* * * * * * * * * * * * * * Tatusunoko vs Capcom * * * * Roll Character Guide * * * * Version 1 * * * * Written by The_Coward * * * * * * * ----------------------------------------------------------------------------- 1. COPYRIGHT INFORMATION This document is copyright The_Coward1337 (2010). It may only be used on www.gamefaqs.com. If you want to use this FAQ on your site, don't be afraid to ask me. But you must get my permission. My email address is listed near the bottom at Contact Information. Do not use it on any other site UNLESS you ask me first. Please do not use this for your own FAQ unless you ask me first. And finally, don't take any information from it, again, unless you ask. If you want to use information from this guide for your own FAQ, ask me first. Remember: do NOT copy any of this information into your own FAQ or list unless you ask first. ----------------------------------------------------------------------------- 2. TABLE OF CONTENTS 1. Copyright Information 2. Table of Contents 3. Revision History 4. Introduction 5. Need To Know Conventions 6. About Roll 7. Pros and Cons 8. Colors a. Default b. Second Color c. Third Color d. Fourth Color 9. Roll's Regular Attacks a. L attacks b. M attacks c. H attacks 10. Roll's Specials and Supers a. Specials b. Supers 11. Solo Roll Combos and Partner Counter Advice a. Normal Combos b. Variable Combinations c. Partner Counter Advice 12. Partner Compatibility Capcom Side a. Ryu b. Chun Li c. Morrigan d. Alex e. Batsu f. Megaman Volnutt g. Kaijin no Soki h. Roll i. Saki j. Viewitful Joe k. Frank West l. Zero Tatsunoko Side m. Ken the Eagle n. Jun the Swan o. Casshern p. Tekkaman q. Polimar r. Yatterman-1 s. Karas t. Doronjo u. Ippatsuman v. Tekkaman Blade w. Joe the Condor x. Yatterman-2/Ai-Chan 13. Specific Competition Tactics Capcom Side a. Ryu b. Chun Li c. Morrigan d. Alex e. Batsu f. Megaman Volnutt g. Kaijin no Soki h. Roll i. Saki j. Viewitful Joe k. Frank West l. Zero m. PTX-40A Tatsunoko Side n. Ken the Eagle o. Jun the Swan p. Casshern q. Tekkaman r. Polimar s. Yatterman-1 t. Karas u. Doronjo v. Ippatsuman w. Tekkaman Blade x. Joe the Condor y. Yatterman-2/Ai-Chan z. Gold Lightan 14. Contact Information 15. Credits ----------------------------------------------------------------------------- 3. REVISION HISTORY Version 1: Original Version as of 2/8/2010 ----------------------------------------------------------------------------- 4. INTRODUCTION Hello, and thank you for taking time to look into this FAQ. Like most of you, I'm a regular at gamefaqs, but this is actually the very first actual faq I've written. For a game like Tatusunoko vs Capcom to come to the US, as well as get additional stuff, was a big surprise for many fans. A few days in and this game is on top of the Wii boards of gamefaqs. As you read through this FAQ, I hope to inspire you to add another main to your list of main users in this game. I'll make sure to list all that I can about Roll. If you have any comments or suggestions, or if you have discovered any flaws, please go to Contact Information. I hope you enjoy this faq. ----------------------------------------------------------------------------- 5. NEED TO KNOW CONVENTIONS F = Foward B = Back U = Up D = Down, in other words, Crouch. L = Low hit M = Medium hit H = High hit h = hold. NOTE: if H is captialized, it means High hit, if not, it means hold. P = Partner OTG = On the ground - your opponent is grounded from an attack WB = Wall Bounce - your opponent is knocked into the wall and bounces back AT = means L, M, or H, applies for moves that can be used by all 3 attack buttons. + = Pressing two or more buttons at once. - Example: L+M Charge = Holding down a certain direction or button. - Example Charge B*hold back* Low Hit = Attacks where opponents cannot block while standing. They need to Crouch. QCF = Quarter Circle Forward. Starting at D, ending at F. QCB = Quarter Circle Backward. Starting at D, ending at B. DPF = Dragon Punch Foward (F, D, DF) DPB = Dragon Punch Backward (B, D, DB) Dash = Dash, either by pressing F twice or B twice. Can also dash by setting one button on your controller to L+M+H, hold a direction and press it. Careful using this, for your character may attack if buttons is pressed during a dash. Jump = Press U to jump, press U in mid-air for a double jump. Super Jump = Push down and up real fast to jump really high. Launch = Your character's launch attack, which is DF+H Super = One of your characters strongest attacks. Each character has a different control import. Baroque = Canceling your current combo, resetting your fighting stance to do an even longer combo. The red life gauge you get is drained, but the more drained from the Red