A MegaMan and Roll Team F A Q For Marvel vs Capcom Version 1.4 written by: Novowels - - - - VER 1.0 -- Wrote out the guide with all moves, hypers, some combos, and strategy against Onslaught and a few of the characters. VER 1.1 -- Made spelling and grammar corrections, and added a short paragraph strategy against every character. VER 1.2 -- Rewrote some stuff, made a few corrections, and added the Lyrics and Translation of Roll's Theme! VER 1.3 -- Finessed the sentencing and rewrote a few things, and added strategy vs Captain America. (Oops, guess I did miss one. Hehehe.. Thanks Foreigner!) VER 1.4 -- Due to popular demand, I added the Siblings endings and also added 'Other good partners for the duo.' Also redid a lot of writing. And I got rid of the big 'Rock & Roll' ASCII thing. Do you like it better with or without? - - - - T A B L E O F C O N T E N T S : ---------------------------------------------- INTRODUCTION MEGAMAN REGULAR MOVES SPECIAL MOVES HYPER COMBOS COMBO SECTION SPECIAL NOTES OTHER GOOD PARTNERS FOR MEGAMAN MEGAMAN'S ENDING ROLL REGULAR MOVES SPECIAL MOVES HYPER COMBOS COMBO SECTION SPECIAL NOTES OTHER GOOD PARTNERS FOR ROLL ROLL'S ENDING THE DREAM TEAM THE HYPER ROCK AND ROLL DOUBLE TEAM ATTACK (2 ON 1) COMBOS BEST PARTNERS VS THOSE OTHER GUYS VS ONSLAUGHT AUTHOR NOTES ROLL'S THEME TRANSLATION SPECIAL THANKS FIN~ I N T R O D U C T I O N : ---------------------------------------- Welcome to HYPER ROCK & ROLL, the Megaman/Roll Guide! I wrote this guide for people who like to play as the most intimidating team in a VS game yet! Forget Wolvie/Sabretooth, forget Spidey/Venom, forget Ryu/Akuma, I'm talking about Megaman and Roll! This guide is meant for good, non-cheap players... I am nowhere near an expert on the game myself... I also don't get much competition, so a lot of the VS section will be gotten from other sources or from against the computer. For your information... I have spent well over $50 on this game so far, and I find it to be money well spent... Hope you do too! Megaman and Roll are Copyright (C) Capcom Entertainment, along with the rest of the Capcom team. Spidey, Wolvie, and the rest of the Gang are Copyrighted (C) to Marvel Comics. Any Copyrights I missed are theoretically acknowledged. DISCLAIMER: ----------- I wrote this for all you Megaman/Roll players to kick some ass. Not to make money. Please do not sell this. Don't copy it. Don't make wierd changes to it and post it as your own work. You may give this to whoever you want, you can print it out and hang it on your walls, and you can worship it in some kind of pagan ritual. Just don't sell or copy it. Thanks. --Novowels PLAY TERMS I USE: TOWARDS (for advancing) BACK (for retreating/blocking) UP (jumping) DOWN (ducking) SJUMP (super jump.. Press DOWN UP, or all three KICKS) DASH (push TOWARDS TOWARDS quickly, or all three PUNCHES) BACK DASH (push BACK BACK quickly, or hold BACK and hit all three PUNCHES) GRO (ground-only moves) G/A (ground/air moves) PBLOCK (push block.. Block and hit all three punches) KNOCKDOWN(a move that knocks an opponent onto their back) OTG (On the Ground. Means the attack will hit an opponent that is laying on the ground after a knockdown) BUTTON LAYOUT: JAB STRONG FIERCE ( ) ( ) ( ) SHORT FORWARD ROUNDHOUSE ( ) ( ) ( ) And now, onto... The Guide. M E G A M A N : ------------------------------------------ Megaman (Rockman in Japan) was originally a small service robot for Doctors Light and Wily. When Wily went mad and took all the robots except Mega and a housecleaning robot named Roll, Doctor Light reprogrammed Mega to defeat the evil Wily! In the platform games, after defeating a boss, Megaman could plug their weapon into his MegaBuster and use it on others! While it'd be cool to absorb Chun Li's Kikosho or something like that. .. (Fear...) Mega doesn't actually absorb any powers in this game... However, he can switch to different weapons during the match, giving him a varied and powerful arsenal! Press PUNCH for the regular blue Megaman, KICK for a red Megaman. THE REGULAR MOVES: ------------------ COMBO INITIATORS: JAB and SHORT are the best bet for big combos. His JAB works best. AIR COMBO ENDERS: FIERCE, ROUNDHOUSE, Mega Buster, Fired Leaf-Shield. LAUNCHER: Standing ROUNDHOUSE. He does a handstand and kicks his feet up. Good priority. KNOCKDOWNS: Ducking ROUNDHOUSE. He slides forward like in Megaman 8. Fast, and useful. DASH: His dash isn't the best in the game, he hops forward like Ryu instead of running like Cap Commando or Wolvie. TAUNT: Hit START. Megaman sticks his toungue out and says something in a silly voice at your opponent. It's a fairly fast taunt, and very amusing. THE SPECIAL MOVES: ------------------ Mega Buster: FIERCE (G/A) (Charged shot will OTG) Mmmm... One button projectile. It pisses people off to keep firing at them. Just like in later Megaman games, you can hold the button down and it charges the 'Buster up. A charged shot will go through any other normal fireball in the game! The longer you charge, the more hits you get. For this reason, I think of it as more of a 'Compressed Beam' than a fireball, because it acts more like a beam. The uncharged shots are useless. Zero chipping damage, and they only do about a pixel if they do hit. Mega Punch: TOWARDS,DOWN,DOWN-TOWARDS+ ANY PUNCH (GRO) ** SHORYUKEN! Megaman does basically a Shotokan Dragon Punch while surrounded by a blue aura. Hits once, invincible at startup, etc etc. Great anti-air attack. The Mega Punch has horrid lag at the end, so don't just start doing them for no reason. This is the move performed during a Team Counter. It's invincible at the start, so it can be used quite effectively up close. Weapon Change: DOWN, DOWN-BACK, BACK+ ANY KICK (GRO) SHORT: Rockball FORWARD: Whirlwind ROUNDHOSE: Leaf Shield Do this move and Megaman will pose for a split second, and Fliptop(some call him 'Eddie') will hop down and a small bubble will pop out. You can change as often as you want, and you can even steal other Megaman/Roll players bubbles! Weapon Use: DOWN,DOWN-TOWARDS, TOWARDS+ ANY PUNCH After selecting your weapon, do