A3 Rolento strats plz

Yeah, air-to-ground counter hits work the same as air-to-air. And yes, it has to be a Counter Hit, otherwise the person being hit would do the regular recovery that happens after air-to-air hits in other games.

thanks for the clarification. i didn’t know it was as simple as getting a jumping counter hit jab, hold down while you’re landing, press fierce. this seems like rolento’s best way to AA if you’re fast enough to react to the jump in (and if you get the counter hit).

EDIT- 2 huge things i don’t like about A-rolento in A3 as opposed to cvs2…

  1. none of his normals cancel into his super. so that means you either whore out the AC’s or random super for the win.

  2. it seems his patriot circles have a different timing. i can’t just triple tap punches as i’m doing the qcf motions and never mess up. i guess i need to practice the timing a bit more.

and i remember reading in the A3 Q&A thread that a V-rolento won a recent acho tourney. does anybody still have those vids? you’d be my best friend for life.

peace

Well, VC’s aside, his alpha counter on V-ISM is awesome, since it basically gives you a free c. MK > Patriot Circle.

He also has a pseudo combo in the corner that goes something like c. MK, c. FP > super-jump MK. Unless they have meter for an AC or a DP move, it’s going to be hard for them not to take a lot of unscaled damage.

He also has a nice cross-up mid-screen that’s very easy to do.

A-rolento sucks in a3.

v-rolento >>>> a-rolento.

back+hp and confusion vc/unblockable crossup vc is too good not to have.

counter hit lp into c.mk into patriot circle is easier to do in a3 than cvs2 for some wierd reason.

[media=youtube]zOEyTCEJ-oc[/media]

at the very end, he is doing what you’re talking about. any idea on which VC that is? 1, 2, or 3?

it looks like he activated, then did low fierce, super jump mk mk (or hk hk?) land, low forward, low fierce, super jump mk mk again etc etc. do you think a shoto would be able to DP through that if timed correctly or if they just pumped the motion and triple tapped the punches? i guess i should learn that if i have my opponent cornered and they don’t have any meter for an AC/VC. does that work for smaller characters like sakura?

if A-rolento had V-rolento’s AC then i could see myself playing A-rolento, but not being able to use your meter to do real damage sucks. i guess i need to learn V-rolento after all.

peace

PS- another nike match.

[media=youtube]dhwlFGQclQc[/media]

VC2.

And yes, if it doesn’t combo then you can VC activate, teleport, DP, etc. through it.

Also yes, it works on small crouching characters, but against them you have to change it a bit (using sj.MP and c.SK/FK).

And yeah, you’re better off in V. Try out his unblockables (mid and corner) against some human opponents some time.

that V-rol vid on acho is pretty sick, the 2v2 when he fights V-sagat and V-dhalsim. very solid play. the jump in, counter activate, land, roll away tactic worked really well.

Alpha 3: Rolento

I’ve been playing SFA3 on Kaillera for a while, and found Rolento to be my type of character. Here are my observations so far, stars showing usefulness of moves, as far as I can judge:

I use A Rolento for now, because I can’t be bothered learning those VCs. At least I have 3 ACs at my disposal. :stuck_out_tongue:

Punches

s.jab - fast poke, high damage and guard damage for a jab move. Great speed and priority. Rolento’s main move. *****

c.jab - Similar to the s.jab, but less damage and a bit slower. Less useful in general, but sometimes the standing version may pass over foes. (slides and such) ****

j.jab - Same as the s.jab, but in air. Very safe anti air move. Good horisontal range for anair move. ****

s.strong - A rather slow, short ranged punch. Not very useful, as you cannot cancel or link from it, and it is slower than most of his other moves. Can be used as an anti-air to some extent. *

c.strong - A rather unique punch move, since it hits 3 times. This means that it will push the opponent away a good amount if blocked. Useful for pushing away, but not much else. Stick with the c.fierce for long range poking. *

j.strong - Similar to the c.strong, except that it is in air. I haven’t found a great use for this. Perhaps the multihits makes it harder to block high or low. *

s.fierce - A long ranged smash. hits twice, but only when close. close version has good vertical range and might be useful as anti air in V-ism. **

c.fierce - Fast, long ranged poke. Good range, speed, and damage. The worst thing about it is the low hitbox which makes you vulnerable to jump-ins. *****

j.fierce - I find myself using the j.roundhouse for air to ground combat, but I’ve seen that pro gamers seem to use this one. Tests show the roundhouse to come out faster, so I really would like to know the advantage of using this one over it. ***

