Combos and Gameplay Notes

Any of you guys been messing around with red focus & if so, what do you think? Can rolento make good use of it?

Haven’t really tried anything yet but I can’t see him getting much mileage from it.

Red Focus is good for converting off hit ppp-> p. Just make sure they didn’t get counterhit. Can also combo u2 off rekka that way.

couple random things i’ve found:

FA Level 3 / RFA Level 3, Instant Stinger, cl.rh, c.mk xx Rekkas is the most damaging meterless/2-meter (respectively) combo option off of stun/free punish scenarios (e.g. Blocked Gouken EX Tatsu, whiffed C. Viper Ultra, etc.) Does more damage than j.rh/j.fp, s.rh, c.mk xx Rekkas.

c.lk xx EX Rekka can be useful to buffer just outside c.lk range - if it catches a poke, it pops the opponent up for a juggle.

c.lp xx EX Rekka does not connect at max c.lp range. I found this out attempting to punish Rose Spirals. Pretty frustrating - the c.lp connects, but the opponent recovers from hit-stun in time to block the EX Rekka.

Against Elena, c.lp, [cl.lp/s.lp] is inconsistent and can miss against crouching. c.lp, c.lp is better, and c.mk should be cancelled into MP Rekkas from max range (not HP) because Elena will get to block max-range HP Rekkas.

If Stinger hits an air-borne opponent, best juggle options after are s.rh (fastest, most consistent), c.hp (longer range), or c.hk (slow to start-up, won’t always connect but definitely preferable for its hard knockdown.) U1 if you have it and are in range.

Does 345 damage, which is 8 more than just FA3, s.hk, c.mk xx Rekkas. It’s not necessarily difficult, but I dunno if it’s worth the extra break point in the execution. Still neat, though.

I noticed in training mode that s.hk > c.mk seems to whiff on Poison no matter what. Maybe it’s just me but I changed her to Ryu and instantly started hitting it consistently so I think it’s actually a character specific combo which sucks :confused:

Unfortunately the same it true with regards Balrog, and probably several others too.

Turns out Super can be comboed into U1. The combo video it was demonstrated in showed it working if the Super was used as an anti air, but maybe it can work regularly too.

Somethings I noticed while playing.

ST.MK is a decent poke. Not comboable but covers a range that Rolento can have trouble at.

LP. Roll maybe some use. Recovers faster than backdash. Too bad the attack after roll is slow.

Rolento with Super and U2 stock is completely scary. People generally camp when this occurs. U2 does a shit ton of damage and the super and U2 can be used for AA or comboed. It can do 3/4 life if both are hit properly. Decent instant comeback material.

Rolento doesn’t use much meter besides EX Pat combos. So take advantage of that and build Super up. That way you can AA Super or even Red Focus EX to U2. Use his crappy EX Moves to your advantage with building Super meter and not using EX. It is a very good super.

After QCB+K, you can do D+MK to cancel your movement I believe. Maybe use as bait or something like that.

PPP+P, you can bait moves with this and punish if they do a slow move. You can not do the roll or do the roll. Has invincible frames at start.

I may be wrong but just a couple things I noticed.

I won’t be near my console for all day so I have to ask, are you saying Super can combo straight into U2? Both grounded super and AA super?

no, it doesn’t combo.

against RYU i baited a DP by doing a QCB+K, D+MK, U2 once it whiffed it was time for RYU to hang out i think this can be an cool OS as well

I was watching Ricky Ortiz and Air play Rolento and they kept doing cr.lp, s.lp, cr.mk, rekka. What is the point of the standing lp? Why don’t they just do 2 cr.lps? I’ve been dropping this combo a lot but I noticed Air and Ricky were dropping it quite a bit too. Is this combo supposed to be hard? I expect better from so called pros.

its an easier link going from stLP -> crMK, than crLP -> crMK

st. jab, low forward is a 2-frame so it’s easier (but still possible to drop on occasion) than the 1-frame (iirc) low jab ~ low forward.

I dunno about on-hit but on block, c.lp as more push-back than st.lp which often means pushing your opponent out of c.mk range. Habitually it’s better to do st.lp in the string to reduce the chances of c.mk being out of range.

Thanks for all the suggestions, I am a little pressed for time at the moment but will update the opening post when I get some time.

Thanks, I’ll definitely get the numbers up and replace the Rekka (2) FADC Combos

Will create a list with these when I get the chance, thanks for working these out.

In my local scene Pogo Mixups are almost entirely extinct due to option selects my opponents use on defense. But I will test the efficacy of these none-the-less when I get the chance.

Thanks, Will definitely play with your suggestions and update thread.

st.LP is easier to do when you’re walking at people and mashing st.LP for frame trap, and I don’t know if its just me but it “seems” to give me more frame advantage.

Cicada’s post says why s.LP, cr.MK is used. It’s a 2 frame link and cr.LP, cr.MK is a 1 frame link, for the same damage. Also GuillotineFist, I made a post with some combos into Super in this thread on someone else’s behalf. I didn’t include stun though, so you’d probably have to redo the combos, anyway. And doesn’t have to be done, but I like when damage/stun is listed before combos. :smiley:

Rolento Character-Specific Combos/Set-ups (WIP)

Hey guys, so I’m trying to pick up Rolento and I wanna work on my pogo mix up game. I’ve seen alot of videos of people doing vicious cross up pogos and bouncing back to the front after a knockdown. I can’t seem to get this to work though. Everytime i get a cross up pogo, I continue to bounce forward.

Has anyone had any success with this?

After a cross-up d+mk, keep holding forward and you’ll jump back over.

EDIT:Rolento Character-Specific Combos/Set-ups It’s done…for now.

Check it out and lemme know if there’s anything I need to change or add.