Melty Blood/MBTL/Michael Roa Valdamjong
Story
A vampire known as the "Serpent of Akasha" or the "Infinite Reincarnator." Former priest of the Holy Church. He can manipulate information and electricity at will. The story of Roa appearing in Souya that came to him predicts the possibilities he might have had following a chance encounter with Arcueid and Shiki.
Gameplay
Roa excels at controlling the midrange with 214X lightning bolts and pressuring opponents up close with his strong rebeats.
The primary villain of original Tsukihime novel, Roa constantly frustrate opponents with fast and ambiguious normal and special attacks. Up close, many of his command normals has follow-up attacks to hit unsuspecting players with. From mid-screen, he has the choices of Thunderclap (236X) cross-up dash attacks and ranged hit-scan Thunder Needle (214X) series that can strike almost instantly from either ground level or from above, keeping the opponent under heavy pressure even from far away.
Despite his advantage, Roa's mix-up is mostly limited to strike/ stagger/ throw game. And his tools for dealing with air approach are unusually underwhelming; his airborne normal and go-to anti-air attacks have poor coverage. He wants to constantly win mind games and dominate neutral from the ground, requiring the player to get in their opponent's head as much as learning how to stay tricky with their own kit.
Strengths | Weaknesses |
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Character Summary
- Moon Skills
- 6B+C - Thunderclap
- 3B+C - Rising Lightning
- 4B+C - Thunder Needle
- j.6B+C - Brilliant Demon Strike
- Special Attacks
- 236A/B/C (EX OK) - Thunderclap
- 623A/B/C (EX OK) - Rising Lightning
- 214A - Thunder Needle
- > A/B/C - Timeless Thunder Needle
- 214B/C (EX OK) - Timeless Thunder Needle
- > A/B/C - Thunder Needle
- j.236A/B/C (EX OK) - Brilliant Demon Strike
- Arc Drive
- 236B+C - Celestial Strike
- Last Arc
- A+B+C+D / D in Blood Heat - Seventeenth Transmigration
- Unique Attacks
- 6C>C, 3C, 2C>2C
- Blowback Edge Moves
- 236[B], 214[B]
HP Value: 11,700
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 36
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | -N-, -SE-, -SP-, -RB-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
- Is now a low!
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
- A good option for reverse beat pressure due to its short recovery.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 17 | 28 | -5 | - |
- Standard mid poke. One of Roa's furthest-reaching normals. Note that it can be difficult to combo from this at max range.
- Surprisingly disjointed.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*2 (806) | LH, LH | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 (11) 3 | 19 | 45 | -5 | - |
- A two-hit attack that moves Roa forward a fair bit.
- Despite appearances, does not hit high enough to effectively anti-air in most scenarios, and it primarily sees use as combo filler.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | L | N, -SE-, -SP-, RB, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
- Identical frame data to 5A. Is a low at the cost of less damage.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | N, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 5 | 17 | 28 | -7 | - |
- A low poke with better reach than 2A.
- The fast start-up makes this a good choice for close-range scrambles.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | L | N, CH, SP, RB, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 11 | 14 | 33 | -8 | - |
- An advancing low attack with a ton of active frames, a staple in most of Roa's combos and a decent poke in neutral.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
- Can be jump and air dash cancelled on whiff, making it Roa's least committal air normal.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | until landing | - | - | - |
- An upwards kick that hits below, in front of, and above Roa.
- A great option for attacking opponents above you during air-to-air engagements.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | N, SP, RB, EX, MD, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | until landing | - | - | - |
- Roa's furthest-reaching air normal, as well as his most active, making it a good jump-in attack.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 22 | 35 | -9 | Air 5-13 |
- Roa's launcher.
- Invulnerable to air attacks starting from frame 5.
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
390*2 (744) | LHA | CH, SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 26 | 45 | -8 | - |
- Roa leaps forward to swipe at the opponent. Mostly used in combos, but can be used to extend blockstrings. Cancelable both while airborne and on landing.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
460 | LA | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 31 | 40 | -18 | - |
- Followup sweep. Must input before landing from 6C, cannot frame trap from it. Also mostly used as combo filler.
