DBFZ/Master Roshi

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Overview
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.
  • Advanced Movement: While his lack of a Superdash may initially seem like a liability, its substitutes in Reverse Kamehameha and Masterful Leap allow Roshi ground and air manuverability like no one else on the roster.
  • 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
DBFZ Master Roshi Portrait.png
Masterful Leap / Reverse Kamehameha

Due to a bitter rivalry involving another martial arts school, Master Roshi never canonically learned to fly. To be faithful to the source material, he is 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
5L
DBFZ MasterRoshi 5L.png
DBFZ MasterRoshi 5LL.png
DBFZ MasterRoshi 5LLL.png
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5L
  • Big, advancing jab.
5LL
  • Short range
5LLL
  • Vacuums on block
  • On hit, pressing L again will give 3H+S.

Since it pulls opponent toward's Roshi, it allows for sneaky IAD j.4M cross-ups, even in the corner.

5M
5M
DBFZ MasterRoshi 5M.png
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  • Good vertical range.
  • Moves Master Roshi forward a decent amount.
5H
5H
DBFZ MasterRoshi 5H.png
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  • 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.
5S
5S
DBFZ MasterRoshi 5S.png
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  • Covers 80% of the screen, launches on hit.
  • Doesn't have Ki Blast property, will beat superdash.

Has pretty high blockstun. You can truestring into Kamehameha with this midscreen, and 5S always jails into vanish.

2L
2L
DBFZ MasterRoshi 2L.png
*poke* *poke*
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  • Low.
  • Disjointed reach.

Roshi's prime low due to its speed. Chains twice and has good frame advantage.

2M
2M
DBFZ MasterRoshi 2M.png
I wonder, did I leave the oven on?
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  • 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
2H
DBFZ MasterRoshi 2H.png
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  • 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.
2S
2S
DBFZ MasterRoshi 2S.png
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  • Backwards flip
  • Invuln to Ki Blasts frame 1

You can use this as a way to safely back off after pressure or if you see your opponent about to do something. Roshi recovers rather fast and is overall hard to punish, so don't be scared to use this.

6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead

Because he can't fly, his 6M is less active than other 6M.

6H
6H
Afterimage
DBFZ MasterRoshi 6H.png
DBFZ MasterRoshi 6H2.png
Cross Chop
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  • Teleports behind the opponent. Doesn't hit airborne opponent.

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.

6S
6S
Turtle Orb
DBFZ MasterRoshi 6S.png
YEET
DBFZ MasterRoshi 6SS.png
TƎƎY
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6S
6SS
  • 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.

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
3H
Rising Phoenix
DBFZ MasterRoshi 3H.png
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  • Jump cancelable on hit.

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
j.L
DBFZ MasterRoshi jL.png
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  • Massive.
j.M
j.M
DBFZ MasterRoshi jM.png
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  • Massive.
  • Slow.
j.H
j.H
DBFZ MasterRoshi jH.png
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes a sliding knockdown.
j.S
j.S
DBFZ MasterRoshi jS.png
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  • Freezes momentum.

Very weak knockback on air hit making it an ideal combo filler.

j.2H
j.2H
DBFZ MasterRoshi j2H.png
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  • Wall splats on Smash hit, pressing H again will give j.H+S[8].
j.2S
j.2S Template:AttackDataHeader-DBFZ
  • Air 2S

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.

j.4M
j.4M
Back Kick
DBFZ MasterRoshi j4M.png
THE TACO
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  • Crossup KING.

Roshi does his best Iori impression. This is exclusively a crossup tool, but it hits very fast.

Unique Mechanics

Masterful Leap
Masterful Leap
H+S
DBFZ MasterRoshi MasterfulLeap.png
we KoF now
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5H+S
1/2/3H+S
4H+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.

It's Ki Blasts invul 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.

Reverse Kamehameha
Reverse Kamehameha
j.H+S
DBFZ MasterRoshi ReverseKamehameha.png
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  • 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
Turtle Drop
j.2M
DBFZ MasterRoshi j2M.png
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  • Smash hit causes sliding knockdown.

j.LLS > j.2M is an anywhere SKD.

Wise Warrior
Wise Warrior
236L/M/H (Air OK)
DBFZ MasterRoshi WiseWarrior1.png
DBFZ MasterRoshi WiseWarrior2.png
Sideswap, enjoy your combo.
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  • All versions switch sides on block/hit, even in the corner.
Ground L
Air L
  • Goes half screen.
Ground M
Air M
  • Goes 80% of the screen.
  • Wall splats on Smash hit.

Smash j.236M can link into j.H+S[2], acts as a sideswitch combo.

Ground H
Air H
  • Goes 80% of the screen.
  • Wall bounces on Smash hit.
Martial Spirit
Martial Spirit
214L/M/H
DBFZ MasterRoshi MartialSpirit.png
OH YEAH
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  • 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.
L
  • 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.

M
  • 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.

H
  • 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
Jumping Splits
22L/M/H
DBFZ MasterRoshi SplitKicks.png
if you call this "Lindy Hop" you will perish in your sleep
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  • Split kick with the backside hitting a bit later than the front.
  • Smash on the front kick only. Launches on Smash hit.
L
  • Leaps backward.

Useful in edge cases during combos and blockstrings. Can be linked into 5L if it hits meaty, and can allow 5H to link into 5L in the corner if used after 5H. It's also Roshi's non-sideswap blockstring ender special, and the spacing can set up mixups with Masterful Leap and a lockdown assist.

M
  • Leaps forward and slightly higher than L version.
  • Smash hit causes a sliding knockdown.

Safe blockstring ender.

H
  • 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
Kamehameha
236S
DBFZ MasterRoshi Kamehameha.png
the ORIGINAL original move.
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  • 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
Thunder Shock Surprise
214S
DBFZ MasterRoshi ThunderShockSurprise1.png
DBFZ MasterRoshi ThunderShockSurprise2.png
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  • Only whiffs against crouching opponent. Ground bounces on hit.
  • Can be aimed at a steeper angle by holding 2 or 8 during startup.
  • On hit, positions the opponent in front of Roshi just far enough 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
Lullaby Fist
22S
DBFZ MasterRoshi LullabyFist.png
Sleepy Little Baby
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  • Ground command grab, causes a crumple on hit.
  • Startup can be made ambiguous with 5LL.

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.

Z Assists

Assist A
Kamehameha
Assist A
DBFZ MasterRoshi Kamehameha.png
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  • 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
Assist B
DBFZ MasterRoshi MartialSpirit.png
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  • +46 lockdown guardpoint assist.
  • Second attack also can auto-correct on sideswitch like point version.

Good on both offense and defense. Offensively, it allows for gapless corner superdash 50/50s out of M/H normals. Defensively, the guard point lets it eat almost anything (including Ki Blasts and beams) 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.

Assist C
Turtle Hermit Flurry
Assist C
DBFZ MasterRoshi 5LL.png
DBFZ MasterRoshi 3H.png
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  • 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
Evil Containment Wave
236L+M
DBFZ MasterRoshi EvilContainmentWave.png
Mafuba sounds cooler
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  • 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
Turtle Hermit Extraordinaire
236H+S
DBFZ MasterRoshi TurtleHermitExtraordinaire.png
FORE
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Turtle Hermit Extraordinaire
Full-Power Kamehameha
  • 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
The Greatest Kamehameha
214L+M
DBFZ MasterRoshi TheGreatestKamehameha.png
The original unoriginal beam super
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  • 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.

External References

Navigation

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.

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