this to use it. You can use them an infinite number of times. But remember that while you're charging, you only get to use the JAB and STRONG versions! ROCKBALL: (GRO) A small ball will drop out onto the ground. Use a KICK button to kick it towards your enemy. It usually misses or is blocked, I don't use it often, but it can be used as air defense and to play keep-away. TORNADO HOLD: (GRO) (OTG) This is the default weapon at the start of each match. Fire and a column of wind (Like Storms helper whirlwind) will come out at a certain point. Unlike Storms' move, this doesn't travel forwards. LEAF SHIELD: (Activation is GRO, firing is G/A) Do the motion once, and you will be covered in a revolving shield of leaves. This shield will completely protect you from a single hit. Do the motion again, and it will fire the leaves straight forward. It hits 8 times, and will go through any other fireball. The leaves can be fired in the air. THE HYPER COMBOS: ----------------- HYPER MEGAMAN: DOWN, DOWN-TOWARDS, TOWARDS, 2 PUNCHES (G/A) Megaman will yell, then transform into a humongous robot (dwarfing even the Hulk!) and blast out an IMMENSE blue beam, and a crapload of missles and what looks like mini-mega buster blasts. To use this effectively, put it up close. If they are hit by Megaman's transformation, the are knocked directly into the beam, and are unable to block it! This can be put into air combos! RUSH DRILL: DOWN, DOWN-TOWARDS, TOWARDS, 2 KICKS (GRO) (Will OTG beautifully) Rush, Megaman's mechanical dog, will transform into a wierd-looking drill car and Mega hops inside. You are *totally* invincible during this super. I went through Ryu/War Machines double-team super once! (and boy, that guy was PISSED! Hehehe.) If the last hit of the super hits the opponent, they are tossed high up in the air and land in the corner, which gives Mega ample time to recover. (and he needs the time, too!) Does good damage and even good chipping damage. BEAT PLANE: DOWN, DOWN-BACK, BACK, 2 KICKS (G/A) (The bombs will probably OTG... Not sure) Beat, Megaman's mechanical bird, flies in and transforms into a plane. Megaman hops in and you can now control the plane! Press PUNCH to shoot blasts out the front, KICK to drop bombs. Megaman is *not* invincible during this super... One hit will knock him out of the plane. I don't use it much, but have comboed off a sufficiently charged Mega Buster blast. THE COMBO SECTION: ------------------ Ground Magic: Stronger Jumping Magic: ZigZag SJumping Magic: ZigZag What's a Magic Series? It's the sequence of buttons that will produce a combo with your character. In Megaman's case, 'Stronger' means that you must proceed from a punch or kick to a STRONGER punch or kick. 'Zigzag' means that you can connect the buttons in a ZigZag pattern, like this: ( ) ( ) ( ) | / | / | ( ) ( ) ( ) One of the most important aspects to your Comboing is LAUNCHING. Every character has a launcher. What the launcher does is pops them to SJump height. After launching, hold up and your character will automatically SJump after them. The oppenent CANNOT block until they start to fall, so you may continue to combo them! Therefore, what you want to do is hit them with a ground combo, use your launcher, follow, SJ combo, then finish it. If successful, this looks cool and can do very good damage. Some easy combo's you'll want to try: Charge Mega Buster, DASH or JUMP in, JAB, STRONG, Release Mega Buster Activate Leaf Shield, DASH or JUMP in, JAB, FORWARD, Fire Leaf Shield Charge Mega Buster, DASH or JUMP in, JAB, STRONG, DOWN+ROUNDHOUSE, Release Mega Buster Charge Mega Buster, DASH or JUMP in, JAB, FORWARD, ROUNDHOUSE, SJump, JAB, STRONG, Release Mega Buster DASH or JUMP in, JAB, STRONG, DOWN+ROUNDHOUSE, RUSH DRILL (OTG combo) Charge Mega Buster, DASH or JUMP in, JAB, STRONG, ROUNDHOUSE, SJump, JAB, SHORT, STRONG, FORWARD, Release Mega Buster But frankly, just follow Mega's magic series and whip 'em out. It's important to note that as Mega's a little guy, his arms and legs are very short, so even dash-in ground-to-air combos will have to be shortened so the opponent doesn't get pushed out of range. SPECIAL NOTES: -------------- Megaman is a very small character. Zangief, Hulk, and Venom's high attacks will generally fly right over him. Megaman can stick to walls and slide down, or do a Wall Jump. He also has a slow fall, ad can move about a little in midair. He can also fire his Buster while wall-sliding. While charging the 'Buster, Rush will stop and growl at the other character! I generally spend my time SJumping and charging my 'Buster. Most of the time, your opponent will follow you into the air, so release a small Air Combo, Hyper Megaman, or Throw them! It works pretty well, especially against people with ground-based attacks. If they don't follow you... Well, you ARE going to land on them. So, Ground Combo, Super Combo, just attack, or just block whatever Anti-Air thing they try. Mid-air is where Megaman can dominate, if you're smart. OTHER GOOD PARTNERS FOR MEGAMAN: -------------------------------- Megaman is a great all-around character. His Hyper Megaman is a great backup super, one of the best in the game. It's big, it's mean, and it HURTS. Thus, he is a very versatile partner and works well with about everone. One thing to note is that he doesn't deal as much normal damage as most. So team him up with a power character to help out! RYU Leave him as Ryu, or change him to Ken. Akuma takes damage bad, and just doesn't give back enough to justify using it. Plus, Ryu and Ken can combo the team super, Akuma can't. CAPTAIN COMMANDO Ahh, Team Capcom. The Cap'n works great with Mega because he does so much damage, and the supers compliment each other really well. Always launch into it. VENOM Hey, the computer uses this team all the time. And frankly, it works pretty well. It's important to note, however, that the Team Supers don't compliment each other very well, like all wave supers mixed with beam supers. MEGAMAN'S ENDING: ----------------- Some people have complained that his ending sucks. I don't, I think it's one of the funnier