Rolento General Discussion

Are you guys having fun with him? For every game I win and enjoy, I have 2 more that are filled with annoyance at my inability to get people off of him.

He’s a momentum character as of right now, yeah. You’re good until you get knocked down, then you’re done.

Having a great time tbh. I think its silly to think buffs wont happen in a patch come the retail version if not before

https://www.youtube.com/watch?v=cu384J8VW3I&feature=youtu.be
Bit of a waste of meter but not if you get a combo out of it

I’m gonna be honest, most people that play Rolento will quit. The same EXACT thing happened when people discovered Seth was a boss mofo in Vanilla, but everyone quit him because he had no health/stun. No point in bitching/moaning about something that won’t change for at least a year (if ever a patch comes out).

If you were planning on tier whoring with Rolento, just jump ship now. If you don’t want to learn to block or play the game without a ‘Get out of Jail Free’ card (reversal), then just quit and pick Yun.

Rolento is a strong mid-tier character, and with the right mindset/play style, he will do a SERIOUS amount of damage to his opponents. He’s one of the few characters that NEEDS to capitalize on EVERY opportunity for max damage, so if you’re not doing that, you better learn quick, or prepare to live in a world of disappoint.

I love that he doesn’t have a reversal. Way too many of those in this game. I do however think that the hitboxes on at mp and especially j hp are ridiculous. And pogo control seems very glitched.

Overall I like his style and blow people up online. Been bullying high level players into counter picking me with Yun or Rufus, though I feel it’s more a matter of me being better than Rolento being good winning me these games.

More like if you plan on using strong good characters, skip Rolento.

You can block everything but that accomplishes nothing. Oh good you blocked 5 things. Here’s 10 more.

I disagree. Blocking accomplishes so much in this game on more than just an in-game level. No character has all 100% safe moves/combos/specials, and someone putting you in constant block strings rather than landing any hits will automatically get frustrated and start to make mistakes, and you’ll be able to capitalize.

Blocking everything will break your opponent faster than hitting them with a random reversal. You can punish someone via baiting a reversal, you can’t punish someone for blocking.

hi guys …i want to ask you if i can OS ULTRA with rolento !
also i figured that meaty combos doesnt work on balrog except crlk +crmk… and st hk+cr mk does not work on poison :frowning:

you punish blocking by throwing.

and thats exactly what rufus and yun wants you to do, especially yun.

Although it doesn’t revolve around it, Soul Calibur actually does involve alot of knowdown setups, but Xiba does not have many.

His s.mp AA doesn’t seem to hit chun at all, haven’t traded either.

It doesn’t seem to hit much at all.

Yeah his AAs are crap, stand roundhouse only works for far jumpins and stand strong works for some mid range jumpins but when they’re right up on you, you can’t get them off. I wind up having to predict jump-in pressure (not after knockdown, like in the regular neutral) and either neutral or back jump strong or fierce until i somehow falsely convince them that jumping in is a bad option. It’s a pain in the ass versus cody and sakura’s pressure but if you can get a read on when they’ll jump, jump strong does help a bit.

His lack of reversal is definitely his greatest flaw though, no argument there.

Also, has anybody been using the FADC off of his delta attack for anything? I’ve been able to get some pressure off of it. If the opponent isn’t expecting the FADC, it can work for a tick throw-esque setup every now and then when you really need it.

Which does more damage, a Yun/Rufus combo, or a grab which is completely techable? Sorry, but I’d eat 5 grabs over 5 combos since I know I’ll have opportunity to counter attack in between the grabs by blocking.

Our philosophies differ on the subject, but that doesn’t change the facts, Rolo doesn’t have a reversal, so you have to learn to block, or choose a different character.

100% I’ll take a throw over a combo, if for no other reason that quick reactions will allow me to tech a throw which will reset the spacing to neutral at worst. I dislike not having a reversal, myself, but I pride myself on being a high level MvC2 player at one point years ago and the same in Marvel 3 (vanilla) so my blocking is good.

Rolento has been one of my favorite SF characters of all time, so I dropped Cammy for him, due to character loyalty. I’m definitely having to switch my playstyle around and break habits that I created with her that are getting me abused with Rolento.

it only takes 2 grabs to do the same damage as their. bread and butter combo. even less for yun if he goes for a command grab.

sure you have the opportunity to counter attack but the odds are heavily stacked against you. you’re gonna be blocking a lot of plus frame normals after they get in. since rolento has shitty reversals, hes gonna get frame trapped.

since his mobility and runaway is ass and his anti air doesnt work, there is nothing to stop them from rushing rolento down.

you guys want to tech throws? good. now you’re open to counter hit setups and another dive kick. rufus punishes whiffed tech grab with instant dive kicks.

