DBFZ/Master Roshi

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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. Also sometimes referred to as "El Viejo" (mostly before the nerfs).


""You should be moving, learning, playing, eating, and resting every day. That's the Turtle School way!""
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.
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.
  • High Damage Level 1s: no one can escape the jar. Roshi's level 1 supers do much higher than average damage and Mafuba's KO cinematic can make it deal even more.
  • 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.
Masterful Leap / Reverse Kamehameha
Master Roshi is unable to control his air momentum during superjumps, and his 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 projectile 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.


  • Ki Blast's blockstun can still be canceled into Masterful Leap and Reverse Kamehameha. Masterful Leap's invul will overflow to Roshi's attacks, allowing him to punish Ki Blast zoning.
  • On block or hit, the strike portion of Reverse Kamehameha can be canceled into any attack even without Sparking, while the beam portion can only be canceled into Vanish and Sparking Blast. Hitting with the strike puts Roshi at +5 on block and +4 on Reflect, while Super Dash is Β±0 on block and -1 on Reflect.
  • As a combo starter, Dragon Rush will automatically use up Reverse Kamehameha.
  • Z Change and Guard Cancel Change are replaced with a straight forward Reverse Kamehameha. These have vertical tracking before Roshi enters the battlefield, and have faster speed than the usual tag/Guard Cancel that utilize Super Dash.
  • Dynamic hit (5LLLLLLL) can be performed with 5LLL > any cancel string > j.LLL. While Dynamic itself can be done multiple times per combo, only one Dynamic can be used per string. More on Roshi's Dynamic here...

Normal Moves

5L

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 -

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

5H

5S

2L

2M

2H

2S

6M

6H

Afterimage

6S

Turtle Orb

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.
6S 500 All - 16 - - -15 -
6SS 700 All - - - - +2 -

  • 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

j.L

j.M

j.H

j.S

j.2H

j.2S

j.4M

Back Kick

Unique Mechanics

Masterful Leap

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

  • 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

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

  • 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

Wise Warrior

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 -

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

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 4-21 Armor (10)
M 300, 950 All U1+ 17 ? (3) 5 20 -5 4-21 Armor (10)
H 300, 900*2 All U1+ 10 ? (3) ? (4) 5 20 -15 1-14 Armor (10)

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

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

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

Thunder Shock Surprise

214S

Lullaby Fist

22S

Z Assists

Assist A

Kamehameha

Assist B

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 - - +25, +25 10-45f Guardpoint

  • 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

Super Moves

Evil Containment Wave

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

  • 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

The Greatest Kamehameha

214L+M

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Master Roshi/Data.