endings in the game. (DEFINATELY not the funniest though. Hehehehe.) I do, however, think it's a bit short. Kind of a letdown after spending $5 on the big O... Megaman zaps Onslaught and it shows him and his partner standing over Professor X's prone form. Megaman reaches down by Xaviers body and teleports away. The next scene shows Rock standing somewhere, except he is now red instead of blue. He aims his MegaBuster forward and shoots out a purple MAGNETIC SHOCKWAVE. The screen says "You Got Magnetic Shockwave!" in large letters. Megaman blasts away for a while, then the screen fades and the credits roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R O L L : ------------------------------------------ Damn, she's cute. Ain't she? For some reason, I have always picked the cute little girl characters present in most games as my favs. Just a thing of mine. Hehehe. Another reason I like her is the fact that she takes real skill. Scratch that, she takes _beyond_ skill. She's a serious underdog character. You don't pick her up and mash away and pull a win out of your ass with her. To me, she's the exact opposite of Strider. And that's what I'm looking for. And hey, she's cute. You don't need another reason to pick her! She's cute, that's enough! Roll is a secret character. To get her, move to Zangief (top right corner) and move the controller: + - - - - - - - + | LEFT, LEFT, | Seems like a lot to remember, at first. | DOWN, DOWN, | Still, it's better than Shadow Lady's code... | RIGHT, RIGHT, | It's easier to remember this way: | DOWN, DOWN, | Starting at Zangief, make a "5", | LEFT, LEFT, | then go up, right, up, up, right, | UP, RIGHT, | (you should be on Megaman's box) | UP, UP, | Then go right one more time. Roll's | RIGHT, RIGHT. | Box will appear next to Megamans. + - - - - - - - + Press PUNCH for Roll in a red and white dress, KICK for Roll in a gray and white dress. THE REGULAR MOVES: ------------------ Roll's JUMPING and SJUMPING ROUNDHOUSE has two forms. Regular ROUNDHOUSE is a regular forward kick, but holding UP+ROUNDHOUSE has her do a downward kick. Both her RK and UP+RK are her most highly-prioritized jump-ins. COMBO INITIATOR: Like Megaman, stick to JAB and SHORT. JAB for longer combos. AIR COMBO ENDERS: FIERCE, ROUNDHOUSE, Roll Buster, Fired Leaf Shield, UP+ROUNDHOUSE. LAUNCHER: Again, standing ROUNDHOUSE is the launcher. Unfortunately, Roll doing a handstand in that skirt would be indecent. So she just kicks REALLY high upward. Similar to Cap Commando's RK. But BAD priority. Luckily, jump- ins are hard against Roll because of her size. KNOCKDOWN: DOWN and ROUNDHOUSE is a slide, just like MM. She scoots across the floor with her leg out. This is what you want to be counting on. It'll go under almost every projectile, and sets up OTG combos. DASH: She, like Mega, hops forward. She's slow. It sucks. If you're trying for gaining ground, use the slide. If you're going for dash in combos, go ahead and use it, but I recommend jump-in combos with Roll. TAUNT: She straightens her hair bow and says something. (anyone know what? 'Cause I'd like t'know!) THE SPECIAL MOVES: ------------------ Roll Buster: DOWN,DOWN-TOWARDS,TOWARDS+ ANY PUNCH (G/A) (OTG's after a throw or slide) D'oh! No one button projectile here! Roll's 'Buster is apparently an older model, since it's unchargeable. Since Roll's 'Buster is not connected to her arm, she has to get it out of her skirt too, which gives it horrible startup and recovery. The blast is the size of one of Megaman's charged shots, but it only hits once and doesn't go through other fireballs. It's still a powerful blast, though. Use the JAB version at all times, it does almost the FIERCE damage and speed, with quite a bit less recovery time... This is the move Roll performs when doing a team counter. Exploding Bouquet: DOWN,DOWN-BACK,BACK+ ANY PUNCH (G/A) Hehe, I love this move. :) Roll rears back and throws a bouqet of flowers at her opponent. The bouqet must be blocked high, and it arcs up enought to knock people jumping in away. Using JAB will cause the bouqet to arc up, then fall like a stone right in front of Roll, while ROUNDHOUSE will cause it to go ALMOST all the way across the screen. It will negate regular fireballs, and I have used it to stop Venom's Web Super! Still, the recovery really sucks with this move. Use it like Dan's Autograph move in MSH vs SF, for taunting and to annoy people on their last few pixels of life, but don't count on it to save your butt in a close fight. Weapon Change: DOWN,DOWN-BACK,BACK+ ANY KICK (GRO) SHORT: Rockball FORWARD: Tornado Hold ROUNDHOUSE: Leaf Shield Just like Megaman, Fliptop is here to help Roll out with some extra weapons! In fact, Roll uses the exact same weapons as Megaman, in the same way. However, she has a little more of a startup and end delay than her bro. Gotta get the darn thing outta her pocket y'know... Weapon Use: DOWN,DOWN-TOWARDS, TOWARDS+ ANY KICK After selecting your weapon, do this to use it. You can use them an infinite number of times. ROCKBALL: (GRO) A small ball will drop out onto the ground. Use a KICK button to kick it towards your enemy. It usually misses or is blocked, I don't use it often. TORNADO HOLD: (GRO) (OTG) This is the default weapon at the start of each match. Fire and a column of wind (Like Storms whirlwind move) will come out at a certain point. Unlike Storms' move, this doesn't travel forward. LEAF SHIELD: (To call the shield is GRO, to fire the shield is G/A) Do the motion once, and you will be covered in a revolving shield of leaves. This shield will completely protect you from a single hit. (A La Super Armor) Do the motion again, and it will fire the leaves straight forward. It hits 12 times, and will go through any other fireball. It can be fired in midair as well, but with as much recovery as a FIERCE Mega Buster Blast. It will also dissipate after a few seconds, so people can wait it out. HYPER COMBOS: ------------- HYPER ROLL: DOWN,DOWN-TOWARDS,TOWARDS+ 2 PUNCHES (G/A) Roll, winks, yells, then transforms into a big robot. Unlike the Hyper Megaman, she doesn't shoot that