2C~2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | N, SP, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | 23 | 38 | -9 | - |
- This is mainly useful for combos. Allows you to often convert into 236B midscreen and 214[B] in the corner. You can use this to perform some rebeats due to pushback but that will make the rebeat fairly telegraphed.
J.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
390*2 (748) | HA | SP, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 3 | until landing | - | - | - |
- Roa performs a standalone version of his dp follow-up.
- Useful for air conversions, can continue the combo on the ground
Universal Mechanics
Rapid Beat 2
Rapid Beat 3
- Same animation as 3C
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +39 | - |
- Can safejump afterwards with w5A j9C
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 12 | - | - | - |
- Universal air combo ender.
- If you still have your jump and air dash, you can jump cancel the recovery and air dash towards your opponent to meaty them with a falling air normal. This can potentially be a safejump, but the timing is finnicky.
Special Moves
Thunderclap
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 8 | 26 | 43 | -7 ~ 0 | - |
- Moves roughly halfway across the screen in the blink of an eye.
- Combo tool which will almost always switch sides unless you are in the corner. Not good for blockstrings due to it being unsafe but can be made safer at range.
- Can be used in neutral to get your turn by cancelling into either Moon Drive or 214C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 8 | 21 | 48 | -2 ~ +5 | - |
- Fantastic combo tool which is great at pushing the opponent towards the corner after 2CC but also has the flexibility of switching sides.
- Safe on block and becomes plus at distance, however the distance required is too far to reset from a blockstring.
- Amazing for okizeme after a low altitude AT or 236C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 34 | - | - |
- A fake-out that can be used to reset pressure if your opponent is being cautious.
- Not terribly practical due to the long total duration.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170, 102*19 (2108) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+10 | 80 | 44 | - | -25 | All 1 - recovery |
- Good damage and provides a hard knockdown.
- Hits full screen making this an excellent whiff punish tool.
- Can be used to blow up any projectile in the game on reaction, forcing the opponent to be very careful when trying to throw out buttons against a Roa with meter.
- Allows for an OTG combo afterwards, at the cost of losing the hard knockdown.
Rising Lightning
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*3 (1200) | LH | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 11 | 33 | 49 | -19 | - |
- A rising attack with no invincibilty, but the potential to clash with aerial attacks and punish with the later hits.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
340*4, 450 (1544) | LH | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 14 | 39 | 58 | -30 | 1-13 All |
- Fully invincible from frame 1. Roa's go-to reversal.
- Can be cancelled into j.236C before the fifth hit, letting you convert into a full combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*6, 600 (2010) | LH | (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 22 | 36 | 62 | -35 | 1-16 All |
- Faster than the B version while retaining full invincibility.
- Gives hard knockdown on hit.
Timeless Thunder Needle
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | 24 | 38 | -4 | - |
- A horizontal lightning strike with great reach, making it a good tool for harassing the opponent at range in neutral.
- Can be cancelled into 214A~X even on whiff.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 28 | 41 | -8 | - |
- Performs the B version as a follow-up, letting you easily confirm the hit on reaction.
- Can whiff if the 214A hit from far away.
- Whiffs against opponents guarding up close.
- Also serves as an extra layer of safety for Roa, as it can potentially anti-air people jumping over 214A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -CH-, -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 3 | 25 | 43 | -5 | - |
- A diagonal lightning strike with the potential to anti-air, but doing so on reaction is tricky at best.
- Can be cancelled into 214B~X even on whiff.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 25 | 40 | -6 | - |
- Performs the A version as a follow-up to the B version.
- Mainly combo filler.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*3 (1185) | LHA | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 3 (1) 3 (1) 3 | 20 | 55 | -2 ~ +2 | - |
- Releases multiple pillars of diagonal lightning.
- A good tool for controlling space due to the long active frames, but it can be easily shielded on reaction if done predictably.
- As of the new patch, this move can also been done by 214A -> [A].
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440*8 (2105) | LHA | MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 4(3)*8 | - | 33 | +15 ~ +51 | - |
- Similar to 214B, but now releases multiple lightning strikes in quick succession.
- Very advantageous on block, letting you keep up your pressure if your initial string didn't pan out, or letting you quickly and safely get in if cancelled into from a 236A or 6B+C.