gauge, the more your damage increases. Press AT+P to execute. Variable Counter = While your blocking, your character switches with your partner, and your partner counter attacks. Useful for getting out of a jam. Costs one level of the hyper gauge. While blocking, press F+P. Variable Combination = Both your characters excute a super at the same time. Costs 3 levels of the hyper gauge. Execute by inputting one character's super with the partner button at the same time. Delayed Hyper Combo = During one of your character's supers, do your partner's own own super input. This will switch your current partner out with the one in reserve, and that character will perform the super you inputted. Costs only two gauges. This also counts as a switch out. Note that I will refer to Delayed Hyper Combos as DHC. Cross-Over Air Raid = Execute by doing QCF+P While doing a combo in mid-air. Your partner comes in, and your free to continue an air combo with that character. ----------------------------------------------------------------------------- 6. ABOUT ROLL Roll is from the megaman series, *in japan it is known as the rockman series,* though her name was not revealed until Megaman 3. Her name combined with Rock's adds the pun of "Rock and Roll." She is first playable in Marvel VS Capcom: Clash of Super Heroes and appears in the sequel as well. She is a downloadable playable character in Megaman Powered up, and her Tatsunoko vs Capcom version resembles MM powered up more than MvC. She is the sister of megaman and proto man, and is a house keeping robot, assisting Dr. Light around the lab. Originally in Marvel Vs Capcom, her move set revolved around an inferior version of Megaman's, but her sprite was the smallest of all characters, giving her a small advantage, *pun intended* against larger characters. Nothing changed much about her in Marvel Vs Capcom 2, but now Roll returns in Tatsunoko vs Capcom, with her own original, and very effective, fighting style. Roll attacks using some punches, kicks, a bucket, and her main weapon is a broom which she cleans with. As one of the few people who mained Roll in the MvC series, *short size sprite ftw* I'm proud to honor this faq toward her TvC return. ----------------------------------------------------------------------------- 7.PROS AND CONS PROS +Well balanced arsenal of attacks +Broom attacks have good reach +Small size, if not smallest. Your foe will o_o when they notice they can't hit her with certain attacks +Combos that can do up to 19,000 billion damage, using only 1 hyper gauge if needed +Can heal herself, and her partners if they are robots or robotic +Extreme OTG capabilities. +Can increase her damage, and increase special potientials as well. +Good dashing capabilities, important since Roll is melee based. +Her assist is one of the best in the game. CONS -Small Reach with some attacks -Some combos may leave her open, though partner can prevent this -Not very effective against giants -Healing leaves her open, unless used with caution -Her launch is a bit slow and can be blocked if you attempt to combo with it. -Less max health than most characters, yet heal slightly makes up. If you have something to add to either Pros or Cons, please go to contact info. ----------------------------------------------------------------------------- 8. COLORS Roll wears a normal dress, with a ribbon wrapping her long hair. The head area of her broom is the same color as her dress. A. Default Color - Her dress and broom head are red, and her ribbon is light green B. Second Color - Her dress and broom head are blue, and her ribbon is red C. Third Color - Her dress and broom head are light pink, and the ribbon is orange D. Fourth Color - Her dress and broom head are light green, and the ribbon is orange ----------------------------------------------------------------------------- 9. ROLL'S REGULAR ATTACKS Roll attacks with her hands, legs, and every part of her broom. A. L Attacks While Standing: Roll slaps her foe. Can be used continuously. In Air: Roll hits his foe with the hilt of her broom handle. If attack connects, press L again to do a follow-up strike. While Crouching: Roll does a low side kick. This attack is a low hit. B. M Attacks While Standing: Roll sweeps the foe with her broom twice. In Air: Roll kicks the enemy with one foot. If attack connects, press M again to follow-up with a kick with her other foot. While Moving: Roll hops and does an overhead swing. While Crouching: Roll does a low drop kick. This attack is a low hit. C. H Attacks While Standing: Roll does a strong sweep, similar to M's double sweep, only one time. In Air: Roll does an overhead swing similar to M while moving. While Crouching: Roll does a low swing