Super/PDF Roll differences:
-When Roll is defeated, a Pink Mountain plays with her.
-Impact freeze from landing attacks is 2 frames shorter.
-Most of her panty shot normals have faster frame data. More of her normals
can be special cancelled.
-Neutral J.HP stays active longer.
-Puny Peach bounces lower on contact.
-When Roll's Puny Peach makes contact, she can chain it into
another attack.
-Roll can attack out of a Back Dash, like all the other characters.
-Roll can mash out of hitstun by pressing back, then wiggling the
joystick/D-Pad if she isn't crouching. This can also cause her
panties to jiggle even further!
Rev. 1.4:
-EX Roll is no longer vulnerable during her knockdown bounce.
Rev. 1.6:
-"Super" Roll falls down way faster from her Hold's bounce
back, no longer making it a death sentence.
-As "Super" Roll, getting defeated by an attack that does chip
damage will always clothing damage Roll's panties.
-EX Roll can play the Pink Mountain animation with
Down+All Punches.
Rev. 1.7:
-EX Roll can now exit out of the Pink Mountain animation with
Up+All Punches.
-Corrected the position of Roll's sprite in her middle Pink
Mountain Sprite (was 2px too low).
Rev. 1.8:
-Roll automatically exits out of the Pink Mountain on time
over, before replaying the animation again.
Rev. 2.0:
-Fixed a pixel inconsistency on Roll's downwards clothing
damage sprite.
-Super Roll receives fewer frames of impact freeze when hurt,
to make it easier to mash out of hitstun, letting her potentially
recover before some moves that are normally plus on hit. She
can actually escape Madonna's infinite on grounded characters
now, but only if she's standing.
(14f for other characters | 18f for Roll | 11f for Super Roll)
-Using Alt Form or PDF High Score Name can now make Roll fall
down faster from knockdowns after enough juggles.
-Alt Form/PDF Roll is no longer vulnerable when lying down from
a sweep knockdown.
-PDF Roll is no longer vulnerable during her air reset state.
-Roll no longer gets clothing damaged if she wins with a trade
against an attack that does block damage.
-C.MK and C.HK's Hitboxes are shifted 6px forward.
-Foot Hurtbox on J.HP and J.HK's active part is reduced 6px
horizontally.
-C.LK, J.LK and J.MK recycle C.LP, J.LP and J.MP's animation
data respectively, to emphasize her panties showing.
-Corrected the position of Roll's sprite in her upper Pink
Mountain Sprite (was 2px too low).
-Roll being clothing damage KO'd now yields 70,000 extra
points, up from 60,000.
-Roll recovers a lot faster from her Pink Mountain (Down+3P,
then Up+3P).
-Roll's Pink Mountain now buffs her. Roll can have to 8 buff
levels. Each time Roll gets hit, a buff level is reduced by
1.
-Roll's attacks where her panties are showing now have their
damage boosted by the Pink Mountain's boost level.
Rev. 2.5:
-Roll checks for her animation data when disabling her throw
invincibility.
-Super Roll's J.LP can knockdown airborne opponents at the
expense of its overhead properties.
-Super Roll's Puny Peach active Foot Hurtbox is reduced 2px
downwards.
-Roll plays her intended animation if she's facing away from
Fur as he approaches her.
Rev. 2.7:
-Roll's Pink Mountain can now be mashed with left & right to
speed up the process of powering up Roll. A side effect of
this addition is that the animation plays back slightly faster
than it normally would.
-Roll can now act out of exiting her Pink Mountain.
-Pink Mountain Levels 3 and 4 do more damage, to incentivize
the use of the boost mechanic. At Level 4+, 4 Puny Peaches can
be enough to KO.
-Blanka Balls now do block damage.
Rev. 2.8:
-When Roll hits a wall from a knockdown, she reduces her juggle
count.
-Roll can now play her Pink Mountain animation as a Win Pose
(Down+PPP).
-Pink Mountain boost level now carries over between rounds.
-Super Roll always says her EX win quote.
-Roll's Pink Mountain boost level now decreases when thrown.
Rev. 2.9B:
-Roll sustains 2 extra frames of impact freeze when hit.
-PDF Roll reduces 2 less frames of impact freeze.
-Whenever Roll gets hit and has her Pink Mountain boost level
empty, her Hitboxes now revert back to her weaker Hitboxes to
emphasize her dependence on the Pink Mountain.
