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- C Roa
- Lightning basics
- - Every lightning charge with 22A increases the damage of 22C.
- - With 1-3 charges, the recovery on 22C is dramatically decreased.
- - 22C(0) CH keeps opponent grounded.
- - With 1+ charge 22C CH launches a grounded opponent.
- - The reduced recovery granted by at least one charge allows for more advanced combos.
- - 4+ charges makes 22C an untechable launcher.
- - At 6 charges only 22C also circuit breaks.
- - 7+ charges makes 22C an air unblockable homing launcher.
- - While 22C(6) launches the opponent, they don't go as high as they do at 4, 5, 7 and 9.
- - 22B fills up the lightning gauge by 3 but 22C works differently than if you charge with 22A. 6 charges still circuit breaks but no longer untechable. 9 charges home but not air unblockable.
- - Charging twice with 22B and 22A causes 22C to be an untechable launcher.
- - Charged air orbs are air unblockable.
- - 2147[A] 214[B] 214[C] for 3 charged orbs.
- Combos
- Midscreen
- - 2A 5B 2B 5C 2C 6C j.BC dj.ABC AT
- Baby combo
- - 2A 5B 2B 2C 214[A] 22C 214A(!) 214[A] 22C 214[B]
- Easy lightning loop.
- - 2A 5B 2B 5C 2C 236A 214A 22C 214A(!) 214a 22C 214A(!) 214B 22C 214C 22A
- Standard lightning loop. Need to have no A orb set.
- - 2A 5B 2B 2C 236A 22A 5C(1) 22C 2A 2C 6C j.BC j.ABC j.623C
- Max damage
- - 2A 5B 236A 214B(!) 66 214C(!) 214B 22C 2A 6C 214B(!) 214B 22C 214B(!) 214B 22C 214B(!) 214B 22c 214C 22A
- Requires 2 orbs, one charge, if opponent doesn't block after midscreen combo.
- - 2A 5B 236A 214B(!) 66 214C(!) 214[A] 22C 2A 6C 214A(!) 214[A] 22C 214A(!) 214[B] 22C 214[C] 22A
- - 236A (blocked) 214B 22C(0) CH 66A 2A 5B 2C 236A 22A 5C 214B(!) 214B 22C 2A 6C 214B(!) 214B 22C lightning loop
- 22C(0) counter hit combo
- - Air throw 2A 6C j.BC j.ABC AT
- Basic gold air throw combo
- - Air throw 2A 2C 236A 214A 22C 214A(!) 214B 22C 214C 22A
- Harder combo with better knockdown
- - 2A 5B 2B 5C 2C 6C 236C 66 IAD j.C 22C 214B 22A
- Full screen corner carry combo. Requires 100 meter.
- - 2A 5B 2B 5C 2C 6C 236A 66 236C 66 2C 236C 214B 22C 22A
- Double 236C combo
- - 2A 5B 2B 5C 6C 236A 214B 236C 2C 236A 214A 22C 214A(!) 214A 22C 214C 22A
- Corner 236C combo. Requires 100 meter.
- - 2A 5B 2B 5C 6C 236A 214B 236C 2C 236A 22A 5A j,BC214B(!) 22C 2C 236A 214B 22C 214B(!) 214B 22C 214C 22A
- High damage corner 236C combo. Requires 100 meter.
- - 2A 5B 2B 5C 6C 236A 214B 236C 2C 2A (whiff) HEAT.
- safe heat combo. Requires 200 meter.
- - 2A 5B 2B 5C 2C IAD j.A (whiff) 236C 66 2C 236A 214B 22C 214C 22A
- Side switch combo. Requires 100 meter.
- - 2A 5B 2B 5C 6C 2C 236A 214B 22C 41236C
- Arc drive combo. Use AD on first OTG for optimal damage. Requires Max/HEAT
- - 2A 5B 2C 5B 6C 2C AAD 2C 6C j.ABC dj.BC j.623B
- Another Arc Drive combo. Requires Blood Heat.
- - 2A 5B 2B 5C 2C 6C 214B(!) 214B 22C 2A 6C j.BC214B(!) 22C 214[B] 236C 2C 236A 214C 22C 214A 22A
- Requires 1 orb 1 charge. Corner.
- - 2A 5B 2B 5C(1) 236A 22A 2A 5B 2B 5C 2C 236A 22A 2A 6C 214B(!) 22A 22C 214[B] 2C 6C j.BC dj.ABC214B(!) 22C 214[B]236C 2C 5C 22C 214C 22A.
