Agreed. I just like being able to see someone backdashing and say “NOOP! NOT ALLOWED!”
cl.rh is a good, safe way to deal with backdashes - depending on their timing, they avoid it entirely with the invincibility, though. I have recently been practicing OSing all my light strings into sweep with incredible results. On wake-up,
Meaty c.lk, (OS Sweep), c.lp
Starting from point-blank, this catches every single backdash in the game except Chun-Li’s. Rolento has one of the best Sweeps in the game for punishing back dash.
After BnB ending in Normal PC, I have been using this string:
Dash Forward, c.lk (meaty), (OS Sweep), c.mk
This is used instead of the OS I first mentioned because you aren’t close enough to connect c.lk, c.lp, c.mk. A LOT of people will back dash after being knocked down by PC since Rolento is left barely in range, and it seems like it would be entirely safe. This OS doesn’t work against all of the cast, but I haven’t yet compiled a list.
Also, though his HKD game isn’t Akuma-tier, it’s pretty much his main way to set-up his close pressure game from mid-screen, since you don’t have enough time to get right on top of someone after PC3.
Edit:
Also, found something kind of neat - against crouching Rose, you can land:
j.hp, cl.hk, U1/U2.
The reason is basically because Rose’s hit-reel is wonky, and allows Rolento to connect cl.hk during its later active frames. Getting the timing down is a knack (too late and you’ll hit on 1st active frame; too early and the attack will whiff entirely), and I don’t know how practical this is, but I’m interested in seeing what other characters might have situations like this where you’d be able to combo into U2 without counter-hit or use of RFC.
I think meaty U2 setups are something to take a big look into. Meaty HK with OS U2 might be something that is devastating.
How many of you were Bison players? I see a lot have flocked to Rolento, dunno why.
From twitter “Nemo(to Kindevu)There are no other characters I want to play. I guess I have to wait for patch. I swear they patched Rolento cause Im 2 good”
Why do people keep acting like Combofiend is somehow in charge of the character designs and balance? Jesus Christ. He’s just a voice and a filter for both Capcom and the community, and a single opinion, not someone with huge influence over what Capcom decides to do. They would take his input over some random off the street, but he’s not a game designer.
So yeah, you’re crazy.
found a counter hit combo. pretty tricky but lets you combo into U2 for no meter for 499. and you get a longer hit confirm than just standing roundhouse
close HP, HK stinger, and then ultra or whatever
kinda hard to get the earliest possible knife throw tho so that it all combos
yeah cl.hp xx instant stinger is one of rolento’s most dmging CH setups and you have days and days to confirm it.
After BnB - PC3 mid-screen, I was looking for ways to OS into ultra… c.lp, c.lk are both hard because you need to time it perfectly such that you don’t accidentally cancel into EX PC / EX Stinger on hit. s.lp is uncancellable on the other hand…
BnB ending in PC3, dash forward, s.lp (OS U1) catches every character except for Chun-Li, Seth and Elena (mb a cpl more but i tested it a fair amount against ppl w/ fast backdashes.) U2 can be used as well, but is not effective - even tho both ultras have 7f startup, U1 reaches further on its 1st active frame. it takes 2 or 3 active frames for U2 to reach as far as U1 does on the first.
according to frame data u2 hits the same distance from frames 1-10
from frame data:
tripwire hits 20% screen distance frames 1-10, 40% screen distance frames 11-15, 60% screen distance 16-20
There’s something…weird that happens with tripwire. I had it whiff with someone who was point blank.
@FullMetalRoss yeah not sure. maybe that means it hits 14% on frame 7, 16% on frame 8, 18% on frame 9, 20% on frame 10? Not sure, just reporting my findings.
@Korbidon Alpha 3 throwback!! That super was like, completely useless in that game lol. Haven’t encountered this yet - any more details on the situation it came up in?
Playing against Decapre and she was point blank and I U2ed and it whiffed. The person I was playing actually had let go of the stick because he just assumed it was going to kill him. No block or anything, the wire just went straight through her.
roundhouse into low forward link wont work on poison if shes standing
Roundhouse into low forward doesn’t work quite right on a couple of characters. On T.Hawk and Blanka the timing for it appears to be a one frame link. Reason why I think its a one framer on them is because you don’t hit the link properly, the cr.mk doesn’t force the autoblock and instead whiffs completely.
Had a hilariously absurd match earlier against a Sagat. The guy basically rushed me down with random jumps which Rolento’s shitty anti-airs can’t handle properly. I tried all the escapes I could from the pressure but he was getting on for free. Air to air worked for a minute until he started using jumping fierce (which apparently wrecks my day even harder). Any advice?
U2 catches jumpers and does like 40%. Also air to air are your friends.
Another thing I’ve been doing is anti-airing with super (like Sim does.) Big damage.
