DBFZ/Master Roshi

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Overview[edit]
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.
Playstyle
DBFZ Master Roshi Icon.png 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.
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[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 14 -5 -
5LL 180*4 All - 8 - - -7 -
5LLL 200*4, 300 All U3+ 15 - - -5 -

[edit]

  • 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[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

2S[edit]

6M[edit]

6H[edit]

Afterimage

6S[edit]

Turtle Orb

3H[edit]

Rising Phoenix

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

j.2S[edit]

j.4M[edit]

Back Kick

Unique Mechanics[edit]

Masterful Leap[edit]

H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5H+S - - - 23 - Total 31+12L - 1-31 Ki Blasts, 4-18 Throw
1/2/3H+S - - - 15 - Total 28 - 1-28 Ki Blasts, 4-18 Throw
4H+S - - - 19 - Total 38 - 1-38 Ki Blasts, 4-18 Throw

[edit]

  • 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[edit]

j.H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300 [1000] {1100} All - 21 18 13+12L +5 [-8] 1-51 Ki Blasts

[edit]

  • 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[edit]

Turtle Drop[edit]

j.2M

Wise Warrior[edit]

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 300, 700 All - 14 7 27 -5 -
Air L 300, 700 All - 14 7 27 -5 -
Ground M 300, 750 All U1+ 17 7 27 -5 -
Air M 300, 750 All U1+ 16 7 27 -5 -
Ground H 300, 800 All U1+ 14 7 27 -5 -
Air H 300, 800 All U1+ 14 7 27 -5 -

[edit]

  • 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[edit]

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 300, 900 All - 17 ? (3) 5 20 -5 4-45 Armor (10)
M 300, 950 All U1+ 17 ? (3) 5 20 -5 4-45 Armor (10)
H 300, 900*2 All U1+ 10 ? (3) ? (4) 5 20 -15 1-55 Armor (10)

[edit]

  • 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[edit]

22L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 All - 8 3 18 -5 4-20 Low
M 1000 All D1 8 3 18 -5 4-24 Low
H 1300 All D1 8 3 18 -5 1-24 Low

[edit]

  • 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.

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[edit]

236S

Thunder Shock Surprise[edit]

214S

Lullaby Fist[edit]

22S

Z Assists[edit]

Assist A[edit]

Kamehameha

Assist B[edit]

Martial Spirit

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300, 700 All - 26 - - +46 Guard

[edit]

  • +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[edit]

Turtle Hermit Flurry

Super Moves[edit]

Evil Containment Wave[edit]

236L+M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2200 All UDV 10+4 17 88 -70 10-22 All

[edit]

  • 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[edit]

236H+S

The Greatest Kamehameha[edit]

214L+M

External References[edit]

Navigation[edit]


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