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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.
Coming soon |
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 | 11 | 17 | -1 | - |
- Is now a low!
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
- Great pickup tool after specials, even with the lower angle.
- 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 and one of Roa's furthest-reaching normals.
- Surprisingly disjointed.
- Being one of his faster standing mids, he can use this to discourage low shielding without attempting to hard callout.
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.
- Great for block pressure as the forward movement keeps him in range, but can be cancelled from the first hit to space himself out more.
- In some cases, the second hit will not connect/will not connect into anything else in a combo. In these cases, it's better to do 5C(1).
- Despite appearances, does not hit high enough to effectively anti-air in most scenarios.
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 | 11 | 17 | -1 | - |
- 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 | 16 | 27 | -6 | - |
- A low poke with better reach than 2A.
- The fast start-up makes this a solid option after rebeat as 2C is slower.
- Can be used to pick up airborne opponents after 2C has already been used.
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 sweep with a ton of active frames and a followup attack.
- Staple combo extender that can pick up falling airborne opponents with ease and combos into most of his specials.
- Forward movement allows Roa to stay in range after a rebeat, making his strike/throw pressure dangerous.
- If done at a distance and hit at later frames on block, 2C is significantly less minus.
- If done meaty, like after 623B to catch techs, it can be plus on block if done correctly.
- A decent low poke in neutral, as it has deceptively low recovery, but can still be whiff punished like any other sweep.
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.
- Can chain into itself up to 2 times by doing j.4AAA.
- Great at fatal air-to-air conversions, as you can do an airdash into j.236A before they hit the ground no matter what angle you hit them at.
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.
- A decent IAD button, as it can cover most of the airspace in front of him as he approaches and can be confirmed into j.C on hit or block.
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.
- Used as combo filler from j.236X into j.2C.
Command Normals
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 and bring them down to the ground.
- Cancellable in the air and on the ground, which can surprise an opponent on block.
- Doing 6C j.236X and jump cancelling does not grant an airdash afterwards.
- Also can be used mid combo by doing 6C j.236A
- True blockstrings from C normals, but frametraps from B
- Great combo filler before using a special -> EX, as it can stabilize from a fairly high height. Generally kills proration if used earlier in a combo.
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 be inputted before landing from 6C, cannot frame trap from it.
- Mostly used as combo filler into a special.
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 | - |
- Mid hitting followup for 2C, sending the opponent away and wallbouncing near the corner.
- Amazing combo tool that is easy to hitconfirm and can combo into 236A, 236B, and 214[B].
- Can cause issues when near corner where they wallbounce too high for 236B to connect, but there are ways to compromise with the likes of IAD j.2C or simply omitting the followup.
- Usually better to omit in midscreen routes if going into 236B as it can lower damage, but still useful for 236A.
- Can combo into 5C or 6C midscreen in some cases.
- Still normal cancelable on block, in which the pushback can help with rebeat pressure.
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 and sends his opponents back to the ground.
- Quintessential for his combo routing, as it allows him to use his j.236X series outside of corner double TKs and greatly increases his damage for little effort.
- Also important for converting off of stray air hits as he can either cancel into j.236X or go straight into j.2C to continue.
Universal Mechanics
Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (414) | LH | SP, RB, EX, MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 25 | 37 | -10 | - |
3C / Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX, MD, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 23 | 35 | -9 | Air 5-12 |
- Roa's launcher.
- Invulnerable to air attacks starting from frame 5.
- Rapid Beat version has significant forward movement.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +57 | - |
- Can safejump afterwards with w5A j9C
- Also gets a walk L/R that is fairly ambiguous when done correctly.
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.
- Can turn into a safejump in midscreen (using IAD j.A(w) j.B) or in corner (delay jc j.X) after Launcher -> j.ABC AT
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 into a L/R setup.
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.
- Usual choice for special filler into EX.
- 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.
- Can potentially anti-air people jumping over 214A, but is prone to getting counterhit if they slip through its blindspots.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
23 | 3 (1) 3 (1) 3 | 31 | 64 | -9 | - |
- Performs the charged B version as a followup.
- Much worse on block than standalone 214[B].
- Useful to add extra damage to low-end routes, but stops working fairly quickly into Roa's optimal routing.
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.
- Has slightly longer reach than 214A itself.
- Mainly combo filler.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480*3 (1170) | LHA | -EX-, -MD- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
24 | 3 (1) 3 (1) 3 | 20 | 55 | +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.
- Amazing combo filler in the corner that leads to his highest damaging routes.
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 or out when cancelled from 236A.
- If done near point blank on a crouching opponent, later lightning strikes are prone to miss and could lead to significantly less advantage than expected.
- Gives a full combo on hit, and can be used in combos to tack on extra damage before ending or using your Arc Drive.
- Also useful for some AUB 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 |
---|---|---|---|---|---|
340*4 (1083) | 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.
- Can be land cancelled into Arc Drive, which is useful for most of his MD routes.
- Just like the B version, the move can go up to +7 on block if done low enough.
Moon Skills
Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.
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 |