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Author Topic: C-Roa - We don't have Soko Darou, and we don't care.  (Read 17074 times)

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Offline Benny1

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C-Roa - We don't have Soko Darou, and we don't care.
« on: September 03, 2009, 09:35:24 AM »
I don't know too much about this character, so if you disagree or want to add, please post, and I'll edit it in!

Normals

5A

Roa smacks you with the back of his forearm.  It's a decent whiff cancel but not the greatest, but since he has 5C and 6C with great range, you can do great fakes with it.  Combo fodder in some of his harder combos.  This hits crouchers.

5B

A downwards smack with his hand.  Mostly combo filler, nothing really special.

5C

The one and only double kick.  Extremely powerful attack.  Fantastic range, works as an anti-air, great off of whiff cancel fakes, good damage in combos, there isn't much this move doesn't have.

2A

A short swipe with his hand.  Combo filler/hitconfirm material.  Hits mid.

2B

An odd little kick.  Hits low.  More combo filler.

2C

A sliding kick that knocks down, hit low.  Good for launching in combos, and has good range, can be used as a throw tech punish.

6C

A long ranged smack with his hand.  This has incredibly good range, almost as good as the second hit of 5C.  Useful in combos as a launcher off of 2C and as a way to combo into 236C or 22C.

j.A

A long ranged hand smack around chest level.  Works in air to air a bit, but it's not great.

j.B

A weird little kick with not too much range.  Looks like it might crossover like H/F-V.Sion j.B, but it doesn't.

j.C

A long ranged kick.  This is a good move, and useful in aircombos, as if you're good, you can do j.C ad.C dj.BC for an airstring.

Throw

Roa grabs the enemy and tosses them, they are able to tech.  The tech is punishable easily if they neutral or forwards tech, but back tech is harder.  Throw into the corner is very safe for you, make them respect it for OTG.

Air Throw

Roa throws the enemy down after charging them with lightning.  Does decent damage but resets to neutral, not one of the better throws.  Does knock down though.

Specials

236ABC

236A

A decent lightning strike.  Chargable.  Comes out quick and has good range, and charging it increases range.  +frames on block if it is charged.  Works well at a decent range to catch jumpers.  Also, it's EX cancellable.  This move also cancels into 214A/B/C or 22A/B/C.  Charged cancels into 623A/B/C as well, and 236[A] 623C does not have the ex cancel penalty.

236B

A similar lightning strike.  Also chargable.  Not quite so quick, and it hits twice.  +frames on block if charged.  This also cancels into 214A/B/C or 22A/B/C

236C

Three lightning strikes in front of him.  Wallslams, extremely useful in his corner combos.  Huge damage opportunities off of this.  Takes 100% meter.  Enormous range, will punish Nero setting off the zoo, F-W.Len planting ice, and random zoning tricks.  Extremely dangerous for the opponent.

623ABC

All of these can be done in the air.

623A

A two hit anti-air move.  Moves diagonally up.

623B

A four hit anti-air move.  Moves in the same manner.

623C

A seven hit anti-air move that wallslams.  Takes 100% meter.

214ABC

These can be done in the air.

Each of these moves just plants an orb at a different location on the ground, A being the closest, and C being the farthest.  Doing this move in the air will have the orb be horizontal in front of him, no matter what button is used.  Executing the command again with the same button will shoot lightning from the orb, and you can combo from this.  The air version is extraordinarily useful and will disappear when you are hit.

Planting the orb cancels into 22A/B/C.

22ABC

22A

Charges lightning meter one at a time, can be held to charge more.  This is the useful version, don't use 22B.

22B

Charges the lightning meter 3 at a time, not holdable.  Don't use it, it ruins the lightning's properties.

22C

Releases the stored lightning in a bolt in front of Roa.  Different charge amounts do different things. Anything charged above 4 with 22A will launch them into the air untechably.  Six, and only six, will circuit break.  Anything above 4 floats them, but not if charged with 22B.  DO NOT USE 22B.

