | |||
|proration=75% (O) | |||
|circuit=3.0% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=4 | |||
|recovery=8 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=Whiff cancelable. Kinda stubby, and the outer hitbox will whiff on most crouchers. The inner hitbox is great for staggers and tick throws, and when further out the move is solid for reverse beating into as well as catching jump outs. It doesn’t push Roa very far away so it’s useful for the anti H-Moon bunker OS and since it hits crouchers you can use the anti-heat OS when resetting your pressure. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | |||
|image=MB_C_Roa_5B.png | |||
|caption= | |||
|name=5B | |||
{{MoveData|image= | |linkname=5B | ||
|data= | |||
{{AttackData-MB | |||
|damage=550 | |||
|reddamage=392 | |||
|proration=80% (O) | |||
|circuit=5.5% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=8 | |||
|active=5 | |||
|recovery=13 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=Mid with an exceptionally long reverse beat window. It can be whiff canceled into for staggers and can be used after 22C(0) at distance to continue blockstrings as it will beat out most 2As. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MB_F_Roa_5C.png | |||
|caption= | |||
|name=5C | |||
|linkname=5C | |||
|data= | |||
{{AttackData-MB | |||
|damage=400, 550 (825) | |||
|reddamage= (559) | |||
|proration=80% (O), 90% (M) | |||
|circuit=4.0%, 5.5% (9.5%) | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=8 | |||
|active=3 (10) 7 | |||
|recovery=14 | |||
|frameAdv=-16, -3 ~ 0 | |||
|invuln= | |||
|description=2 kicks that hit mid. Really you should always be canceling before the second hit on block, as the first hit getting ex blocked will usually result in the second hit whiffing and you dying. On top of that people can bunker out between the two hits. That’s not to say that the second hit is useless, 5C(2) is difficult to get over due to its height and covers a large area while active as it covers 2 sprite states over 7 active frames. Additionally it moves Roa forward quite a ways, so it can be used as a sort of way to get back in after getting pushed out by your pressure while throwing out a hitbox that will challenge attempts to escape. It’s situational for sure, but in conjunction with plus specials like 236[A] > 22A and 236C, you can use 5C(1) whiff to some strong results. | |||
}} | |||
}} | |||
======< | ==== Crouching Normals ==== | ||
{{MoveData|image= | ===== <span class="invisible-header">2A</span> ===== | ||
{{MoveData | |||
|image=MB_C_Roa_2A.png | |||
|caption= | |||
|name=2A | |||
|linkname=2A | |||
|data= | |||
{{AttackData-MB | |||
|damage=300 | |||
|reddamage=196 | |||
|proration=75% (O) | |||
|circuit=3.0% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|startup=4 | |||
|active=4 | |||
|recovery=8 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=The normal of choice for Roa’s extended staggers and a good normal for tick throws. Like his 5A, it’s a bit stubby so it’s not that great for abare. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2B</span> ===== | |||
{{MoveData | |||
{{MoveData|image= | |image=MB_C_Roa_2B.png | ||
|caption= | |||
|name=2B | |||
|linkname=2B | |||
|data= | |||
{{AttackData-MB | |||
|damage=550 | |||
|reddamage=343 | |||
|proration=80% (O) | |||
|circuit=6.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=7 | |||
|active=6 | |||
|recovery=14 | |||
|frameAdv=-5 | |||
|invuln= | |||
|description=Another decent normal that can be used to follow up 22C(0) at distance, when spaced properly it will beat out most 5As, but it will lose to 2A mash. | |||
}} | |||
}} | |||
===== <span class="invisible-header">2C</span> ===== | |||
{{MoveData|image= | {{MoveData | ||
|image=MB_C_Roa_2C.png | |||
|caption= | |||
|name=2C | |||
|linkname=2C | |||
|data= | |||
{{AttackData-MB | |||
|damage=900 | |||
|reddamage=686 | |||
|proration=55% (O) | |||
|circuit=9.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=L | |||
|startup=8 | |||
|active=11 | |||
|recovery=13 | |||
|frameAdv=-6 | |||
|invuln= | |||
|description=Hard knockdown. A solid 2C that slides Roa forward and has a small disjoint, it’s useful to call out jump outs due to causing hard knockdown and having a hitbox that extends rather high up. Helps Roa establish presence in pressure outside of 2B range. Can be used as abare to challenge characters able to pressure outside of the range of 2A as it is relatively quick and since it moves him forward so much covers a large amount of ground. The disjoint will cause it to beat out a number of normals, like Nero’s 2B before frame 13 and F Nanaya’s 5B, and its relatively low startup lets Roa contest more than he would otherwise be able to. Good places to look to use it as abare are after a Reverse Beat into 2A/5A when you think they are going to follow up by poking to try to catch a jump, pokes after moves that are neutral or minus, such as F-Sion using 236A 2B, or when your opponent is using repeated non-disjointed pokes. Keep in mind though, while it’s quick and moves him quite a ways, it will still get blown up by big disjointed normals such as Warachia 2C, C Nero 5C and the like. | |||
}} | |||
}} | |||
==== Aerial Normals ==== | |||
