Combos and Gameplay Notes

I dunno if this is known, but St. Fierce on counterhit cancelled into an immediate stinger works. You can link slide, U1 and U2 free off of it. Pretty good counterhit setup.

http://www.youtube.com/watch?v=xHZL7GbL2D0&list=UUCO0_KqSI8BJqICzaX4OaYw&feature=share&index=2 someone please explain this???

Amusing combo from 3 bars: cl.HP xx EX Stinger, EX Stinger, EX Patriot Circle. For those desperation situations. If cl.HP xx EX Stinger is blocked, you should be somewhere from -1 to +1.

Either this was recorded before U2 startup got nerfed (most likely), or the last hit of Patriot Circle hit meaty giving extra frame advantage.

This is JP Arc version. You can also tell it’s before the pushback on blocked EX Pinwheel was reduced, and also Rolento’s s.mp looks godlike. Swoon

Not sure exactly who all it works against but on some characters midscreen you can do st.hp xx stinger -> rekkas (non ex) it works whether all knives hit or not. Sadly it seems most of the time damage is less than just, ex rekka -> st.hk.

if you guys didn’t know s.HK>s.HK combos. it can be a good spacing tool if the character is cornered and you want to poke him.
also i found out that j.HK>s.HK>s.LK>c.MK>Rekka combos. idk if it works with a lot of characters but i tested it out on Fei Long and Ryu and so far it connects.

Good to know but sounds like a bad idea… basically adding a 1f link and risk of pushing the opponent beyond 2mk range for no real return lol…

I believe that there is actually utility for this combo. If you reset with s.rh after ex PC, Rolento isn’t left in a very favourable position to continue applying pressure (if he attempts to dash forward, the dash can be punished.) EX Stinger, PCx3 on the other hand, nets Rolento a useful soft knockdown, and pushes the opponent quite a distance into the corner.

I have also noticed this doesn’t work on all characters, but it works on a larger portion of the cast if you allow a pause between EX Stinger jump and the knife release. EX Stinger jump moves Rolento forward, and cl.hp provides a healthy amount of hit-stun, so you allow Rolento to get closer up into the opponent’s grill before releasing the knives, which keeps him in range for PC more consistently.

RE: s.lk between cl.rh and c.mk

  • Actually, I’ve found utility for this - against a standing Poison,
    cl.rh, c.mk will not link.
    cl.rh, s.lp, c.mk will link.

I guess s.lk would be pretty much the same, as they are both same startup and adv on hit. This is the optimal combo extender after PC FADC on hit against a standing Poison.

Replaced Rekka FADC to have just 1 rekka on first part for more damage (Scaling)

Will re-do the damage for punish combos with knife as first move for more damage.

Thanks, I added spreadsheet for character specific stuff into post.

2 Stock Punishes

352/595 st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3]
353/574 stinger, st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3]
379/591 FOCUS Stinger, st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3]
382/623 FOCUS st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3]
403/724 jump FP, st RH, cr.mk xx Rekka [1]FADC st.RH, crMK, xx Rekka [3]
408/510 Red Focus, st RH, cr.mk xx Rekka [3]
415/503 Red Focus,Stinger, st RH, cr.mk xx Rekka [3]

Added the following, thanks for suggestion. Seems like Red Focus combos are the best of 2 Stock combos if you have enough time to use it to

punish.

Against poison I do, stMK, cr.MK, xx whatever

So I was testing out Rolento to see if he has an option select similar to Zangief’s c.lp to EX Greenhand. For some really absurd reason, his c.lp to EX. Patriot works at a certain distance. I tried it at a counterpoke distance and the HP Patriot comes out instead… Anybody know why?? I tested this against Ryu’s c.mk and c.lp is really good against it, but I cant get the EX patriot to come out from there.

@GuillotineFist‌ cl.hk,s.lp,c.mk x PC does more dmg than cl.mk,c.mk xx PC but is also more range specific.

@FistofFury2000‌ No idea why that’s happening. I believe you are just messing up the input. Although (I made a thread about this) from some ranges, the first hit of EX PC whiffs, which means that max-range c.lp xx EX PC will not combo in most situations. Which is too bad, because that would be an insanely good counter-poke, lol.

@Basics‌ I dont think it’s the input error. I even mapped PPP next to my lp button to make it easier for me… I will have to do more testing to find out.

s.HK, c.MK xx Rekka(x2) RFA dash forward, lk.Stinger, EX PC, Ultra 1

Does 412 damage, not that much but it’s pretty looking.

I’ve been messing around with Rolento and I’m actually liking the positional advantage from ex patriot circle without follow up.

If I jump in with a heavy attack and hit the standard bnb into ex patriot, walk a step further and jump forward spike rod I will hit from the front with j.hp if they teched the knockdown, if I press mk earlier after trick rod I get the cross up. If I land j.hp I can potentially dizzy every character 1050 stun or less.

Something to consider when you feel you’re not getting much from the follow up after ex patriot circle.

Edit: spike rod, not trick.

You know you can also change the direction of spike rod too? Forward, Backward, and Up (to stay where you were). Might overcomplicate/simplify what you’re doing depending on how you use it. =p

Yeah that’s how you create the mix up

Oh my bad, I thought you were only determining the mixup by the timing and the aerial used.

I reread myself, yeah I didn’t word that correctly, my fault.

Pogo is definitely my favorite aspect of this character. Bouncing around after a slide or corner throw is too much fun.

Decided to spend some time in the lab to figure out some new stuff so here’s a few things I found:

st.LP , st.MK, cr.MK xx Rekka 249/357 (Almost as easy to do like BnB)

If st.HK, cr.MK xx Rekka didn’t offer enough stun (414), you can add st.LP to it! Note the combo still does the same damage?!

st.LP, st.HK, cr.MK xx Rekka 269/427

In the corner if you do Air Raid (HP follow up) on a crouching opponent, you can do a cross up. With the proper spacing you can cross up anywhere on screen if you catch your opponent crouching. So you can do this in a block string to set it up:

cr.LPx4 xx Air Raid (HP) you’ll cross up if you do the Air Raid quick or
cr.LPx3 xx Air Raid (HP) with a delayed roll then follow up

Tested on Hugo and won’t cross up…maybe he’s too big…

Other shenanigans you can do is EX Stinger on a crouching opponent and just hop over them:

st.LK xx EX Stinger (don’t use knifes) You just landed on the other side! Probably good to mix up?

While EX Stinger is projectile invincible, so is normal Stinger! You can do any versions of Stinger as any projectile is about to hit you and it’ll go right through. From what I know you are projectile invincible until the very top of the jump or until anytime you throw out knifes. Could be helpful in situations you don’t want move forward and stay defensive.

jp.MK crosses over of course, but so can jp.HP! Looks to be ambiguous. You can get it to hit from the front and still land behind.

Hope some of this is useful and sorry if some things are already known!