If you have paid attention, you will notice that you can do a cancel chain of 236A 214A 22A or the like.  This can come in handy, keep it in mind.  214A 22A is more useful, though.

Arc Drive

Roa strikes with a lightning bolt similar to 236A/B, and if it hits, the enemy is gradually pulled into a large cross, where they are hit by a lightning bolt.  Large damage, combos off of 6C.  Useful, not really punishable on block.

Last Arc

Some long boring animation, then it does damage.  Ground shield, don't try for this in a serious match unless you are the god of shielding, but you probably aren't.

Combos

Meterless:

2A 5B 2B 5C (2) 2C 6C j.BC dj.BC airthrow.

This is a pain to hit on some characters, you can try adding a 5A before 6C.

2A 5B 2B 5C (1) 6C 2C 214A 22A

Knocks them down, gives you one lightning meter, and adds an orb on them.  You also get a meaty off of this!  Abuse this if you want oki.
Alternatively, tiger knee an air orb.

5B 2B 6C 5C (2) 2C also works.

Meter in the corner:

2A 5B 2B 5C (2) 6C 236C 2C 6C j.BC dj.BC throw
This only works on Aoko, Tohno, Nanaya, Kouma, Miyako, Riesbyfe, Wara, Len, W.Len, Ryougi, Nero, and Kohaku. Remember those!

For other characters (Sion, V.Sion, Roa, Ciel, Akiha, Arc, Warc, V.Akiha, M.Hisui, Sacchin, and Hisui), use this:
2A 5B 2B 5C (2) 6C 236C 6C j.BC dj.BC throw

If you're in max and really need that extra 500 damage, you can also do this on character that 2C will hit on
2A 5B 2B 5C (2) 6C 236C 2C delay 236C 6C j.BC dj.BC throw.
5.5k on Riesbyfe, which is respectable damage, but at the cost of 200 meter, it's rarely useful.

Lightning Combos (22C)

This is why you charge up to 4.

This works anywhere.
2AB 5B 5C (1) 2C 5AA 6C 22C 214B 2C 5C (1) sj8.BC sdj.BC airthrow.

Probably in the corner:
5B 2B 6C 2C 5C (2) 22C 2C 6C j.BC dj.BC airthrow.

This is in the corner, with meter
On Sion, V.Sion, Roa, Ciel, Akiha, Arc, Warc, V.Akiha, M.Hisui, Sacchin, and Hisui:
2A 5B 2B 5C (2) 6C 236C 6C 22C 2C 6C j.BC dj.BC airthrow

On Aoko, Tohno, Nanaya, Kouma, Miyako, Riesbyfe, Wara, Len, W.Len, Ryougi, Nero, and Kohaku:
2A 5B 2B 5C (2) 6C 236C 2C 6C 22C 2C 6C j.BC dj.BC airthrow.

Any combo can be cut short at 2C to do the 214A 22A or j.214A setup.

Strategy

This character has good range and a good ground throw.  Abuse these along with his powerful zoning with orbs to keep the opponent where you want them.  His 5C is legendary good, and whiff cancel fakes can be chained, for example, 2C 5A 5C 2A 6C is a viable double frametrap.  He hits hard in the corner with meter, but his damage is low without it, so try to keep his lightning bar up.  His lightning bar charge can be used almost as a whiff cancel, though it's very obvious so try not to do that too often.

Your goal is to have a low j.214A orb in front of you.  Always.  If you have this in front of you, along with other orbs all over the place, getting in on you is extremely difficult.  This character has the ability to switch between offensive and defensive very quick with careful orb placement, so try to keep your opponent on their toes.  Be careful if their character can out-turtle yours, of course, but remember, your 236C is very long range, so if somebody is trying to out-turtle you, if they're not blocking, they should be getting hit by 236C.  I'd recommend saving meter on Aoko and Nero and scaring them out of doing anything with 236C.
« Last Edit: December 23, 2009, 03:17:09 PM by Benny1 »
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Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #1 on: September 08, 2009, 09:35:54 PM »
His 236C comes out really quickly, has a big hitbox, wallslams, and goes across most of the screen. You can use it to punish random pokes or moves with recovery; outside of the corner the wallslam gives you enough time to throw out a 214a/b/c 22a, or a TK orb. In the corner you can just go into a combo off it.

