Dieminion pretty much said we were all talking about in a nice little post.
Gief is a pretty rough matchup for Rolento :(. I have a pretty good Gief-player in my city who just got back from Japan and said that even Nemo was floundering against him. In neutral, min-height Stinger is important. Spamming these from max range is pretty safe, and will induce Gief to jump at an angle from which he can be easily AA’d. Space control is important in this match - the ideal range is they very tip range of instant heavy Stinger, and just outside Gief c.rh. Watch for whiff c.mk / s.rh / lp greenhand into spd.
if gief gets in on you, you are typically best-served by exercising patience. Rolento has 1000hp and can typically afford 1 or 2 SPDs, so you don’t need to panic after the first knockdown. Relax, and try to pick the best spot to backdash/roll out of there, or neutral jump if you want to commit to the read against command grab.
If you get knocked down in the corner, start thinking about how you’ll play smarter next round and not let that happen again. Seriously, Rolento has nothing here. EX MDE if your opponent is bad - but if they’re not, you will eat a headbutt for your efforts and likely lose the round from there.
I was browsing through Eventhubs and apparently they translated Mago tweets http://www.eventhubs.com/news/2014/jun/21/hashtag-magolong-and-malento-mago-dispenses-advice-playing-fei-long-and-rolento-ultra-street-fighter-4-twitter/
Moral of the story: take advantage of Stinger in neutral to build lotsa meters, and consider EX Stinger to end combos for better oki.
The one saving grace I can think up as a defensive option for Rolento is in the Delta Escape glitch that some Japanese players seem to be using on purpose.
https://www.youtube.com/watch?v=uTlkrqHotdg
You can see in this video, that the Rolento player did the glitch completely on purpose to create a very interesting mixup. However, If we can figure out the input and make this glitch something that we can consistently do, we can use EX Delta Escape and instantly wall jump to cross up our opponents and we’d suddenly gain a pretty awesome wake up option. Has anyone experimented with this glitch? I wish I could help but I have console to play Ultra on.
^ I was under the impression this glitch was removed by the time the console release came out? Is it still around? Has anyone actually done this (on purpose or by accident?) I have not seen it in any console Rolento footage.
Current capcom is incredibly lazy. Don’t be surprised if the glitch is still there. Mvc3 infinitesimal are I the vanilla version of the game. Have they patched Japanese arcade set ups yet?
I have done it on accident, but only once. I’ve tried jump canceling into it, kara-ing with other moves, p-linking with multilpe kicks, but I can’t seem to replicate it.
I’m beginning to think it’s dependent on screen positioning/what your opponent does more than anything.
Any chance you did it online? If so you can go back to the replay and check the inputs.
I really love Rolento’s alt 2 costume. It’s just so outlandish and ridiculous. I don’t know anything about the SF lore or canon behind Rolento, but it seems so funny to put a character like him into what is basically a wizard costume like he doing fantasy roleplaying or something. It’s like some hard-ass military guy is secretly into D&D.
Combine all this with his awesome smile that makes him look downright insane and it’s just perfect.
Sadly, this happened on day 1, and I didn’t think of saving the replay at the time, so it’s long gone.
Hopefully some lab monster happens to figure out what causes this, as I feel this can potentially be huge at helping him perform mixups and control space if it can be performed reliably.
All wonder why some pro rolento use stinger alot. Makes sense. More meter for super/Ex.
Going to use this character as backup. I think maybe he could push up to mid tier.
Saw some pro player in video from Korea tourney. May post vid in video section.
thx bros…needing footage so much appreciated …
How in the hell do you get Mekong air raid to cross up in the corner after s.pp reset from ex patriot circle?
Could be character specific. I havent really tested this myself.
It is, actually.
However, it also only work if the your opponent stays neutral on their stick/pad.
Out of curiosity, has anyone found any practical reason to ever use HP rekkas? There’s not a single combo I’ve seen that HP rekkas connect where MP rekkas would whiff, plus in case you drop your link pretty much the entire cast can punish you at -6 compared to -3 or -4 depending on your spacing.
What are his antiairs and air to airs other than st.hk st.mp and j.lp
^cl.HP, st.LP for anti airs, jump back HP, j.mp for air to airs. j.HP’s hitbox is really deceiving, it hits significantly more downward and less forward than the stick animation suggests.
@EvilDave219 Actually, there are some cases where HP Rekkas combo and MP Rekkas won’t. I can’t remember them off-hand, but I remember testing this and finding some spots. Usually MP Rekkas is better, but I use HP whenever I’m at the tip-range of c.mk just in case (-6 on a dropped links is bad, but a whiffed Rekka when you hit your link is worse.)
j.rh is a pretty good air-to-air I’ve found. It’s actually my jump back normal of choice against dive kickers, as it hits slightly above where j.fp does, so it covers a bigger range. It’s also useful as a jump-in from ranges where j.fp won’t connect, and where you want to be able to combo after.
@Basics it could be character specific, but the only instance I could think of is on certain whiff punishes. Even then, if you know you’re outside the footsie range of cr.mk, you’re better off buffering it into EX PC so you know it’ll connect (god damn it I hate how bad his cr.mk is. His entire foot must be broken). But at those ranges you’re probably better off using cr.lp as a poke buffered into EX PC since it has longer range. After I wrote this I think I looked it up and the HP rekkas build more meter (?) so that might be a reason to use them if you feel comfortable with your confirms.
I think j.rh has 1 more active frame than j.hp, so yeah it can definitely be a good air to air.