===== <span class="invisible-header">j.A</span> ===== | |||
====Aerial Normals==== | {{MoveData | ||
|image=MB_C_Roa_jA.png | |||
{{MoveData|image=MB_C_Roa_jA.png|caption=|name=j.A|data= {{AttackData-MB |damage=250 |reddamage= |proration=75% |circuit=2.5% |cancel= |guard= | |caption= | ||
|name=j.A | |||
|linkname=j.A | |||
|data= | |||
{{AttackData-MB | |||
|damage=250 | |||
|reddamage=147 | |||
|proration=75% (O) | |||
|circuit=2.5% | |||
|cancel=SE, N, SP, EX, J | |||
|guard=LHA | |||
|startup=5 | |||
|active=4 | |||
|recovery=10 | |||
|frameAdv=- | |||
|invuln= | |||
|description=Roa’s go to air to air, it’s quick and can be canceled into itself, letting you confirm or air tick throw. You can use it to cancel your forward airdashes while running away to get to the ground quicker. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.B</span> ===== | |||
{{MoveData|image=MB_C_Roa_jB.png|caption=|name=j.B|data= {{AttackData-MB |damage=700 |reddamage= |proration=90% |circuit=7.0% |cancel= |guard= | {{MoveData | ||
|image=MB_C_Roa_jB.png | |||
|caption= | |||
|name=j.B | |||
|linkname=j.B | |||
|data= | |||
{{AttackData-MB | |||
|damage=700 | |||
|reddamage=490 | |||
|proration=90% (O) | |||
|circuit=7.0% | |||
|cancel=N, SP, EX, J | |||
|guard=HA | |||
|startup=6 | |||
|active=7 | |||
|recovery=- | |||
|frameAdv=- | |||
|invuln= | |||
|description=Roa’s usual jump outside of the corner as it won’t push the opponent out nearly as much as j.C on block. It’s active for 7 frames so you can use it somewhat early when you are jumping in so you don’t run the risk of being airthrown. Used as an air to air for opponents under you. | |||
}} | |||
}} | |||
===== <span class="invisible-header">j.C</span> ===== | |||
{{MoveData|image=MB_C_Roa_jC.png|caption=|name=j.C|data= {{AttackData-MB |damage=950 |reddamage= |proration=90% |circuit=9.5% |cancel= |guard= | {{MoveData | ||
|image=MB_C_Roa_jC.png | |||
|caption= | |||
|name=j.C | |||
|linkname=j.C | |||
|data= | |||
{{AttackData-MB | |||
|damage=950 | |||
|reddamage=686 | |||
|proration=90% (O) | |||
|circuit=9.5% | |||
|cancel= | |||
|guard=HA | |||
|startup=7 | |||
|active=4 | |||
|recovery=- | |||
|frameAdv=- | |||
|invuln= | |||
|description=Used heavily in IAD shenanigans as its long reach and ability to link into 2B lets Roa combo off airdash back J.C, which plays a large part in his mixups and okizeme. Another solid air to air for opponents under you, but since it’s less active than J.B its less useful for scrambles. | |||
}} | |||
}} | |||
===Command Normals=== | ==== Command Normals ==== | ||
===== <span class="invisible-header">6C</span> ===== | |||
{{MoveData|image=MB_C_Roa_6C.png|caption=|name=6C|data= {{AttackData-MB |damage=1000 |reddamage= |proration= | {{MoveData | ||
|image=MB_C_Roa_6C.png | |||
|caption= | |||
|name=6C | |||
|linkname=6C | |||
|data= | |||
{{AttackData-MB | |||
|damage=1000 | |||
|reddamage=784 | |||
|proration=65% (O) | |||
|circuit=10.0% | |||
|cancel=N, SP, EX, (J) | |||
|guard=LH | |||
|startup=11 | |||
|active=5 | |||
|recovery=16 | |||
|frameAdv=-3 | |||
|invuln= | |||
|description=Reverse Beatable mid command normal. Solid for calling out jump outs from too far out to use 5A, and more reliable than 2C or 5C due to hitting higher up. Generally, when using it to poke like this, cancel into 22C when farther out to get a hard knockdown on hit and plus frames on block, and 5a when a bit closer to whiff cancel back into your blockstring or confirm into 22C on hit. One strong example of this kind of tool is distanced 5C(1) > reverse beat 5A whiff cancel 6C > 22C, which is a solid way to spending 1-3 22A charges to reset pressure. | |||
}} | |||
}} | |||
===Special Moves=== | === Universal Mechanics === | ||
===== <span class="invisible-header">Ground Throw</span> ===== | |||
{{MoveData | |||
|image=MB_H_Roa_Throw.png | |||
|caption= | |||
|name=Ground Throw | |||
|linkname=Ground Throw | |||
|input=4/6A+D<br>(~2) | |||
|data= | |||
{{AttackData-MB | |||
|version=Neutral | |||
|damage=1000 | |||
|reddamage=392 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv=- | |||
|invuln= | |||
|description=Roa takes the opponent by the neck then throws them forward/backward. Ground techable knockdown. | |||
}} | |||
{{AttackData-MB | |||
|version=~2 | |||
|damage=800 | |||
|reddamage=392 | |||
|proration=50% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=2 | |||
|active=1 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln= | |||
|description=Throws the opponent into an invincible untechable knockdown directly next to Roa. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Air Throw</span> ===== | |||
{{MoveData | |||
|image=MB_H_Roa_Airthrow.png | |||
|caption= | |||
|name=Air Throw | |||
|linkname=Air Throw | |||
|input=j.4/6A+D | |||
|data= | |||
{{AttackData-MB | |||
|damage=1600 (Raw)<br>1200 (Ender) | |||
|reddamage=588 | |||
|proration=100% | |||
|circuit=0.0% | |||
|cancel= | |||
|guard=U | |||
|startup=1 | |||
|active=1 | |||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |||
|frameAdv=- | |||
|invuln= | |||
|description=OTG-able ground bounce when done raw, untechable knockdown as a combo ender. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Shield Bunker</span> ===== | |||
{{MoveData | |||
