Master Roshi Dragon Ball FighterZ

Master Roshi gameplay guide for Dragon Ball FighterZ

That's the Turtle School way!

Command Normals

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Command normals are where most of Master Roshi’s difficulty comes in, and separates him from other characters. Roshi has multiple command normals that all do incredibly unique things.

Turtle Drop (j.2M)
Master Roshi Dragon Ball FighterZ
This move functions like a divekick and causes a sliding knockdown on hit.

Afterimage (6H)
Dbfz Masterroshi 6h
After posing for a moment, Roshi will teleport behind the opponent crossing them up. One unique aspect of this attack is that it makes no noise when used, and doesn’t freeze the screen. This means that if the opponent is high in the sky and can’t see where Roshi is, he can cross them up very easily without them even knowing. It also works great with assists like beam assists that can cover Roshi’s teleport. It is slow with 37 frames of startup, but makes up for it in utility.

Turtle Orb (6S)

Dragon Ball FighterZ Master Roshi
Roshi throws an energy orb at an upward angle for one of his most unique and versatile attacks. If you press S again after throwing it out, the orb will return like a boomerang and hit the opponent. It’s good for zoning out the opponent, but can be super dashed through.

The move is also great when used with an assist like Kid Buu’s A assist, Arm Ball, for locking down the opponent. It helps Roshi control the air with low commitment, but should not be used up close as Roshi can be hit during the gap between throwing the orb out and it returning. You can also bait the opponent with a 5H or 5S to hit them while they try to tag you after throwing the orb up close. If the opponent is in the corner, the move becomes +2 on block which is very good. The opponent can’t backdash out of the return hit in the corner, and they have to make a hard read to counter it.

Back Kick (j.4M)

One of the only attacks that actually crosses the opponent up naturally like Android 21’s j. H. This move is only used as a crossup, but is very fast — very similar to Iori’s back kick in the King of Fighters series.

2S

A backflip that is very similar to Trunks’ own move. It’s invulnerable to ki blasts, and you can cancel the landing animation with heavy attacks or special moves. It’s great when covered with an assist — like a beam assist. The opponent cannot super dash you while doing the flip, and you will be able to land in time and counter with something like a 2H. Because Roshi cannot stagger with his medium attacks, this move is a great way to make up for it. You can back away from an opponent trying to punish your slow recovering medium attacks, and give Master Roshi some breathing room before going on the offense again.

Rising Phoenix (3H)

A launcher that does not cause a smash hit. It’s jump cancellable, and one of Roshi’s best ways to extend combos on the ground. The move can also be canceled into a Turtle Orb. Only use it after hit confirming though as the move is -29 on block or miss.

Next up are Roshi’s special and super moves.


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Author
Kevin Carignan
Kevin is a lifelong gamer and has been a fan of fighting games since he first walked up to a Marvel vs. Capcom cabinet at the tender age of 8 at the local arcade. (Kids ask your parents what an "arcade" is). He may not be very good at them, but that doesn't stop him from enjoying them. He also loves character action games, survival horror, and speaking in the third person. Also covers Digital Card Games (DCCGs), specifically Legends of Runeterra and Teppen.