You can use his arcdrive the same way but, unless the extra damage is gonna kill them, 236C is generally a better use of meter.
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Offline Dartz

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #2 on: September 26, 2009, 09:40:45 AM »
sorry for the noob question but, what does mean sj8 and sdj, i know dj means double jump but still... thanks before hand :)

Offline Rokunaya

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #3 on: September 26, 2009, 10:18:27 AM »
SJ stands for super jump. if you press 2 and then 8 or 9, then your character will do a super jump either straight up[8] or diagonally forward [9].

MBAA has a special feature where multiple characters now have the double super jump, which is where you'd make the second jump of your combo or whatever a super jump, performed by precise timing of 9 immediately after a C or something of the sort. That's how you performed doubler supers in MBAC, anyways, and i doubt they changed that much.

So, super jump high, SJ8, or SJD, Super Double Jump
« Last Edit: September 26, 2009, 10:26:38 AM by Rokunaya »
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Offline Ultima66

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #4 on: September 26, 2009, 01:17:42 PM »
SJ stands for super jump. if you press 2 and then 8 or 9, then your character will do a super jump either straight up[8] or diagonally forward [9].

MBAA has a special feature where multiple characters now have the double super jump, which is where you'd make the second jump of your combo or whatever a super jump, performed by precise timing of 9 immediately after a C or something of the sort. That's how you performed doubler supers in MBAC, anyways, and i doubt they changed that much.

So, super jump high, SJ8, or SJD, Super Double Jump
They did change it. In MBAC a few characters had super double jump by pressing 9 for 1 frame. In MBAA every character has a super double jump that's doing 29 in the air.

Offline Benny1

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #5 on: September 26, 2009, 01:24:06 PM »
Super Double Jump in MBAA can be executed in two different ways:  Either 29, or tapping 9, which due to the combination of hitstop and double inputs being 3f now, it's like 13f.
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Offline Rokunaya

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #6 on: September 26, 2009, 03:27:46 PM »
Oh, is that why? The frames actually being alot more forgiving seems to be screwing me up if anything, IRONY...

So i'll just try to 29 instead.
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Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #8 on: September 26, 2009, 11:29:33 PM »
http://www.youtube.com/watch?v=JYDKsw73dUM
c-roa cv

Okay, that's hot.

Can anyone explain that 2A->2C juggle loop to me? I've seen 2C 2A 2C in a few match vids but I have no idea how that links up.
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Offline Benny1

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #9 on: September 27, 2009, 07:43:06 AM »
I wouldn't be surprised if that combo only works on Neco Arc, you can do all sorts of bizzare things on her.
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Offline Irysa

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #10 on: September 29, 2009, 09:00:22 AM »
I've figured out 22a/22b

22b just simply doesn't count as a charge except for damage. This means only 22a total charges can affect the special effects of 22c. So basically, as long as you get at least 4 charges of 22a, you can still use 22b as much as you like for more total damage since it doesn't touch the counter at all in reality.


the exception is the 6 stock, this always circuit breaks


other shit: optimal setup combo is 5b2b6c5c 2 hit 2c

optimal combo for lightning is 5b2b6c2c 5c 2 hit 22c 214a/b 2c6c 214a/b jbc jbc at (using jcb jbc is fine too)

Sandoori in corner: whatever into 236c 6c 22c

random sick combo:

5b2b5c6c 236c 6c 22c 2c 236[a] Arc Drive
« Last Edit: September 29, 2009, 06:59:58 PM by Irysa »
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
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Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #11 on: September 29, 2009, 04:01:29 PM »
Thanks for saving me the work Irysa; this is good shit.
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Offline Tonberry

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #12 on: December 23, 2009, 01:23:52 PM »
http://www.nicovideo.jp/watch/sm8791441

If you do that properly you can get meaty 5b and probably 2b too.