|image=MB_C_Roa_214D.png | |||
|caption= | |||
|name=Shield Bunker | |||
|linkname=Shield Bunker | |||
|input=214D in neutral or blockstun | |||
|data= | |||
{{AttackData-MB | |||
|version=Bunker | |||
|damage=500 | |||
|reddamage=196 | |||
|proration=100% | |||
|circuit=0.0%<br>(-50.0% in blockstun) | |||
|cancel= | |||
|guard=LHA | |||
|startup=25 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln=Clash 1-10 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | |||
|damage=500 | |||
|reddamage=196 | |||
|proration=100% | |||
|circuit=0.0%/-50.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=7 | |||
|active=4 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}} | |||
|description=Similar to 6C. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Heat</span> ===== | |||
{{MoveData | |||
|image=MB_C_Roa_ABC.png | |||
|caption= | |||
|name=Heat | |||
|linkname=Heat | |||
|input=A+B+C | |||
|data= | |||
{{AttackData-MB | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=-100.0% (min) | |||
|cancel= | |||
|guard=U | |||
|startup=18 | |||
|active=3 | |||
|recovery=25 | |||
|frameAdv= | |||
|invuln=Full 1-21 | |||
|description=One of the larger heat activations out there. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Circuit Spark</span> ===== | |||
{{MoveData | |||
|image=MB_C_Roa_CSpark.png | |||
|image2=MB_C_Roa_CSpark_Air.png | |||
|name=Circuit Spark | |||
|linkname=Circuit Spark | |||
|input=A+B+C during hitstun/blockstun at MAX | |||
|caption= | |||
|data= | |||
{{AttackData-MB | |||
|version=Ground | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=10 | |||
|active=10 | |||
|recovery=20 | |||
|frameAdv= | |||
|invuln=Full 1-39 | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=Air | |||
|damage=100 | |||
|reddamage=0 | |||
|proration=100% | |||
|circuit=removes all | |||
|cancel= | |||
|guard=U | |||
|startup=11 | |||
|active=10 | |||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Strike 1-30 | |||
|description=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 ==== | |||
===== <span class="invisible-header">236X</span> ===== | ===== <span class="invisible-header">236X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C_Roa_236A.png | ||
|caption= | |image2=MB_C_Roa_236A_BE.png | ||
|name= | |image3=MB_C_Roa_236B.png | ||
|image4=MB_C_Roa_236B_BE.png | |||
|image5=MB_C_Roa_236C.png | |||
|caption=A | |||
|caption2=[A] | |||
|caption3=B | |||
|caption4=[B] | |||
|caption5=EX | |||
|name=Thunder Needle <br>(EX: Thunder Snake Worship) | |||
|linkname=236X | |linkname=236X | ||
|input=236A/B/C | |input=236A/[A]/B/[B]/C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage=1000 | ||
|reddamage= | |reddamage=784 | ||
|proration= | |proration=70% (O) | ||
|circuit= | |circuit=10.0% | ||
|cancel= | |cancel={{Tooltip | text=-SP-| hovertext=214X, 22X}}, -EX- | ||
|guard= | |guard=LHA | ||
|startup= | |startup=13 | ||
|active= | |active=2 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv=-2 {{Tooltip | text=(3)| hovertext=Earliest 22A cancel.}} | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=[A] | |version=[A] | ||
|damage= | |damage=1400 | ||
|reddamage= | |reddamage=1176 | ||
|proration= | |proration=70% (O) | ||
|circuit= | |circuit=10.0% | ||
|cancel= | |cancel={{Tooltip | text=-SP-| hovertext=236B/[B], 623X, 214X, 22X}}, -EX- | ||
|guard= | |guard=LHA | ||
|startup= | |startup=24 | ||
|active= | |active=2 | ||
|recovery= | |recovery=19 | ||
|frameAdv= | |frameAdv=7 {{Tooltip | text=(8)| hovertext=Earliest 22A cancel.}} | ||
|invuln= | |invuln= | ||
|description=*Roa shoots a horizontal needle a short distance in front of him. | |description=*Roa shoots a horizontal needle a short distance in front of him. | ||
Horizontal lightning that can be blowback edged to make it + | |||
Horizontal lightning that can be blowback edged to make it +7 on block and increases the range. The blowback edged version of it can also be canceled into 236B/[B].<br> | |||
Can also be canceled into 22A to become +3/+8 at the earliest possible cancel. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=B | |version=B | ||
|damage= | |damage=700*2 (1242) | ||
|reddamage= | |reddamage=(1043) | ||
|proration= | |proration=80% (O) | ||
|circuit= | |circuit=7.0%*2 (14.0%) | ||
|cancel= | |cancel={{Tooltip | text=-SP-| hovertext=22X}}, -EX- | ||
|guard= | |guard=LHA | ||
|startup= | |startup=15 | ||
|active= | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv=-2 {{Tooltip | text=(1)| hovertext=Earliest 22A cancel.}} | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=[B] | |version=[B] | ||
|damage= | |damage=1000*2 (1774) | ||
|reddamage= | |reddamage=(1217) | ||
|proration= | |proration=80% (O) | ||
|circuit= | |circuit=7.0%*2 (14.0%) | ||
|cancel= | |cancel={{Tooltip | text=-SP-| hovertext=214X, 22X}}, -EX- | ||
|guard= | |guard=LHA | ||
|startup= | |startup=22 | ||
|active= | |active={{Tooltip | text=4| hovertext=2, 2}} | ||
|recovery= | |recovery=17 | ||
|frameAdv= | |frameAdv=5 {{Tooltip | text=(4)| hovertext=Earliest 22A cancel.}} | ||
|invuln= | |invuln= | ||
|description=Same properties as 236A but the blowback edged version is only + | |description=Same properties as 236A but the blowback edged version is only +5 and canceling uncharged version into 22A is only +1. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=EX | |version=EX | ||