-S.HP, C.LP, C.MK, C.HK, J.LP, J.HP and J.HK do more damage
with Pink Mountain Boosts, and now do extra block damage when
Roll has PM Boosts.
-S.LK's Hitbox is reduced 2px downwards, so it can't hit Belva
while she's slapping her ass.
-C.LP's active Head Hurtbox is expanded 2px forward.
-C.LP's active Body Hurtbox is expanded 4px forward.
-C.MP's Hitbox is reduced 2px downwards, so it can't hit Belva
while she's slapping her ass.
-C.MK's startup Foot Hurtbox is expanded 6/4px.
-C.MK's active Foot Hurtbox is expanded 4/2px forward.
-C.MK's Hitbox is reduced 3px upwards, so it can't hit Belva
while she's slapping her ass (PDF only).
-C.HK's startup Head Hurtbox is expanded 4/2px horizontally.
-C.HK's active Foot Hurtbox is expanded 4px horizontally
(PDF only) and 4/2px downwards.
-C.HK no longer moves faster with EX/PDF animations. Part of
the reason was to make room for the newly inserted air chain
code.
-J.HP's recovery uses the Foot Hurtbox from the active part.
-Puny Peach's active Foot Hurtbox is bigger.
-Super Roll's Puny Peach no longer bounces lower on contact.
-Roll now requires Pink Mountain boosts in order to be able to
chain Puny Peach into other attacks, to further emphasize her
dependence on PM boosts.
-Roll can no longer chain a Puny Peach directly into another
special move (including Puny Peach itself).
-Roll starts each round with at least 1 PM boost against the
computer.
-Attacking out of a back dash now requires PM boosts to do.
-Air Chains require a minimum PM boost level of 4.
-Having invincibility during an air reset now requires a
minimum PM boost level of 2.
Rev. 3.0:
-Roll receives extra damage and dizzy from attacks that do
block damage!
-Electric Thunder's Hitbox is reduced 3px downwards.
-Roll's dizzy grace period instantly resets.
-Roll now sustains even more hitstun!
-Suwako's J.LP resets Roll's juggle count.
-Suwako's HK Summon blows Roll away further than other
characters, and makes her panties jiggle!
-Suwako's HK Summon also depletes Roll's boost level.
-Suwako's HK Summon drains Roll's lifebar until Suwako has a
life lead.
-S.MP can now be crouched under by Jadoo.
-Horizontal Ball travels 1/4 slower.
-Roll descends slower and can bounce really slowly if Puny
Peach hits, and her opponent wakes up before Roll lands from
the move. Roll also can't act out of her panty bounce state.
-Changed the requirements for the ability to mash out of
standing hitstun from needing "PDF" as a 1st place high score
name, to requiring her upgraded animation set to be used.
-LK Puny Peach can no longer hit when Roll is near the ground.
-Entering the Pink Mountain grants Roll 32 frames of
invincibility.
-Boost levels now decrease the amount of impact freeze frames
Roll receives when hurt.
-Boost levels now carry over between consecutive wins in Arcade
Mode.
-Roll's panty hurt sprite keeps the time limit in Challenge
Mode from decreasing.
-Roll can now lose her panties if she loses by Time Over!
-Roll can be clothing damaged if Colette is unlocked.
-Roll's Pink Mountain animation freezes the Time Limit during
the 1st 2 bonus stages.
-Roll having a slightly shorter impact freeze from her attacks
now requires boost levels.
-PDF high score name reduces the impact freeze she receives
less.
-Roll can freely exit out of her Pink Mountain while her
opponent is dizzy, to prevent a possible soft lock in a mirror
match.
-Roll's Slammed animation uses her crouching head hurtbox
that's expanded downwards, so projectiles like Sonic Booms
can land on her while she's slammed.
-EX/PDF Roll's hold jumps back with less gravity to make it
more punishable if her opponent is in the corner.
-New Move: Human Pink Mountain! (Down+3K)
Pink Mountain, in her human form shoves her futa up
Roll's crotch. HPM raises Roll's boost levels and
can hit once.
-Human Pink Mountain's sprite is used in the Roll Panties
Sprite Test animation.
-C.MP is now affected by boost levels.
-Destroying Roll's panties now resets her boost level.
-When Puny Peach makes contact, its animation uses a different
parameter set with its Hitbox removed.
-Switching to Roll after defeating her with no continues used
maximizes her PM boost level at the start of each round.
-Holding all Kick butoons when KO'd can make Pink Mountain
appear in her human form instead of her tentacle form.
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