DBFZ/Master Roshi

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
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.

""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 is a high-skill all-rounder with an absurdly large toolkit that allows him to play nearly every situation.

Pros
Cons
  • Insanely Massive Toolkit: Master Roshi's toolkit is incredibly expansive, combo-friendly and versatile. All of his moves have several applications for combos, knockdowns, mix-ups, and pressure.
  • Amazing Mixup: Master 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. Roshi's 2H and 3H are great anti-airs as well.
  • Movement Like No Other: While his lack of a Superdash may initially seem like a liability, its substitutes in Reverse Kamehameha and Masterful Leap give Roshi ground and air manuverability like no one else on the roster. 2S also gives Roshi a quick way to return to the ground while also being Ki Blast invulnerable.
  • Defensive Powerhouse: 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.
  • 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.
  • High Execution: Master Roshi's unique mechanics and massive toolkit makes him unintuitive to pick up and play. Knowledge of his toolkit and high execution are required to maximize his strengths.
  • Vulnerable to Throws: Master Roshi's guard point reversals are liable to being caught by throws and supers.


Master Roshi
DBFZ Master Roshi Portrait.png
He can't fly

Master Roshi is unable to control his air momentum during superjumps, and Super Dash is replaced with two unique options: Masterful Leap and Reverse Kamehameha.
Masterful Leap is a Ki Blast invulnerable command jump with five different arcs depending on directional input. While Reverse Kamehameha is an aimed airdash with a lingering hitbox trailing behind.

Masterful Leap and Reverse Kamehameha count as different moves, so he can use Masterful Leap to leave the ground and still use Reverse Kamehameha.

Normal Moves

5L

Template:AttackDataHeader-DBFZ
5L
5LL
5LLL

  • 5L is a big, advancing jab.
  • 5LL is short range
  • 5LLL vacuums on block
    • On hit, pressing L again will give 3H+S.

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. 5LL is mostly blockstring and combo filler. You do not want to whiff this move. Since 5LLL pulls opponent toward's Roshi, it allows for sneaky IAD j.4M cross-ups, even in the corner.

5M

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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. Sadly 5S > 236S will not combo, so use it sparingly. Great combo filler in the corner but not a terrific poke due to it's recovery.

2L

Template:AttackDataHeader-DBFZ

  • Low.
  • Disjointed reach.

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

2M

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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.

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

Template:AttackDataHeader-DBFZ

  • 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. *2S > 4HS* is a repeatable sequence that is completely Ki Blast invulnerable if you want to meme on someone, but you'll most likely want to skip another j.2S and try to land a j.H from 4HS for a punish.

6M

Template:AttackDataHeader-DBFZ

  • Universal overhead

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

6H

Afterimage

Template:AttackDataHeader-DBFZ

  • 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. Not something to be overused, but a great tool to have in conjunction with 22S.

6S

Turtle Orb

Template:AttackDataHeader-DBFZ
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

Rising Phoenix

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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.

j.H

Template:AttackDataHeader-DBFZ
5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.
  • j.H Smash hit causes a sliding knockdown.

j.S

Template:AttackDataHeader-DBFZ

  • Freezes momentum.

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

j.2H

Template:AttackDataHeader-DBFZ

  • Wall splats on Smash hit, pressing H again will give j.H+S[8].

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

Back Kick

Template:AttackDataHeader-DBFZ

  • Crossup KING.

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

Unique Mechanics

Masterful Leap

H+S

Template:AttackDataHeader-DBFZ
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.

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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • Smash hit causes sliding knockdown.

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

Wise Warrior

236L/M/H (Air OK)

Template:AttackDataHeader-DBFZ
Ground L
Air L
Ground M
Air M
Ground H
Air H

  • All versions switch sides on block/hit, even in the corner.

  • j.236L goes 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.


  • j.236M 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. Mostly useful if your back is to the corner, otherwise you'll be using the L or H versions.


  • j.236H goes 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

Template:AttackDataHeader-DBFZ
L
M
H

  • 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

Template:AttackDataHeader-DBFZ
L
M
H

  • Split kick with the backside hitting a bit later than the front.
  • Smash on the front kick only. Launches on Smash hit.

  • 22L 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.


  • 22M leaps forward and slightly higher than L version.
  • Smash hit causes a sliding knockdown.

Safe blockstring ender.


  • 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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 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

Template:AttackDataHeader-DBFZ

  • Ground command grab, causes a crumple on hit.
  • Startup can be made ambiguous with 5LL.

Crumple lets you combo from 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • +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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ

  • 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

Template:AttackDataHeader-DBFZ
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

214L+M

Template:AttackDataHeader-DBFZ

  • 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.

Template:Navbar-DBFZ