|damage= | |damage=1200*3 (2650) | ||
|reddamage= | |reddamage=(1731) | ||
|proration= | |proration=80% (M)*3 | ||
|circuit= | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard= | |guard=LH | ||
|startup= | |startup=4+4 | ||
|active= | |active={{Tooltip | text=10| hovertext=3 hits.}} | ||
|recovery= | |recovery=14 | ||
|frameAdv= | |frameAdv={{Tooltip | text=3| hovertext=2 hits.}} ~ 4 | ||
|invuln= | |invuln=Full 4 | ||
|description=Triple pronged lightning that is +3 on block, air unblockable, wall bounces and covers almost the entire screen. Just as powerful as it sounds, you will be spending most of your meter on this move as it is extremely versatile. It can be used to anti air at a distance, done out of | |description=Triple pronged lightning that is +3~4 on block, air unblockable, wall bounces and covers almost the entire screen. Just as powerful as it sounds, you will be spending most of your meter on this move as it is extremely versatile. It can be used to anti air at a distance, done out of EX Shield to beat certain safe jumps, used to continue pressure, corner carry, and a combo tool. | ||
}} | }} | ||
}} | }} | ||
Line 332: | Line 708: | ||
===== <span class="invisible-header">623X</span> ===== | ===== <span class="invisible-header">623X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_H_Roa_623A.png | ||
|image2=MB_H_Roa_623B.png | |||
|image3=MB_H_Roa_623C.png | |||
|caption= | |caption= | ||
|name=Rising | |name=Rising Thunder <br>(EX: Rising Thunder Praise) | ||
|linkname=623X | |linkname=623X | ||
|input=623A/B/C | |input=623A/B/C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage=500, 1500 (1351) | ||
|reddamage= | |reddamage=(1059) | ||
|proration= | |proration=100% | ||
|circuit= | |circuit=3.0%, 10.0% (13.0%) | ||
|cancel= | |cancel=-EX- | ||
|guard= | |guard=LH | ||
|startup= | |startup=4 | ||
|active= | |active={{Tooltip | text=7| hovertext=4, 3}} | ||
|recovery= | |recovery=42 | ||
|frameAdv= | |frameAdv=-31, -27 | ||
|invuln= | |invuln= | ||
|description=*Typical DP that's on the weak side but still useful as a reversal. | |description=*Typical DP that's on the weak side but still useful as a reversal. | ||
Air unblockable, but no invulnerability. Air version is fully air blockable but can still be used as an anti air after setting orbs to catch an air dashing opponent off guard. | Air unblockable, but no invulnerability. Air version is fully air blockable but can still be used as an anti air after setting orbs to catch an air dashing opponent off guard. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=B | |version=B | ||
|damage= | |damage=500*3, 1000 (2133) | ||
|reddamage= | |reddamage=(1671) | ||
|proration= | |proration=100% | ||
|circuit= | |circuit=3.0%*3, 10.0% (19.0%) | ||
|cancel= | |cancel= | ||
|guard= | |guard=LH (1), LHA (2-4) | ||
|startup= | |startup=3 | ||
|active= | |active={{Tooltip | text=12| hovertext=4, 4, 2, 2}} | ||
|recovery= | |recovery=46 | ||
|frameAdv= | |frameAdv=-40, -36,<br>-32, -30 | ||
|invuln= | |invuln=Full 1-5 | ||
|description=A true DP with invulnerability. Not as good as an anti air since it’s only 2 frames air unblockable but can be effective in certain situations. | |description=A true DP with invulnerability. Not as good as an anti air since it’s only 2 frames air unblockable but can be effective in certain situations. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=EX | |version=EX | ||
|damage= | |damage=400*6, 1000 (2706) | ||
|reddamage= | |reddamage=(2023) | ||
|proration= | |proration=100% | ||
|circuit= | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard= | |guard=LH | ||
|startup= | |startup=2+0 | ||
|active= | |active={{Tooltip | text=25| hovertext=4 x5, 2, 3}} | ||
|recovery= | |recovery=44 | ||
|frameAdv= | |frameAdv=-58 (min) | ||
|invuln= | |invuln=Full 1-4 | ||
|description=Fully air unblockable and each hit must be shielded individually and wall slams on hit. Air version is air blockable but still has invulnerability. Mostly situational as most of the time it’s not worth the meter. | |description=Fully air unblockable and each hit must be shielded individually and wall slams on hit. Air version is air blockable but still has invulnerability. Mostly situational as most of the time it’s not worth the meter. | ||
}} | }} | ||
Line 388: | Line 767: | ||
===== <span class="invisible-header">214X</span> ===== | ===== <span class="invisible-header">214X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C_Roa_214X.png | ||
|caption= | |image2=MB_C_Roa_214X!.png | ||
|caption=BE Orbs appear with a larger outline. | |||
|name=Numerology - Nest of Snakes | |name=Numerology - Nest of Snakes | ||
|linkname=214X | |linkname=214X | ||
|input=214A/B/C ( | |input=214A/B/C (Hold OK)<br>(~214A/B/C) | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 402: | Line 782: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=11 | ||
|active= | |active={{Tooltip | text=1| hovertext=Orb is summoned at this frame.}} | ||
|recovery= | |recovery=18 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
Line 410: | Line 790: | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=214[X] | |version=214[X] | ||
