Mizuumi Wiki is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Melty Blood/MBTL/Michael Roa Valdamjong

From Mizuumi Wiki
Jump to navigation Jump to search

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.

Playstyle
Coming soon
Strengths Weaknesses
  • Powerful Screen Presence: Roa can pressure the opponent from almost anywhere on the screen, using 214X and 4B+C to harass at long range and 236X to close ground. All of his ranged tools can lead to full, sometimes very powerful combos. Most of the roster must be wary of his ability to present himself as a threat at any range
  • On-demand Plus Frames: Roa can spend a bar on 214C to be massively plus on block. When used in conjunction with his 236A and 214X series, this means that he can easily force his turn.
  • Anti Zoning: Tools like 236C gives Roa opportunities to stuff attempts at fullscreen zoning, having fast pokes at closer ranges that zoners can struggle with contesting
  • Solid Defense: With access to a combo starting DP, a sweep that covers rebeat whiff ranges, and an amazing backdash, Roa has many strong options to steal back his turn.
  • Limited Mix-up on the ground: Roa's lack of a standing overhead or command grab can make calling out certain defensive options difficult. Highly reliant on IAD mixups and strike throw to open the opponent up in non-wakeup situations.
  • Underwhelming Aerial Options: Roa's neutral relies heavily on specific grounded attacks, such as 236X, 214X, and 4B+C. He is significantly more limited in the air, where he has to rely on his air options which are notably inferior.

Character Summary

Move list

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]
Stats & vitals

HP Value: 11,700

Dash startup: 5

Dash actionable: 5

Jump startup: 4

Jump airtime: 36

Quick combo reference

Coming soon.

MBTL Roa Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Roa 5A.png
MBTL Roa 5A hb.png
Hitboxes Off
Hitboxes On
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
5B
5B
MBTL Roa 5B.png
MBTL Roa 5B hb.png
Hitboxes Off
Hitboxes On
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
5C
5C
MBTL Roa 5C.png
MBTL Roa 5C hb.png
Hitboxes Off
Hitboxes On
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
2A
2+A
MBTL Roa 2A.png
MBTL Roa 2A hb.png
Hitboxes Off
Hitboxes On
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
2B
2+B
MBTL Roa 2B.png
MBTL Roa 2B hb.png
Hitboxes Off
Hitboxes On
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
2C
2+C
MBTL Roa 2C.png
MBTL Roa 2C hb.png
Hitboxes Off
Hitboxes On
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
j.A
Aerial A
MBTL Roa jA.png
MBTL Roa jA hb.png
Hitboxes Off
Hitboxes On
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
j.B
Aerial B
MBTL Roa jB.png
MBTL Roa jB hb.png
Hitboxes Off
Hitboxes On
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
j.C
Aerial C
MBTL Roa jC.png
MBTL Roa jC hb.png
Hitboxes Off
Hitboxes On
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
6C
6+C
MBTL Roa 6C.png
MBTL Roa 6CC.png
Follow up is a low
MBTL Roa 6C hb.png
MBTL Roa 6CC hb.png
Follow up is a low
Hitboxes Off
Hitboxes On
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
2C~2C
2+C > Add2+C
MBTL Roa 2C2C.png
MBTL Roa 2C2C hb.png
Hitboxes Off
Hitboxes On
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
J.2C
(J2)+C
MBTL Roa j2c.png
MBTL Roa j2c hb.png
Hitboxes Off
Hitboxes On
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
Rapid Beat 2
X>X
MBTL Roa rapid2.png
MBTL Roa rapid2 hb.png
Hitboxes Off
Hitboxes On
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
3C / Rapid Beat 3
3+C