4 charge combo: standard combo 2c > 6c > 22c > 214a > 22c > fuzzy/set another orb

Some good match vids from end of September
http://www.nicovideo.jp/watch/sm8383769
http://www.nicovideo.jp/watch/sm8307446 (first match only :()
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #13 on: December 23, 2009, 02:31:43 PM »
Oh shit, this is good stuff, adding to my arsenal.
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Offline Benny1

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #14 on: December 23, 2009, 03:17:52 PM »
Reworded some stuff here and there, added a little about dealing with defensive characters or long range projectile characters.
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Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #15 on: December 30, 2009, 02:00:02 AM »
If you do 236A+B~C you can do a dashing EX-lightning to add a bit of range for a longrange punish.
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Offline Benny1

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #16 on: December 30, 2009, 07:11:08 AM »
Sure, along those lines, 2366C also works for dashing 236C, I would think.  Need to test it, but that's the way to get a dashing 236.
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Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #17 on: January 12, 2010, 02:05:59 AM »
So since C-Roa doesn't have any normals that have reliable hitboxes for crossups and has no command overheads; what are you supposed to do for mixups on oki? Like you can get a Sandoori type setup off combo > 22C(4L) > 2C, but what are his options on it? My Oki is mostly just trying to get an orb and/or a meaty; I'm still trying to find some decent mixups for him (aside from tickthrow versus not).
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Offline Ceehill

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #18 on: January 15, 2010, 01:03:31 AM »
So since C-Roa doesn't have any normals that have reliable hitboxes for crossups and has no command overheads; what are you supposed to do for mixups on oki? Like you can get a Sandoori type setup off combo > 22C(4L) > 2C, but what are his options on it? My Oki is mostly just trying to get an orb and/or a meaty; I'm still trying to find some decent mixups for him (aside from tickthrow versus not).

My experience with C-Roa is quite limited, so if something is wrong feel free to correct me.

I always looked at Roa across all grooves as a character who, due to (as you pointed out) lack of a reliable cross-up/grounded overhead, had to rely more on frame trapping and (in the case of H-moon at least) the threat of air-unblockable moves forcing your opponent to respect your pressure and sometimes allow you to reset it for free. Some examples I'm sure you're aware of are F-Moon's high frame advantage string finishers (236B, 5B) and H-Moon's mix-ups off a blocked/whiffed 6C (214C to catch jumps, IAD j.C/236B to reset pressure).

I would think C-Roa's (albeit weaker) equivalent to these are his 214X orbs, which seem to give some nice frame advantage on activation allowing you to reset your pressure, apply hit/throw mix-ups, and use other frame traps (reverse beat strings are the first thing that come to mind).  An opponent with an orb on top of them really shouldn't be able do much as far as escaping your pressure since the orb's activation stuff jumps easily, and once you have your opponent conditioned to respect this you can probably reset your pressure off a number of things. Just as an example:

(with an 214A orb over the opponent)
...5C, 2C, 214A, 66, 2A (somewhat predictable pressure reset off an orb activation)
...5C, 2C, 2A (whiff), 66, 2A (somewhat quick, but not airtight, reset off a reverse chain)
...5C, 2C, 2A (whiff), 214A/236A (fake RB reset into orb activation/lightning frame trap)

The basic idea here is that each one of these options makes the others stronger:
-An opponent expecting a string into 214A is more likely to respect a reverse beat reset out of fear of getting tagged by the orb
-An opponent who has adapted to you resetting off a 2A whiff is more likely to try and jump/mash out when they see it, making the last option especially deadly.
-An opponent who says "fuck it, I'mma sit here and block until this guy runs out of steam" will inevitably either get guard crushed or thrown.

