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.