< DBFZ
(6 intermediate revisions by 3 users not shown) | |||
Line 565: | Line 565: | ||
|input=214S | |input=214S | ||
|image=DBFZ_MasterRoshi_ThunderShockSurprise1.png |caption= | |image=DBFZ_MasterRoshi_ThunderShockSurprise1.png |caption= | ||
|image2=DBFZ_MasterRoshi_ThunderShockSurprise2.png |caption2= | |image2=DBFZ_MasterRoshi_ThunderShockSurprise2.png |caption2=UNLIMITED POWWWEEEERRRRRR | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 592: | Line 592: | ||
* Ground command grab, causes a crumple on hit. | * Ground command grab, causes a crumple on hit. | ||
* Startup can be made ambiguous with 5LL. | * Startup can be made ambiguous with 5LL. | ||
Crumple lets you combo into this from anywhere on the screen, a worthy price for that startup. | Crumple lets you combo into this from anywhere on the screen, a worthy price for that startup. This move can trade but your opponent will always be in hitstun longer than you, no matter how weird it may look. | ||
}} | }} | ||
}} | }} | ||
Line 617: | Line 617: | ||
|name=Martial Spirit | |name=Martial Spirit | ||
|input=Assist B | |input=Assist B | ||
|image=DBFZ_MasterRoshi_MartialSpirit.png |caption= | |image=DBFZ_MasterRoshi_MartialSpirit.png |caption=Move aside Bardock | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 665: | Line 665: | ||
* Does a bit more damage if done on the opponent's last character, causes a soft knockdown and leaves Roshi at +1 at minimum. | * Does a bit more damage if done on the opponent's last character, causes a soft knockdown and leaves Roshi at +1 at minimum. | ||
* Get in the jar. | * Get in the jar. | ||
Deals bonus psychological damage. Always try to kill with this if your opponent's healthbar is below the sparking indicator at the end of the combo for instant serotonin. | |||
}} | }} | ||
}} | }} | ||
Line 683: | Line 684: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Minimum Damage: 864 (lvl2 adds | * Minimum Damage: 864 (lvl2 adds 400) | ||
* Roshi's DHC Super. | * Roshi's DHC Super. | ||
* Can be extended into Full-Power Kamehameha for 1 bar, allows for combos into Charged Special Beam Cannon and Super Spirit Bomb. | * Can be extended into Full-Power Kamehameha for 1 bar, allows for combos into Charged Special Beam Cannon and Super Spirit Bomb. | ||
Line 702: | Line 703: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Minimum Damage: 1642 (only | * Minimum Damage: 1642 (only around 300 more than his level 2) | ||
* +42 on hit, leaves opponent far away if used midscreen. | * +42 on hit, leaves opponent far away if used midscreen. | ||
Of course he got a beam super. Roshi does not get any mixups off this that are not explicitly telegraphed before because he cannot superjump float, so the best thing he has here is an autotimed safejump. With assists, you can setup a mixup with Reverse Kame. | Of course he got a beam super. Roshi does not get any mixups off this that are not explicitly telegraphed before because he cannot superjump float, so the best thing he has here is an autotimed safejump. With assists, you can setup a mixup with Reverse Kame or j.236L. | ||
}} | }} | ||
}} | }} |
Revision as of 22:04, 22 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Overview
Master Roshi is an extremely technical character loaded with tools to let him do just about anything, assuming you're a master yourself.
""You should be moving, learning, playing, eating, and resting every day. That's the Turtle School way!"" | |
Lore: | Master Roshi (aka Muten Roshi) is the inventor of the Turtle Hermit Martial Arts style, and likewise the Kamehameha technique. By unknown methods, Roshi attained eternal life, and even in his old age is able to maintain a relatively decent physical form. Even before the times of Son Goku, Roshi assisted his mentor, Mutaito, in sealing King Piccolo with the Mafuba (Evil Containment Wave). Now, Roshi has even played a crucial role in saving Universe 7 by participating in the Tournament of Power, and helped Vegeta defeat Botamo and Magetta. Even in his old age of over 250, Roshi carries on strong, guided by his perverted nature, and humble teaching ways. |
Master Roshi Master Roshi moves well, learns well, plays well, eats well and rests well. More info to come.
Pros
Cons
- Absurdly Huge Toolkit: Roshi's toolkit is incredibly expansive, combo-friendly and versatile. All of his moves have several applications, including SKD anywhere.
- Amazing Mixup: Even solo, Roshi has incredible mixup tools and even pressure resets, despite his frame data.
- Aerial Denial: 214S forces opponents to avoid jumping, being a completely air unblockable fullscreen beam that can lead to deadly Sparking combos.
- Can't Superdash or Float: Although Roshi certainly has mobility and anti-air tools, missing Superdash hurts him in the scramble and the inability to Float makes keepaway much harder.
- Very Technical: Master Roshi has a lot of tools, but they are incredibly difficult to use. Compared to other characters in the roster, his margin of error is very tight.
Master Roshi cannot fly, as such he's unable to use Superjump Float and Superdash is replaced with two other options; Masterful Leap and Reverse Kamehameha Masterful Leap is a special, projectile immune jump that can go in six directions. Reverse Kamehameha is an aimed dash similar to GT Goku's 214S, except with a lingering hitbox trailing behind.
Since Masterful Leap is effectively a jump, you can use it and Reverse Kamehameha in the same jump without having to touch the ground again. They also count as different moves, so movement such as Master Jump > Reverse Kamehameha is possible.Normal Moves
5L | Template:AttackDataHeader-DBFZ |
---|
5M | Template:AttackDataHeader-DBFZ |
---|
5H | Template:AttackDataHeader-DBFZ |
---|
5S | Template:AttackDataHeader-DBFZ |
---|
2L | Template:AttackDataHeader-DBFZ |
---|
2M | Template:AttackDataHeader-DBFZ |
---|
2H | Template:AttackDataHeader-DBFZ |
---|
2S | Template:AttackDataHeader-DBFZ |
---|
6M | Template:AttackDataHeader-DBFZ |
---|
6H Afterimage |
Template:AttackDataHeader-DBFZ |
---|
6S Turtle Orb |
Template:AttackDataHeader-DBFZ |
---|
3H Rising Phoenix |
Template:AttackDataHeader-DBFZ |
---|
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H | Template:AttackDataHeader-DBFZ |
---|
j.2S | Template:AttackDataHeader-DBFZ |
---|
j.4M Back Kick |
Template:AttackDataHeader-DBFZ |
---|
Unique Mechanics
Masterful Leap H+S |
Template:AttackDataHeader-DBFZ |
---|
Reverse Kamehameha j.H+S |
Template:AttackDataHeader-DBFZ |
---|
Special Moves
Turtle Drop j.2M |
Template:AttackDataHeader-DBFZ |
---|
Wise Warrior 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Martial Spirit 214L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Jumping Splits 22L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Kamehameha 236S |
Template:AttackDataHeader-DBFZ |
---|
Thunder Shock Surprise 214S |
Template:AttackDataHeader-DBFZ |
---|
Lullaby Fist 22S |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ |
---|
Martial Spirit Assist B |
Template:AttackDataHeader-DBFZ |
---|
Turtle Hermit Flurry Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Evil Containment Wave 236L+M |
Template:AttackDataHeader-DBFZ |
---|
Turtle Hermit Extraordinaire 236H+S |
Template:AttackDataHeader-DBFZ |
---|
The Greatest Kamehameha 214L+M |
Template:AttackDataHeader-DBFZ |
---|
To edit frame data, edit values in DBFZ/Master Roshi/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.