Ask Me Something (beginner level)

A top C-team? Try my favorite team.

C-Rolento, Ken, R2 Sagat

Maybe you’ll like it. This should be the real Daigo/Choi team in my opinion. Guile just isn’t going to cut it against A-Scrub team like Rolento can. Also…

Justin team:
C-Vega, Chun, R2 Sagat

Glory/Xbox scrub team:
C-Honda, Sagat, R2 Blanka

Team David Zangief:
C-Ryu, R2 Zangief, Blanka

Take your pick. Those and Ken, Chun, R2 Sagat are the strongest C-groove teams I can think of and teams that I have no hesitation playing personally myself.

Now, if i could only find a way to acually do damage to the other person as rolento :pleased:
Why do you say guile cant hang with A-scrubness?

Rolento can do a hell of a lot of damage. It’s absolutely crazy when you play him correctly. I’d say he does more damage than Ken at times even. That’s a whole other question and post though. Some other time…

I get jumped on way too much when I have Guile. The damage/reward that Guile gets totally isn’t worth the risk at times too. How much does an RC boom do? 800? Gule d.HP. 1200, 700? Well, a well placed Ken j.HP does 1300 base damage and plus Ken can link a death combo after as well. Vega’s jumps are also extremely difficult to deal with at times. Guile can’t duck Sakura’s s.LP. Sakura’s RC qcb+MK is also a pain. Blanka also makes life much too difficult for me to handle with Guile. Outside of d.LP, d.LP xx super (which isn’t as easy to use as people think), Guile just doesn’t get enough damage in for my tastes. I use him to counter Cammy, Sagat, and Honda but that’s it. I don’t know how John Choi fares, but outside of the aforementioned three, every other character in the game rapes me when I play Guile so forget it. They get to fight Rolento instead.

lol, why is he me gone gay?

N-blanka is a BEAST, second best blanka groove IMO.

Dont take me the wrong way, im not starting shit with you. I just enjoy an acual conversation about strats on this forum for a change. In your opinion, what is the correct way to play rolento? Everytime i use c rolento, i get owned.

The proper way to play Rolento is to pick him in A, run away, build meter, land CC, repeat.

Hmm… you must be from Houston if you’re playing Buk, Ashley, etc… then. By all means, go for C-Guile then. I’ve played Bryan Tyson before and he has a stupidly hard to beat C-Guile.


I prefer C-Rolento over A-Rolento myself, but I 100% agree that both are equally strong or A-Rolento might be stronger even with the unbalanced power of random activate.

Rolento’s damage all comes from the super high priority of his awesome s.LP. The hitbox for that and his d.LP are simply two of the best hitboxes for any standing and crouching attacks in the game. The whole key to using the jabs is to set up counter hits.

You set up counter hits by abusing Rolento’s extra long throw range (60 pixel ranges versus the usual 52 pixels). Seriously, you can grab people with the punch throw from really far away. Try it. Do that enough and people will start mashing on you. Counter hit s.LP, d.MK xx combo becomes a very powerful tool then.

Off any counter hit jab, crouching or standing, Rolento can easily link d.MK xx combo. d.MK xx patriot circles not only does a lot of damage, but your meter also builds up really fast as well.

Once you get that meter. Then ANY jab (not just the counter hit ones) you do with Rolento becomes a huge threat. Anybody can link s.LP, d.LP xx super after five minutes of practice the timing is so lenient.

Rolento’s d.HP is one of the best crouching fierces in the entire game. If he could only cancel into super like Sagat could, then it’s OVER. The tip has an invincible hit box and the range is very, very far as well. You set up counter hit d.HP’s by using your d.LP from max range. If the opponent knows to just block like he mostly likely will, the guard crush will start to add up fast.

far s.MK has less range than the d.HP, but range is still amazing compared to other character’s moves. far s.MK is a great way to set up your max range slides or walk forward, counter hit d.HP. When you know you have guaranteed punishment, far s.MK xx level 3 Tripwire hurts!

You have guaranteed j.MK attempts after any connected Tripwire super (opponent can’t tech roll).

j.MP is one of the best jump in attacks in the entire game. Very difficult to anti-air at the right angles and you can easily combo after as well. If not, then the block stun it inflicts lets you take off a ton of guard meter with your follow up attacks (during which you should always be looking for a counter hit jab or throw opportunity of course).

Level 1 Tripwire is actually a high priority level one. No ground normal will beat this move at point blank range. You can’t even block this move after the super flash unless you were blocking low already if Rolento uses this move against you. Rolento’s level one is one of the few level ones I’m not afraid to wake up with in this game.

The only weakness I see Rolento as having is his anti-air is a little weak at times. j.LP and s.MP are extremely useful, but when the opponent jumps RIGHT on top of you, it’s difficult to do anything other than block. As a good Rolento player, you avoid that situation altogether by never putting yourself at that range in the first place. Runaway!

qcb+P, RC 3K move, and qcb+K when you’re near the wall, hold forward and don’t press any button are your three main tools for running away. The 3K move especially, because not only is it easy to RC, but when you RC it, you can even use it as your anti-air. RC jump fierce is very useful, especially against A-groovers (since they have no air-defense whatsoever). qcb+P cannot be thrown at all. You can use this move to escape Todo’s d.LP, RC grab even when you’re in the corner for example.