Don’t know why but I’ve been having the shittiest time trying to anti-air with U2; I either do it too early or too late. Anti-Air super also works but 4 bars are unrealistic to have all the time.
why do we keep calling his AAs shitty? they seem OK to me so far. not the most damaging but he isnt like bison/ae2012 vega. its really just certain characters that you have a hard time stopping consistently, and they are the characters everyone has a hard time AAing. not to mention i dont think rolento is supposed to be just sitting in a spot waiting to swat jump ins
ive been thinking more about it and i think U2 is the better compliment to rolento’s game plan. always having the combo to ultra is nice, but i think rolento is more about forcing the other player to make mistakes than he is about creating his own openings from neutral. U2 rewards that style more. whiff a move, jump in, jump a knife, focus, throw a fireball
i could be totally off base tho. just my opinion a week into things
Fact is that his AAs are shitty. His standing mp has a weird hitbox/hurtbox, active frames on jumping fierce are in random places and standing roundhouse is only good in certain spots. That said, if you go air-to-air jumping back, j.lp and j.lk are really good. If they are directly on top of then things get a bit scarier since he only has standing mp/ close fierce. Close fierce will trade but if it doesn’t you get to cancel into roll to open up space, standing mp has an interesting shrinkage that happens around his head where it’ll trade against attack it shouldn’t and dodge certain once that it doesn’t seem it should.
I don’t play Rolento sitting around; I’m actually more than happy to burn meter early on an EX Mekong Delta Escape just to create space. Burning meter on one of this early is probably one of the more important part of his game since creating space for him to maneuver. I actually don’t think he is a lot about forcing mistakes as he is about walking in and out of your opponent’s face with impunity. Getting a good feel for the distances on his roll so they whiff is huge for him. i’m at the point with this move where, if it hits, I know I fucked up. Whiffing at a distance so that cr.jab becomes effective or so they miss a punish forces you’re opponent to let you roll with some what impunity. Coming in with a roll so you’re at the sweet spot of standing fierce is one of the ranges that’s good to recognize.
Interesting tidbits from the amount of time in training mode: Sagat can option select Rolento pretty well (I assume that, by extension, so can the shotos but I’ll check on this later). If Sagat does meaty jump in OS tiger uppercut it’ll beat backflip and ex roll. If the OS is done properly, MDE’s invincibility frames will make you fly through the uppercut; although if Sagat delays the tiger uppercut a bit he’ll beat EX MDE. On the fun side though, if you do wake up EX stinger you’ll jump over the tiger uppercut and, from the looks of it, get a punish on it. I’ll have to go through the shoto threads and find safe jump set ups to see if EX stinger jumping over DPs is a legit thing.
Last interesting tidbit for the moment, it seems that if you stuff EX roll on start up you don’t spend meter on it. I keep trying to do EX roll as one of the escape options. The dust would show up on screen but no meter would be used. Thought that was weird so I started using the triple punch button for the EX move and the same thing happened (no, I didn’t have infinite meter on). Not sure how relevant that is to anything but, its there.
i wasnt being directly critical of you, but ive seen it mentioned more than once that people think his AAs are shit, and im just making a commentary about how i think his moves work together
as far as getting to keep meter goes, youre getting stuffed before the game can take the meter away. it happens with all ex moves. theres like a 2 frame or so window where if the move is interrupted for whatever reason it doesnt subtract the meter.
this is how some characters can ex armor cancel one move into another ex move for only one bar, and its also why they had to ultimately remove guy from having a 2 frame ex tatsu from the original arcade build. he could kill you with it and carry the meter to the next round
I actually agree - Rolento’s AA is far from being the worst in the game. s.rh, cl.fp, s.mp, c.mk (low profile/trip guard), nj.lp, bj.lp, bj.fp, bj.rh all can be used depending on distancing, etc. as well as both his Ultras and Super.
If your opponent is just jumping right on top of you all the time, you can always use his quick forward dash to sneak under them as well. Overall, nj.lp is Rolento’s most consistent anti-air, and should beat pretty much everything except air-throws. If your opponent is starting to use early jump attacks to beat you air-to-air, cl.hp can be used instead.
Working on your timing with s.mp (which is, overall, his best standing AA) is important. If you played Rolento in SFxT, CvS2 or A3 (as I have), you need to get into the habit of not sticking the move out too early. In all of those games, the active frames on the move let you throw it out earlier in your opponent’s jump arc, and it would still be active by the time they descended. In Ultra, you need to be more precise with your timing, but the hitbox/hurtbox on this will let you beat out surprising moves (I’ve beaten Cammy’s EX Strike with it…)
Re: U1 vs U2.
I’m very torn on this. On XBL, I use W-Ultra almost exclusively, just so I always have both available and see which I get the chance to land more often. U1 is great for combo-ability, and is preferable for punishing some moves and certain back-dashes. U2 does more damage, and is obviously great against fireballs. I tend to prefer W-Ultra to Ultra 2 in the match-ups where it’s relevant for a few reasons:
- U2 is primarily a punishment ultra. Against good opponents, after you’ve convinced them your reactions are strong enough, the threat of U2 will stop them from chucking plasma after it’s stocked. W-Ultra does about as good a job of discouraging fireball spam as U2 alone.
- Most of the time you land U2 it’s unscaled, or after only 1 hit (FA/Jump-in/Air-Raid, CH cl.rh/Stinger/etc.), so the damage loss isn’t all that bad.
- U1 will allow you to close out rounds even with its scaled damage, and EX PC is extremely easy to land.
Interested in hearing other thoughts on this, of course. I love U2 - it’s probably my favourite ultra in the game, but against strong opposition you won’t often get the opportunity to land it.