- Requires 1 charged orb and 1 charge. Corner
- - 2A 5B 2B 2C 236A 22A 5C(1) 22C 214[B]2C 6C j.DB dj.ABC214B(!) 22C 214[C] 236C 66 2C 236A 214B 22C 214A 22A
- Requires 3 charges.
- - 2A 5B 2B 5C 2C 5A 6C 22C 214[C] 2C 6C j.BC j.ABC214C(!) 22C 214[C] 236C 66 2C 236A 214B 22C 214A 22A
- Requires 4 charges.
- - 2A 5B 2B 5C 2C 6C 214B(!) 214B 22C 2A 6C 214B(!) 214B 22C lightning loop
- Meterless single orb single charge combo.
- - 2A 5B 2B 5C(1) 236A 22A 2A 5B 2B 5C 2C 236A 22A 5A 6C 214B(!) 22A 22C 214[B] 22A 2A 6C 214B(!) 214[B] 22C 2A 6C 214B(!) charged lightning loop
- Meterless single charged orb single charge combo.
- - 2A 5B 2B 5C 2B 5A 6C 22C 214[B] 2A 6C j.BC dj.BC214B(!) 22C 214[C] 236C 66 2C 236A 214B 22C 214A 22A
- 6 charge combo.
- - 2A 5B 2B 5C 2C 5A 6C 214B(!) 214B 22C 2A 6C 214B(!) 214C(!) 214B 2A 6C JB JC J214B(!) 22C 214[B] 236C 2C 5A 6C 214B(!) 214[B] 22C 214[C] 22A
- Requires 2 orbs and 1 charge.
- - 2A 5B 2B 5C 2C 5A 6C 214A(!) 214A 22C 2A 6C 214A(!) 214B(!) 214B 22C 2A 6C 214B(!) 214C(!) 214B 22C 2A 6C 214B(!) 214B 22C 214[C] 236C 2C 5A 6C 214C(!) 214B(!) 214B 22C 2A 6C 214B(!) 214B 22C 214C 22A.
- Requires 3 uncharged orbs and 1 charge.
- - 2A 5B 2B 5C 2C 5A 6C 214C(!)(uncharged) 214C 22C 2A 6C 214C(!) 214B(!) 214[A] 22C 2A 6C 214A(!) 214[A] 22C charged lightning loop
- Requires one uncharged orb, one charged orb, one charge.
- - Full screen 22C(7) 66 236C IAD JC land JB JC JABC Airthrow.
- - 1/2 screen 22C(7) 66 2C 6C JB JC JABC J623C.
- - low air TK charged orb hit 66 236C 66 IAD JC 22C 214B 22A.
- - TK orb hit 66 JA JAB airthrow.
- - 236C 66 236C 66 IAD JC 22C 214A 22A
- Okizeme
- In part 2, the majority of the combos ended in an uncharged orb 22a for ease. However, all knockdowns, even vs Hime give enough time for 214[x] 22a.
- Post 236c in corner you have enough time to do 2c 2147[a] 214[b]
- After lightning loop, IAD orb activation crosses up their inputs messing with wakeup DP. Note: this can be blocked in all 4 directions.
- Instead of doing the last rep of lightning loop, you can do OTG 22c to get an easy deep jC.
- This option is safe to many wakeup reversals.
- The length of the combo does not affect Roa safejumps.
- An immediate 2E input upon landing will give you 2b on block and dodge if they wakeup heat.
- Some reversals will always hit you if you commit to a jC (eg H-Arc 22C, H-Sion DP). This can be remedied by finishing lightning loop and doing sj9 but you have time the superjump.
- There are a number of easier options.
- - Jump orb activate.
- - Pushing yourself further away and activating an orb. The trade allows you to tech in time to hit all 3 tech directions w/236c.
- - Instant air backdash orb activate.
- 22c OTG empty jump 2a is also safe to these wakeup reversals.
- Some characters wake up too slowly to use the 22c OTG safejump on (eg Kouma, Warc).
- Against Warc, do 668 jC after lightning loop.
- Against other characters that get up slowly, do sj8 jC after lightning loop.
- Ries only safejump, requires special timing: corner 236c dash 2c tk 214[b] 7 jC
- All the safejumps also safe against H/F shield counter and wakeup bunker. While you are at an advantage, you cannot punish these options after blocking.
- All safejumps fail against C-Moon ex shield.
- You can discourage shield and bunker with...
