Additional Resources
F-Roa Match Video Database
Melty Bits: F-Roa
F-Roa Basics by TexasTim
F-Roa Sandori Okizeme by Irysa
Notable Players
Name |
Color
|
Region |
Common Venues |
Status |
Details
|
anjin |
|
Japan |
A-cho |
Inactive |
A player with a tendency to go for more stylish options, often going for tech trap combos.
|
nouburu |
|
Japan |
A-cho |
Inactive |
A solid F-Roa player who makes smart use of his buttons and mobility to keep the opponent locked down.
|
Overview
Playstyle
F-Roa is a basic character with a fairly balanced toolkit. |
Pros |
Cons |
- Agile: His dash and airdashes are very quick, allowing you to reposition yourself the way you'd like in a flash. His dash IAD, notably, can go nearly full screen in less than a second if done right.
- BIG Hitter: His okizeme BNB deals a good amount of damage, and his damage BNB paired with a jump in can get very close to 6k. Using Arc Drive in his combos will lead to even more absurd damage. Two to three mixups is more than enough to get a round off a large portion of the cast.
- Mixup Potential: Everytime he gets a knockdown he can set up a mixup situation, either from a sandoori situation in the midscreen, or a safejump with a lot of branching mixup paths in the corner. Refer to TexasTim and Irysa's guide
- Straightforward: He has a simple gameplan, simple specials, simple plus frame normals, simple pressure, simple okizeme, simple execution combos, etc. Learn F-Roa's most optimal techs in 30 minutes or your money back, guaranteed.
|
- Linear Pressure: You're gonna be struggling a little bit to open up an enemy if they respect you. F-Roa lacks the ways to mixup an opponent that is blocking low, as he lacks a grounded overhead or a jump cancellable on block normal. Get used to throwing if your frametraps and staggers aren't opening them up.
- Straightforward to a Fault: Being a very simple character, it can be hard to be unpredictable or have a varied gameplan.
- High Startup on Dash: Although his dash is fast once it gets going, the high startup on it makes it difficult to make quick adjustments to positioning.
|
General Gameplan
F-Roa is a basic character with basic tools. It's both a boon and a bane. It's easy for a decent player to perform well with him, but he only has so many tools to work with and can be easy to read if you're not creative enough. He's a very fast and linear character both on the ground and in the air. Use his mobility to overwhelm your opponent.
Neutral
His movement and specials are key. You can control space, namely with j.[C], 214A/B, j.236A/B and 2B. For air to air situations, you have a strong j.A, plus j.B which has nice range. F-Roa can also opt to rush down the opponent with airdashes and fast buttons; dashing forward before jumping extends his airdash momentum enough for him to traverse the entire screen with it. Otherwise, keeping the opponent jailed with 214A/B and aerial buttons is not a bad idea, but contains inherent risks if they make it past you. Basically, F-Roa has four special moves and you can try mixing up approaches and ways of playing just using those and his buttons, but he's not exactly amazing at anything.
Pressure/Okizeme
F-Roa's pressure is very stagger heavy, with plus buttons (2A, 5B, 2B) that have a good cancel window, 214A and 236B which are 0 on block, a 236[B] which resets your pressure if your opponent respects you, and an extremely fast redash. Use these tools in blockstrings and mix it up. You can start to use the 236[B] for better mix ups, but do so at your own risk, as mashing beats it cleanly. His j.[C] also has massive disjoint which, paired with the ability to half charge, can make a scary situation where you either do j.{C} and hit them with an overhead, or fully charge j.[C], which doesn't come out due to Roa landing, and then hit them with a low or throw. This is especially scary, considering the lack of a charge flash visual or audio cue on j.[C].
F-Roa's okizeme can be scary, as you can get a mixup pretty much anywhere from your BnB. If you use meter for 236C, you can enforce a mixup between same side overhead/low, crossup overhead/low, or throw, the latter being a good option as F-Roa can combo from his throw in the corner for 3k damage.