beam of death! Instead, she fires a crackling beam of electricity from her tiara/headband thing. The problem? Hyper Roll is as tall as Onslaught First Form! Although she does also shoot out a load of missles and Mega shots to cover her lower half, (including a barrage of missles from her uh... chest region... *snicker*) they will do NO damage if blocked, and frankly don't do that much anyway. However, taller characters like Hulk, Zang, and Venom sometimes get knocked up into the beam by the missles! (not always tho). Like the Hyper Megaman, they can get hit by the transformation and are launched into the beam, setting them up perfectly for DEATH!! HAHAHAHAA!! ... Sorry. RUSH DRILL: DOWN,DOWN-TOWARDS,TOWARDS+ 2 KICKS (GRO) (OTG's, just like Mega's version) Rush runs onscreen and turns into that funky little drill car. Just like Megaman's version, this thing cannot be stopped! Roll can't be grabbed, supered, double team supered, and even Onslaught can do nothing to stop you! It is much more difficult to combo this, since Roll can't juggle the opponent with a charged Mega Buster shot... But a fired Leaf Shield should handle it! Also does decent chipping damage. Comparing this Drill to Megaman's will make you weep, though. (Why?? The Drill is the same! It should do the same amt of damage!) BEAT PLANE: DOWN,DOWN-BACK,BACK+ 2 KICKS (G/A) (Bombs may OTG, I haven't tried it) Beat flies out and Roll hops in. Press PUNCH to fire projectiles forward, and KICK to drop bombs. Like Megaman, one hit will knock you right out of this, and it is much, much harder to combo for Roll. Still, it's useful for chipping, and you can fly all over with it. Use it to cross up the opponent, make them block the wrong way! THE COMBO SECTION: ------------------ Roll isn't quite the combo maniac that Megaman is. The unchargeable Mega Buster is a serious hampering to her offensive game. That doesn't mean you shouldn't combo... In fact, thanks to the serious lag-time on all of Roll's special moves, combos are your best friend. The main problem with Roll is her short-ranged regular attacks... Roll has to be right on top of her opponent to even hit them. Ground Magic: Stronger Jumping Magic: ZigZag SJumping Magic: ZigZag Also, her ground launcher doesn't have the reach nor the priority of Megaman's, so shorten her ground to air combos or she'll push them out of range before launching them! Other than that, stick to Megaman's combos. You won't get as many hits or damage, but hey. It's a combo. Also: Her FP air throw can be added to combos, and it does good damage if not Tech Hit out of! Although I dislike throwing, beating people with Roll makes you have to go to extremes! SPECIAL NOTES: -------------- Roll is THE smallest character in the game. This can be good or bad... For one, she is a damn small target. Things like Cajun Strike, and Spideys Maximum Spider are quite difficult to manually aim at her. (Though the computer has no problems.) She can also duck underneath a lot of moves, special moves, and supers. I've been told that part of the Captain Storm will miss Roll. (Though I don't believe it. You may be able to duck under the uppercut though.) The next thing about Roll is her SJumping... Roll floats. Her skirt seems to act like a drag chute, she falls the slowest of everyone else. This can be advantageous: Repeatedly throwing jab Bouqets will keep you in the air, and relatively safe. Watch for those guys that know how to air dash/double jump or air counter though... Secondly, Roll's air defense is next to nil. Her launcher has almost NO priority, as it looks like Captain Commando's launcher, except Roll's legs are so short that she barely covers her front. The Exp. Bouquet CAN be used for air defense, but some people can actually recover from being hit by the Flowers and can hit Roll before she can recover! All of Roll's supers are rip-offs of Megaman's. In fact, most of her moves are rip-offs too. If they know what to expect from him, they know what to expect from her. Finally, always keep your cool... If your opponent manages to take out Megaman, the tend to get a bit cocky about taking out Roll. Don't panic and throw out a super, even if they only have a few pixels left! The Hyper Roll won't do block damage, and the Rush Drill has enough start-up lag that people can SJump and get on the other side, where they can do whatever they want to you while you detransform. Play it cool and don't expect to win every time, just have fun. Taunt and ridicule your opponent, but after it's over shake his or her hand and say "Good game." whether you win or lose. Remember, we MvC fans gotta stick together! OTHER GOOD PARTNERS FOR ROLL: ----------------------------- Roll's main problem is that she takes damage, doesn't do much damage, has bad range, bad recovery, and a very small beam super in an awkward place. Thus, she's VERY hard to find a good partner. Now some people think that partnering some overpowered bastard (Wolvie/Spider/Strider/Li) with Roll means they aren't cheap, since they're giving themselves such a drag characters. For all but Wolvie, I agree. Roll can add on some MEAN super meter with J.FP's, and Wolvie heals more and faster than others so Roll is actually an ADVANTAGE if you can dominate super-well with Wolvie. So a Wolvie/Roll Team? CHEAP CITY. Hehehe. CAPTAIN COMMANDO Actually, this is my most dangerous team now. I still use Mega, and I still do very well, but the Captain just rocks. His Sword is one of the few team supers that work REALLY well with the Hyper Roll. Besides that, he's an extra-strong character that makes up for Roll's inability to inflict massive damage. However, he takes hits bad, and so does Roll. So you have to be a bit more careful with this team. RYU He's another of my favs, althought the Team Super only works well when he's in Ken mode. In Ryu mode, you have to choose. Shinkuu or Hyper will hit? It's nearly impossible to get both to hit. Akuma mode is worse, since he has bad startup lag on his Super Fireball sucks. And besides, between Akuma and Roll they have about as much vitality as one Hulk. Trust me, that's