if you are going for a hard knockdown, do cr. LP, st. MP -> cr. HK. Do not chain the LP into MP or it won’t work, just hit with cr. LP, wait a bit, then chain MP and cr. HK. The rekka ender builds a bit more meter but no hard knockdown so they can quickrise on you.
s. Jab, s. roundhouse, c. roundhouse seems like his most damaging that’s easy enough to get. The second best option is what Scars posted with the s. forward, c. forward ~ c. roundhouse.
I’m not sure what the deal is, but on some characters it seems like Rolento recovers way too slowly to hit with s. roundhouse x2, sometimes he doesn’t seem to even recover fast enough for a single one without using jab first. I also don’t know what’s up with the patriot circle reps either. You can actually get a second rep just by mashing the punch sometimes, and then other times nothing. Similarly, it seems like often when you’re manually doing the reps they just fail to come out, even if you’ve practiced it a thousand times.
Is it possible that you are not close enough on the opponent after the s.HK ? I know that the close one is +7 on hit and the far one is +6 on hit so it might be a possibility…
I dont have any problems with patriot circle in this game. I mostly had problems with this moves in other versions but that’s probably because I never had the chance to play characters with “rekka-like” moves.
[quote=
I’m not sure what the deal is, but on some characters it seems like Rolento recovers way too slowly to hit with s. roundhouse x2, sometimes he doesn’t seem to even recover fast enough for a single one without using jab first. I also don’t know what’s up with the patriot circle reps either. You can actually get a second rep just by mashing the punch sometimes, and then other times nothing. Similarly, it seems like often when you’re manually doing the reps they just fail to come out, even if you’ve practiced it a thousand times.[/quote]
I think HK, HK, c.MK, xxMP Rek X3 (in corner) works on all characters but the main key as to why I usually drop it is all in timing the first HK perfectly. Go to training and look for visual and audio clues that tell your brain when to press roundhouse. Once you get the first one I find that the 2nd is usually easy.
As far as why MP rekkas seem to juggle sometimes midscreen (off certain CH AA combo juggles) and why they don’t at other times I also have been tryna figure that out. Starting to feel char specific to me.
So for someone who is starting out, could someone breakdown these abbreviations that I am seeing throughout all of the threads for each character. For example, CH or AA xxMP(the significance of the ‘xx’) or direct me to a place where terms like this are defined. Most stuff is easy to deduce meaning to, but others not so much. Thanks in advance folks.
Well, I don’t know of an exact location to find those out for you… but
CH = Counter Hit
AA = Anti-air
xx = cancel into. the way you cancel cr.mk into hadoken with ryu. the xx always leads into a special.
I’m going to update the thread later on when more information is provided. Most of the stuff atm is just rehashed cause Rolento doesn’t have too much going on.
Having a bit of trouble getting the cr. MK in the HK HK cr. MK off in the corner after the rekkas. Suggestions??
What do you guys use when coming in from Cross Rush?
@jackass, you might be doing it a little too slow. It’s as scarz says, its all about when you hit the first St.HK.
@psycho I’ve been doing St.HK, Cr.MK into either Slide or a rekka. Timing is kinda hard, but it is possible.
@scarz Midscreen AA CH MP rekka juggle works with every normal you could possibly use as an anti-air/air-to-air EXCEPT Forward MK.The combo I used was “CH, cr. LP, Cr. MK xx MP rekka x3.” Hell, even Cl.HP cadc into the juggle works.