Yeah, comboing into U1 is risky online. The amount of times I have dropped it at a clutch moment, only to die afterwards really made me stick with U2 almost exclusively.
Well U2 is like a 3/4 screen ultra, so if you just throw random heavy stingers at that distance (there’s virtually no risk) you can buffer U2 as you’re falling and if you happen to land the stinger just hit the triple kick button and you get a free combo into U2.
It’s not a guaranteed setup or anything, but if you just throw random and safe stingers you get an ultra if you land one.
Have you tried cr. HK under the demon flip while it’s winding up? It’s a really strong way to get out of jump ins and cross ups
That’s… actually a really good idea. I didn’t try that. I’ll make sure to try it from now, thanks!
Hey guys, thinking of making a Rolento google doc/spreadsheet for all his [important] character specific stuff…but I’m gonna need your help.
Which set-ups/combos do you think should be on it?
So far, I’m gonna assume:
- cl.s.HK > c.MK xx PC
- EXPC > c.HK
- (in corner) EXPC/EX Stinger > s.LP, dash cross-up
Should be on the list. What else warrants a listing?
Also, quick question. If c.HK doesn’t work after EXPC on a certain character, is it safe to assume EX Stinger > c.HK won’t work on that character either?
Thanks in advanced.
I think they nerfed Rolento too heavily for the console version. He clearly needed some balancing, but he’s not the same character anymore. I like his offense, I like his neutral game, but his defense is hard man, the struggle is real. Things are great as long as you’re playing the neutral game, but if you lose control of your opponent and they start going ham on you, Rolento is so screwed.
My thoughts so far on Rolento’s defense:
If you weren’t already good at blocking, you’re definitely learning hard lessons now.
EX wall flip is for corners only. Anywhere else on screen its a waste of meter and a free anti-air for the opponent.
His focus attack has him take a step back, much like Akuma. You can focus backdash to add some distance to your backdash and get away.
His PPP backflip has invincibility on it and if well timed can get you out of some stuff. Also when I get hit while trying it, it’s usually an air hit, which pops me out and avoids combos. It’s not ideal but it’s something.
s.MP is a fickle traitor, sometimes it’s amazing, sometimes it just whiffs right through people.
cl.HP is great against neutral jumps.
Both his ultras anti-air pretty well.
I’m usually able to stay alive using a mix of these options, sometimes together to create little gimmicks, like PPP flip>focus backdash. The massive downside is that its all just running away. Against unrelenting pressure it’s literally me going backwards constantly until I’m in the corner, EX flipping off the wall then going backwards into the other corner, rinse and repeat while slowly losing life. He has nothing to stop momentum, short of a reversal ultra, which I hate doing but sometimes I feel like throwing out the ultra is the only option he has.
s.lp into dash seems to work on everyone. Also if you hold forward, after the dash, it seems like you don’t cross up from my testing. Not a 100% on that.
character specific confirm you could
st.lp,st.mk,cr.mk xx rekka
Also, has anyone got any experience with the Vega matchup?
I played a couple of good ones last night and it felt impossible. Vega owns Rolento’s soul in the mid range game, he does what Rolento does, only much better and faster. His c.mp beat all my buttons all day. Rolento’s fs.HP is pretty much taken out of the game in that matchup. I was left with just dinky little dagger throws, yolo jumpins and trying to time a roll to get in. That match was HARD.
Rolento is fucking free to jump ins
So I didn’t know what he had in the arcade version and I made the mistake of looking. Would not recommend if your salt levels are medium to high about the character.
So after playing for a while I’m starting to realize all rush down characters pretty much mow down Rolento.
Yeah, a lot of unjustified nerfs. He was a little too good in the arcade version but some nerfs were stupid as hell.
Light rekka -3 now instead of -2? What the hell was that for other than so shotos can mash dp?
Rushdown characters hurt. Simply put, if someone starts jumping over your head you’re in trouble, but I feel rolento has enough mixup and reset potential to be at least decent.
A lot of the higher level stuff I’ve seen so far aren’t just gimmicks that won’t work after a few weeks, they’re genuine hard to react to mixups and resets.
Has anyone found set-ups for MD Air Raid which actually cross up? I’ve seen a few videos posted that show set-ups in which the move appears to cross-up, but when I record these set-ups and attempt to defend against them, I’m able to block normally - I think this is because standing up/walking back prevent the Air Raid from going over my head.
Has anyone found any set-ups which actually work against an opponent holding back?
Dieminion is ~5k with Rolento. Other than him and Valle, who else plays him in the US?
So because I love spreading the salt and Kiwi acknowledged me, let’s do the rundown.
