Hyper Moves
QUARTER CIRCLE BACK + ANY TWO ATTACKS
Roll pauses and puts her hands together in prayor, then a ball of plasma will fall from the sky above her and heal her for about 1/5 of her health. Will deal 1 damage to most characters if the plasma ball itself touches them, but can also heal anyone who is a robot, including enemies and teammates. Roll is vulnerable during the healing animation but it's fairly safe to set up and has barely any lag after the heal. Roll's defense is poor and she tends to take a lot of damage if caught in a combo. Because she's small, she also tends to fall out of combos more often than she should. If Roll's partner is Casshern, Megaman or Zero then it's possible to use this super to heal them if they're out performing an assist or a Variable Hyper Combination when it hits. Otherwise she can heal herself whenever she has the chance, keeping her health high while whittling the opponent's down instead. This super is useful for Roll players who are cautious and don't take risks to get themselves caught in long combos. Amusingly this super can KO an opponent too if they've just used a megacrash to shave off their last remaining life, since it hits directly above Roll and starts at the very top of the screen.
ROLL MOP UP TURBO
CHARGE BACK, FORWARD + ANY TWO ATTACKS
A powered up version of Roll's regular Roll Sweep. She runs forward while sweeping the ground rapidly and finishes with a Roll Swing that knocks down, then poses as the opponent falls. Can hit grounded opponents but the last hit will miss them. This surprisingly powerful super is one of Roll's best tools for dealing damage. Unfortunately it has some specifics as to how it needs to be used. If used midscreen there is a high chance that the opponent may fall out of the combo, and when used to hit a down opponent the last hit will miss, leaving her vulnerable. It's best to use this move in a corner or in a Delayed Hyper Combination alongside another character who has a powerful ground-hitting super that can be used to safely end the combo without putting Roll in danger. This attack is safe to use against standing cornered opponents though, and upon landing it it's possible to get in another regular Roll Sweep before the opponent recovers.
OH. NO. YOU. DIDN'T!
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Roll begins to sweep the ground in front of her rapidly, creating a column of flame. If the opponent is hit by it they are put into a cutscene where Roll dumps a huge bucket of water on them in order to put out her opponent's flaming backside. Has invulnerability and the hitbox stays out for some time. Can hit downed opponents but will do nothing more than a regular Roll Sweep for pitiful damage. A very decent level 3 super that can be useful for finishing the opponent if Roll has the meter and doesn't have to worry about conserving it for mega crash purposes. It has invulnerability and almost instant startup and does respectable damage. This is her one effective tool for defeating giant characters, with whom she usually struggles to fight against.