- Gives a full combo on hit, and can be used to tack on extra damage before using your Arc Drive if done at the end of a combo.
- Also useful for some guard break set-ups, as while the opponent is stuck blocking it in the air, Roa can hit them with an air-unblockable move for free.
Brilliant Demon Strike
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | -EX-, -MD-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 6 | 15L | - | -7 (TK) ~ -2 (lowest) | - |
- Roa surrounds himself with lightning, hitting both in front of and behind him.
- Can be jump cancelled even on whiff.
- Good for tacking on extra damage during air combos.
- If done at a lower point (i.e. from instant air dash jC > jB), Roa becomes -3 on block. If done 1 frame before landing, it is -2.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*4 (1179) | LHA | -EX-, -MD-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | 14 | 15L | - | +2 (TK) ~ +7 (lowest) | - |
- Functions exactly like the A version, but is slower in exchange for being more powerful.
- Much more limited usage in combos, but can potentially be plus on block if done low enough to the ground, including after 6C.
- If done at a lower point (i.e. from instant air dash jC > jB), Roa becomes +6 on block. If done 1 frame before landing, it is +7.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4, 600 (1868) | LHA | -MD-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 14 | 15L | - | +2 (TK) ~ +7 (lowest) | - |
- Sends the opponent to the ground, allowing for follow-ups if Roa is close enough.
- A great tool for converting air hits into stronger combos, or just for adding more damage to secure the kill at the end of a combo.
- Only gives hard knockdown during short combos. Longer ones will cause it to allow the opponent to recover as soon as they touch the ground.
- Just like the B version, the move can go up to +7 on block if done low enough.
Moon Skills
Thunderclap
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*3 (1473) | LH | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 9 | 21 | 41 | -6 ~ 0 | Clash 1-10 (MD) |
- A launcher that reaches about 75% of the screen and gives a full combo on hit.
- Faster and further reaching than 236B.
- The block data on this is variable which can make it safer at range
Rising Lightning
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
340*4 (1216) | LHA | EX, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 14 | 25 | 45 | - | Clash 1-5 (MD) |
- Does not have invincibility, but gains clash frames from frame 1 during Moon Drive, making it a solid reversal option.
- Can be jump cancelled even on whiff, making it extraordinarily safe and letting you convert into a combo on hit.
Timeless Thunder Needle
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*3 (1309) | LHA | EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 4 | 26 | 47 | -3 | Clash 1-11 (MD) |
- A three-pronged lightning strike with amazing reach and great reward on hit.
- Amazing neutral tool due to the large amount of space it covers. The vertical hitbox gets bigger the further away from Roa it gets.
- Completely safe on block, and you can convert into a combo with meter fairly easily. This move will also combo in the corner without meter depending on how your opponent gets hit.
Brilliant Demon Strike
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4 (1394) | LHA | EX, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 14 | 15L | - | +2 (TK) ~ +7 (lowest) | - |
- Faster than the B version while dealing more damage.
- Can be used to squeeze out a bit more damage at the end of combos, but its use is very situational.
- Just like the B version, it can go up to +7 on block if done low enough.
Super Moves
Celestial Strike
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+9 | 3 | 29 | 42 | -15 | 1-12 All |
- Very fast and hits full screen, combos into from any of Roa's grounded combo enders.
- Potentially useful as a full screen punish, but is only marginally better than 236C in this regard.
Seventeenth Transmigration
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 50 | -14 | 1-25 All |
- Uses 3C's animation if done manually.
- Relatively easy to combo into with Moon Drive, but 214C into 236B+C is generally a more practical and powerful ender.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Michael Roa Valdamjong Wiki Roadmap
58% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
All images and move descriptions added. Most framedata done |
Update descriptions and add missing framedata. Add updated hurtboxes for j.236X |
23/25 | |
Strategy |
Has partially complete oki section, and outdated rough strategy page |
Needs more robust general strategy write up, fill holes of oki section |
15/25 |
Combos |
Most post 1.3.1 patch combos added |
Either remove old routes, or specify new optimal routes over old ones. 623C route needed |
20/25 |
Matchups |
None |
Everything |
0/25 |