Defense
F-Roa has a serviceable defensive toolkit with some unique tools at his disposal. 2A is a classic abare tool, aided by it's 3F startup. 623B is an ok DP with an ender that sets up a meaty. 623C has 2+0f startup, allowing it to beat non F moon safejumps and his 214C blows up a lot of otherwise safe okizeme, like Hime pillar oki. j.236C will also beat many things when used as a cancel. His Heat activation box is good, but on the flipside, you can't IH anything except 236A. He mostly has to stick to solid defensive fundamentals: be patient, keep EX guarding, and wait for an appropriate time to jump out or punish your opponent overcommitting.
Combos
Combo Notation Help
|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
|
X > Y
|
X input is cancelled into Y.
|
X > delay Y
|
Must wait for a short period before cancelling X input into Y.
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X, Y
|
X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
|
Buttons X and Y must be input simultaneously.
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X/Y
|
Either the X or Y input can be used.
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X~Y
|
This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
|
X input must not hit the opponent (Whiff).
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j.X
|
X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
|
sj.X
|
X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
|
dj.X
|
X input is done after a double jump.
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sdj.X
|
X input is done after a double super jump.
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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)
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(X)
|
X is optional. Typically the combo will be easier if omitted.
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[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.
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]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.
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{X}
|
Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
|
Attack "X" should only hit N times.
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(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.
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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.
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Normal Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent
|
- (2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A
|
3897
|
|
Meter Gained: 56.8% |
Meter Given (vs C-Moon): 18.9% |
Basic BnB oki combo. Allows OTG followup anywhere. |
|
|
Normal starter, grounded opponent
|
- (2A >) 5B > 2B > 5C > 6C > 214A, 6C > 623A/B/C
|
4333
|
|
Meter Gained: 64.9% |
Meter Given (vs C-Moon): 21.6% |
Hard knockdown combo with 623X.
Allows for meaty B and C normals and IAD pressure to start, but no slide oki. |
|
|
Normal starter, grounded opponent
|
- (2A >) 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > AT/j.236C
|
5242
|
|
Meter Gained: 74.8% |
Meter Given (vs C-Moon): 24.9% |
Your main damage BnB.
If you use too many 2A, or hit any of the B normals at tip range, 214A might whiff. In that case you can either do only one hit of 5C or use 214B instead.
The j.236C ender adds about 200 damage. Midscreen, it lets the opponent air tech and doesn't lead to anything. In the corner, however.... |
|
|
Raw Airthrow starter
|
- gAT, 2B > 6C > j.BC > dj.BC AT
|
3097
|
|
Meter Gained: 42.3% |
Meter Given (vs C-Moon): 14.1% |
Universal airthrow combo. |
|
|
Counterhit starter, airborne opponent
|
- Any counterhit (except multihit specials and 214A/B), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)
|
3865
|
|
Meter Gained: 51.3% |
Meter Given (vs C-Moon): 17.1% |
This is the most practical conversion. Allows for damage or oki. But if you want even more damage....
Damage and meter gain calculated off a j.C counterhit with AT ender. |
|
|
Counterhit starter, airborne opponent
|
- Any counterhit (except multihit specials and 214A/B), 5B > j.BC > dj.BC > AT
|
4523
|
|
Meter Gained: 40.2% |
Meter Given (vs C-Moon): 13.4% |
This is the most damaging conversion. The damage gain skyrockets off certain counterhits, such as j.C. If you time 5B to hit when the opponent is as close to the ground as possible, you can do j.B[C] > dj.BC > AT for a small damage boost.
The reason why you don't do this everytime is that it can be hard to land in certain situations, and sacrifices all your possible oki for damage
(unless you do 5B > 6C > 214A, but at that point the damage gain is miniscule and 6C needs delay on certain chars, also 214A might whiff in the corner, well you get the idea.