sweep with her broom, knocking the foe down. This attack is a low hit. Launch: Roll does an underhead swing with her broom. Grab Foward: Roll hops and puts a bucket on her foe's head, then smacks her foe. Grab Backward: Roll hops and puts a bucket on her foes head, lands behind the foe, and smacks her foe with the broom from that side. Air Grab Forward: Same as Grab Forward, they're just in the air. Air Grab Backward: Similar to Grab Backward, but she does a flip while smacking her foe in the head. NOTE: To grab, be near a foe and press F or B + H Dash Forward: Roll hops on her broom, and the broom activates engines that boost Roll forward quickly. Dash Backward: Same thing really. --------------------------------------------------------------------------- 10. ROLL'S SPECIALS AND SUPERS Every character has their trump cards, whether it is martial art attacks, advanced weaponry, super powers, etc. For Roll? Cleaning the utter heck out of her foes. Surprisingly effective, and leaves that minty smell. A. SPECIALS #################################################### Roll Broom Swing QCF + AT #################################################### Roll swings her broom at her foe like a bat, knocking them a distance. This is used as her variable counter. Roll Broom Swing can reflect projectiles. AT button determines speed and power. CHARGED VERSION: Same thing, but is stronger and becomes a wallbounce. Author's Notes: Very useful for creating some distance between you and your foe. The charged version is a must-use because of the wall bounce. #################################################### Roll Splash DPF + AT #################################################### Roll spins and reveals a bucket of water, and splashes it at her foe. If it hits, your foe will stagger. This is a projectile, and even rivals other characters non-super projectiles. If it does not hit, it leaves a puddle, in which if your foe steps on, they will fall to the ground and take a tiny bit of damage. This move is Roll's assist move. AT button determines how far the water is thrown. CHARGED VERSION: The water just goes straight forward, but it hits the foe a few more times. Author's Notes: It may be hard to pull off while controlling Roll, but as an assist move it only takes one button. This is one of the most useful assist moves in the game. If it hits, your foe will stagger, giving you a chance to get a free combo in. If it doesn't, it leaves a puddle, which can either save you or set up another combo. #################################################### Roll Power Up! QCB + AT #################################################### Roll charges her broom, making the head spiral with energy. This move enhances all of Roll's specials. Look at "CHARGED VERSION" of the specials to see the effects. Author's Notes: This not only enhances her specials, but her attack power as well. All normal L, M, and H attacks get a power boost. I am not sure if buttons determine any change in Roll's charge. IMPORTANT NOTE: If Roll charges her broom, then the player switches to the partner, her broom remains charged, but it does not effect her assist in any way. Broom is still charged when player switches back to Roll. #################################################### Roll Mop Up Charge B, F + AT #################################################### Roll spins and her broom turns into a mop, and charges forward, mopping anything while moving. While mopping, mash whatever AT button you used to start the move to make Roll constantly scrub the ground of wherever she's standing. This attack can hit OTG foes. AT button determines startup time, number of hits, and damage. CHARGED VERSION: The charge does more damage, and the scrubs get more hits in, as well as better damage. Author's Notes: This is possibly Roll's strongest move. When charged, this move will not only do great damage if you hit an OTG foe, but it also gives a nice boost to your hyper gauge. B. SUPERS LEVEL 1 #################################################### Roll Mop Up Turbo Charge B, F + AT+AT #################################################### A powered up version of Roll Mop Up. Roll charges forward mopping anything in her path, then ends with a Roll Broom Swing. The mops forward count as low hits, while the swing is a normal hit. The mops hit OTG, but the swing does not. Author's Notes: Combine this with a charged Roll Mop Up, and you'll be dishing damage out in no time, while building up the gauge at the same time. LEVEL 2 ################################################# Roll Down Time QCB + AT+AT ################################################# When used, a power pellet drops from above Roll, and heals her upon impact. This move