@FusionITR s.MP is still a great anti air, but only if you time it right. It will straight out beat a lot of things at a much longer range then you would expect. However, its not a catch all, you will also need s.HK, s.LP, j.MP, and j.LP in certain situations. Also, it is sometimes safer just to roll/slide under a jump in to gain some space then try to challenge it.
I have done some extensive testing last night and I can say for certain that rolento has NO anti-air vs Cody’s jumpins in certain positions (non crossup, frontal jumpins) unless you ume it with a jump straight up jab. I rather not rely on umes for AA so I just take the risk and get beat out ~25% of the time.
standing roundhouse works sometimes for far/weird jumpins but i still find it generally worse than standing strong.
But maybe I should just try to slide under sometimes but the recovery is so ass on his slide it may be a bad option. Dunno. I probably just need to watch more match videos.
Got vids/pics of these problem ranges? Think a little outside of the box. Things you didn’t mention are s.lp and focus attack, for example.
Also, Ricky Ortiz was playing Rolento at the E3 invitational. So that’s another high level player playing this dude. Haven’t seen Valle play Rolento since Spring Fighter, though.
Some matches of Nemo
i know its early but imo he loses to anyone with a three frame normal…shrugs
ok…how does NEMO lands rolento’s REKKA into u2?! I tried it over 50 times, didn’t get it once. GOD
From what I understand thats japanese arcade only.
Ah, but he has a 3-frame normal himself. Standing LK is 3 frames and links to LP.
Also, I feel that more than pretty much any other character, Rolento needs to use nj and bj HP, LP, and MK a lot to stop jump-ins. Everyone I meet online seems to just spam jump HK/HP against me as soon as I play Rolento. My biggest problem so far is Cody, who can do early air HK that beats both air and hits ground due to the high amount of active frames. Then he lands and does frame traps and throws all day long.
Rolento’s ultra 2 used to be a 6 frame startup. After the 2nd rekka FADC, you are at +6. Now they nerfed U2 start up to 7 so I don’t think it works anymore.
Sorry if this has been brought up, but I just wanted to let you guys know that the notion that you can’t go back to the first side with the pogo after a crossup is wrong; you just treat the controls as opposite, just as it always works when you have done a crossup. If you cross up from left to right, up will make him go neutral; left will make him go right; and right will make you go left. Probably already mentioned but this is so crucial for Rolento players.
Rolentos lk according to the app is 4 frames. My biggest issue is his speed and crap damage. Why does full rekka leave you even if they quick rise:(
I think st.lk is actually 3 frames like god 2.0 said, as long as its close. I usually use st.lk after a crossup for a better confirm since far lk is +6, you can kind of mix it up better than jab, it also doesn’t push as far away and seems to move rolento closer. proper use of st.lk is important i think. I need to use cr.lp less and st.lk more. Though cr.lp xx ex rekka is a nice punish tool/
Should I always use the light rekka’s because the damage si the same and the start-up and recovery is faster?
Only time I use the hard rekka’s is when I want to cancel the last one into my super.
And I hate the jab into cr. mk link
The timing is hard online and cr. mk hasn’t got enough range most of the times.
The hard rekka is slightly better at pushing them towards the wall. I agree that his links are hard onine, and generally don’t use more than 2 lights before the cr.MK to avoid getting too far out for it to hit.
I almost never use the light rekka because after 2 jabs xx cr. mk, it doesn’t reach far enough.
its important to learn the spacing for light rekka when other character is blocking so you can have a semisafe poke into rekka. If you want to take a guess knowing your spacing is important. Also i think from straight up c.hp xx rekka light rekka does the most by like 5 points heh.
People asking about that Backdash punish: Slide (cr.HK)
In general, I’m fairly certain the amount of banter doesn’t outweigh the amount of constructive criticism/progress Rolento needs in this board.
If I wanted to take charge, I would by creating the necessary threads:
Guerilla Tactics (Match-up Threads)
Role-out Boot Camp (Combo Thread)
Corporal Punishment (Punish Guide)
War & Theory Fighter (Testing Facility/Training Mode on all new tech to be added to the appropriate threads above)
All around, I got smoked like a blunt at Woodstock by an Elena player last night at our local tournament, please believe, that’s the first match I’m going to be exploring.
Someone make the threads. My favorite costume is Alt 2 Color 6, cause I’m a wizard, 'arry!
St.hk is a safe (faster as well) option for backdash punish, that way you don’t have to predict as much, and can still work frame traps off it. Rolento hard knockdown game (at least with current exploration) is not super amazing.
Also I don’t want to make those threads because people don’t post anything useful int he threads we have. Maybe if there was someone to delete all the bullshit and start over…
This character is such a hot concentrated piece of garbage that I’m really interested in seeing if rolento will be placing anywhere close to top 32 at evo, which I highly doubt. It has been such a test of patience dealing with wake up shoryukens and magic jump in hitboxes.