Close Stand MK start-up reduced by 1 frame (6F → 5F); attack recognition range slightly expanded
Slight Quality of Life buff
Far Stand MP active frames reduced by 3 frames (6F → 3F)
Far Stand MP is generally ~4 frames for a character, 3 is pretty bad for an anti-air only attack
Far Stand MK hurtbox at the feet reduced
Slight Quality of Life buff
Crouch MK start-up reduced by 1 frame (6F → 5F); advantage on hit increased by 2 frames (-2F → ±0F)
Somewhat significant QoL buff, otherwise s.lp, cr.mk would be a 1 frame link and cr.lp, cr.mk wouldn’t link at all
Vertical Jump HP active frames reduced by 2 frames (6F → 4F)
**hp buttons are generally ~5 frames active **
Diagonal Jump HP active frames reduced by 3 frames (6F → 3F)
Yo for real? Combofiend, pls. Put the nerf tree down.
Focus Attack active frames reduced by 2 frames (4F → 2F)
I have no idea if this is good or bad, I’m new to FA mechanics
Stinger earliest timing for knife throw now earlier
I do like this, neat stuff came from this
EX Stinger damage reduced by 30 (40×3 → 30×3)
Don’t necessarily mind this, he gets ~200 off a simple bnb no meter
L Patriot Circle advantage on block reduced by 1 frame (-2F → -3F)
We don’t like that you can’t mash dp against this, so here’s a nerf
M Patriot Circle 3rd hit SC Gauge increase amount reduced by half (12 → 6)
We don’t like that you build meter that you can’t really use anyway, so here’s a nerf
EX Patriot Circle invincibility time removed; damage increased by 30 (70 → 100)
We don’t like that you have a wakeup option, so here’s a nerf
Mekong Delta Attack pushback on block reduced by half; on hit or block now EX Focus-, EX Red Focus- and Super Combo-Cancellable
Must have gone pretty far.
EX Mekong Delta Attack advantage on block reduced by 8 frames (-2F → -10F)
You have to spend meter to punish so I’m not thrilled but it’s tolerable
EX Mekong Delta Air-Raid frames 1-10 changed from complete invincibility to projectile-invincibility; advantage on hit increased by 3 frames (+5F → +8F); advantage on block reduced by 3 frames (±0F → -3F); pushbox added to Rolento, less likely to fly past the opponent at very close range
We didn’t like that you had two wakeup option, so here’s a nerf. By the way, have some projectile invincibility. You’re still gonna get hit by the projectile, but whatever, right? Not gonna lie, the on hit frames are nice, but I’d rather the wakeup option. Also yet another nerf so that you can get DP mashed on you.
EX Mekong Delta Escape descent trajectory can now be controlled with directional input
You say that, buuuutttt…
Mine Sweeper (SC) damage increased by 50 (300 → 350)
You added a jab and 2/3rds to my goofy Super.
Take No Prisoners (UC2) start-up increased by 1 frame (6F → 7F)
So you can’t punish Fei mp rekka, I don’t mind this too much, but there’s probably more I missed out now
I really think that if they gave back invincibility on EX Air Raid or EX Patriot, he’d be solid. More range on cr.mk is wishful thinking, but that would also be dope. But please, I’d really rather the wakeup option.
Correct me if I’m wrong on anything, just had to get the salt out. Time to go play and stop whining over the internet, lol.
invincible on ex patriot was silly, when you could get full ultra off it for 1 meter as a reversal. If you want it to have invincibility it shouldnt’ juggle to ultra imo. EX air raid change is whatever, it’d be cool if it had real invincibility but its whatevs, since you still fuck if in the corner. I will say that move is so fast reversal dp’ing it on block isn’t especially easy, though hey he doesn’t have a ton of good shit so cool give it back or whatever, it won’t change much.
rekka nerf, guess what… learn to space light rekka better, there are ranges where you can make it be blocked but not get dp’d. Complaining about MDE is old hat, they must not like it to have much control cause it hella has none in sfxt either. st.mp with 1 more active frame would make it easier to use, its not a deal breaker, j.hp seems like it was wayyy to obnoxious the way it was before, the downside is it has phantom animations now. I think the one thign I really see is that cr.mk the fix makes it so it doesn’t hit its full length on active frame 1 and i wish it did because it’d make certain combos more consistent.
In other news thats more useful. forward throw. ppp->mp, puts you right back in their face and ready to go for more throw or other style mixups. Doesn’t seem like reversal will hit you.
If people jump over your head, use cl.HP to knock them out or cr.HK to escape.
Thanks for the grounding comments, FullMetalRoss. That and the Valle talk on Spring Fighter really reset how I’m thinking about the game, I appreciate it.
What did Valle say?
He said a lot. But more or less he tries to play the player and he doesn’t give a fuck about frame data.