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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{CharaOverview | {{CharaOverview | ||
|overview= The Turtle Hermit Master Roshi is an extremely technical character loaded with tools to let him do just about anything, assuming you're a master yourself. | |overview= The Turtle Hermit Master Roshi is an extremely technical character loaded with tools to let him do just about anything, assuming you're a master yourself. Also sometimes referred to as "El Viejo" (mostly before the nerfs). | ||
|lore= Master Roshi (aka Wutian Laoshi/Muten Roushi; lit. Martial Heaven Old Master) 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. | |lore= Master Roshi (aka Wutian Laoshi/Muten Roushi; lit. Martial Heaven Old Master) 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. | ||
|quote= "You should be moving, learning, playing, eating, and resting every day. That's the Turtle School way!" | |quote= "You should be moving, learning, playing, eating, and resting every day. That's the Turtle School way!" | ||
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* '''Movement Like No Other''': While his lack of a Superdash may initially seem like a liability, its substitutes in [[DBFZ/Master_Roshi#Reverse Kamehameha|Reverse Kamehameha]] and [[DBFZ/Master_Roshi#Masterful Leap|Masterful Leap]] give Roshi ground and air manuverability like no one else on the roster. [[DBFZ/Master_Roshi#2S|2S]] also gives Roshi a quick way to return to the ground while also being Ki Blast invulnerable. | * '''Movement Like No Other''': While his lack of a Superdash may initially seem like a liability, its substitutes in [[DBFZ/Master_Roshi#Reverse Kamehameha|Reverse Kamehameha]] and [[DBFZ/Master_Roshi#Masterful Leap|Masterful Leap]] give Roshi ground and air manuverability like no one else on the roster. [[DBFZ/Master_Roshi#2S|2S]] also gives Roshi a quick way to return to the ground while also being Ki Blast invulnerable. | ||
* '''Defensive Powerhouse:''' [[DBFZ/Master_Roshi#Martial_Spirit|214X]] gives Roshi guard point on demand for an absurd amount of time. 214L and 214M are both frame 4 reversals that are -5 on block and can be made plus with assists. 214H has guard point frame 1, making it impossible to safejump. | * '''Defensive Powerhouse:''' [[DBFZ/Master_Roshi#Martial_Spirit|214X]] gives Roshi guard point on demand for an absurd amount of time. 214L and 214M are both frame 4 reversals that are -5 on block and can be made plus with assists. 214H has guard point frame 1, making it impossible to safejump. | ||
*'''High Damage Level 1s:''' no one can escape the jar. Roshi's level 1 supers do much higher than average damage and [[DBFZ/Master_Roshi#Mafuba|Mafuba's]] KO cinematic can make it deal even more. | |||
|cons= | |cons= | ||
* '''Inability to Super Jump Float:''' Master Roshi is the only character in the roster who can't Super Jump Float, making his aerial keepaway game weaker. | * '''Inability to Super Jump Float:''' Master Roshi is the only character in the roster who can't Super Jump Float, making his aerial keepaway game weaker. |
Revision as of 03:55, 7 May 2021
Normal Moves
5L
- 5L
- Big, advancing jab.
Roshi's 5L is a massive 6-frame button, pushing him very far forwards. This makes it great as a punish tool, but being -5 on block it's less suited to stagger pressure than other 5L buttons.
A perfect microdash 5L will catch both buttons and backdash after vanish, but keep in mind the gap will allow your opponent to jump out. Being able to stop backdashing and mashing at the same time is great for Roshi. Jumping isn't even all that bad for Roshi anyway, as he'll be +1 and able to press 5L again anyway.
- 5LL
- Short ranged multi-hitting normal.
- 8-frame startup. Quick for an M button but 214X are typically better in clashes.
- Active for a very long time, both a good thing and a bad thing.
Mainly good for blockstrings, occasionally for mashing. You generally won't want to whiff this. 5L > 2M should be your go-to string instead of 5L > 5LL when resetting pressure because of this.
- 5LLL
- Vacuums on block.
- On hit, pressing L again will give 3H+S.
- Not a throw.
Since 5LLL pulls opponent toward's Roshi, it allows for sneaky IAD j.4M cross-ups, even in the corner. Other than that, it usually leads to less damage than Roshi's other options. You'll exclusively be using this to pull people out of the corner.
5M
- Good vertical range.
- Moves Master Roshi forward a decent amount.
Mostly useful as a blockstring and combo tool. Being -8 on block it's very risky to re-assert pressure after with a jab, but Roshi has great frametrap options with 5H and 5S.
5H
- Huge range, will hit at roundstart position.
- Cannot truestring from any normal besides 5S.
- Wall bounces on Smash hit, pressing H again will give 5H+S.