can heal Rock, Casshern, Gold Lightan, PTX-40A, or Zero as well. Anyone else takes slight damage from it. Author's Notes: This move seperates Roll from every other character. It is essential for survival against a tough foe, but can leave you wide open if foe is not staggered or anything. Use with care. LEVEL 3 (ULTIMATE) ################################################# Oh. No. You. Didn't! DPF + AT+AT ################################################# Roll scrubs the floor so hard that it starts a fire. If the foe is caught in the fire, their rear is set aflame, causing damage. While they attempt to fan the flames out, Roll then gets a gigantic bucket of water and spills it all over her foe. Author's Notes: A good, comical ultimate. I believe it hits low, *NOT CONFIRMED* and the damage is ultimate worthy. Just be careful not to waste it. --------------------------------------------------------------------------- 11.SOLO ROLL COMBOS AND PARTNER COUNTER ADVICE This faq is dedicated to help more users use Roll better, possibly making her a new main. Of course, you'll want to be able to solo two enemies at once, so take a look at this list of combos for Roll alone. We'll start with basics, then start enhancing our combos, as well as combining them with supers. Please note that I do NOT use baroque often. Because of this I do not have any baroque combos added, but if you wish to add your own combo, go to contact info and let me know, and I will quote you, and even credit you. A. Combos These Combos do not have any Supers in them, though Supers can be quite potent in each of these combos. See Super Combos for examples. *********************************************************************** L L M Roll Broom Swing *********************************************************************** Basic Combo. Get four hits in, then knock the enemy away real quick. *********************************************************************** L hD L M H Roll Broom Swing *********************************************************************** The first punch sets your foe up, then hold down to crouch, throw another L and then an M, quickly followed by a H then a Broom Swing. Charge for more damage and possibilities. *********************************************************************** Roll Power Up! L L M Broom Swing WB Launch L L M M Roll Broom Swing *********************************************************************** Similar to the first combo, but now that you charged your broom, you can WB your foe, and catch them with a launch to continue the combo. *********************************************************************** L hDB L M H Roll Mop Up *********************************************************************** IMPORTANT NOTE: Notice the hDB? This translates to Hold Down and Back. This is your trump control card. The reason for this is that not only are you crouching, but you are holding back at the same time. This lets you to charge for Roll Mop Up without moving backward. Since you are doing a down high, your foe will OTG, and that is where you follow up with an H Roll Mop Up. This is one of the biggest set-ups for Roll, which can be improved by either Roll Power Up or Roll Mop Up Turbo, or both. Look at the section "Super Combos" to see a sample. *********************************************************************** Roll Power Up! L L M Launch L L M M Roll Broom Swing Roll Mop Up *********************************************************************** This is another useful combo. Charge your broom, then get some hits in and then launch your foe. Combo in the air and end with a Roll Broom Swing. The WB will allow you to land first, and charge up for a Roll Mop Up. You'll have plenty of time, since Roll Mop Up requires very little charging. B. Super Combos These combos focus on getting hits on your foe so that their guard will be down, allowing a free super hit. ************************************************************************ L L M Roll Broom Swing Roll Down Time ************************************************************************ Same as the first combo in the non super combo list, but the broom swing allows you some distance, and the enemy will be OTG for the most part. You can use this advantage to heal yourself. Works even better if you used Roll Power Up before hand. ************************************************************************ L hDB L L M Roll Mop Up Turbo ************************************************************************ Basic combo and super. You should get most of the Roll Mop Up Turbo hits with this. ************************************************************************ Roll Power Up! L M Launch L L M M Roll Broom Swing