Damage and meter gain calculated off a j.C counterhit. |
|
|
Counterhit 214A/B starter, grounded opponent
|
- CH 214A/B, 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)
|
3831
|
|
Meter Gained: 53.1% |
Meter Given (vs C-Moon): 17.7% |
Same as the usual conversion, except the damage boost from 5B is 200 damage at best with j.B[C], so doing this conversion is recommended. |
|
|
Counterhit 236A starter, grounded opponent
|
- CH 236A > IAD j.C > 5B > 2B > 5C > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A)
|
5599
|
|
Meter Gained: 53.1% |
Meter Given (vs C-Moon): 17.7% |
Extremely rare 236A ground counter hit, pretty difficult to pull of and even more difficult to react to a 236A counterhit midgame.
This is here only to show that this is possible, use at your own discretion. However there is exists a relatively practical use for this, and that is shield! If you shield something punishable with a counterhit, you can do this as your shield combo!
Still it requires not only shielding, but shielding a specific move, and then pulling off a difficult combo. |
|
|
Shield counter starter
|
- 5D > 236D (Air OK), 2C > 6C (> j.BC > dj.BC > AT) OR (> 214A)
|
2884
|
|
Meter Gained: 53.1% |
Meter Given (vs C-Moon): 16.2% |
Your universal shield counter combo. Don't even think of trying 5B on this one, it gives less damage. |
|
|
Shield counter starter, Nero only
|
- 5D > 236D, 2C, slight delay (2A > 2C)x4 > delay 6C > j.B[C] > dj.BC > AT
|
3593
|
|
Meter Gained: 99.1% |
Meter Given (vs C-Moon): 31.3% |
Nero exclusive shield counter combo. Great reward for the effort. The higher the opponent was when hit by 236D, the more you need to delay the first 2C. You should aim to make it land in the later active frames, allowing you to recover and link 2A in time. If you don't delay it enough, the opponent may be too high after the first loop, and the second loop's 2C will whiff, so you'll have to adapt on the fly and delay that. It's easier than it sounds. Is possible on other chars, but requires perfect 2C timing and delaying other buttons, and the reward is not worth the effort. |
|
|
Counterhit 236B starter, grounded opponent
|
- CH 236B (>IAD j.C) > 5B > 2B > 5C(only one hit if IAD j.C omitted) > 6C > 214A(, sj9.BC > dj.BC > AT) OR (, 6C > 214A)
|
5599
|
|
Meter Gained: 53.1% |
Meter Given (vs C-Moon): 17.7% |
Virtually the same as the CH 236A combo, except you can omit the IAD j.C if it's too hard and link straight into 5B, but in that case you'll have to do only one hit of 5C or 214A will whiff. 236B counter hit happens a lot more than 236A, so this is practical. |
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|
Metered Combos
To start off, you should know that F-Roa doesn't really have any combos that can only be done with meter, except for arc drive combos. Your main tool for metered combos is 236C, which can be used after every 214 knockdown in combos to either extend an oki combo for more damage and save that oki, to corner carry from the other end of the stage, to setup mixups, you get it.
However, 214X > 236C makes the EX cancel proration kick in which hurts the damage more the longer your combo after 236C is. To mitigate that, do 5C(1) > 6C > 214A, dl 236C instead. This will net more damage overall and especially in AD and MAX combos. It will fail to combo if you have too many normals (up to two 2A's work/j.X > B normals work), or if you are too far.
