DBFZ/Master Roshi

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Overview

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Masterful Leap / Reverse Kamehameha

Master Roshi is unable to control his air momentum, 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. Similarly, Ki Charge can also be cancelled into Masterful Leap.
  • 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 ±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 horizontal Reverse Kamehameha. These have vertical tracking before Roshi enters the battlefield, and have faster travel speed than the typical 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.
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

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.
850 / 1000 All U1+ 13 3 29 -16 4-15 Head

  • 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

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.
Total 24(+7L) 1-21 Ki Blasts

  • Backwards flip
  • Invuln to Ki Blasts frame 1
  • Gives Roshi an air action

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.

As of patch 1.27, Roshi can now perform an air action out of his 2S, opening up not only new routes, but a new 50/50 midscreen with a high blockstun assist by doing 3 HS 2S

6M

6H

Afterimage

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.
0, 850 All U1 32 2 25 -5 26-33 All

  • 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

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.
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

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.
Until L(+7L) 1-21 Ki Blasts

  • 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

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.
5H+S 23 Total 31+12L 1-31 Ki Blasts, 4-18 Throw
2H+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.
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.

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.
236L 300, 630 All 14 7 19 -5
236M 300, 900 All U1+ 17 7 19 -5
236H 300, 990 All U1+ 11 7 19 -5
j.236L 300, 630 All 14 7 27 -5
j.236M 300, 900 All U1+ 16 7 27 -5
j.236H 300, 990 All U1+ 11 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 borderline fullscreen
  • Huge wallbounce on Smash hit, leading to a combo anywhere on the screen.

Master Roshi's lariat. Travels practically fullscreen and is completely unreactable. Will lead to high damage on hit and is safe on block.

Also a 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.
214L 300, 900 All 17 ? (3) 5 20 -5 4-21 Armor (10)
214M 300, 950 All U1+ 17 ? (3) 5 20 -5 4-21 Armor (10)
214H 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.
  • Armored until after the initial flex's active frames are over.
  • Guard point against Ki Blasts and has 10 hits of armor for non-Super strikes and projectiles.
  • Can be held to 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. Roshi is generally safe if the second hit whiffs.

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.
22L 900 All 8 3 18 -5 4-20 Low + Head
22M 1000 All D1 8 3 18 -5 4-24 Low + Head
22H 1300 All D1 8 3 18 -5 1-24 Low + Head

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

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.
1476 Throw U2+ 21 Until Off Screen 48 from last active

  • 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. Amazing as an anti-air if you notice your opponent jumps a lot.

Don't solely rely on this move for anti-airing an opponent, as it has comically long recovery if this move whiffs.

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.
300, 700 All 25 +25 26-28f Guardpoint

  • Each hit has 25 frames of blockstun with a 6 frame gap in-between.
  • Guardpoint starting on frame 26.
  • 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 offense as it allows for gapless corner superdash 50/50s out of M/H normals. 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.

As of patch 1.27, ArcSys has nerfed Roshi's B assist for the 2nd time. The guardpoint is now only active from frames 26 to 28, removing its utility as a defensive assist entirely. Can still be used for gapless SD 50/50s, and be used for very unique high hitstun combos, but consider his A assist before B now. Fly high Roshi B.

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.
2200 All UDV 4+4 17 88 -70 4-16 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.
    • KO cinematic occurs if Roshi doesn't DHC and the opponent has 916 health or less.

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 or 214H+S

Colors

External References

Navigation

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

DBFZ/Navigation