Starters
Any combination of cr. LP or cr. LK up to 3 times linked into cr.MK (Strange Hit box characters like Boxer you’ll need to do 1 less
for cr.mk to link)
st.RH links to cr.MK (This Link does not work on some characters, namely Poison afaik in this case use cl.st.MK linked to cr.MK)
st.LP links to cl.stFP
j.MK, j.HP, j.RH lead into either of the above which will generally add 50-90 ish more damage after scaling
Character Specific Spreadsheet, maintained by Geronimo [Rolento Character-Specific Combos/Set-ups](https://docs.google.com/spreadsheets/d/1TikVku-
APG03kmLDSnCnj_Y7PTwfATPDMIWPMVEEVWQ/edit?usp=sharing)
Anywhere // No Metre // Notation Followed by Damage/Stun Values
cr.LP, cr.LP, cr.LP, cr.MK xx Rekka 210/290
cr.mk xx Rekka 200/235
st.RH, cr.MK xx Rekka 269/414
Anywhere // 1 Stock
cr.LP, cr.LP, cr.LP, cr.MK xx Ex-Rekka, st.RH 231/346
cr.mk xx Ex-Rekka, st.RH 245/330
st.RH, cr.MK xx Ex-Rekka, st.RH 293/488
st.HP xx Ex-Knife, cr.RH (Slide) 200/410 (You get a hard knockdown rather then a reset, For this to work you need to delay knife throwing to
make sure some knives miss. At the moment i get 1 of the ex-knives to hit, not sure if 2 is possible)
Anywhere // 2 Stock
cr.LP, cr.LP, cr.LP, cr.MK xx Rekka [1] FADC, st.RH, cr.mk xx Rekka [3] 254/352
cr.mk xx Rekka [1], FADC, st.RH, cr.mk xx Rekka [3] 303/450
cr.mk xx Ex-Knife Throw, Ex-Rekka, 235/306 (If you’re too close not all knives will hit and you’ll do less damage, but you can combo into
sweep)
st.RH, cr.MK xx Ex-Knife Throw, Ex-Rekka, 289/462
st.RH, cr.MK xx Rekka [1], FADC, st.RH, cr.mk xx Rekka [3] 352/595
stinger, st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3] 353/574
FOCUS Stinger, st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3] 379/591
FOCUS st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3] 382/623
Red Focus, st RH, cr.mk xx Rekka [3] 408/510
Red Focus,Stinger, st RH, cr.mk xx Rekka [3] 415/503
Anywhere // 1 Stock Ultra 1
cr.LP, cr.LP, cr.LP, cr.MK xx Ex-Rekka, Ultra 1 349/246
cr.mk xx Ex-Rekka, Ultra 1 449/160
st.RH, cr.MK xx Ex-Rekka, Ultra 1 475/348
Anywhere // 2 Stock Ultra 1
cr.LP, cr.LP, cr.MK xx Ex-Knife Throw, Ex-Rekka, Ultra 1 382/321 (Does a little more in corner, ex-rekka hits 1 more time)
cr.mk xx Ex-Knife Throw, Ex-Rekka, Ultra 1 466/298 (Does alittle less if you’re further away, once again due to amount of ex-rekka hits or
Ultra Pre-Animation Hits)
st.RH, cr.MK xx Ex-Knife Throw, Ex-Rekka, Ultra 1 488/462 (More Damage In Corner also dependant on ex-rekka and pre-animation ultra, in the
corner this goes up to 507)
Anywhere // 3 Stock Ultra 1
st.RH, cr.MK xx Rekka [2], FADC, st.RH, cr.mk Ex-Rekka Ultra 1 420/554 (Less stun and less damage then some more metre efficient combos)
Corner // 1 Stock
cr.lk, cr.lp, cr.mk xx Ex-Knife, Rekka 230/340 (less damage than anywhere combo)
st.MK xx Ex-Knife, Rekka 234/329
st.RH, cr.MK xx Ex-Knife Throw, Rekka, 294/487
Corner // 3 Stock Ultra 1
cr.LP,cr.LP, cr.MK xx ex-knives, ex-rekka, ex-rekka Ultra 1 409/362
cr.MK xx ex-knives, ex-rekka, ex-rekka Ultra 1 507/355
st.RH, cr.MK xx ex-knives, ex-rekka, ex-rekka Ultra 1 516/511
Counter Hit Combos //
st.RH (CH), Ultra 449/250
cl.st.MK (CH) , Ultra 424/125
cr.FP (CH), cr.mk xx Rekka (Don’t know how useable this is due to the start up for cr.FP and it needs to be done pretty much point blank)