As far as oki off a 2C goes, I'd say one of your more solid options is canceling into an orb over your opponent (or a bit behind them if midscreen). Off of a set-up like that, you get a few options:

(Opponent in corner, 2C xx 214B...)
-j.C 214B (activates) dj.C/land 2B (basic 50/50 mix-up)
-j.C 214B (activates) dj.CB (fuzzy guard string, will catch opponents somewhat reliably but is a bit lackluster in comparison to others)
-j.CB 214B (uses the double overhead as the first part of your string into 214B for an easy hit confirm, follow up as appropriate)
-j.C 214B (activates) land 2B/dash up throw (a bit different, might be good to use every once in a while)

I'm sure there are other options and ways to change this around so as not to start looking too predictable, but these are a start.  On a cornered opponent who is conditioned to respect these, you might be able to do an Aoko-esque j.CB 214A for a second (!!!) orb on your opponent; however, be aware that there's a large gap and not getting mashed out of this is largely based off fear. I'd say high risk/moderate reward, use it like once in a blue moon, if at all.

I'd say the basis of C-Roa's mix-up centralizes around little things like this, but of course you're not going to have your opponent in the corner with an orb over them all the time, which I guess is why C-Roa is often regarded as a bit more unwieldy than the other two styles, and requires a good deal more micromanagement and "work" than a number of other characters. Basically, bottom line is that you can get a decent 50/50 for oki, but the most important thing is simply to make sure you're hitting meaty with *something* because later on in your pressure strings is where it can get really dangerous for your opponent to guess wrong.

Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #19 on: January 15, 2010, 09:09:45 AM »
So since C-Roa doesn't have any normals that have reliable hitboxes for crossups and has no command overheads; what are you supposed to do for mixups on oki? Like you can get a Sandoori type setup off combo > 22C(4L) > 2C, but what are his options on it? My Oki is mostly just trying to get an orb and/or a meaty; I'm still trying to find some decent mixups for him (aside from tickthrow versus not).

My experience with C-Roa is quite limited, so if something is wrong feel free to correct me.

I always looked at Roa across all grooves as a character who, due to (as you pointed out) lack of a reliable cross-up/grounded overhead, had to rely more on frame trapping and (in the case of H-moon at least) the threat of air-unblockable moves forcing your opponent to respect your pressure and sometimes allow you to reset it for free. Some examples I'm sure you're aware of are F-Moon's high frame advantage string finishers (236B, 5B) and H-Moon's mix-ups off a blocked/whiffed 6C (214C to catch jumps, IAD j.C/236B to reset pressure).

I would think C-Roa's (albeit weaker) equivalent to these are his 214X orbs, which seem to give some nice frame advantage on activation allowing you to reset your pressure, apply hit/throw mix-ups, and use other frame traps (reverse beat strings are the first thing that come to mind).  An opponent with an orb on top of them really shouldn't be able do much as far as escaping your pressure since the orb's activation stuff jumps easily, and once you have your opponent conditioned to respect this you can probably reset your pressure off a number of things. Just as an example:

(with an 214A orb over the opponent)
...5C, 2C, 214A, 66, 2A (somewhat predictable pressure reset off an orb activation)
...5C, 2C, 2A (whiff), 66, 2A (somewhat quick, but not airtight, reset off a reverse chain)
...5C, 2C, 2A (whiff), 214A/236A (fake RB reset into orb activation/lightning frame trap)

The basic idea here is that each one of these options makes the others stronger:
-An opponent expecting a string into 214A is more likely to respect a reverse beat reset out of fear of getting tagged by the orb
-An opponent who has adapted to you resetting off a 2A whiff is more likely to try and jump/mash out when they see it, making the last option especially deadly.
-An opponent who says "fuck it, I'mma sit here and block until this guy runs out of steam" will inevitably either get guard crushed or thrown.