Amazing frametrap button, as it will catch anything if used after any medium button. Leads to great damage with Ki Blast links midscreen and various loops and links in the corner.
5S
- Covers 80% of the screen, launches on hit.
- Doesn't have Ki Blast property, will beat superdash.
- +1 on block when canceled into 4HS. However, still vulnerable to 2H and 6 frame 5L buttons.
Has pretty high blockstun. You can truestring into Kamehameha with this midscreen, and 5S always jails into vanish. Sadly 5S > 236S will not combo, so use it sparingly. Great combo filler in the corner but not a terrific poke due to its recovery.
2L
- Low.
- Disjointed reach.
Roshi's prime low due to its speed. Chains twice and has good frame advantage.
2M
- Big range.
Roshi slides and does a sweep. Great range but on the slower side of 2M's. Doesn't blockstring from L normals, but the 1-frame gap will catch anything that isn't invincible frame 1. Also Roshi's best midscreen starter.
2H
- Shimmies backwards during recovery
- Smash hit has higher hitstun, pressing H again will give 2H+S. Non-Smash hit can still combo with 2H+S > j.L even in midscreen.
- Grounded cancel options. 214X gives you plenty of time to confirm as you're safe thanks to the guard point.
- 1H can get crossed up and give you 3H, which is a lot harder to confirm.
Roshi's reward off a stray 2H is already slightly higher than normal, but it becomes absurd with an assist. 2H > delay 214S > Assist will set up a combo for almost 6K damage.
2S
- Backwards flip
- Invuln to Ki Blasts frame 1
Great tool to both disengage in pressure or bait a big response from your opponent. Against solo characters, 2S > 2M will beat guard cancel on reaction. Otherwise, it will cancel to other H/S buttons upon landing (as well as special moves). 2S > 5H can be used to bait your opponent into doing something, but keep in mind that you won't be able to 2S again.
6M
- DBFZ MasterRoshi 6M.png
- Universal overhead
Because he can't fly, his 6M is less active than other 6M.
6H
Afterimage
- Teleports behind the opponent.
- Doesn't hit airborne opponents.
- No sound cue. Hard to react to when the screen is focused on someone above him.
Slow until you remember that Piccolo's M crossup is only 3 frames faster. By using 3H after it hits, Roshi can combo without an assist or vanish. Not something to be overused, but a great tool to have in conjunction with 22S. Also decent to sneak under an airborne opponent when they're high enough to miss the startup animation. Your opponent is almost guaranteed not to block this the first time.
6S
Turtle Orb
- Roshi throws a blue ball upwards. Inputting 6SS will direct it back behind the opponent.
- 6SS is plus on block and can jail into vanish, however the timing is a bit tricky.
Covers a great angle as a neutral tool and can be converted into plus frames with an assist. Keep in mind that it is superdashable, so you must be ready with 2H in case your opponent does something stupid.
Up close, 6S > 6SS has a mashable gap. This can be countered if you chain into 5H/5S or delay chain into 2H to try to catch your opponent off guard. Being +2 in the corner is much better than midscreen, as your opponent can backdash out and it requires a hard read to counter.
3H
Rising Phoenix
- Jump cancelable on hit.
- Very high recovery.
- Acts like 2H in gatlings, but does not gatling from 5H.
Weird smashless launcher used like A. Gohan 3H in combos. Another damage tool for a character with plenty to begin with. Don't whiff this move.
j.L
- Massive.
Big sword-like normal. If you time it right, you can jab someone's superdash. Also great as an air-to-air normal.
j.M
- Massive.
- Slow.
Short horizontal reach means you'll hate getting this instead of j.4M going for crossups. Mostly combo filler or a jump-in. Hits higher than j.L at the cost of being four frames slower.
j.H
- 5LLLLLLL Smash hit can wall bounce.
- j.H Smash hit causes a sliding knockdown.
Massive hitbox makes this a great jump-in and IAD normal. Mostly useful for safejumps from j.2M as j.M doesn't give double overheads from a normal jump.
j.S
- Freezes momentum.
- Downward angle means Ki Blasts will barely whiff an opponent at full screen from the crest of a jump.
- Used to hit meaty in certain combos, allowing for mid-air links.
Very weak knockback on air hit making it ideal combo filler. Not the best angle for a neutral tool, but it gets the job done. Not as much a pre-emptive Ki Blast as a reactive one. If you see your opponent dashing up at you from the air, this button might as well be a stop sign.
j.2H
- Wall splats on Smash hit, pressing H again will give j.H+S[8].
Not jump cancelable, so mostly useless after Smash is used. Combos into j.2M in the corner from low to mid levels of hitstun decay, but j.S is needed at high hitstun decay.
j.2S
- DBFZ MasterRoshi j.2S.png
He schmoovin
- Air 2S.