Trick Rod // Counter Hit Combos (Overhead, Beats Lows and Throws)
Trick Rod (CH) cr.lp, cr.mk, xx rekka 267/352
Trick Rod (CH) cr.lp, cr.mk, xx EX-Rekka, st.RH 292/417
Trick Rod (CH) cr.lp, cr.mk, xx rekka[2], FADC, cr.MK xx rekka [3] 301/403
Trick Rod (CH) cr.lp, cr.mk, xx EX-Rekka, Ultra 1 447/297
Trick Rod (CH) cr.lp, cr.mk, xx Ex-Knife, Ex-Rekka, Ultra 1 449/402 (Corner Combo, some characters you maybe able to do mid screen but I
haven’t tested enough, on Ryu not all the ex-rekkas hit midscreen so you can’t combo further)
Normal Move Info:
Anti Airs
-st.MP (Fairly Universal, seems to work at any spacing)
-cl.st FP (Slightly worse, trade more often, opponent needs to be closer)
-U1 (Only really punishes far and poor jump ins from my experiences so far)
-ex-Rekka (Worse than cl.stFP but allows you to combo into Ultra 1)
-st.RH (bad, trades all the time)
-cr.MK (Low Profiles, doesnt hit opponent jumping)
Normal Moves Notes
Lights
-cr.jab is your longest light button
-All your lght attacks do 30 damage
Mediums
-st MK is your longest medium button but not cancelable
-cr.MK is cancelable. does 5 less damage and is much shorter than st.MK
Fierce
-st.HK actually has less range than st.mk
-st.FP is your longest poke here (2 Hits at medium, far range only does 50 damage due to only 1 hit, st.MK does 70 damage)
-cr.FP is very long too but a bit shorter than st.FP (Hits for 100)
-At this far range none of your moves are cancelable.
Crossups
-j.MK is your Go to along with Pogo stick play.
-j.FP can crossup with specific spacing.
Air-to-Air
- j.strong (Good All round Anti Air, multi hitting to defeat focus in air to ground or maybe even gouken air absorb)
- j.Jab (Really fast and good range)
- j. fierce (Hit box is a little decieving)
Throwing
-Rolento can use st.lk for a desent kara throw.
Instant Over Head
-j.RH
-j.FP
Frame Traps
Starting with your jabs, go into st.MK or st.RH. Both of these link into cr.MK, st.MK is obviously faster but less damage,
st.RH can combo into cr.MK even on trade.
Special Move Info:
None of your movement skills build metre unless you do a follow up.
All of them build very little metre. Your best metre builder is knife throw.
Knife throw can be negative edged (hold when executing, let go for knife throw) or double tapped (tap once for jump and once
again for knife throw)
-Back Roll, Strength Level Controls how far you roll back, Follow up strength controls how far you jump attack. (Very Unsafe
on block, but can be used whiffed for a throw or just to get in. Can also be used to go through fireballs but VERY hard due to the back tuck
required before hand.)
-Wall Jump, no noticeable differences between buttons used. Ex-Version Invincible on startup. But your opponent can simply
walk forward and punish, maybe usable if your opponent doesn;t know or is scared of your options.
-Back Tuck, Strength for Followup determines distance.
-Knife Throw, Strength determines angle and distance, not sure if punches and kicks have any difference. Ex- is 3 knives.
Fully Projectile Invincible until the apex of the jump part.
-Back Tuck (Mekong Delta PPP), This is very similar to Claws back flip, invincible on startup and for a quite abit afterwards,
i couldn’t dodge fireballs with this and its extremely punishable, do not advise use.