Roll Mop up - Roll Mop Up Turbo ************************************************************************ Same as the last listed normal combo, only this time we're adding a Roll Mop Up Turbo. ************************************************************************ Roll Power Up! L L M Roll Broom Swing Roll Mop Up Roll Mop Up Turbo ************************************************************************ You don't need to launch them into the air to do this. All you need is a charged broom for a WB. This is an effective combo. ************************************************************************ Roll Power Up! L hDB L L M H Roll Mop Up Roll Mop Up Turbo ************************************************************************ This is my most commonly used combo. Your foe will get OTG'd from the crouching H strike, your already charging for the Roll Mop Up, so you can do the command for it the instant your H strike hits. Thanks to Roll Power up, your Roll Mop Up gets a big boost of damage. This does around 19,000 billion depending on how much you put into the combo. C. Partner Counter Advice Listen and Listen well. While these combos will indeed dish out good damage, there may be a few drawbacks. For example, if you Roll Mop Up Turbo someone who is OTG, the Roll Broom Swing at the end will miss, but that is not the issue. The issue is that after the swing, Roll does a pose that leaves her open for attacks. This can be a big downfall in a battle where your life is low, but there is one thing that can save you. Your partner of course! Depending on the type of partner you chose, they may be able to save you from this weakness. Press P constantly when Roll Mop Up Turbo is about to end! All the combos listed here are examples, and you should not feel limited to them. Experiment at will, and discover many other possible combos you can achieve with Roll. Remember, practice makes perfect. Also, make good use of her dash capabilities. That can be a big advantage when starting a combo. --------------------------------------------------------------------------- 12. PARTNER COMPATIBILITY Roll's assist make her a good teammate with anyone. What makes a good combo with Roll are people with specials and supers that can attack OTG. Course, it is not limited to OTG. Here is a list of partner compatibilities, paring Roll up with every other character in the game, expect for giants. Capcom Side A. Ryu Ryu is overall balanced and his play control is simple and easy. His assist is hadoken, which makes him a good partner. You can get some Variable Combinations in with Roll and Ryu, as long as your foe is not in the air. Ryu cannot be healed by Roll Down Time. B. Chun Li Some people can get a bit reckless with Chun li, pressing an attack button too much then she does her Hyakuretsukyaku, giving your foe a chance to breath after you comboed him. Roll's assist can prevent this, and if you Roll Mop Up Turbo OTG, Chun-Li's assist is fast enough to save you. I would not suggest Variable Combinations with these two, but feel free to experiment. Chun Li cannot be healed by Roll Down Time. C. Morrigan Morrigan is also really fast. Her assist is good for stunning your foe, and letting Roll get some combos in. Variable Combination Roll turbo mop up with Finishing Shower and your foe won't will not last long. Morrigan cannot be healed by Roll Down Time. D. Alex Roll splashes, Alex grabs. Nuff said really, this can be a dangerous duo. Alex cannot be healed by Roll Down Time. E. Batsu Batsu has a good combination of low attacks. Combine with Roll's assist and he will lay a punishment two times worse than he could by himself. Batsu cannot be healed by Roll Down Time. F. Megaman Volnutt Rock and Roll, ha ha. Depending on the player's style, Megaman can have alot of variety of combos, combined with Roll's assist, and the same way around with Roll. Megaman Volnutt can be healed by Roll Down Time. G. Kaijin no Soki Soki is all about long ranged ground attacks. Keep your foe from getting into the air and the Soki and Roll team will completely dominate. Hyper or DHC combos are not suggested, however. Soki cannot be healed by Roll Down Time. H. Saki Saki is more range oriented, but Roll's assist can help her get some melee attacks in, incase the foe manages to get close enough to saki. Strongly against Variable Combinationing with these two, however. Saki cannot be healed by Roll Down Time. I. Viewitful Joe The shortest possible team you can get. Joe needs to get close to his foes since his reach is small, but with Roll's assist that's all the edge he needs. Variable Combination Mop Up Turbo with his Desperado, for massive damage. Viewitful Joe cannot be healed by Roll Down Time. J. Frank West