or

X>X>X
MBTL Roa 3C.png
MBTL Roa 3C hb.png
Hitboxes Off
Hitboxes On
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
throw
4/6+A+D
MBTL Roa throw.png
MBTL Roa throw hb.png
Hitboxes Off
Hitboxes On
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
airthrow
Aerial 4/6+A+D
MBTL Roa airthrow.png
MBTL Roa airthrow hb.png
Hitboxes Off
Hitboxes On
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
Thunderclap
236+X
MBTL Roa 236A.png
A version starts up fast but travels a shorter distance
MBTL Roa 236B.png
B version starts up slow but travels a longer distance
MBTL Roa 236-B-.png
Feint
MBTL Roa 236C.png
EX version hits the entire screen
MBTL Roa 236A hb.png
MBTL Roa 236B hb.png
B version has less vertical reach
MBTL Roa 236-B- hb.png
Feint
MBTL Roa 236C hb.png
tall hitbox that tracks opponent position
Hitboxes Off
Hitboxes On
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
Rising Lightning
623+X
MBTL Roa 623A.png
MBTL Roa 623B.png
Only B and EX version have the follow up and invul
MBTL Roa 623A hb.png
MBTL Roa 623B hb.png
MBTL Roa 623C hb.png
spot the difference
Hitboxes Off
Hitboxes On
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
Timeless Thunder Needle
214+X
MBTL Roa 214A.png
MBTL Roa 214B.png
regular versions
MBTL Roa 214AX.png
MBTL Roa 214BX.png
followup versions. both have a bit more reach compared to the normal ones
MBTL Roa 214-B-.png
blowback edge version
MBTL Roa 214C.png
MBTL Roa 214A hb.png
MBTL Roa 214B hb.png
regular versions
MBTL Roa 214AX hb.png
MBTL Roa 214BX hb.png
followup versions. both have a bit more reach compared to the normal ones
MBTL Roa 214-B- hb.png
blowback edge version
MBTL Roa 214C hb.png
first and last lightning strike of EX
Hitboxes Off
Hitboxes On
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
Brilliant Demon Strike
Aerial 236+X
MBTL Roa j.236A.png
big
MBTL Roa j.236B.png
bigger
MBTL Roa j236C.png
biggest
MBTL Roa j.236A hb.png
big
MBTL Roa j.236B hb.png
bigger
MBTL Roa j236C hb.png
biggest
Hitboxes Off
Hitboxes On
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
Thunderclap
6+B+C
MBTL Roa 6BC.png
MBTL Roa 236B hb.png
same hitbox as 236B
Hitboxes Off
Hitboxes On
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
Rising Lightning
3+B+C
MBTL Roa 3BC.png
MBTL Roa 3BC hb.png
Hitboxes Off
Hitboxes On
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
Timeless Thunder Needle
4+B+C
MBTL Roa 4BC.png
C Roa is that you?
MBTL Roa 4BC hb.png
C Roa is that you?
Hitboxes Off
Hitboxes On
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
Brilliant Demon Strike
Aerial 6+B+C
MBTL Roa j.6BC.png
MBTL Roa j.6BC hb.png
same hitbox as j236B
Hitboxes Off
Hitboxes On
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
Celestial Strike
236+B+C
MBTL Roa 236BC.png
MBTL Roa 236BC hb.png
Hitboxes Off
Hitboxes On
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
Seventeenth Transmigration
A+B+C+D
MBTL Roa ABCD.png
MBTL Roa ABCD hb.png
Hitboxes Off
Hitboxes On
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

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C 5A/2A -1
Gap Table
Attack Chain Frame Gap

Customization

Palette options

Color 1
Color 2 (Gilgamesh)
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24
Color 25


Michael Roa Valdamjong Wiki Roadmap

58% complete
Page Completed To-do Score

Overview

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

MBTL Navigation

The Game
Getting Started
FAQ
Glossary
HUD & UI
Links
Customization
News & updates
The Battle System
Controls
Offense
Defense
Movement
Moon System
Game Data
Characters
Shiki Tohno
Arcueid Brunestud
Akiha Tohno
Ciel
Hisui
Kohaku
Hisui & Kohaku
Miyako Arima
Kouma Kishima
Noel
Michael Roa Valdamjong
Vlov Arkhangel
Red Arcueid
Saber
Aoko Aozaki
Dead Apostle Noel
Mario Gallo Bestino
Powered Ciel
Neco-Arc
Mash Kyrielight
Ushiwakamaru
Monte Cristo