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent, 100% meter
|
- (2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, (66) > 2C > 6C > 214A
|
4820
|
|
Meter Gained: -55.8% |
Meter Given (vs C-Moon): 29.8% |
This is the basic oki BnB, extended with the use of 236C. Depending on the distance to the other side of stage, you may need to adjust your followup. If you are too far for 2C to hit, you may use the second hit of 5C as the dash momentum will carry it very far. If it still wouldn't reach, you can 214B, or you can 66 IAD j.C > dj.BC > AT. If you are doing this in the corner, it will sideswitch. After that some characters may require a walk forward after 236C, notably Aoko. |
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|
Normal starter, grounded opponent, 100% meter
|
- (2A >) 5B > 2B > 5C > 6C > 214A, 6C > 214A, 236C, 66 > 2C > 6C > j.BC > dj.BC > AT
|
5340
|
|
Meter Gained: -34.7% |
Meter Given (vs C-Moon): 35.8% |
The same combo, but with the damage route. Does a little bit more damage than the meterless BnB, so only worth going into if you want to dump meter, or corner carry. |
|
|
Normal starter, grounded opponent, MAX mode
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- (2A >) 5B > 2B > 5C > IH, 5C > 6C > 214A, 6C > 214A > AD
|
6119
|
|
Meter Gained: -all |
Meter Given (vs C-Moon): 24% |
Easy IH combo. |
|
|
Normal starter, grounded opponent, Blood heat
|
- (2A >) 5B > 2B > 5C > 6C > 214A > dl 236C > (66)2C > AAD, 2C > dl 6C > j.B[C] > dj.BC > AT
|
7915
|
|
Meter Gained: -265.7% |
Meter Given (vs C-Moon): 31.8% |
AAD Combo. Due to AAD not hitting OTG, this is the close to optimal AAD route. |
|
|
The 214C tech trap
This tech trap requires you to have at least 100 meter.
The lightning pattern is random so sometimes the opponent might just get out. 214C hits vertically, but it does have a limit to height.
It is air unblockable and unshieldable, and has 54 active frames.
It works best in the corner as the opponent won't have a lot of room to try an escape. You can attempt it midscreen, but that requires a good read on where your opponent will tech and if you miss, prepare to die.
214C deals around 2000 damage. Even if the opponent doesn't tech this will stack about 300 damage to your combo.
There is a way for the opponent to tech in the air, and be safe. You have to neutral air tech super close to ground. Then you will be able to land and block.
However, it is hard to do. And if F-Roa goes for the 2 options listed below, it doesn't matter, as either 214C will hit them while falling, or 2A will catch them before they can reach that air tech.
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Normal starter, grounded opponent, 200% meter
|
- 2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236B, land 214C
|
5033 + 2000
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
The tech catch. |
|
|
Normal starter, grounded opponent
|
- 2AA > 5B > 2B > 5C > 6C > 214A, 6C > j.BC > dj.BC > j.236A, land, 2A 6C 623B
|
Invalid 5712
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
The tech catch feint giving HKD. You can still go for land 214C option. |
|
|
Corner throw combo
After a throw in the corner, you have 1 frame to link a 2a. That's the gist of it. It's very difficult, but worth it if you really like F-Roa. Every throw in the corner gets you around 3k damage with AT ender, or less if you want to use the oki ender. You can also use EX moves to add more damage to the combo or setup oki.
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Corner throw
|
- Throw, 2A > (2C) > 6C (> j.BC > dj.BC > AT) OR (> 623X)
|
3327
|
|
Meter Gained: 38.7% |
Meter Given (vs C-Moon): 12.9% |
Universal throw combo. The 2C needs to be instant on most chars. If you want maximum damage when using 236C and AD, you should, as always, avoid 214A > 236C as it really hurts the proration, and instead do 2A > 236C or 2C > 236C. The link may or may not be easier on some chars, needs testing. |
|
|
Corner throw
|
|
1937
|
|
Meter Gained: 17.1% |
Meter Given (vs C-Moon): 5.7% |
The one you do when you can't do or don't want to the the combo above. |
|
|
Corner throw, Nero only.
|
- Throw, 2A > 2C, slight delay (2A > slight delay 2C)x3, 2AA > 2C > 6C (> j.BC > dj.BC > AT) OR (> 623X)
|
4172
|
|
Meter Gained: 92.7% |
Meter Given (vs C-Moon): 30.9% |
Nero exclusive corner throw 2A 2C loops. Amazing DMG and meter gain. This may be possible on other chars (100% on neco) but very hard and you might be able to do the loop only once, making the effort not worth the reward. |
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Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
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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.