Unique Moves:
- fwd. MK (Trick Rod), stuffs lows, hits over head, can combo into light moves on counter hit.
- j.down MK (Spike Rod, Slows movement and can bounce forward or backwards) (Can be a Mixup tool, if you cross up you need to
hold what is now forward to cross back up to the other side.)
- KKK when landing (Trick Landing, Faster than Spike Rod, but you cannot change the direction you bounce, just continues your
current direction and you cannot attack midair with this)
Resets, Tricks, Mixups and Setups
Ex-Rekka Resets
Any Combo involving Ex-Rekka you can Substitute whatever ender you were going for (Typically st.RH which does the most damage and
leaves you in range to threaten with st.FP) with a cr.LP (Anywhere on Screen) or cl.stHP (Corner) these 2 normals are cancelable into any of
your movement skills.
Mid-Screen Options Include
cr.lp xx backroll (Puts you further distance away than st.RH and no longer allows you to pressure but lets your opponent see
the roll for you to do different things next time.)
cr.lp xx backroll and attack (More Pressure/Can Crossup Sometimes)
cr.lp xx backtuck (PPP) Similar effect to the back roll
cr.lp xx backtuck plus roll forward(LP) rolls you right infront of the opponent (should whiff) allowing yo to pressure or
throw.
cr.lp xx walldive empty (Very unsafe, just like jumping at someone from full screen, to be used either never or for sure
they’re scared to press buttons.
cr.lp xx walldive Spike Rod Backwards (Bait)
cr.lp xx walldive Spike Rod Forwards (Attack/Presure)
Corner-Options
Any Normal Dash Sideswitch/Dash Under, Delay Dash to Stay on Same Side
Spike Rod
After an Ex Rekka you can reset with st.LP then immediately jump forward and spike rod. This spike rod is safe from mashed invincible
moves of 5 frames or slower, 4 Frames like Guiles flash kick will trade or win, 3 frames you will lose. Delayed, EX or Well Timed Invincible
moves from 5frames or faster will win or trade (Sagat…) everytime. So be careful with this.
Setups
Forward Throw
delay jumping fierce (Some people time this with a jab or short, I time this by walking forward ever so slightly then
jumping safe from Ryu’s DP from my testing)
Back Throw
Pause Dash Forward and Jump Forward Fierce
Sweep
Slight Pause n.Jump j.FP or j.RH
Super
Pause st.FP forward jumping round house.
Setup Notes
All of these actually have the capability of being 3 Frame safe jumps as they require you to mentally add delays. You
may also pause at different parts of the setup if its easier for you, for example back throw one you can pause after the jump instead of
before.
Ultra Selection:
-U1
Can combo from anywhere on screen using 1 stock or even 2stock in corner.
-U2
Does a little more damage than U1, seems to be fireball invincible, need to be 1 dash away from full screen for it to work.
You’ll need to do a red focus combo (3 stock) to realistically combo into this (most likely rekka stage 2 red focs dash U2)
because of this, does barely any more damage than U1 for so much more metre used.
U1 Also moves forward quite alot, so if you feel confident with your reads or reactions you may use U1’s generic invinciblity
to go through projectiles.
So far my opinion is U1 all the way except for match ups you feel you will have trouble with fireballs, even then you may want Ultra W rather
than U2.
Metre Usage
From the combos above you can see that the combos that use more than 1 stock can add as little as 3 extra damage to around the
vicinity of 30.
I’d suggest just doing metreless combos most of the time or 1 EX for some nice reset options and Ultra Combos. Obviously if you have
the metre to burn and you think the tiny extra bits from the EX Combos can finish the game, go for it.
I have seen Ex-Knife used outside of combos for Knock Down or maybe pressure.
Ex Mekong Delta Escape can be used to run away, but it is punishable if your opponent walks forwards or backwards to deal with you.
Notes:
There are more combos available but I’ve omitted them due to being less useful afaik.
Some characters with a wierd “Triangle Hitbox” eg. Boxer, you may have to do with 1 less light move for hit confirming.
Questions:
Do the knives give any advantage and how much?
What is frame datas??