Frank's attacks are a bit slow, so using Roll's assist should really help him get some good attacks in. Variable Combination Real Mega Buster with Mop Up Turbo, and you will not be disappointed. Frank West cannot be healed by Roll Down Time. K. Zero Zero is who I most commonly use Roll with. They're both from the mega man series, they're both awesome characters, and they both have three colors that completely match colors, which is something I like to do. Symmetry in color is a team work achievement in my opinion. Variable Combinations are not suggested, but certain DHC combos will work just fine if you can time them. Zero can be healed by Roll Down Time. Tatsunoko Side L. Ken the Eagle While Ken continuously teleports in the air, Roll's assist will throw your foe off guard, allowing Ken to get close after such confusion. Variable Combination his Bird smash with Mop Up Turbo, you won't be disappointed. Ken the Eagle cannot be healed by Roll Down Time. M. Jun the Swan Jun's assist can help Roll just as much as Roll's assist can help Jun. Variable Combinations may not be suggested, but try them out if you must. Jun the Swan cannot be healed by Roll Down Time. N. Casshern Casshern is an effective partner for Roll. His assist can save her from Roll Mop Up Turbo control delay, and also OTG. Combine Roll's assist with Friender, and it will give off a Roll and Rush feeling. One of his supers hits OTG, which is good for a DHC combo with Roll. O. Tekkaman Tekkaman's supers do a heck of alot of damage. Variable Combination any of his two supers with Mop Up Turbo and you can't be stopped. Tekkaman cannot be healed by Roll Down Time. P. Polimar Step one, OTG foe. Step Two, Mop Up with Roll. Step Three, Variable Combination Mop Up Turbo with Tenshin Polimar Drill. Step Four, Profit. Polimar cannot be healed by Roll Down Time. Q. Yatterman-1 Yatterman-1 has very fast attacks, though his assist is nowhere near as useful as Roll's. However, what makes these two good teammates is that they both have supers that hit OTG foes. Use the sweep and mop up combo, combined with a DHC yatterwan flame, and if you have enough in your gauge, DHC Mop up Turbo. Keep in mind, that you cannot do two WBs in one combo. For example, you WB the foe with Roll, and followup with a Roll Mop Up and Roll Mop Up Turbo. If you do Yatterwan Flame, it will thrash the foe backward, but not have a WB effect. This gives your foe a chance to block the flame. Yatterman-1 cannot be healed by Roll Down Time. R. Karas Karas is fast and can do insane combos. Combine with Roll's assist. Variable Combination combos between these two are not suggested. Karas cannot be healed by Roll Down Time. S. Doronjo Doronjo's attacks require a bit of time. Roll's assist will give you that time. A Variable Combination between these two can leave your foe off guard, due to the delay in Doronjo's Variable Combination. Doronjo cannot be healed by Roll Down Time. T. Ippatsuman Ippatsuman is fast and furious, and his attacks send his foes into the air. Roll sweeps her foes and leaves them grounded. Sounds like Yin and Yang, but works well. Variable Combination at your own risk. Ippatsuman cannot be healed by Roll Down Time. U. Tekkaman Blade Tekkaman Blade's moves and specials are also fast, but can be used well with Roll's assist. His assist is by far not useful at all, however. Variable Combinations between these two will not work out. Tekkaman Blade cannot be healed by Roll Down Time. V. Joe the Condor Joe attacks aggressively, so Roll's assist will be vital to keep your foe staggered. His assist can help Roll if the foe is in the air, dashing at her. Variable Combination if you will. Joe the Condor cannot be healed by Roll Down Time. W. Yatterman-2/Ai-Chan Like Chun-Li, her mash AT attack can be troublesome. Still, her attacks are fast and can be comboed well with a partner's assist. Variable Combinations are not suggested. Yatterman-2 cannot be healed by Roll Down Time. ----------------------------------------------------------------------------- 13. SPECIFIC COMPETITION TACTICS Some characters may have an advantage over Roll, but here is some advice to help you against all the other characters in the game. Capcom Side A. Ryu Honestly, you'll fight more Ryus online than you can count. Air dash over his hadokens, if any, and get a combo started. Watch out for Shoryuken when dashing though. If he's a melee combo player, defense and counter, or beat him to the punch. B. Chun Li Nothing too threatening, just watch out for Kikoushou when preparing to attack. Also note that her ultimate only works in air, so careful when handling her in mid-air. C. Morrigan Same as Ryu, watch out for Shadow Blade. Morrigan can dish out