|damage= | |damage= | ||
Line 418: | Line 797: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=20 | ||
|active= | |active={{Tooltip | text=1| hovertext=Orb is summoned at this frame.}} | ||
|recovery= | |recovery=14 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=The reason you play C-Roa. If his orbs were their own characters they would be better than most of the cast. | |description= | ||
}} | |||
{{AttackData-MB | |||
|version=~214X(!) | |||
|damage=1000 | |||
|reddamage=784 | |||
|proration=70% (O) | |||
|circuit=10.0% | |||
|cancel= | |||
|guard=LH {{Tooltip | text=(/ LHA)| hovertext=Aerial uncharged orb detonation.}} | |||
|startup=16 | |||
|active=6 | |||
|recovery=4 | |||
|frameAdv=18 | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=~214[X](!) | |||
|damage=500*5 (1630) | |||
|reddamage=(1279) | |||
|proration=70% (O) | |||
|circuit=5.0%*5 (25.0%) | |||
|cancel= | |||
|guard=LH | |||
|startup=16 | |||
|active={{Tooltip | text=10| hovertext=2 x5}} | |||
|recovery=0 | |||
|frameAdv=26 | |||
|invuln= | |||
|description=* The reason you play C-Roa. If his orbs were their own characters they would be better than most of the cast. For notation, 214X(!) means a specific orb is detonated, and 214[X](!) only means that the detonated orb was set as a Blowback Edge one beforehand instead of the detonation input itself being held. The only difference in frame data between detonating a ground or air orb on the ground, is that uncharged air orbs are still air blockable. | |||
Effectively a swiss army knife of a move as it can allow you to switch between zoning and pressuring freely as well as serving as an effective anti-air due to the fact it is extremely active and will trade with almost any jump in and allows you to confirm afterwards.<br> | Effectively a swiss army knife of a move as it can allow you to switch between zoning and pressuring freely as well as serving as an effective anti-air due to the fact it is extremely active and will trade with almost any jump in and allows you to confirm afterwards.<br> | ||
With a normal orb being +18 on block and the blowback version being a whopping +26 means that blocking one can result in almost inescapable pressure when combined with rebeat pressure and his ability to cancel his specials into other specials.<br> | |||
With a normal orb being + | |||
Although this move is extremely powerful it does have few although hard to exploit weaknesses that should be noted. The start up is rather slow on the blow back version so if an opponent has a fullscreen attack such as a fast projectile or can position themselves to bait Roa into setting an orb they can punish accordingly. Some notable ways to do this are C-Ciel and H-Roa 236C, Nero and Wara airdash j.C, and H-Ryougi's knife throw. | Although this move is extremely powerful it does have few although hard to exploit weaknesses that should be noted. The start up is rather slow on the blow back version so if an opponent has a fullscreen attack such as a fast projectile or can position themselves to bait Roa into setting an orb they can punish accordingly. Some notable ways to do this are C-Ciel and H-Roa 236C, Nero and Wara airdash j.C, and H-Ryougi's knife throw. | ||
}} | }} | ||
Line 434: | Line 843: | ||
===== <span class="invisible-header">22X</span> ===== | ===== <span class="invisible-header">22X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C_Roa_22AB.png | ||
|caption= | |image2=MB_C_Roa_22C.png | ||
|name=Numerology - | |caption=A/B | ||
|caption2=C | |||
|name=Numerology - Thunder Isolation | |||
|linkname=22X | |linkname=22X | ||
|input=22A/B/C | |input=22A/[A]/B/C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A (Min) | ||
|damage= | |damage= | ||
|reddamage= | |reddamage= | ||
Line 448: | Line 859: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=6 | ||
|active= | |active={{Tooltip | text=1| hovertext=1 Charge is added on this frame.
If held, adds 1 charge on the 32th frame of this move, then another one every 32 frames afterwards.}} | ||
|recovery= | |recovery=14 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=*Charges up a lightning bolt, or releases it. If the charge would go over 9, it's treated as 22C instead (i.e. doesn't add charges, just releases lightning).<br> | |description=*Charges up a lightning bolt, or releases it. If the charge would go over 9, it's treated as 22C instead (i.e. doesn't add charges, just releases lightning).<br> | ||
Charges up +1. | |||
Charges up +1. Can be held to continue charging, giving an additional charge every 32 frames this move is held in total. | |||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
Line 464: | Line 876: | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup=7 | ||
|active= | |active={{Tooltip | text=1| hovertext=3 Charges are added on this frame.}} | ||
|recovery= | |recovery=28 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
Line 472: | Line 884: | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=C | |version=C<br>0 ~ Best | ||
|damage= | |damage=1000 ~ {{Tooltip | text=3500| hovertext=9 hidden charges.}} | ||
|reddamage= | |reddamage=686 ~ {{Tooltip | text=2705| hovertext=9 hidden charges.}} | ||
|proration= | |proration=50% (O) | ||