not good. CAPTAIN AMERICA Although I'm not THAT good at him, Cap is a great all round character. Stronger than most, he can make up for Roll's weakness. (Well, one of them...) And the Team Super works well. Works best to start it with the Captain though. They both have a slow fall, so people with impenetrable air defense will probably give you problems. ZANGIEF The 'Giefer. Big Man. Zango. The Big Cheese. Mr. Spin Your Head into the Ground. Toned down considerably (His SPD does what the double hit RBG used to in XSF, and his FAB does about what an old FP SPD did. *sigh*) Zango is still a nasty hitter. He can nearly match the Hulk punch-for-punch, and can turn into an unstoppable Zombie Killing Machine!! Their Team Super when started with the big Z is the Double Final Atomic Buster, which looks absolutely hilarious! Roll clings on with all her might while 'Grief pounds 'im into the ground! Don't discount using Roll to start though, the 'Atomic Lariat' super has been beefed up considerably, now hitting low and juggling high for a LOT more hits! ROLL'S ENDING: -------------- Last couple of times I went down to the arcade, MvC was really busy so I kept getting interrupted in my fight towards Onslaught. Thus, this is not an EXACT transcript of what happened. Still, I've beaten O with her a few times in the past, so I know what happened, just not word-for-word. Roll smacks Onslaught, and he falls to the ground. 'Roll wins!' The scene shows Roll and her partner standing over the fallen Professor X. The next scene shows Onslaughts stage, with Roll running from the left to the right. Dr. Light (Or maybe the Dr. Light Rush Projector thing) appears. Roll says that she can't believe she beat the stage before Megaman did. Dr. Light can't believe it either, but seems quite impressed. He says something similar to: 'Let me enhance your power now for the next stage!' Roll turns into the Hyper Roll robot and jets offscreen with Dr. Light/Rush. A second passes, then Megaman runs onscreen from the left. He looks left. He looks right. He looks left again. Then he kneels down and a tear falls from his eye. The scene fades out and the credits roll. Hehe, another funny ending! This one ranks about #3 on the funniest endings! And watching Megaman cry is just kinda funny, especially if he was your partner. Hehehehe. Sibling rivalry. Go figure. T H E D R E A M T E A M : --------------------------------------------------- Yeah, buddy. This is what I'm talkin' about! First of all, you have to pick Roll first! Frankly, I like to start with Roll anyways, but if you don't wanna, just hold all three punches until the start of the match after picking them and their teammate. Megaman will be first now. Anyways, there are a number of special things to point out about the Megaman/Roll team. Problem #1: Aside from the non-chargeable nature of Roll's Mega Buster, Mega's Dragon Punch, and Roll's Bouqet of Death, these 2 have the same exact moves. This tends to make you a tad... Shall we say, 'predictable.' One of the best things to do is to mix and match your weapons and supers. Leave Mega with the Whirlwind, but change Roll to the Leaf Shield. Use the Hyper Megaman liberally, but use Roll's Rush Drill more than the Hyper Roll. Also, try a different tactic with each of them. Spend Mega's time chipping away with the Buster, then pop Roll in and haver her gunning for them with high-hitting ground-to-air combo's and supers! Betcha they won't be expecting that... Problem #2: Both of these are a tad bit on the small side. Wise opponents know that they both have a slow fall and therefore will spend a lot of time duckblocking. Not much can get around this. Throw 'em around and OTG them a bunch, and keep trying to launch them. Mid-air is where Megaman and Roll really shine. Spend a lot of time up there. Problem #3 is damage. Let's face it, Roll could not arm-wrestle the Hulk. Hell, she's smaller than his damn arm!! And she's not sturdy. A few nasty hyper combos put her out, or right in her place. Switch out to heal a lot, and keep Megaman as backup, he's your heavy hitter. The final big problem is range... Being little guys, these two have to get in REAL close for their stubby little arms and legs to hit them! Of course, since most standing attacks go over Roll, she has less trouble getting up close than Mega. And Mega's chargeable Buster more than makes up for range problems anyways... THE HYPER ROCK AND ROLL: ------------------------ DOWN,DOWN-TOWARDS,TOWARDS+ FIERCE+ROUNDHOUSE (LEVEL 2 METER) Technically, this double team super should be called "The Hyper Megaman and Roll," but I think "Hyper Rock & Roll" sounds a helluva lot cooler. There are a number of reasons this Double Team Up Super can truly suck. As usual, most of it is on account of Roll. The first thing to know is that there are no missiles, no Mega Buster blasts. There is only the 2 beams. For Megaman, this isn't a problem. His beam covers practically the whole screen. Roll's beam, however, is about a quarter of an inch thick and near the top of the screen. However, connecting at that crucial point isn't easy. And just hitting with Megaman's portion actually does less damage than a normal Hyper Megaman for twice the cost! (although it will cover you for a safe character switch and do decent block damage) What you need to do is find a way for Roll to hit with her Beam... The oretically, getting the opponent hit by Roll's transformation should set it up nicely, but that isn't so. It does not work, I can't stress that enough. Roll's transform-hit knocks them way the hell up there. It basically launches them. The problem is they land on the very top of Megaman's beam. This does PATHETIC damage, especially for 2 levels of super meter. Strangely, Megaman's transform hit will set them up nicely, knocking most characters into the center of his beam and allowing Roll to pile on the hits with her electricity! If you do it deep enough starting with Roll, Megaman will hit with his transformation too, and that will pop them right into Roll's beam. The duo then blasts the crap out of them! The amount