Kicks

s.short - short knee attack. Nothing compared to the s.jab, except for a slightly more vertically placed hitbox. *

c.short - A small useful kick. fast, hits low. Low risk. Can be cancelled and chained from. **

j.short - Same function as the j.jab. I just see no use for this though. ***

s.forward - long ranged, fast poke. Rather ok for pressure, and can take down air at low angles, as well as tornado kicks. Close version is cancellable and can be chained into his triple hit special move. ****

c.forward - Another nice kick. reasonably fast, and can be chained from and cancelled. ****

j.forward - Similar to his j.roundhouse, but this one can cross over, which makes it quite useful. ****

s.roundhouse - Long ranged kick to the face. Can be used as anti air. Quite ok, but will miss crouching targets. ***

c.roundhouse - Medium range slide attack. Also quite useful, but the recovery makes it a tad unsafe. ***

j. roundhouse - My main choice for air to ground combat. Fast and good at getting deep hits for further comboing on the ground. ****

Please comment on my choices and give me any advice if you happen to be a good Rolento player.

Well, Rol has one extremly easy VC, but I know you to well and A is not a bad ISM. Cool that you finally made it to these forums and wise to mainly spare the super for AC’s.

Btw, as far as punches go, you may also consider the close s.FP sometimes. It can be useful in combos and late anti air’s decently (so try to learn the timing when it comes out n A). Mmh, s.FP in the 2 hit version is nice for guard cruches and has quite long range … Rolento’s f+FK can also be of use at times, it evades some lows and can surprise an opponents. Eh and the s.RK hits a few crouchers, through only Gief like guys.

As Rolento is not a main char of mine, I of course wont post more here and let some experts do the work. Anyway, good to c u around. :slight_smile:

http://forums.shoryuken.com/showthread.php?t=25795
http://forums.shoryuken.com/showthread.php?t=117377

dunno why but it always crack me up when u do that :lol:

I already read the topics linked by Buttermaker. I get the feeling Rolento is not played by many. Now well. Thanks for your inputs.

Oh, and hello Terry_nb. I saw some of your posts in here earlier in some Bison thread. We must have a match again soon.

Late again, however…

I’ve played with Rolento some in the past. Has one of the most interesting X-isms in the game, very quick and mobile. Nice chips and guard smashes involving constant abuse to his specials. His supers are average I suppose, I think you can chain like only one off anyway…

Haven’t tried Vism, always thought X was his prime.

Also has a great HP two-spliter(can reach too)

Links don’t work. :frowning:

Well, I have just started using V Rolento. Wondering if anyone know any decent VCs with him. So far I’ve seen the juggle ender variant where you do QCF+punch X3, standing roundhouse, then with crouch cancel, juggle them with jump medium punch. Only problem so far is that I just cannot get crouch cancelling to work.

I also use stand jab, crouching forward, QCF+punch X3, then repeat if opponent still blocks, change to ender variant if they stop blocking.

Here are some, through for the most part not easy … [media=youtube]UHoDA9P9bew[/media] I guess you start with his simple cross up VC, quite the easiest VC in the game IMHO. :slight_smile:

I am also trying to learn V-Rolento. Check out the newest A-cho fights! The second file has V-Rolento facing V-Adon. Rolento does quite an interesting VC there. I don’t know if i caught it right but it’s something like:

VC1 activate and then:

c.MK xx qcf+p x3, s.HK, c.HK, qcf+p (wait a few frames), qcf+p (wait a few frames), qcf + p, s.HK xx super jump, down + MK, down + MK, down + MK…

I tried it in kawaks and it worked :slight_smile:

Also: does anyone know how to save .asx files to the computer? I’d like to save that fight.

EDIT:
I managed to capture the combo i’ve been talking about:

[media=youtube]bY_B3eqNtTs[/media]

[quote=“GeekBoy, post:2, topic:17731”]

VC2 (CORNER ONLY): [c.Short, s.Forward, s.Fierce, sj.Strong x2] repeat until meter is depleted then do c.Forward, Pipe Twirls. Now, this may or may not work on small people, I’m not sure about the limitations on this one.
QUOTE]

I have some comments on your VC2’s explaination.
you should start this VC with 2 ways(or more).
1.On the land, Very close to the opponent, C.Short X 2, then S.Forward,S. Fierce, SJ.Strong,then [c.Short, s.Forward, s.Fierce, sj.Strong ] x n
2.In the aire, just [sj.Strong ,c.Short, s.Forward, s.Fierce] x n

Does anyone have super setups for x-rolf?

The minesweeper CANNOT be air-blocked. Any move or super that is connected to/touching the ground (aka grounded) cannot be air-blocked in A3. The reason moves like Charlie’s multiple sonic boom’s and the shinkuu-hadoken can’t be air-blocked is because they are not touching the ground, they’re entirely in the air.

The problem with the minesweeper is that unless you see the jump-in coming ahead of time and start the super somewhat early, your enemy usually lands before the first hit actually connects. Having said that, if you can zone/bait your enemy into jumping, it can be pretty effective against jump-ins.