|circuit= | |circuit=10.0% ~ {{Tooltip | text=30.0%| hovertext=9 hidden charges.}} | ||
|cancel= | |cancel= | ||
|guard= | |guard=LHA ~ {{Tooltip | text=LH| hovertext=At least 6+ hidden charges.}} | ||
|startup= | |startup=15 ~ {{Tooltip | text=13| hovertext=At least 5+ hidden charges.}} | ||
|active= | |active=2 | ||
|recovery= | |recovery=18 ~ {{Tooltip | text=8| hovertext=7-9 visible charges, less than 5 hidden charges.}} | ||
|frameAdv= | |frameAdv=2 ~ {{Tooltip | text=18| hovertext=7-9 visible charges, less than 5 hidden charges.}} | ||
|invuln= | |invuln= | ||
|description=Releases the lightning in front of you, expending all charges. | |description=Releases the lightning in front of you, expending all charges. | ||
----- | |||
<div style="text-align: center; font-size:120%">'''Details'''</div> | |||
< | |||
There are actually two counters for charges: visible and hidden. | There are actually two counters for charges: visible and hidden. | ||
Line 509: | Line 918: | ||
* At 9, it has a larger (4/3x) hitbox. This even applies to the Circuit Break bolt. | * At 9, it has a larger (4/3x) hitbox. This even applies to the Circuit Break bolt. | ||
{ | {{{!}} class="wikitable" style="margin: auto;" width="50%" | ||
{{!}}+ Damage, frame advantage by charges | |||
! rowspan="3" | ! rowspan="3"{{!}} Visible<br>charges | ||
{{!}}- | |||
! colspan="4" | ! colspan="4"{{!}} 22B count | ||
! rowspan="2" | ! rowspan="2"{{!}} Notes | ||
{{!}}- | |||
! 0 | ! 0 {{!}}{{!}} 1 {{!}}{{!}} 2 {{!}}{{!}} 3 | ||
{{!}}- | |||
{{!}} 0 {{!}}{{!}} 1000, +2 {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 1 {{!}}{{!}} 1300, +14 {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 2 {{!}}{{!}} 1500, +14 {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 3 {{!}}{{!}} 1700, +14 {{!}}{{!}} 1200, +14 {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 4 {{!}}{{!}} 2000, +16 {{!}}{{!}} 1500, +16 {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 5 {{!}}{{!}} 2200, +14 {{!}}{{!}} 1700, +16 {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 6 {{!}}{{!}} '''2000, +15''' {{!}}{{!}} '''1500, +17''' {{!}}{{!}} '''1200, +17''' {{!}}{{!}} - {{!}}{{!}} Circuit Break | |||
{{!}}- | |||
{{!}} 7 {{!}}{{!}} 2800, +16 {{!}}{{!}} 2200, +16 {{!}}{{!}} 1700, +18 {{!}}{{!}} - {{!}}{{!}} | |||
{{!}}- | |||
{{!}} 8 {{!}}{{!}} 3100, +16 {{!}}{{!}} 2600, +16 {{!}}{{!}} 2000, +18 {{!}}{{!}} - {{!}}{{!}} | |||
|- | {{!}}- | ||
| | {{!}} 9 {{!}}{{!}} 3500, +16 {{!}}{{!}} 2800, +16 {{!}}{{!}} 2200, +16 {{!}}{{!}} 1700, +18 {{!}}{{!}} | ||
|} | {{!}}} | ||
|} | }} | ||
}} | |||
==== Aerial Specials ==== | |||
===== <span class="invisible-header">j.623X</span> ===== | |||
{{MoveData | |||
|image=MB_H_Roa_623A.png | |||
|image2=MB_H_Roa_623C.png | |||
|caption=A/B | |||
|caption2=EX | |||
|name=Rising Thunder (Air)<br>(EX: Rising Thunder Praise) | |||
|linkname=j.623X | |||
|input=j.623A/B/C | |||
|data= | |||
{{AttackData-MB | |||
|version=A | |||
|damage=500, 1500 (1351) | |||
|reddamage=(1059) | |||
|proration=100% | |||
|circuit=3.0%, 10.0% (13.0%) | |||
|cancel=-EX- | |||
|guard=LHA | |||
|startup=4 | |||
|active={{Tooltip | text=7| hovertext=4, 3}} | |||
|recovery={{Tooltip | text=6| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=* Aerial version of Roa's DP. All versions are air blockable. | |||
Despite being air blockable, it can still be used as an anti air after setting orbs to catch an air dashing opponent off guard. | |||
}} | |||
{{AttackData-MB | |||
|version=B | |||
|damage=300*3, 1000 (1599) | |||
|reddamage=(1278) | |||
|proration=100% | |||
|circuit=3.0%*3, 10.0% (19.0%) | |||
|cancel= | |||
|guard=LHA | |||
|startup=4 | |||
|active={{Tooltip | text=12| hovertext=4, 4, 2, 2}} | |||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=Higher reach, but no invincibility. | |||
}} | |||
{{AttackData-MB | |||
|version=EX | |||
|damage=350*6, 1000 (2456) | |||
|reddamage=(1778) | |||
|proration=100% | |||
|circuit=-100.0% | |||
|cancel= | |||
|guard=LHA | |||
|startup=3+1 | |||
|active={{Tooltip | text=25| hovertext=4 x5, 2, 3}} | |||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |||
|frameAdv= | |||
|invuln=Full 1-6 | |||
|description=Air version is air blockable but still has invulnerability. Mostly situational as most of the time it’s not worth the meter. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">214X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C_Roa_j.214X.png | ||
|image2=MB_C_Roa_j.214X!.png | |||
|caption= | |caption= | ||
|name= | |name=Numerology - Nest of Snakes (Air) | ||
|linkname= | |linkname=214X | ||
|input= | |input=j.214A/B/C (Hold OK)<br>(~j.214A/B/C) | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=j.214X | |||
|damage= | |damage= | ||
|reddamage= | |reddamage= | ||
|proration= | |proration= | ||
|circuit= | |circuit= | ||
|cancel= | |cancel=-J- | ||
|guard= | |guard= | ||
|startup= | |startup=8 | ||
|active= | |active={{Tooltip | text=1| hovertext=Orb is summoned at this frame.}} | ||
|recovery= | |recovery={{Tooltip | text=11| hovertext=Until jump cancel.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description= | ||
}} | |||
{{AttackData-MB | |||
|version=j.214[X] | |||
|damage= | |||
|reddamage= | |||
|proration= | |||
|circuit= | |||
|cancel=-SP-, -EX-, -J- | |||
|guard= | |||