damage fast with combos. Beat her to the punch. D. Alex You should play defensive, yet you can't let yourself get corned. His grabs can get annoying. The idea is to slowly consume the patience of the alex player, so his attacks get more reckless, leaving him open for combos. Advance guard when he does his Boomerang Raid to avoid the grab part. E. Batsu He's not a big threat while in the air, but while on the ground it may take some patience. F. Megaman Volnutt Depending on how the foe uses him, your options can vary. If their ranged attack spammers, same as Ryu. If Melee oriented, defense and counter. Know his attacks and when to block low. G. Kaijin no Soki His stupid sword poke can somehow hit even the small characters. If he gets too close, distant yourself with advance guard. Get close to him using air dashes. His air skills are lacking. H. Roll Judging if you've been reading this faq, you should know what to watch out for. I. Saki Saki is long range oriented, so she has trouble facing melee. Jump over her blasts and dash toward her for an assault. Be sure to keep your finger close to the Backward button to block her Positron Storm. Let her waste them for her team, so you can resume getting close at her for combos. J. Viewitful Joe Be careful of his boomerangs and bombs. It may be best to stick to ground combos, since his air joe could interfere with any combo you do. Joe lacks averge ranged melee moves, unlike Roll. Use this to your advantage. K. Frank West Don't stand near the edge of your side of the screen, or he'll summon a zombie near you. His attacks are slow, and most of them requires DP movements. Use air dashes and quick thinking. L. Zero Block one attack and you'll block a whole combo. You need to be quicker and smarter to beat a potent zero user. M. PTX-40A Roll is not good against giants, since none of her moves make the giants flinch or anything. All I can say is to stay in the air, use assist as much as you can, one H in air, advance guard to avoid a combo followed by a grab, rinse and repeat. Practice how to breakaway from a grab and you should be okay. Tatsunoko Side N. Ken the Eagle I've seen some good air Ken's online, spamming teleport until your dizzy. Stay focused, and if you see Ken do a teleport near you, a launch attack should be able to connect before he can react. O. Jun the Swan Her regular attacks can be tricky, mixing normal and low hits, but her specials can leave her open. P. Casshern Not sure what to say. I rarely fight Casshern sadly. Just watch out for that unblockable lighting punch, as well as friender. Q. Tekkaman Quickly use air dashes to your advantage. If your fast enough, Tekkaman will not have a chance to respond. R. Polimar Again, rarely fight him. Watch out for his grab super, and his little rush grab. S. Yatterman-1/Gan Yatterman-1 doesn't have good anti-air, so attack from there. Watch out for Yatterwan Flame. T. Karas Play defensive. Let your foe wear themself down barraging you with combos while you block and advance guard. Combo back once they slip. U. Doronjo Nothing to say really, just watch out for Tonzura's air rock throw. V. Ippatsuman Rarely fight. Stick to the ground since one of his supers is an upward grab. W. Tekkaman Blade Air dash to get close to him. Watch out for that move where leaves his blade behind and dashes behind you. Also, when air dashing watch out for that ranged grab he can do. X. Joe the Condor His M Wild Lasso has no chance of hitting Roll while she's on the ground. Use this to your advantage. Y. Yatterman-2/Ai-Chan Rarely fight. Her launch is a low hit, so be careful. Z. Gold Lightan Same with PTX pretty much. ----------------------------------------------------------------------------- 14. CONTACT INFORMATION What I will accept: Questions about this game. (In general) Comments on the FAQ. Criticism on the Guide. Stuff to add on (and I'll add you to the credits) Corrections that need to be made- IMPORTANT! EMAIL ME RIGHT AWAY IF THERE IS A MISTAKE! ************************************************************************** What I will NOT accept: Spam mail- I don't want it. Too bad. Hate mail- I know you've got your own opinion, but don't get carried away. Questions already covered on the Guide - Ctrl-F if you must. ************************************************************************** Email - [email protected] ----------------------------------------------------------------------------- 15. CREDITS This section is to thank anybody who directly or indirectly contributed to this FAQ Gamefaqs for hosting this Tatsunoko and Capcom for allowing the US to get this game. And of course, YOU, for reading this guide. I hope you have found this guide helpful. Enjoy the game!