Rolento General Discussion

I gotta disagree here, U2 for me is clearly the Ultra of choice. There are four situations I feel this ultra shines, hit confirms off stinger (full screen!!), focus attack crumples (including red focus combos), anti air and the massive, massive damage you get off counter hit combos. Seriously, stand CH HK U2 is massive crab damage. Try it, you’ll love it.

You will land U1 more consistently, no doubt, but I don’t feel you are getting rewarded for it. You hit U2 you win rounds. Also U2 give you a legitimate wakeup option.

Maybe it’s just because I’m a reformed Vega player and his U2 functions in a similar fashion to Vega U2, but I don’t see the game winning potential of U1. U1 is just a nice combo tool.

Also: on the anti-air debate. Again, from playing Vega, stand MP feels like a magic button, but I can see if you came from characters with stronger anti-airs this would feel weak.

yeah if you come from a dp or a catch all button rolento AA will seem bad. its good enough for me tho considering the buttons and the damage U2 does

also im looking at it like this. confirm into U1 for 1 bar is like 450ish. if i land a jump in with 2 bars i can get close to 400 without ultra

thats why i think u2 is a better compliment. you already have big damage, so pick the one that supplements everything else you do. i will say that i have landed u1 as an AA as well, but its unreliable because ive had characters fall out of the juggle when used that way

j.fp, cl.hk, c.mk xx PC FADC, cl.hk, c.mk xx PCx3 is 403 dmg iirc.

U1 as AA vs U2 - technically U2 would have more range, but it’s difficult to think of when that would matter against quality opposition. I’ve had opponents fall out of U1, too - but U1 can beat empty jumps where U2 can’t. There’s definitely a trade-off here.

I’ve been noticing U2 is useful against Yun. If the Yun attempts to do BnB into basic left-right dive kick mix-up, U1 whiffs no matter what (it just goes under the divekick), but reversal U2 will autocorrect and beat Yun on either side he tries to hit you (obviously not if he fakes you out with an early dive kick - but still great to know for when Yun’s over-exert themselves on wakeup.

Also worth mentioning that after BnB ending in HK upkicks and Yun does jump forward, LK dive kick (timed so it crosses up), OS into LP lunge punch Rolento has… nothing to escape. Lol. Aside from U2 as mentioned above. Backflip gets tagged, backdash gets tagged, but if you do a reversal-timed Focus Attack, it moves Rolento’s hurtbox back so the dive-kick whiffs. If you release immediately, your FA will trade with the Lunge Punch - Yun gets more damage, but you get out of the situation… Yun is a pretty hard matchup lol.

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

I agree with Dieminion. I’m learning Rolento as a pocket character against bad matchups for Zangief. He’s really good against shotos and fireball zoners.

What this kind man (Dieminion) said ^^^^^^^^ real talk he is so right about this imo

Yeah he’s right for now but I’m not sure anyone has developed the optimal game plan as of yet.

His gimmicks still work so well that not enough players are developing counter strategies against rolento. More counter strategies would force the evolution to his neutral game.

I’ll reserve judgement until optimal rolento develops. Nemo and Freida are closest but they still get away with a lot of gimmicks as well

When you start to see high level play where roll throw doesn’t work and pogo tricks get punished, then we’ll have an idea of how good he is

i totally agree with this also ^^^^^^ and yeah it is to soon to say much at the moment we have to let it all play out but i still feel that he is missing something thats screams get the fuck off me pretty please

People use pogo gimmicks? I’m hella afraid of them since I don’t want to give mashy people even more time to mash. Roll, as a move, needs to be thought of in two ways: 1) its there to punish a fireball, 2) its there to walk in and out of your opponent’s face. I get really annoyed when my opponent blocks a roll, it feels like a failure in judging distances. He can MDE out of some option selects, back flip out of some pressure and EX stinger over certain things (like sagat safe jump OS tiger uppercut). He isn’t entirely free on wake up (like Guile is), his options are just convoluted. He is definitely a character that is better at reseting a situation than letting one turning into a bad one and escaping from it.

I can definitely see Juri being a shitty match. Right now Gief, Honda, and Adon are some shit (I may include Balrog here but, overall people with seriously good buttons suck ass).

Good thing I played a lot of Guile before hand (since it seems that Guile’s good match ups are Rolento’s bad ones).

Can someone tell me what the purpose of using the pogo moves is? I am lost on their purpose.

What are our options for punishing stuff when a jab connects but not a cr.mk afterwards?

You can do jab into EX Patriot Circle.

you can also link stand jab into stand roundhouse

Any of you guys having input issues with Rolento? For some reason wake up super is a bitch and a half to do and his ultra 2 won’t show up half the time (that half is when its doing its EX stinger impersonation). And it just happened again. Think I’ve had an easier time doing Flash Explosion with Guile than I’ve had with this ultra.

U2/EX Stinger has frustrated me on multiple occasions. The two best bits of advice I can give are to use the 3P button on your stick (this makes reversal Backflip easier, too), and to make sure you’re ending your inputs at 6 and not 3 (forward, not down-forward). There are a lot of issues with a lack of input leniency for the new characters.

Rolento can’t do a reversal Super. That just is what it is, and we have to take it at face value.

The nerf to his AA was fucking stupid. Capcom sucks. What’s the point of giving an anti-air that trades? You want to punish people for AA’ing properly?

Ugh, Capcom.

I’ve found Sagat to be an alright matchup, and haven’t had big problems with Guile yet. I am not seeing why Guile would be a huge problem. Perhaps I haven’t played any who knows the matchup yet. Vega seems to be a very hard match, since he can pretty much do what Rolento can, just faster and better.

The input are somewhat wacky on the new characters.I have definitely noticed that. His rekkas are tough to do at times. The timing is a bit offf and sometimes I don’t get all the rekkas out. Unlike say Fei Long for instance.

Poison players complain as well. This game wasn’t tested well.

My other complaint is why it is so hard to connect EX Pat to U1? This seems like a noob complaint and it is but why make it so difficult to execute. In online matches, I don’t bother with this Ultra since I can’t do it online properly enough.

I wanna say there’s something odd about rekka timing but I’m just not sure. Sometimes I can hit confirm from light and other times I can’t finish the rekka chain.

On to more pressing matters: how does rolento beat gief? I can’t really stop him from building meter and they can ex green hand through standing fierce. It’s an ugly match. Had a similarly hard time with Honda.

@Pertho‌
I stay at about the max jab range and pester him with those, s.MK, s.RH, c.Fierce. I also make liberal use of short backroll and stinger cancels (if he doesn’t have U2) to make him think twice about trying to grab my limbs. Anti-Airing gief can be scary, so unless I have the perfect range, I will usually just roll back or under him to reset the situation. And don’t forget that f.MK is throw and low invincible, it can be a useful tool to throw off their game and give you an opportunity to escape a bad situation.