hey what’s up everyone
so i’ve been playing rolento quite a bit recently. he’s a fun character and has some favorable matchups (dhalsim, gouken, shotos etc…), but I don’t think he’s capable of winning a tournament yet especially against GOOD players who knows the matchup. if his antiairs were more consistent I think he would stand a good chance but there is literally no risk to jump in on him since his air to air jab/strong doesn’t pose a threat enough. when players understand how to fight against rolento and knows his weaknesses I feel he won’t be a viable competitive character until he gets some new stuff
any character that controls the ground via projectiles (guile, chunli, deejay, viper, juri, poison) and characters that can get in handily via air control and divekicks (yun, yang, rufus, viper, seth etc…) completely dominates him. viper/juri/chunli are probably his worst matchups.
his strengths are his suprise/gimmick factor when players don’t know his move properties and frame data/advantage on moves (which they will learn over due time). stinger combined with back roll to control space is a great strategy to set the pace for most matchups. his main strategy is to not let the opponent get in by using his mobility moves. however, his tools are not enough to keep every character from getting in even if you’re playing well. a good strategy to keep from getting cornered is to use his cr.HK slide to move past the opponent when they jump although it’s punishable by some characters. since I feel that rolento has great mobile tools to control the match, some of the moves he has are flawed. the 2nd hit of st.HP whiffs on some characters focus attacks, st.MP is too inconsistent as antiair as it goes thru some characters bodies when they jump in. if some of his tools were modified to work as intended then he would be great for competitive play, but the inconsistency will give bad luck when it counts.
I think we all know that he’s super weak on wakeup, his backdash is horrible and he has no attack reversals, his PPP get OS’ed and MDE won’t work against good players in the long run. pretty much if you successfully block a jump in from certain characters you lose the round.
so rolento in a nutshell: if you can keep the opponent out, although tools intended doesn’t work well enough to do that (or you’re just playing against bad players) you win. If they get in you almost always lose (against good players)
You know the opponent knows Rolento’s weakness if they never try and throw him. If they do attempt throws and you tech, it gives you a bit of space to start your game again.
last note: sometimes if you try and reversal super you get back roll. it’s an input glitch and not a reliable strategy right now