DBFZ/Master Roshi

From Dustloop Wiki
< DBFZ
Revision as of 08:38, 16 September 2020 by 72.77.33.40 (talk) (→‎5L)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

Master Roshi is an extremely technical character with perhaps more tools than any other character in the game, at the cost of his ability to Superdash and Superjump Float. WIP.

""Work hard! Study well! And eat and sleep plenty. That is the Turtle Hermit 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.

 Master Roshi  Master Roshi moves well, learns well, plays well, eats well and rests well. More info to come.

Pros
Cons
  • Strength 1: FILLER
  • Solo snap off SKD w/mafuuba
  • Reliable meterless SKD with j2M and 22M
  • Tons of tools for almost every situation
  • Strong solo mixup
  • 214s
  • Insane mobility even without a superdash
  • Has Probably has seen Bulma naked the most times out of anyone besides her Husband
                 ...
  • Flaw 1: FILLER
  • Very Poor Meter Gain
  • Bad recovery frame data
  • No superdash
  • No air supers
  • Below average damage (to get the most you really gotta optimize)
  • Trash oki in neutral and corner
             ...

Master Roshi cannot fly, as such he's unable to use Superjump Float and Superdash is replaced with two other options; Masterful Leap and Reverse Kamehameha Masterful Leap is a special, projectile immune jump that can go in six directions. Reverse Kamehameha is an aimed dash similar to GT Goku's 214S, except with a lingering hitbox trailing behind.

Since Masterful Leap is effectively a jump, you can use it and Reverse Kamehameha in the same jump without having to touch the ground again. They also count as different moves, so movement such as Master Jump > Reverse Kamehameha is possible.


Master Roshi
DBFZ Master Roshi Portrait.png

Normal Moves

5L
5L
DBFZ MasterRoshi 5L.png
DBFZ MasterRoshi 5LL.png
DBFZ MasterRoshi 5LLL.png
Template:AttackDataHeader-DBFZ
5L
  • Big, advancing jab.
5LL
  • Short range
  • Deals 666 damage raw, so you know it's cursed
5LLL
  • Vacuums on block.
  • On hit, pressing L again will give 3H+S.
5M
5M
DBFZ MasterRoshi 5M.png
Template:AttackDataHeader-DBFZ
  • Good vertical range.
  • Moves Master Roshi forward a decent amount.
5H
5H
DBFZ MasterRoshi 5H.png
Template:AttackDataHeader-DBFZ
  • Huge range, will hit at roundstart position.
  • Cannot truestring from any normal besides 5S.
  • Wall bounces on Smash hit, pressing H again will give 5H+S.
5S
5S
DBFZ MasterRoshi 5S.png
Template:AttackDataHeader-DBFZ
  • Covers 80% of the screen, launches on hit.
  • Doesn't have Ki Blast property, will beat superdash.

Has pretty high blockstun. You can truestring into Kamehameha with this midscreen, and 5S always jails into vanish.

2L
2L
DBFZ MasterRoshi 2L.png
Template:AttackDataHeader-DBFZ
  • Low
2M
2M
DBFZ MasterRoshi 2M.png
Template:AttackDataHeader-DBFZ
  • Placeholder
2H
2H
DBFZ MasterRoshi 2H.png
Template:AttackDataHeader-DBFZ
  • Shimmies backwards during recovery
  • Smash hit has higher hitstun, pressing H again will give 2H+S.
2S
2S
DBFZ MasterRoshi 2S.png
Template:AttackDataHeader-DBFZ
  • Placeholder
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead
  • Uses the animation of his j.H.
6H
6H
Afterimage
DBFZ MasterRoshi 6H.png
DBFZ MasterRoshi 6H2.png
Cross Chop
Template:AttackDataHeader-DBFZ
  • Teleports behind the opponent. Doesn't hit airborne opponent.

Slow until you remember that Piccolo's M crossup is only 3 frames faster.

6S
6S
Turtle Orb
DBFZ MasterRoshi 6S.png
DBFZ MasterRoshi 6SS.png
Template:AttackDataHeader-DBFZ
6S
6SS
  • 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.
3H
3H
Rising Phoenix
DBFZ MasterRoshi 3H.png
Template:AttackDataHeader-DBFZ
  • Jump cancelable on hit.

Weird smashless launcher used like A. Gohan 3H in combos. Another damage tool for a character with plenty to begin with. Don't whiff this move.

j.L
j.L
DBFZ MasterRoshi jL.png
Template:AttackDataHeader-DBFZ
  • Placeholder
j.M
j.M
DBFZ MasterRoshi jM.png
Template:AttackDataHeader-DBFZ
  • Placeholder
j.H
j.H
DBFZ MasterRoshi jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes a sliding knockdown.
j.S
j.S
DBFZ MasterRoshi jS.png
Template:AttackDataHeader-DBFZ
  • Freezes momentum.

Very weak knockback making it an ideal combo filler.

j.2H
j.2H
DBFZ MasterRoshi j2H.png
Template:AttackDataHeader-DBFZ
  • Wall splats on Smash hit, pressing H again will give j.H+S[8].
j.2S
j.2S Template:AttackDataHeader-DBFZ
  • Air 2S
j.4M
j.4M
Back Kick
DBFZ MasterRoshi j4M.png
THE TACO
Template:AttackDataHeader-DBFZ
  • Crossup KING.

Roshi does his best Iori impression. This is exclusively a crossup tool, but it hits very fast.