of damage a double-transform hit setup (started with Roll) does is amazing, and is a great crowd pleaser to finish with, although getting it to hit takes skill, patience, and most importantly: LUCK. Then again, if you have a couple levels of meter to play with, it's a lot more fun to go psycho with the Double Team Attack... Unless you're really hurting, then the 2 on 1 will probably get you killed. Also, NEVER do the double team against Onslaught Form 2... One word: Onslaught Eye- beam. Ouch. DOUBLE TEAM ATTACK (2 ON 1) COMBOS: ----------------------------------- DOWN,DOWN-BACK,BACK+ FIERCE+ROUNDHOUSE (LEVEL 2 METER) I have found a couple of reasons the Double Team Attack is a lot more useful than the Team Super. First of all, you can do a Hyper Megaman/Hyper Roll once or twice during the Double Team Attack anyways, and those missles and blasts are all there this time! Second of all, I have found some great Team Attack combos. Here's a few. THE RUSH DRILL OF DEATH! Try to work the Double Team Attack into a combo or something. Let's say Mega's in against Venom. You have a Level 3 super bar, and he's being all careful because he doesn't want to eat a HYPER ROCK AND ROLL. Power up the Blaster and move in on him. Make sure he's about in the middle of the screen, and release the Buster. He'll do one of three things, Get hit, Jump over it, or Block. Do the Double Team Attack (DOWN,DOWN-BACK,BACK+ FIERCE + ROUNDHOUSE) Megaman will taunt, then Roll will jump in with a kick. If Venom got hit with a decent sized charged blast, it can combo. Roll will then taunt. Megaman is free, and he has UNLIMITED SUPERS. Do a Hyper Megaman. If it hits him, uhh... He's braindead or you're lucky. Immediately jump over Venom while he's blocking. Now you have Roll on one side, Megaman on the other. Before Megaman can return to normal, have Roll do a RUSH DRILL. As soon as Megaman recovers from the Hyper, have HIM do the RUSH DRILL too! There is no need to move the joystick, but jam on those KICKS for extra hits!! This does insane damage, insane chipping damage, and both of your characters are TOTALLY INVINCIBLE!! Venom can do NOTHING! This is extremely cheap, and using it in a VS Match will probably get you some mean looks! (or punched!) Do it after they beat you 5 times with Spidey/Wolvie. Wipe that smug button-smashing scrub grin off their face. Make sure you yell "Rush DRILL!" In a silly voice with the announcer as you win! (Chip away the last few pixels of their life with it at the end!) AIRSTRIKE OF DOOM! Try the same general thing, just get Beat Planes on either side of them! Keep jamming on Punches and you can juggle them for some really impressive combo counts! Keep in mind that using the 2 0n 1 attack makes people immediately switch to BLOCK EVERYTHING mode... Which is pretty smart really. *grin* So do a Hyper Megaman/Roll and have the other guy run up and throw 'em! Then OTG with a Rush Drill and make your own combo! The possibilities are endless! BEST PARTNERS: -------------- You want to have some certain partners for Megaman and Roll. I will list some of the more useful partners here and why they are good... Good partners can be the difference between life and death... NOTE: I do not believe in CHOOSING your RANDOM partner, so I'm not going to list the codes here. Go to Migs' page if you really NEED to know, but trust me, the game is a lot more fun if you allow the random element into play. Colossus: Hell, is there any team where Colossus isn't useful? He sets up any horizontal attacks! Hyper Megaman, Buster blasts, Beat Plane... You name it, the big guy can set it up! Psylocke: Same as Colossus, just quicker. The speed means some stuff will have trouble connecting though. US Agent: Same as Psy... Also, he doesn't go all the way across the screen. Lou: Just having all these short people running around is fun. *grin* Use that purple flame as a shield with Roll, just duck behind him! King Arthur: Same as Lou... Plus those lances can help combo Mega Buster blasts. Juggernaut: Having a big moving wall is always helpful... Shadow: (Note: Shadow is a secret helper, so you have to choose him. Get the code off MvC: The Site! The address is in the Thanks section.) Can set up the HYPER ROLL if timed properly! Rogue: Can also set up the HYPER ROLL.. Devilot: Probably the cheapest set up for Roll's super... *grin* Shouldn't have ran to the corner, dude... Not my fault... Allow me to elucidate: After pressing SHORT+FORWARD, Devilot pops on screen. After a few seconds, it explodes, causing UNBLOCKABLE damage. That means get them in a corner, call Devilot, then HYPER ROLL them. Unless they SJump at just the right time, and I mean RIGHT as Devilot pops onscreen, the explosion will toss them directly into Roll's electrical beam! EVEN IF THEY BLOCK!!! Some people seem to think this tactic is cheap... I think Roll's fierces not going through Hulks Super Armor is cheap, but do you hear me complaining about it?? Well, yeah, but not loudly! VS VARIOUS PEOPLE: ------------------ There are certain people who're going to mop the floor with you, and certain people that you can just waltz all over. Generally speaking, Megaman is a slightly above-average character, and Roll is below-average. One of the biggest problems you're going to have is Mr. Tough Guy The Incredible Hulk. Then again, this overpowered green bastard gives everyone trouble now, doesn't he? *grin* Probably why I like to use him and Zangief sometimes... VS HULK/ORANGE HULK ------------------- Against the Hulk, jump and block a LOT. Or else he'll mop you up and toss you away. Roll takes hits terribly, and with the Hulk's strength, it'll only take a few to knock her out of the fight --either permanently or just to rest. Megaman is a little better equipped. His charged Mega Buster will blow through Hulkies super armor, and the Mega Upper is GREAT defensively. Orange Hulk poses little threat compared to the real thing... Definately the worst secret character, despite what some POLLS say... *grin* VS GAMBIT --------- Another person I have quite a bit of trouble with is Gambit. All his moves