This is the quickest breakdown and analysis of C-Rolento’s gameplay I can think of for now. Of course he has other little gimmicks and quirks he can take advantage of as well (3P, roll move; +10 alpha counter; and the f/b+3K as you land move etc…), but this should be enough to get any C-Rolento player started if they’re interested in the character and is in my opinion, the proper way to play a high damage Rolento.

Guile counters Cammy?

From what I know, c.mk beats spiral arrow clean but I use spiral arrow to go under Sonic booms.

I guess Guile can RC Sonic Boom to stop random s.Fierce and s.RH abuse but is that it?

I’m also pretty sure Guile’s s.mp and c.HP beat all of Cammy’s jump ins or trades in his favor.

Elaborate please.

::Edit::

What are some Rock 360 grab setups you know? The one I use almost exclusively is Shift XX 360 and I sometimes use s.lk 360.

A small thing to add to what kcxj said about Rolento. If you find yourself in a situation where you cant anti-air BUT your away from the corner, try a scouter jump towards em. If you RC it (i’m too lazy to RC) you may just go through their attack, PLUS you evade a bad situation for Rolento by getting away from em. Even if you dont RC and get hit, you get knocked back a good distance and the match is reset, allowing you to get back into your perfect range.

There’s a bit of theory fighter to what i’ve said and it’s often better to block. If you have some hp to burn though, it can get you out of a sticky situation a lot faster. It’s worked out a few times for me.

If I practice playing SSF2T on max difficulty, will that help me to become a better CVS2 player?

(I started playing turbo on pad, and this time around i’ll play it w/ a stick)

being good at ST or original SF2/CE etc will make you a better SF player in general, it should help you not suck at SF3, SF2alpha, CvS2, etc but regardless being good at any game requires some real opponents

plus ssf2t can be very easy to beat on max difficulty by abusing a few moves with vega.

Kcxj - Not sure where you wanted me to post this, but here’s a small review of the Sagat vs Hibiki match up.

I tested this yesterday, but I might get this mixed up.

Hibiki’s st strong - St fierce if from max range. It looks like Sagat hits her sword almost. If closer, trades in your favor.

Cr strong - Cr fierce. If I remember right the cr strong goes slightly over Hibiki’s sword.

There was a poke that got beat out by st strong. Can’t remember which one.

As for max range slashes, I’d just build meter, let it hit you, and then go for super. Sagat’s roll isn’t really worth it. If you can really tell its coming, go for jump forward to be aggressive, jump straight up for a low risk/reward.

HOGAN! HOGAN! HOGAN!

:rofl: :rofl: :rofl:

why can’t you roll away?

Come on now, Nick… You don’t need to ask me that. I’m only going to be repeating some randomness you saw in a Japanese video already anyway. If anything, you should be asking me what setup I get hit by most often. I get grabbed by random run up 360 a lot. I think it might be because of the characters I play (I have to stay on the ground and zone patiently to be be effective), but it makes me angry. Run up low shorts, random run up grab. Run up sweep and spam elbows, JD all day.

Any random Spiral Arrow can be Flash Kicked (HK version) on reaction. Compare doing d, u+K to a DP motion. You have no idea how easy this if you’re saying Spirals Arrows get you in on Guile, so go try it for yourself in training mode. Yeah, Spiral Arrows counter Sonic Booms, but only when a scrub Guile player is using them.

d.MK, b.MK, far s.HK, level 3 instant super, Flash Kick against Cammy using random Dive Kicks to get in, d.HP anti-airing clean every single jump in Cammy does, spacing controlling LP boom from full screen, and anti-air RC boom are all very powerful tools Guile has to his advantage against Cammy. Just mash d.MK will stop 75% of Cammy’s offense already.

Do NOT use RC boom to stop Cammy fierce and roundhouse abuse. That’s how Guile dies to random, take a guess jump in. Guile’s normals are stronger than Cammy fierce and roundhouse already.

If you don’t like Flash Kicks, then b+MK goes over Spiral Arrow clean. Do your Guile super afterwards whenever you have it.

… because you get comboed or swept from the back.

It’s at least a good cross up protection unless it’s really deep in which case it probably wouldn’t be ambigious. At least to mix it up a bit it might be a good option.

thanks for the jump response kcxj

Yo Kang…how often to you get slapped out of meaties? I play P groove Kyo/Sagat/Cammy2, and I’ve never really spammed out Kyo’s meaty close s.mp or Sagat’s meaty c.hp. When I was watching the OTK vids I saw that about 2 out of the 5 times he would do Kyo’s meaty s.mp he would get slapped by a DP.

So I came to this conclusion. Reversal Dp’s are much easier to do compared to reversal RC’s because of the strict timing of an RC as well as the strict timing of a reversal. THEREFORE, its okay to do meaties on A-BAS, or anyone without a dp for that matter. This is because of the fact that if they activate their still gonna get hit by the meaty, if they RC, the likliness of it becoming a reversal is extremely slim. However when it comes to reversal supers…I don’t know. I hate it when I get slapped with a wake up super, makes me feel so stupid.

Would you agree with me? Or am I wrong in thinking this?

i know exactly what you mean, i play the same team usually (or a variation of it, kyo/x/cammy, kyo/x/sagat etc). maybe this wouldn’t be true if we were visiting an arcade in japan/choiland, but yeah, it’s hella easier to DP than RC reversal. most RC wakeups that are safe are usually used by characters without a DP though