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Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
202
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
5
|
3
|
2.7%
|
-
|
Standard standing jab. Does hit crouching opponents.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
670
|
545
|
90%
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
10
|
1
|
6.03%
|
-
|
Hits low and moves Roa forward a bit. Mostly used in combos or frame traps off of 2A.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 550 (825)
|
575
|
80% (O), 90% (M)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3 (10) 7
|
14
|
-16, -3 ~ 0
|
3.6%, 4.95% (8.55%)
|
-
|
2 hits, great range, moves Roa forward, some application as anti-air as well as tech punishing. If you space incorrectly, the 2nd hit of 5C will whiff, and you will question your life choices.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
202
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
5
|
3
|
2.7%
|
-
|
Hits low. fast, but short ranged.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
505
|
80% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
10
|
1
|
6.3%
|
-
|
A F-Roa exclusive, good ranged low poke with pretty solid active frames for tech punishing.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
707
|
55% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
11
|
13
|
-6
|
8.1%
|
-
|
A short slide. Hits low. Can combo a 6C after for an air combo. Catches after air counter hits pretty well.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
250
|
151
|
75% (O)
|
SE, N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
4
|
10
|
-
|
2.25%
|
-
|
Quick hand jab, fast with poor range, decent for a quick air-to-air.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
505
|
90%
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
-
|
-
|
6.3%
|
-
|
Good range kick that hits slightly above Roa.
|
|
|
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
90% (O)
|
SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
6
|
-
|
-
|
7.2%
|
-
|
Roa attempts Storm’s jump fierce. This is a great air normal, if a bit slow.
|
j.[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1300
|
1111
|
90% (O)
|
SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
8
|
-
|
-
|
9.0%
|
-
|
F-Roa's signature move. Possesses amazing amounts of disjoint, letting it beat just about anything if angled right. Can hit crossup. There is no charge flash, making high/low half-charge mixups harder to react to.
|
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
65% (O)
|
SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
5
|
16
|
-3
|
9.0%
|
-
|
Long arm strike, great range and moves forward.
|
|
Universal Mechanics
|
Neutral
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
404
|
50%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
Roa has a very solid ground throw. A strong tool to mix with occassionally and complement your high/low or plus on block moves, especially in the corner.
- If they don't tech, you can otg into relaunch with 236C.
- Techable throw, but all techs are punishable from mid-screen.
- Arc drive and dash 214B lightning punish back techs.
- Closer techs punished by dashing 2B or 214A or B lightning.
- If you throw the opponent right in the corner, you can pick up a guaranteed combo with either 623b (for decent oki) or 2a into a followup combo (for very good damage off of a throw)
|
~2
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
404
|
50%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
1
|
20
|
-
|
0.0%
|
-
|
You can also press 2 during his throw to ground them right next to you for untechable knockdown.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (Raw) 1200 (Ender)
|
606
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
12
|
-
|
0.0%
|
-
|
OTG-able ground bounce when done raw, untechable knockdown as a combo ender.
|
|
|
Standing
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
45%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
18
|
-4
|
4.5%
|
-
|
Same animation as 5C(1).
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
45%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
-
|
16 (Max)
|
4.5%
|
-
|
Same animation as H-Moon j.B.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
Similar to 6C.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
19
|
3
|
18
|
-
|
uses all
|
Full 1-18
|
One of the larger heat activations out there.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
Grounded Specials
A A B B [B] [B] EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
70% (O)
|
-EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
3
|
20
|
-5
|
9.0%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
70% (O)
|
-EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
21
|
3
|
15
|
0
|
9.0%
|
-
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
28
|
-
|
-
|
-
|
- An upward ground slash. All versions are air-unblockable.
A and B versions can be canceled by any EX move or Arc Drive, and jump on hit.
B version can be held for a command dash that can cross up through a grounded opponent. Also, somewhat useful for continuing pressure.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000*2 (1677)
|
(1355)
|
70% (O), 80% (M)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4+6
|
2 (10) 3
|
23
|
-20, -8
|
-100.0%
|
-
|
EX version hits twice, wall bounces, and can be combo’d after in the corner.
|
|
Followup on hit Followup on hit
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*2, 700 (1317)
|
(1059)
|
100%, 90% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
7
|
42
|
-31, -27
|
2.7%, 9.0%, 6.3% (18.0%)
|
-
|
- Dragon punch. Goes off the ground at a 45 degree angle. All versions have an automatic followup on hit which causes untechable knockdown.