are quick and his slashes cover his full front.. No passing over Roll's head (except standing FIERCE!) on most of his moves here. And watch out for his Kinetic Card's, he can pop them out while you're bouqet tossin' and they hit immediately! They're also one of the few projectiles that Roll can't slide under! VS CHUN LI/SHADOW LADY ---------------------- Chun Li- Who doesn't have trouble with her?? Good luck getting her Air Death By Chinese Characters Hyper Combo to hit though.. Hehehe. Her lightning legs can cause you problems, but her Kikoken can be WALKED under by Roll. Heh. Shadow Lady- Haven't fought against her yet, but she doesn't have the Air Hyper or Kikosho, although you should probably watch out for her Big Bang Laser... The drill looks like it may pass over Roll's head, but I doubt it. VS WOLVERINE/SPIDER-MAN ----------------------- Wolvie- Claw claw claw claw claw claw combo into Berserker Barrage X, die. *yawn* Spidey- Web, combo, launch, imbossible air combo, repeat, die. *rolls eyes* For both these guys, there is a simple rule: Keep away from them!! If they can't touch you, they can't hurt you. Y'all know how to beat scrubs, and rarely do serious players use these guys anyways. Additionally, spend a lot of time in the air. Wolverine's worst attacks are really ground based. And comboing li'l Roll is terrible. They'll screw up easily, so capitalize on mistakes! VS WAR MACHINE/MEGA WAR MACHINE ------------------------------- War Machine- Ugh. I hate this guy! What is he doing in this game? DIE WAR MACHINE! Ahem, anyways... WM is the projectile man. He's the only one in the game with a beam. Beam's eat fireballs. Then beams hit you. Well, unless you're short. Eheheh. He has so many ways to cancel your fireballs it's not funny. His Missle blast, however, can be slid under by Roll and Mega, and if you are in REAL close with Roll when he tries a Proton Cannon, Roll can duck under it! As a side note, why does he need that plexiglass shield?! Wuss! Roll doesn't even need a shield! His shoulder cannon will go over Roll's head, and he has terrible recovery on all his moves... Evade a lot. Mega War Machine get's a lot more respect from me, but treat him like Mega Zangief, and use the Rush Drill a lot... He can't block or counter, and switching out will allow you to smack his opponent too! VS VENOM/HYPER VENOM -------------------- Ah, Venom. Psychotic. Symbiotic. Weird. He does good chipping damage, but that's about it. He telegraphs almost everything he does ahead of time. The most difficult move you will encounter is his leaping symbiote wave move. And believe me, you'll encounter that a lot. Stay cool. Venom is strangely a very bad fighter against Roll. His standing attacks generally go over her head, and he has bad recovery, leaving himself upen a lot. Make sure you use every advantage thrown your way, and leave the spider-hater in the dust. VS RYU ------ The team has a distinct advantage over Ryu, since one of his attacks, the hurricane kick, will go over their head. Without that move, Ryu's fireballs are slower, and his dragon punch is equal to Megamans. Watch out for Akuma modes hurricane... I think it will hit Mega though. Only a fool switches to Ken mode against Roll... That hurricane can't hit her if she's on the ground, and it leaves him wide, wide open for the Hyper Roll! VS MORRIGAN/LILITH ------------------ Morrigan can give Roll a run for her money, but just doesn't have the stuff to take Megaman on. Play against her a lot like you'd play against Ryu, just watch out for the air drill kick and her multi-hit mid-air dragon punch clone. Lilith is again just a watered down version of her palette-swapped 'sister.' VS ZANGEIF ---------- Zang has a tough time with this group... Especially Roll. Since she is so small, all his standing attacks hit air, and it is REALLY hard to catch her in a Spinning Pile Driver. If he goes to Mega Zangief mode, RUSH DRILL him. There's nothing he can do to knock you out of it, and he can't block it. *snicker* Watch out for the lag at the end, you could get Final Atomic Bustered, and neither Roll nor Rock can take many of those... VS JIN ------ Jin is one of the few that are well equipped to take on the short crew. His downward flaming punch and air dashing whirling sliding kick thing can screw you over. Watch out for his cheesy Hurricane Super too... That will massacre poor Roll... He also has a standing trip, and a lot of his stuff OTG's. Learn to roll well and quickly. VS CAPTAIN COMMANDO ------------------- The Captain Corridor is a bane to your existence... It hits you jumping in, it cancels fireballs, and it HURTS. Thanks to the Captain Fire and Corridor, Pogo Smacking and playing keep away or fireball wars is very difficult. The Captain Storm will miss a ducking Roll though, although half his damn regular moves do super+ damage to Roll... Boy, hitting with that Captain Corridor sends Roll FLYING, geeze. Takes a few seconds to come down... VS STRIDER ---------- This is the one of the guys I won't touch with a ten-foot pole... The hold a place in my mind beyond Wolvie and Spidey: Strider and War Machine I will not play, and I give no quarter against them. That cheesy sword beats out anything that Wolvie can dish out, in my mind. His teleport is also not much fun, and can make comboing him a hassle, since Roll and Mega's dashes are slow and so is their jumping in. Luckily, he has basically no projectiles so keep blasting him till he's dead. VS CAPTAIN AMERICA ------------------ Oh yeah. This guy. *grin* Cap is very strong, but is also very slow. His standing Shield Slash will go over both Roll and Rock's head, and if you hit or throw Cap, you can prevent him from getting it back! Cap players get a little annoyed if they don't have their shield, and will often make stupid mistakes trying to get it back. Use that to your advantage. He has a double jump, but is slow enough that it's more an advantage for you than him. The Charging Star has horrid lag time, throw him after blocking it for some easy damage! Uh, did I miss anyone...? Oh well, onto the big bad guy... VS