As far as oki off a 2C goes, I'd say one of your more solid options is canceling into an orb over your opponent (or a bit behind them if midscreen). Off of a set-up like that, you get a few options:

(Opponent in corner, 2C xx 214B...)
-j.C 214B (activates) dj.C/land 2B (basic 50/50 mix-up)
-j.C 214B (activates) dj.CB (fuzzy guard string, will catch opponents somewhat reliably but is a bit lackluster in comparison to others)
-j.CB 214B (uses the double overhead as the first part of your string into 214B for an easy hit confirm, follow up as appropriate)
-j.C 214B (activates) land 2B/dash up throw (a bit different, might be good to use every once in a while)

I'm sure there are other options and ways to change this around so as not to start looking too predictable, but these are a start.  On a cornered opponent who is conditioned to respect these, you might be able to do an Aoko-esque j.CB 214A for a second (!!!) orb on your opponent; however, be aware that there's a large gap and not getting mashed out of this is largely based off fear. I'd say high risk/moderate reward, use it like once in a blue moon, if at all.

I'd say the basis of C-Roa's mix-up centralizes around little things like this, but of course you're not going to have your opponent in the corner with an orb over them all the time, which I guess is why C-Roa is often regarded as a bit more unwieldy than the other two styles, and requires a good deal more micromanagement and "work" than a number of other characters. Basically, bottom line is that you can get a decent 50/50 for oki, but the most important thing is simply to make sure you're hitting meaty with *something* because later on in your pressure strings is where it can get really dangerous for your opponent to guess wrong.

Seems Solid, 'll have to try that out today.
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Offline Coren

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #20 on: January 22, 2010, 11:51:15 PM »
Yeah, most of that worked out.

+heat
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Offline yui

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #21 on: March 04, 2011, 12:20:23 PM »
soooooooo it seems like this character has kinda been left in the dust...
it's too bad because he seems like the most interesting complete version of roa in AA imo

anyway i was messing with c roa the other day, randomly ex shielded an F ciel air knife while in blood heat and got last arc.
to my surprise, it seemed to work as a full screen grab so i took it to training mode..

now i'm sure it isn't exactly news to everyone but i didn't see any info on how the last arc worked so i figured i post what i learned here.
it seems to be somewhat similar to ryougi's last arc in that
-it can be activated by (ground) ex shielding any shieldable attack projectile or otherwise and catches the opponent wherever they are onscreen.
-it ignores any defense modifiers, dealing exactly 5000 unreduceable damage to any character at whatever health.
-it also (unlike ryougi's) recovers a large amount of red health (equivalent to health lost by the opponent?)

now this next part is why i'm posting here: it randomly fails. sometimes roa's last arc will activate and he'll start up his attack and then... nothing!
why? does anyone know? i realize a last arc is far from crucial to any character's game but this has been bothering me. is it unable to grab characters landing/starting up their jump? is this just another case of LOLroa? IS THIS CHARACTER ENTIRELY UNLOVED?? thanks for your time, guys.
« Last Edit: March 04, 2011, 12:30:53 PM by yui »
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Offline Cristu

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #22 on: August 08, 2011, 11:46:26 PM »
I was on pratice today and came up with another (actually easiest) variation to use against Sion, V.Sion, Roa, Ciel, Akiha, Arc, Warc, V.Akiha, M.Hisui, Sacchin, and Hisui (and will work on the rest of the cast too)

xA 5B 2B 6C 5C [2 hits] 2C 236C 6C ---> AirCombo

It will usually do more damage, but it depends on the attack you started your combo with (because of the reverse beat). The good thing is that there is no danger os miss inputing a 623C...
« Last Edit: August 09, 2011, 01:05:26 AM by Cristu »
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[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
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Offline dumba989

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Re: C-Roa - We don't have Soko Darou, and we don't care.
« Reply #24 on: September 02, 2011, 03:54:10 PM »
http://www.youtube.com/watch?v=Ztk5_hr3x3M#t=4m23s

bzzt bzzt

Can't wait to try this character if they don't nerf him in Ver 1.07.
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