How to Roa

Ok so since this Roa plays nothing like you're used to I figured I should make a 
handy quick guide for you.

This incarnation of Roa is a very powerful mix up character who's confirms can lead to either crazy 50/50's or air unblockables. He accels full screen or up close but doesn't have the greatest mid-range ability....that is until he activates his Bolt Release which completely shifts his moveset and gives him a much more powerful mid-range prescense at the cost of a lot of air mix ups. He has a very strong "play him as you like" mojo going on. Also counterhits for him are quintessential. 

TL;DR - Roa is good at upclose and full screen unless he does power up super, then hes good at midrange. He's spooky scary.

Movement:
His movement mostly based on where p2 is at any given time. His airdash is not that fast but it has great mobility. However there is a delay on when you can do anything after the dash so use it with caution. 

TL;DR - His overall mobility is not great but not bad either. 

Drive:Concentrated Voltage
D: set's an orb in any direction. Pressing D again will activate the orb and it will activate lightning. Hold 6 to set an orb on the other side of the screen quickly, 2 to set it in the middle or 4 to place it right in front of Roa. Pressing no direction will make Roa set an orb that slowly follows p2. It takes a while to come out though so the other versions may be a big difference in setting up a mix up. The orb can also be used to redirect 22C or D and even his hyper. Setting up orbs makes all the difference in a match.

TL;DR - his orbs are basically lightning rods like rachel from BB if that even counts. 


Pokes and offensive tools:
Roa has 1 normal to close the gap and that is his far C, however it is not a move to throw out sparringly. 4C is a low so it's a great mix up tool that can lead to a full combo. He also has 6B for an overhead that can confirm into specials or hypers. His jumping 6B is a great air to air tool that on counter hit leads to another combo. 6C is another anti-air poke that has great priority. 2C is a sweep that can combo into his drive moves, it is also a hard knock down. 

His specials are almost worth another section of their own but starting off:

QCF B or C or D - B is great for block strings because it's safe but never mind that because both B and C are air unblockables and on counter hit they lead to scary damage. C version can go under some projectiles and if you hold it you can feint it. QCF D is pretty much entirely for combos.

QCB B or C or D - This move is 100% different from the source game for 2 reasons. 
1.I always felt like it would be a better oki device if it didn't knock down. 
2.it's much more scary after a reset because it only adds to his many options.

After a reset it's a tricky thing to prepare for and on top of that D is a low. Comboing out of overhead creates a high-low mix up.

air QCB B or C or D - The B version allows you to make a botched jump in somewhat safer. C is an ok combo ender and EX is unscaled damage on top of being invulnerable on start up.

22 C or D - Pretty much entirely used for ending combos with a hard knock down or creating mix ups. D is delayed which will force p2 to block on wake up unless they can get out some how.

TL;DR - 4C,6C,j.6B,2C. If they jump QCF B,C,D. Oki QCB B, C,D. air unblockables are fun. Mix ups.

Oki(on their wake up):
Roa has many options. His Drive alone gives him a 1 button mix up. However that's not very reliable so that should only be used in conjunction with other moves. QCB B, C, or D when done right can easily cross up an opponent or score a counter hit. He can also IAD(instant air dash from a jump) into air QCB B,C or D which can create a fuzzy(unsure which direction to hold to block)scenario. All of these can lead into another knock down or even more options. When he's in his Boost mode pretty much all of his new changes allow for even stronger pressure.

TL;DR - you really should read that.^

Wake up options: His DP, B and D has an invulnerable start up.

Combo options: Pretty much everything he has can be used in a combo or can be used to counter hit and start a combo. Skies the limit, he can make a combo as short or long as he wants if he has meter.