I don’t even want the invincibility on the ex patriot circle back. what i do want is the (ex) mekong delta escape to work like its supposed to.

It’s a completely valid complaint when we talk about lack of reversals because he has nothing to compensate for it.

Give me a solid AA so I can stop people playing hopscotch on me and I won’t ever mention the lack of a reversal again, but as it stands people can find easy distances to very safely jump and apply pressure and we have to take it.
Yeah it’s all good and great that you take pride in playing a character who can’t use a reversal to stop pressure, but that doesn’t change the fact that the character will get absolutely stomped by good rushdown players because of it.

Yeah from what I’ve been playing against thus far, I can block stuff except for ambiguous divekicks and I’m not good at teching yet so I’ll get thrown a few times, crack, then eat a combo. Must learn teching. I had moderate success mashing jab vs. divekicks but that’s on a super low level so I doubt its effectiveness. It’s not the worst option, though.

Well after playing a bit and winning and losing (you suck yzae b - blocked roll to u2 cheap, lol)

AA - Rolento has 4 standard AAs that all have uses and sadly you’ll have to decide which one to use, though they are all good in the situations they work in.
st.rh - Great for far out jumps, rarely loses, and not the worst on whiff
st.mp - ranges where they would hit your leg, not very active so timing is tougher and its weird against floaty jumps how late you have to do it, but it does work better than people are saying
st.hp - somehow everyone has forgotten this move, great for jumps that are in your face, though you have to be very fast about it, does good damage, can beat most close in crossups
j.lp - when used correctly will beat almost all jumping attacks, but of course you have to do it early. Setups cross unders that are fairly ambiguous from jump forward

Overall a strong AA game as long as you are using the right move.

Hitboxes - There are many many issues with hitboxes/normals for Rolento but here are just some of the ones I have noticed

st.lp,st.mk,cr.mk - doesn’t work on everyone but not because the mk doesn’t reach, but because of how it animates it only hits some characters on later active frames, I think this was caused by the “fix” that extended the range on his cr.mk, I assume this wouldn’t have worked without it, but he lost a really great confirm because of this, would like to see fixed, but you can get around it by just hitconfirming the jab and only going for st.mk if its on block for frame trap, as if they get ch but st.mk you can still link the cr.mk

st.lp - some ranges it whiffs over characters heads others it doesn’t, I don’t think it has to do with it being close or far (at least not against Elena) but its weird. Would like to see fixed to always hit all characters crouching but whatevs since all his light attacks are basically the same. (also far st.lp isn’t cancelable for what seems like no reason whatsoever, not important at all but still weird)

st.lk - why is far st.lk better frames than close??? shouldn’t it be the opposite?

st.rh - Similar issues to st.lp, will whiff at some ranges over crouchers (IE ELENA) but not others, annoying but not the worst

j.fp - would like to see it active earlier to match animation but I guess capcom thinks thats too strong.

f+mk - unless Im mistaken he doesn’t get a combo to rekka off this on everyone on ch (couldnt’ get it on another rolento) would be nice if he did.

ch st.fp xx knife - why does this only combo at really specific ranges, unless Im miss timing my instaknife I feel like this is really hard to make work consistently

Other random issues

pogo - why is forward control off pogo sooooo small, he barely moves forward - not that important, pogo gimmicks are only for specific things but whatever. Also would like to see multi pogo cause I love cvs2 rolento. in general just better control off pogo in general.

Mekong Delta escape - The current amount of “control” is pretty lame. Any OG rolento player remembers how you could control him before like it was bison off a headstomp. That would be nice
EX Mekong Delta Escape - I dont’ know if I have a huge problem with it, since it works fine for midscreen escapes (not perfect but its there, if you get read you die) and corner the basically have to be asleep to not punish it (how I view it is you either get lucky and get out but get hit by something on the other side, or you get reset off the wall most of the time, still an option, just not great)

random complaint, doesn’t at all need to be looked at just wishing for rolento glory days when he wasn’t even top tier.
No super jump - : ( come on why does viper get one but not Rolento, its like his thing

I think that Rolento is probably midtier overall. I assumed he would be zoning with some good frame traps, but it seems like he is zoning with okay frame traps. St.lp has less block stun then I expected so alot of times the best frame trap is just delayed st.lp again instead of what i assumed, st.rh. I’ll need to find more setups and ways to continue offense but I think Rolento is decent at holding a lead once he has it, okay at getting a lead and bad at recapturing one. Time will tell how he plays out, who knows if they will patch anything but for now just gotta keep exploring the tools he has as they are. If anyone has any tips for shit like ch st.fp xx knife that’d be appreciated.