- - Late airdash jC
- - Land 2B
- - Land throw
- 22c and 668 safejumps give a deep jC that allows you to go for fuzzy with dj9 jC orb activation. You can continue the combo by jumping after you reach the ground.
- Against Wara only, you can land then j9 jC and still hit him fuzzy.
- The wallslam from 236c pulls your opponent out of the corner, which gives C-Roa some strong mixup opportunities. (236C, 2C 236A 214A 22C, dash IAD whiff normal 2A)
- What side you land on when you IAD is determined by how far you dashed (farther dash = not crossup)
- (236C, 2C jump cancel double jump float sandoori garbage)
- (2C 214[A] 236C, 2C 2147[B], horizontal orb activate, dodge goes through or not depending on spacing)
- (236A 214A 236C, 2C 22A, jump 9, dodge, airdash orb activate left right THAT SAYS LOL NO FAK U TO CROSS UP PROTECTION, only leads to air throw) Don't airdash over once they're used to the crossup
- (236A 214A 236C dash 2C (cross under)2147[B] airdash hori orb activate for crossup vs just land jC vs double jump dodge jC, activate ground orb lightning loops for crossup)
- (American reset: during lightning loops, instead of 236A 214A 22C do 236A 214A 22A 22C because lol)
- Remember, every time you end a combo in airthrow there's a baby that's not crying because of you.
- Pressure
- Basic 5A/2A stagger
- 2a stagger 2b
- With the threat of stagger 2b established, you can stop at 2a to reset your pressure
- 5a whiff cancel can also be used to keep opponents honest
- Again, once they respect you can stop at 5a whiff and do other things
- Excluding 6c, all his normals can be cancelled late into another normal to catch mashing
- jC airdash jB is airtight
- Once the opponent respects stagger pressure, you can cancel into 22a and continue pressure. Note: unsafe off of normals.
- 22c(0) 2a cannot be mashed
- 22c(1+) 2b is airtight. This can be used to beat people mashing dp in blockstun.
- From most distances, orb activation dash 2a is airtight.
- The gap between tk orb activation and IAD jb cannot be mashed
- Charged orb activation 22a 2a leaves a small gap that cannot be mashed
- TK charged orb activation IAD jB is airtight
- 236a 22a 2a cannot be mashed
- 236a CH is long enough that you can continue a combo after 22a.
- 236a 214x 236c 2a leaves a very small gap
- 236a 214x 22c is a blockstring that lets you safely set up an orb.
- 2c 236[a] catches most long range pokes
- The pushback leaves you safe from most DPs.
- ...but some characters have good answers to this [specific kinds of reversals/fast EX's].
- Most of these actions lose to a partially charged 236a.
- With the threat of orb activation available, you can use 236[a] to set up another orb.
- You can stay constantly in their face while taking minimal risks.
- Because his pressure is so strong the opponent is forced to take bad risks or they will be guard crushed.
- Use 5a6ee to beat H-Moon bunker.
- 2aa 5d 5b can be used to option select heat.
- Whenever you leave a gap, make sure to option select H/F moon shield counter with 2a 71 5b.
- IAD orb activation is a good answer to anti-air 5d.
- Long airdash jB/jC is also a good answer.
- Besides the fact that shield prorates combos heavily, making it always more advantageous for the attacker, whiffed shields also reduce guard quality.
- 44 2c can be used to bait out people mashing DP in blockstun.
- It can also catch people flinching.
- Midscreen - you can push your opponent away to safely tk an orb.
- Even if you don't use 236c to corner carry you can push your opponent to the corner after lightning loop.
- Have fun breaking guards! There's also jp C-Roa going ham linked in the description. [Link - https://www.youtube.com/watch?v=Xd3L8bTKuxE#t=12m12s ]
- Mixups
- Midscreen all tech directions post throw can be punished with 236c. It also OTG's.
- 2c tracks all tech directions in corner
- No tech OTG: 2c 2aaa 5b 5c(1) 5a 2a 236c
- Walk back 5b also punishes all tech directions. You get better damage if they tech but weaker otg(5b2aaa 236c) if they don't.
- Neutral and back tech is very risky if you have orbs out
- Once they're afraid to tech, you can do throw orb activation. You get more damage this way for less meter.
- Max damage off no tech is very respectable
- Using throw orb activation gets GREEDY MASHERS to tech even if the resulting combo kills them
- Fuzzy can be done in pressure with dash IAD backwards jC j9 jC
- j9 jC j214B(!) land delay jBC j214C(!) land 22C 2C 6C jBC jABC j623C
- Jump airdodge can be used midscreen to cross opponents up.
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