I’m having a really hard time linking st.lp into several more as well as cr.lk into cr.lp. Anything that can help me out or are they just timing specific? the following lps etc always get blocked
Just takes practice. Avoid doing strings involving c.lp as the timing is slightly trickier I think. st.lp > st.lp > c.mk isn’t too difficult with practice. c.lk > c.lk > c.mk is useful too.
Uhm guys can actually im like you using rolento as their main can i ask some tips in way of handling guile and other fireball characters cause i just can’t handle them
I have issues with fireballers too but in general I think you need to stay mobile at a safe range and threaten to approach often without actually going all the way in. PPP roll under fireballs but stop short if you know they can recover by the time you reach them. They will often stick out normals to punish your incoming roll but if you stop short you can whiff punish them. Eventually with enough smoke and mirrors you can distract them enough to make a jump difficult to react to which can help get your offense started. Empty Roll to Throw is good too if you can gauge the distance. Don’t forget that stinger jump is projectile invincible on the way up.
Vs Guile: Get a knockdown and GO HAM with front-back mixups. Watch for FK FADC when he has 2 bars.
How safe is Air Raid on block? Right now is EX Patriot, cr.Lp xx M Air Raid
IMO Rolento does best against characters who rely on their fireball, because he so many good options to get around them.
To start off with, roll shouldn’t be discounted. If they are turtling, then you can play mindgames with midscreen flip alone. My favorite gimmick is doing a whiff roll into throw setup to punish players who just sit there to punish it on block. When they try to counterpoke it, adjust the spacing so that you stop before the limb and punish. Even if you can’t punish their fireball, you can roll under it to get a better position. Remember that EX doesn’t go under fireballs though.
Once you are just outside of sweep range, you can counterpoke fireballs with c.HP, or go through them with ex Air raid and confirm into a nice combo. Also don’t forget how good Rolento’s focus is. It has a long reach and you can hit a level 2 at max range, backdash, forward dash, and still be able to pick them up with a combo or ultra.
Edit: And his knife throw is completely invincible to projectiles on the way up. You can use it to harass opponents at about 2/3 screen length and build meter. Just don’t abuse it or you will pay for it dearly.
Just chiming in with a couple of neat tricks I’ve discovered.
CH cl.hp xx Instant EX Air Raid combos. This can set up for HUGE damage off of a CH cl.hp (more than cl.hpxxInstant Stinger), and has to be blocked high, so will sometimes catch people who block the first hit. Obviously it’s -4 on block, so it’s not safe, but still a cool trick to keep in mind.
After j.hp/Air Raid, Chun-Li and Rose (maybe others?) have a weird hit-reel when crouching that causes cl.hk to whiff. Experimenting with using cl.mk instead, I found cl.mk, if timed correctly, was hitting them during its later active frames, which means…
j.hp/Air Raid, cl.mk, U2/U1 is a combo on crouching Rose and Chun.
@DiscipleofYawgmoth - I had not thought about applications for kara PC, but that’s an interesting idea. I use kara focus often against characters with slow moving fireballs, to avoid having to charge focus for that extra 30frames before swallowing the plasma.
j.hp is a really useful and deceptive jump-in; you can find a lot of arcs where j.mk will cross-up, and j.hp will hit same side, and cause you to land cross-up. It can also be used to stuff several normal anti-airs. One of Rolento’s most important air-to-ground normals, for sure.
Here is a combo I tested after watching Nemo’s Rolento:
EX Stinger juggles into both normal and EX Mekong Air Raid. The timing is extremely strict to get the normal versions to juggle. The EX Stinger needs to be fired at absolutely minimum height from the ground for it to work. I find it easier to just juggle into Patriot Circle after an EX Stinger.
Also, I found that cl.HP xx EX Mekong Air Raid is a fairly safe counterhit setup that leads to ultra. This is not a true blockstring however, and it’s -3 on block, so shotos and grapplers can punish it.
Not sure if you guys knew this but Rolento had a deadly corner setup after a regular rekka with his j.hp.
So basically you do your rekka combo and whilst he quick stands if you do j.hp early it hits from the front and if you do it late it hits from the back.
Pretty nifty setup however if youe opponent does NOT quick stand then you do your pogo mixup.
I tested it on Ryu only so far… would be great if others could test it and see what else you can find
Can anyone tell me how to combo from EX knives into delta air raid? Do I have to use the LP delta air raid?
I have seen nemo doing this but damn the timing is strict.
any tips? thx
This is what I wrote in the Rolento General Discussion Thread:
Some notes:
The key is cancelling the c.mk into EX Stinger and getting the earliest possible knife release. Practice this first - Rolento should be barely off the ground as he throws the knives - this allows him to land faster, and gives him the time to combo into Air Raid.
Air Raid also requires “earliest possible” execution. Again, I recommend practicing this separately - learn when you need to hit the button to get the earliest possible attack (Rolento will barely roll backward at all.)
I use HP Air Raid every time because it has the most range (and they all have identical startup), and I don’t recall it ever whiffing. Occasionally if the opponent is cornered, it will cross-up with HP however - so in those cases, LP/MP may be preferred.