ONSLAUGHT: ------------- ONSLAUGHT FORM ONE: The Rock & Roll team really shine against Onslaught. Against FORM ONE, you should start with Roll. The thing to remember is to keep things short, sweet, and on the ground. Roll can do ANYTHING while he's doing that Mega Onslaught Blast. Run up and start smacking him! He generally does 2 or 3 in a row, so just repeat. Watch out for bombing sentinels! If Onslaught does Hyper Gravs, call your helper or jump and Roll Buster it. They are unblockable but helpers and projectiles fizzle them out. PUSH BLOCK everything. The Onslaught Rush, the Magnetic Shockwave, everything. Just keep waiting for that Onslaught Blast and nail his ass to the floor. Try to switch to Megaman near the end of Onslaught's lifebar. When using Megaman you have to be more careful than with Roll. But still follow the same pattern. Push block everything, then slide up to him and make him reel while he's blasting air. Charge the Mega Buster at all times! It'll make him stagger back for a while, allowing you to follow up with a couple of hits. And never use his crouching STRONG during the beam, since Rock'll hop up into the beam... ONSLAUGHT FORM TWO: This fight, as always, can be a real challenge. As Megaman, charge up that Buster and start J.RKing him in the face! Release the 'Buster when it's charged long enough. When you've got a couple of levels, try a midair Hyper Megaman to his face! Watch out because he can knock you out of it with those energy blasts, and DAMN do those hurt!! But just stick with charged Buster shots mixed with Hyper Megaman's to win. If you want to win with Roll, I recommend using the BEAT PLANE super. Although it leaves her wide open, you can knock the shit out of him and follow him to boot. The main thing to watch for is the bombing sentinels... You can't block while in the plane, and he automatically calls them as soon as you transform! Good luck against Onslaught! A U T H O R ' S N O T E S: ------------------------------------------- Whew, my first Guide done! How did I do? Mail impress, corrections, whatever, to < trpsprngr@hotmail.com > Any mail welcome! Or if you want to talk to me on ICQ, my number is 2028071, but I'm generally only on after midnight, since other people use the phone during the day... Still, I'll talk to ya 'bout anything! I still play the Duo every once in a while, even though I've beaten the game with both of them... Obsess much? *grin* I might work on a Captain Commando FAQ now.. Any useful info on the Captain would be appreciated! I'm also toying with a Chun Li/Shadow Lady Team guide... What d'y'all think? You can get this Guide at my homepage The Express Elevator to Hell (game over man!) http://www.geocities.com/Tokyo/Pagoda/6229/ And at the Submissions Archive at the impressive and cool Marvel Vs Capcom: The Site! http://www.geocities.com/Area51/Vault/5027/index.html And at The Roll Page! A great Roll tribute page by Dogshell. http://members.xoom.com/dogshell/roll/ And finally at GameFAQs, which has a FAQ for everything imaginable... http://www.gamefaqs.com If you'd like to post it on your page, lemme know and I'll mail you any updates or corrections, and I'll list your site here with my next update. R O L L ' S T H E M E T R A N S L A T I O N : ------------------------------------------------- If you've ever played Roll, you know she has some wicked theme music! (the only theme in the game with actual lyrics!) I've seen quite a few requests for the Theme Translation... (Hell, I posted some of the requests. *grin*) And what d'ya know... I got a response! ***** ROLL'S SONG : "Kaze yo Tsutaete" ("Winds, Let Him Know") Lyrics, Production, Arrangement: Yoshinori Ono Sung by: Yoshino Aoki (Japanese lyrics) *Tsutaetai kono omoi Tomaranai modorenai Dakishimete Tsukamaete Moh hanasanaide Machi no akari Yureru omoi terashite Hitogomi ni anata no Yasashisa kanjite Namida no ashiato sae Kiete shimau mae ni Anata to ita jikan wo Moh ichido tashikamete (Repeat *) Aitakute samishikute Nukumori ga kienai yoh ni Kono mune ga sakeru hodo Kanjite itakute (Repeat *) (English lyrics) *I want to let you know, know just what I feel. I'm not gonna stop, I can't ever go back I want you to hold me, want you to catch me And never let me go... The lights of the city shine on the trembling thoughts I possess. Even amid the crowds, I [clearly] feel your gentleness. Before the tracks of the tears [on my face] Have a chance to [dry and] disappear, Just once again, I want to be sure Of the time that I spent with you[, dear.] (Repeat *) [Now] I want to see you, ['cause] I'm lonely, So [I can be sure] that your warmth won't depart. I want to feel it [now, want] it so badly That it's breaking my heart. (Repeat *) ***** Cool, no? Thanks M. Sipher! S P E C I A L T H A N K S : ------------------------------------------ I'd like to thank Migs Rustia for having such a great page full of information, and not full of Junky CRAP CODES. You rock Migs! You da MAN! Same goes to Kao Megura, who's FAQ's have been helping me and inspiring me since FFVII and beyond! Special thanks to M. Sipher for the Japanese Lyrics and English translation of Roll's theme! Thanks go to Miguel Raya (The Foreigner) for noticing I forgot a 'vs Captain America' section, and for information for that section! And I thank the operators of the Tilt arcade in the mall at Ottumwa, IA. The closest arcade to me, and where I spend my precious time playing MvC and MSHvsSF. (They fixed the controller yay! Mega Zangief/Dan is BACK!) And thanks to my friends for allowing me to drag them down to Tilt so I could test out combos, hypers, and just generally being impressed with what I could do. Btw, they think I'm obsessed. Heh. Those morons have no taste... Thanks to GeoCities, for hosting my page, along with half the world's pages. Finally, thank you for reading this far. Hope this helped your game! May it help you put War Machine in silicon hell with all the photocopiers! F I N ~ "Don't be mad at me... I'm just a girl!" --Roll when meeting Onslaught "Your powers are too weak to help me!" --Megaman after defeating War Machine. -----