- Handy to mix up your landings after Reverse Kamehameha.
- Landing recovery is whiff-cancelable into H/S normals and special moves.
You can use this along with 5H+S leap to check Ki Blast attempts in neutral. Cancel the recovery of this into Masterful Leap and you'll remain Ki Blast invuln throughout nearly all of it. If your opponent is trying to punish a Reverse Kamehameha, 2S will help you land faster and you can cancel its recovery into 214X or 2H depending on the situation.
j.4M
Back Kick
- Crossup KING.
Roshi does his best Iori impression. Only hits behind Roshi, but farther horizontal range than his other buttons. Sadly this move is very hard to perform out of an IAD. Mostly relegated to mixups with 5LLL > 4HS.
Unique Mechanics
Masterful Leap
H+S
- Replaces Super Dash while grounded.
- Command jump, can be aimed with 4H+S, 1H+S, 2H+S or 3H+S. Cancelable into attacks after startup.
- 5H+S lunges forward almost fullscreen.
- 4H+S hops forward halfscreen. Best used for midscreen left/right mixups.
- 1H+S, 2H+S and 3+HS jumps very high into the air, Roshi will autocorrect on sideswitch when canceling into attacks or after recovery. Input determines how far Roshi travels horizontally.
Grazes Ki Blasts instead of Guard Point, making it more potent than Super Dash against 5S zoning since they won't be able to cancel into 2H to counter Roshi's approach.
4HS is one of Roshi's main assisted mixup tools, as 1/2/3HS launches too high to be useful and 5HS has too much landing recovery. Mixups from this move are fuzzy blockable, but Roshi has plenty of options after it's blocked to keep your opponent guessing.
Reverse Kamehameha
j.H+S
- Shoots a beam to propel Roshi forward. Both the strike and beam come out on the same frame.
- Replaces Super Dash while airborne. Also acts as his Z Change and Guard Cancel, trading the homing capability for faster travel speed, but otherwise mostly identical to other character's Z Change/Guard Cancel.
- Cancelable into attacks on block/hit with his body (only cancelable on hit when used as Z Change)
- Can be aimed six ways with directional inputs.
- Holding 4, 7, or 1S will effectively give Roshi an aerial beam, as well as the only aerial beam that can be aimed in any direction.
- Beam jails into vanish, hitting with Roshi removes his landing recovery.
- Values in [] are for the beam, {} is for upward beam.
† Similar to Super Dash, Reverse Kamehameha can only be used once until Roshi is in grounded neutral state, but it will also disable Masterful Leap's usage until then. Thus something like j.H+S j.2S > 2H > 2H+S would not work because Roshi hasn't been in neutral state yet.
Special Moves
Turtle Drop
j.2M
- Smash hit causes sliding knockdown.
j.LLS > j.2M is an anywhere SKD. Microdash IAD j.H will cover all techs and safejump reversals midscreen, neutral jump j.H will cover all techs, safejump reversals, and check dashes in the corner. Combos into all Roshi's supers.
Wise Warrior
236L/M/H (Air OK)
- All Versions
- Switches sides on block/hit, even in the corner.
- Roshi can use air actions on the way down after the air version connects.
- 236L
- Travels half screen.
Useful for mixups after a jump-in j.H. Depending on the assist, you can get a left/right/high/low going in the corner thanks to the sideswap.
- 236M
- Travels 80% of the screen.
- Wall splats on Smash hit.
Smash j.236M can link into j.H+S[2], acts as a sideswitch combo. Mostly useful if your back is to the corner, otherwise you'll be using the L or H versions.
- 236H
- Travels 80% of the screen.
- Wall bounces on Smash hit.
Great 0.5 bar pickup from a j.S crossup. Very useful in sparking because of this.
Martial Spirit
214L/M/H
- All Versions
- Roshi hulks out, surrounding himself in a 360 barrier before delivering an attack in Max Power.
- Is armored for outrageously long, more specifically for nearly the entire time he is visually in Max Power.
- Guard point against Ki Blasts and has 10 hits of armor for non-Super strikes and projectiles.
- Can be held to extend armor time and delay the second hit. There's a 3F gap at minimum between the first and the second blow on block.
- First attack ground bounces on hit. Second attack can auto-correct on sideswitch.
- 214L
- Strikes the opponent with very little knockback.
Excellent for converting with an assist if you have one on the ready, since you won't be spending Smash.
- 214M
- Smash on the second hit, identical to L version otherwise.
- Smash hit causes a wall splat.
Generally used in the corner over the L version for beating Guard Cancel and for some corner combos.
- 214H
- Smash on the third hit, there's a 4F gap on block between the second and the third hit.