Unique Mechanics

Masterful Leap
Masterful Leap
H+S
DBFZ MasterRoshi MasterfulLeap.png
Template:AttackDataHeader-DBFZ
5H+S
1/2/3H+S
4H+S
  • Replaces Superdash while grounded.
  • Command jump, can be aimed with 4H+S, 1H+S, 2H+S or 3H+S. Roshi is free to attack while leaping in all versions.
  • 1H+S, 2H+S and 3+HS jumps very high into the air, allowing Roshi air actions afterwards. Input determines how far Roshi travels horizontally.
  • 4H+S will cross the opponent midscreen. Best for mixups.
  • 5H+S lunges Roshi forward fullscreen, has a little bit of landing recovery.
Reverse Kamehameha
Reverse Kamehameha
j.H+S
DBFZ MasterRoshi ReverseKamehameha.png
Template:AttackDataHeader-DBFZ
  • 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.
  • Damage in {} is for upward beam.

Special Moves

Turtle Drop
Turtle Drop
j.2M
DBFZ MasterRoshi j2M.png
Template:AttackDataHeader-DBFZ
  • Smash hit causes sliding knockdown.

j.LLS > j.2M is an anywhere SKD.

Wise Warrior
Wise Warrior
236L/M/H (Air OK)
DBFZ MasterRoshi WiseWarrior1.png
DBFZ MasterRoshi WiseWarrior2.png
Sideswap, enjoy your combo.
Template:AttackDataHeader-DBFZ
  • All versions switch sides on block/hit, even in the corner.
Ground L
Air L
  • Goes half screen.
Ground M
Air M
  • 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.

Ground H
Air H
  • Goes 80% of the screen.
  • Wall bounces on Smash hit.
Martial Spirit
Martial Spirit
214L/M/H
DBFZ MasterRoshi MartialSpirit.png
Template:AttackDataHeader-DBFZ
  • 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.
  • Can be held to extend armor time and delay the second hit, up to 85 frames of armor. 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.
L
  • Placeholder
M
  • Smash on the second hit, identical to L version otherwise.
  • Smash hit causes a wall splat.

Cornerstone of corner combos.

H
  • 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.
Jumping Splits
Jumping Splits
22L/M/H
DBFZ MasterRoshi SplitKicks.png
Template:AttackDataHeader-DBFZ
L
  • Leaps backward.
M
  • Leaps forward and slightly higher than L version.
  • Smash hit causes a sliding knockdown.

Safe blockstring ender.

H
  • Leaps in place.
  • Smash hit causes a wall bounce into sliding knockdown.

Roshi can followup with a combo before the opponent lands into SKD.

Kamehameha
Kamehameha
236S
DBFZ MasterRoshi Kamehameha.png
the ORIGINAL original move.
Template:AttackDataHeader-DBFZ
  • Only hits once, unlike other beams.
  • Wall splats on hit.
Thunder Shock Surprise
Thunder Shock Surprise
214S
DBFZ MasterRoshi ThunderShockSurprise1.png
DBFZ MasterRoshi ThunderShockSurprise2.png
Did you just jump?
Template:AttackDataHeader-DBFZ
  • Only whiffs against crouching opponent. Ground bounces on hit.
  • Can be aimed at a steeper angle by holding 2 or 8 during startup
  • Sparking activation will whiff after this is used and Roshi has enough time to combo afterwards, enjoy your TOD.

Long range and air unblockable, the absolute king of anti-airs. Accept no substitutes.

Lullaby Fist
Lullaby Fist
22S
DBFZ MasterRoshi LullabyFist.png
Sleepy Little Baby
Template:AttackDataHeader-DBFZ
  • Ground command grab, causes a crumple on hit.
  • Startup can be made ambiguous with 5LL.

Crumple lets you combo into this from anywhere on the screen, a worthy price for that startup.

Z Assists

Assist A
Kamehameha
Assist A
DBFZ MasterRoshi Kamehameha.png
Template:AttackDataHeader-DBFZ
  • Single-hit beam assist.
Assist B
Martial Spirit
Assist B
DBFZ MasterRoshi MartialSpirit.png
Template:AttackDataHeader-DBFZ
  • +46 lockdown guardpoint assist.
  • Second attack also can auto-correct on sideswitch like point version.
Assist C
Turtle Hermit Flurry
Assist C
DBFZ MasterRoshi 5LL.png
DBFZ MasterRoshi 3H.png
Template:AttackDataHeader-DBFZ
  • Teleports to the opponent on ground level.
  • On hit, teleports again behind them and knocks down into a ground bounce SKD.
  • Values in [ ] are when the opponent is in hitstun/untech.

Super Moves

Evil Containment Wave
Evil Containment Wave
236L+M
DBFZ MasterRoshi EvilContainmentWave.png
Mafuba sounds cooler.
Template:AttackDataHeader-DBFZ
  • 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.
Turtle Hermit Extraordinaire
Turtle Hermit Extraordinaire
236H+S
DBFZ MasterRoshi TurtleHermitExtraordinaire.png
*BONK*
Template:AttackDataHeader-DBFZ
Turtle Hermit Extraordinaire
Full-Power Kamehameha
  • Roshi's DHC Super
  • Can be extended into Full-Power Kamehameha for 1 bar, allows for combos into Charged Special Beam Cannon and Super Spirit Bomb.
  • Doesn't consume Smash if DHC before it hits.
The Greatest Kamehameha
The Greatest Kamehameha
214L+M
DBFZ MasterRoshi TheGreatestKamehameha.png
Template:AttackDataHeader-DBFZ
  • +42 on hit, leaves opponent far away if used midscreen.

Of course he got a beam super.

Navigation

To edit frame data, edit values in DBFZ/Master Roshi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