|startup=17 | |||
|active={{Tooltip | text=1| hovertext=Orb is summoned at this frame.}} | |||
|recovery={{Tooltip | text=11| hovertext=Until jump cancel.}} | |||
|frameAdv= | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|version=~j.214X(!) | |||
|damage=1000 | |||
|reddamage=784 | |||
|proration=70% (O) | |||
|circuit=10.0% | |||
|cancel=-J- | |||
|guard=LHA {{Tooltip | text=(/ LH)| hovertext=Grounded uncharged orb detonation.}} | |||
|startup=12 | |||
|active=6 | |||
|recovery={{Tooltip | text=3| hovertext=Until jump cancel.}} | |||
|frameAdv= | |||
|invuln= | |||
|description= | |||
}} | |||
{{AttackData-MB | |||
|header=no | |||
|version=~j.214[X](!) | |||
|damage=500*5 (1630) | |||
|reddamage=(1279) | |||
|proration=70% (O) | |||
|circuit=5.0%*5 (25.0%) | |||
|cancel= | |||
|guard=LH | |||
|startup=12 | |||
|active=X {{Tooltip | text=(10)| hovertext=2 x5}} | |||
|recovery={{Tooltip | text=9| hovertext=Until jump cancel.}} | |||
|frameAdv= | |||
|invuln= | |||
|description=* Data on C-Roa's air orbs. For notation, j.214X(!) means a specific orb is detonated, and j.214[X](!) only means that the detonated orb was set as a Blowback Edge one beforehand instead of the detonation input itself being held. | |||
The ability to cancel a blowback edge air orb set into shield, jump and DP means you can almost always stay safe after a successful orb set.<br> | |||
They almost go fullscreen and become air unblockable when blowback edged meaning once you get an orb out the opponent is taking a huge risk when approaching you in any way as getting hit by an orb means eating a combo into more orbs being set up.<br> | |||
}} | |||
}} | |||
=== Arc Drive === | |||
{{MoveData | |||
|image=MBHRoaAD.png | |||
|caption= | |||
|name=Heavenly Crashing Thunder | |||
|linkname=Arc Drive | |||
|input=41236C during MAX/Heat | |||
|data= | |||
{{AttackData-MB | |||
|damage=7000 (3080) | |||
|reddamage=(2182) | |||
|proration=50% (O) | |||
|circuit=removes all | |||
|cancel= | |||
|guard=LH | |||
|startup=7+5 | |||
|active=2 | |||
|recovery=38 | |||
|frameAdv=-15 | |||
|invuln=Full 7-8, 13-14 | |||
|description=An almost fullscreen horizontal lightning strike which goes into a cutscene on hit. Untechable knockdown. | |||
}} | }} | ||
}} | }} | ||
Line 567: | Line 1,112: | ||
=== Another Arc Drive === | === Another Arc Drive === | ||
{{MoveData | {{MoveData | ||
|image= | |image=MBHRoaAD.png | ||
|caption= | |caption= | ||
|name= | |name=Heavenly Crashing Thunder | ||
|linkname=Another Arc Drive | |linkname=Another Arc Drive | ||
|input= | |input=41236C during Blood Heat | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |damage=8000 (3520) | ||
|reddamage= | |reddamage=(2380) | ||
|proration= | |proration=50% (O) | ||
|circuit= | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard= | |guard=LH | ||
|startup= | |startup=6+5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=38 | ||
|frameAdv= | |frameAdv=-15 | ||
|invuln= | |invuln=Full 6-7, 12-13 | ||
|description= | |description=Functions the same as Arc Drive, with more damage added. Untechable knockdown that can be hit OTG. | ||
}} | }} | ||
}} | }} | ||
Line 591: | Line 1,136: | ||
=== Last Arc === | === Last Arc === | ||
{{MoveData | {{MoveData | ||
|image= | |image=MB_C_Roa_LA.png | ||
|caption= | |caption= | ||
|name= | |name=Hollow Course - Seventeen Reincarnations | ||
|linkname=Last Arc | |linkname=Last Arc | ||
|input= | |input=Grounded EX Shield during Blood Heat | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage= | |damage=5000 | ||
|reddamage= | |reddamage=3920 | ||
|proration= | |proration=N/A | ||
|circuit= | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard= | |guard=U | ||
|startup= | |startup=3 | ||
|active= | |active=1+1 | ||
|recovery= | |recovery=40 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln=Full | ||
|description= | |description=Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left. | ||
}} | }} | ||
}} | }} |
Revision as of 06:48, 2 March 2021
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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Additional resources
C-Roa Match Video Database
Melty Bits: C-Roa
Players to watch
JP:
NA:
Overview
Strengths |
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Weaknesses |
|
C-Roa is considered one of the strongest characters in Current Code right below F-Hime. Sporting some of the most powerful special moves in the game, including his infamous orbs which have incredibly fast start up, air unblockable when blowback edged (similar to increasing a move in UNIST), can be confirmed at most ranges, and grant massive frame advantage 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 and are pretty difficult so be ready to spend a lot of time in training mode.
General Gameplan
C-Roa is known for being an extremely oppressive character by those who are familiar with Melty. His fast dashes coupled with the ability to cancel his specials and obtaining massive frame advantage grant him not only one of the strongest pressures in the game, but also an infinite skill ceiling. It’s not wrong to highlight the fact that it’s up to the player whether C-Roa is a top tier or not, it all boils down to the dedication put forth by anyone who picks him.