- Smash hit causes a wall splat.
Roshi's reversal. The only Guard Point reversal in the entire game. Really obnoxious for your opponent to safejump because you are technically blocking their attack, forcing them into hitstop and hitting them out of their jump in with the initial hit.
Jumping Splits
22L/M/H
- All Versions
- Split kick with the backside hitting a bit later than the front.
- Smash on the front kick only. Launches on Smash hit.
- Low crushes from frame 4 (H version from frame 1)
- 22L
- Leaps backward.
Safe blockstring ender. Useful in edge cases during combos and blockstrings. It's also Roshi's non-sideswap blockstring ender special, and the spacing can set up mixups with Masterful Leap and a lockdown assist.
- 22M
- Leaps forward and slightly higher than L version.
- Smash hit causes a sliding knockdown.
Can be linked into 5L if it hits meaty, and can allow 5H to link into 5L in the corner if used after 5H. Damage loss between using this and j.2M isn't worth the okizeme.
- 22H
- Leaps in place.
- Smash hit causes a wall bounce into sliding knockdown.
Roshi can followup with a combo before the opponent lands into SKD. 22H > 22M is actually a combo extender that links into 5L in the corner.
Kamehameha
236S
- Only hits once, unlike other beams.
- Wall splats on hit.
Thinner than most other beams, but otherwise identical in use. This is his fastest beam (beating Instant Reverse Kame by 5 frames). Also good after a combo DR if you've already used 214S in a combo.
Thunder Shock Surprise
214S
- Only whiffs against crouching opponent. Ground bounces on hit.
- Can be aimed at a steeper angle by holding or during startup.
- On hit, positions the opponent in front of Roshi just far enough for assisted combos, comboing into Supers, and notably for Sparking activation to whiff (even in the corner!), enjoy your TOD.
Long range and air unblockable, the absolute king of anti-airs. Accept no substitutes.
Lullaby Fist
22S
- Ground command grab, causes a crumple on hit.
- Startup can be made ambiguous with 5LL.
- Too slow to hit opponents consistently.
Crumple lets you combo from this from anywhere on the screen, a worthy price for that startup. Leads to low damage because of its total lack of damage itself along with high scaling.
Z Assists
Assist A
Kamehameha
- Single-hit beam assist.
High hitstop means this beam is more combo-friendly than most, as hitstop is unaffected by hitstun scaling. It also wall bounces like every other good beam assist, enabling easy combos in the corner.
Assist B
Martial Spirit
- Each hit has 25 frames of blockstun.
- Guardpoint starting on frame 10.
- Incredibly fast for the amount of utility Martial Spirit provides.
- Second attack will auto-correct on sideswitch like point version.
Assist B is fantastic on both offense and defense: Offensively, it allows for gapless corner superdash 50/50s out of M/H normals and defensively the guard point allows Roshi to eat everything outside of supers and retaliate with a big punch. Interestingly, it also has a property where the second hit will always hit after the first. This is expressed as a delay between the two hits, as Roshi waits for the opponent to fall down before punching them away.
Patch 1.26 nerfed its usage as a lockdown assist, but overall it could be considered a buff. The increased duration means that you can use it similarly to Kid Buu's A assist for a superjump mixup. The two hits also make it very easy to protect a superdash mixup, and characters with 11-frame blockstun jabs can interrupt the first hit to sneak in a dragon rush. For more ideas, watch Rath's video on how to use it.
Assist C
Turtle Hermit Flurry
- Teleports to the opponent on ground level.
- On hit, teleports again behind them and knocks down into a ground bounce SKD.
- Values in [ ] are when the opponent is in hitstun/untech.
B assist usually provides more utility, so only use this assist over B if absolutely necessary.
Super Moves
Evil Containment Wave
236L+M
- Forces a switch on hit, identical effect and frame advantage as a forced switch from ground DR.
- Can only DHC before the beam hits. DHC-ing early doesn't lose damage nor force a switch.
- 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.
- Minimum Damage: 770.
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.
This Super deals all of its damage in one hit, making it excellent for anti-spark burst damage. If you fear your opponent healing through Roshi's long 236H+S animation, then DHC with this. Just note that this deals less total damage than 236H+S, so if you're trying to confirm a kill then use that instead. Unless you're styling.
Turtle Hermit Extraordinaire
236H+S
- Minimum Damage: 864 (lvl2 adds 400)
- 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.
- Doesn't consume Smash if DHC before it hits.
Ridiculously high return for spending 1 bar, and even higher with 2. Among the highest damage level 1 supers and the highest damaging level 2 super in the game outside Hellzone-style supers.
The Greatest Kamehameha
214L+M
- Minimum Damage: 1642 (only around 300 more than his level 2)
- +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 or j.236L.