A version is air-unblockable with no invincibility.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*4, 700 (1926)
|
(1516)
|
100%, 90% (O)
|
-
|
LH (1), LHA (2-4)
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
12
|
46
|
-40, -36, -32, -30
|
2.7%*4, 6.3% (17.1%)
|
Full 1-5
|
B version is air-blockable after the first hit and has invincibility until after the first 2 active frames.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*7, 700 (2471)
|
(2139)
|
100%, 90% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2+0
|
25
|
44
|
-58 (min)
|
-100.0%
|
Full 1-4
|
EX version is fully air unblockable, with some invicibility during active frames like B version.
|
|
|
A / B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
808
|
70% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
8
|
14 / 16
|
0 / -2
|
9.0%
|
-
|
- Lightning bolt strikes in a vertical column in front of Roa. Lightning floats on grounded hit and is an untechable knockdown on air hit.
A version hits close, but not directly in front of Roa, B hits a little further out. Air blockable, and same damage between the two.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300*N
|
202*N
|
95% (M)*N
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+7
|
54
|
40
|
-29 ~ -22
|
-100.0%
|
Full 1-81
|
EX version is air-unblockable, unshieldable, invincible, and punishable on block. It can set up for air tech traps, as the lightning hits in a larger vertical column over Roa’s head for a little less than 2k damage.
|
|
Aerial Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
505
|
75% (O)
|
(EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
3
|
3
|
3 (TK)
|
7.2%
|
-
|
- Electricity surrounds Roa in the air. All versions air-blockable with some utility as anti air. Safe on block and can be canceled before the hit by landing on the ground. Can hit on both sides allowing for cross ups. Has some sort of vacuum on block.
A version gives advantage if TK’ed close to the ground.
Combos into 5A if done as low as possible to the ground, or alternatively, 623X, if done a bit higher than 5A height.
A and B versions also retain air options on hit.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700*3 (1579)
|
(910)
|
75% (O)
|
EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
3 (3) 3 (3) 3
|
9
|
-1 (TK)
|
6.3%*3 (18.9%)
|
-
|
B versions hits three times. Also retains air options on hit.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*6 (1591)
|
(1204)
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+11
|
12
|
6
|
5 (TK)
|
-100.0%
|
Full 1-25
|
EX version has greater range than A/B and has invicibility. Can add some damage to air combos if used instead of air throw finisher (about 200 dmg). Follows the same combo rules as 236A/B.
Has some use as a reaction tool against your jump-ins getting shielded as it will beat H moon shield clean, and against other moons has to be manually shielded 6 times in a row, beats many reversals (25f of invul!!!), and can evade some Last Arcs!
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000 (3080)
|
(2248)
|
50% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7+6
|
2
|
38
|
-15
|
removes all
|
Full 7-8, 13-14
|
Quick horizontal lightning bolt crosses the screen.
- Can be used to punish any tech from a ground throw.
- Easily combo-able from basic strings AND hits OTG, making it even easier to combo into.
- Is a hitgrab, making it air-unblockable, unshieldable AND undodgeable.
- Deceptively large vertical hitbox.
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
8000 (3520)
|
(2453)
|
50% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+6
|
2
|
38
|
-15
|
removes all
|
Full 6-7, 12-13
|
Quick horizontal lightning bolt crosses the screen. Does more a bit damage and has a fancier cutscene on hit.
Almost identical in terms of properties to AD, except:
- Does NOT hit OTG
- Allows to continue the combo after with the opponent being put into juggle state.
- Being a hitgrab, also resets the bounce count, which unfortunately cannot be used by this moon of Roa in a practical way.
|
|
Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
5000
|
4040
|
N/A
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
1+1
|
40
|
-
|
removes all
|
Full
|
Fullscreen command grab Last Arc. Notable for doing fixed damage no matter how much Blood Heat gauge Roa has left.
|
|
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