His game plan consists of finding space to set his orbs in an efficient and safe way, so the Roa player doesn’t suffer any risks, and gathers neutral advantage. For that, you’ll have to be extremely cautious with your movement, as spacing determines whether your opponent will be able to close the gap between you both and score a counter hit during your orb setups. The same thought process can also apply to 22A, which is not only your go to cancel, but a great way to build more and more damage as the match progresses and will have its properties explained in a while. Your short normals make it hard to play matchups like Len and Wara, who can easily invade your space, either due catwalk in Len’s case, or the sheer speed and huge normals that Wara possesses, all requiring extra cautiousness from the player. In contrast to what the majority thinks, C-Roa isn’t unbeatable. A badly timed orb detonation, poor defense, or simple lack of patience to make his setups can surely put you in a tight spot against aggressive players and cost you the match. Also, it is extremely important C-Roa to save some meter for 236C, as it grants you a free corner carry on hit.
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
Great part of C-Roa's neutral revolves around placing his orbs (214X / j.214X), and being able to vary their detonation timings, for that you will have to find ways to score counter hits using his normals such as 5A, 2A, 2B, 5B (a detail about his B normals: they can punish backdash attempts) and j.A. You can place orbs vertically and horizontally, and depending on your gameplan and the matchup, you can end up using one more than the other. Something crucial when playing C-Roa is knowing that charged orbs are air unblockable, deal more damage, and also have amplified range.
Regarding orb usage: vertical orbs are usually set uncharged as they have quicker startup, and significantly faster recovery compared to horizontal 214X and are mainly used in the lighting loops. As for horizontal orbs, you’ll seek to place their charged version, since they possess the advantages mentioned in the above paragraph. Seek to place charged orbs whenever there’s enough space between you and your opponent, or safely after a hard knockdown. You can also stop them from contesting your orb setups by instantly detonating one for them with 214[A] > 214[B] > 214[A](!).
The real problem is, contrary to the belief that C-Roa is unbeatable in neutral, having room for all of that. As said before: being patient with C-Roa can be game changing for anyone learning him.
Pressure
C-Roa's pressure is powerful because he can use a lot of resources to stop the opponent from trying to escape his pressure while gaining a lot of Magic Circuit in the process. It consists on using specials like 236A, 22C, 236B (sometimes), and his 5A > 5B > 2B > 2C > 5C(1) coupled to Rebeat.
The basic way to apply pressure is to simply do 2A > 2B > 5B > 5C > 236A > 22C or 22A, C-Roa is the only character in the game able to cancel specials into specials, for that reason you have more freedom when applying pressure. 236A is a great tool for this, due to its speed and leaving you plus when cancelled in 22C or 22A. Usually 236A is used after a string with normals. 2A can be used like an starter, but it is not your only one, you can start pressuring with of your any normals. 22C is mostly used when the opponent is already in the corner, because it gives you total advantage in addition to catching any escape attempts. From there, 2A will normally be used to keep pressuring.
You can implement the use of regular orbs in the pressure as well if you place them safely, for example: (Blockstring) > 236A > 214X > 22C. This 236A give you time to set one orb and hit the opponent with 22C. After that, just restart the pressure having an orb to activate freely. t is not recommended to place charged orbs in the pressure, since it's slower than a regular one, placing you in a dangerous situation.
Your 236B is a more slower and has less damaging version or your 236A and cancels only into 22A or 22C, it is only used in the loaded version, or as a form of frametrap to capture button attempts in some cases. You can also use 236[A] > 236[B] to push your opponent to the corner or even delay them as a trap to catch mashes, but don't use it too much, as shielding wins agaisnt this. Horizontal charged orbs, if set in advance, can also be used in pressure as they last for 15 seconds until they disappear and, thanks to them, your opponent will usually be afraid to press any buttons at all.
Using IAD is also a good way to start the pressure. Knowing what do to in a given situation comes with experiece
Pressure/Okizeme
Well, the okizeme of C-Roa is a good okizeme since it has the chance to be able to define horizontal charged orbs always after a hard knockdown, that's usually what you want, you can also do something like 2AA > 236C, 2C > (3x Orb Set) after the hard knockdown.
After a hard knock down with 22C, a charged orb is usually set, since not all characters have the same wakeup time and not even the same hurtbox, the safest way is always to put one and thus keep the pressure, you will only want to use, all three orbs after a setup with 2C. For example: After 236C you can do this, or in a more advanced way: 2AA > 2B > 5C(1) > 2C > 214[A] > 22C > 214[A](!) > 2C and place three TK j.214X, this type of setup is not 100% functional in all characters and 236C remais the most practical way to do this.
You can also try an okizeme with IAD and meaty, because you can do the cancel of vertical orb set to 22A, and try to use a meaty or delay, vertical loaded orbs are also a good fit for okizeme, for example after 236C, 2C > 6C > 22C, you can do 214[X] > 22A, this will make recovery after setting the charged orb faster, giving you time to try an iad, meaty, a delay blow or even detonate the orb.
Advanced Techniques
still under construction.
Defense
Combos
Combo Notation Help | |
---|---|
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. |
Enders
- Airthrow (4123)
- j.623B (4211)
- j.623A > j.623C (4517)
Normal Combos
Metered Combos
Advanced Combos
Special notations:
- 214X(!): Detonate orb.
- 22C(x): x number of 22A charges in gauge.
- VS Ryougi you have to use A orbs instead of B orbs in lightning loops.
WIP
- 214C 22A 5B
- 214[C] 22A 2A
- TK214[X]
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). |
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 with a larger outline. BE Orbs appear with a larger outline.
|
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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
A/B A/B EX EX
|
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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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