FADC Combos and Super combos are both completely acceptable uses of meter. Rolento can build a SHIT TON of meter from my experience with him, so I personally always find that I have an surplus of meter to burn.
Plus hitting: Air Raid > s.HK > cr.MK xx Rekka x2 xx Super never gets old.
Thats sweet to know. These little bits of information are what I love.
I completely agree, I’m building meter very quickly between stinger and occasional pokes. I use ex patriot more than the regular version nearly all the time. I wish super was more reversal friendly but it’s great extra damage and chip on the roll and patriot. I also use roll into red focus a lot.
Yeah, I will say just most people who try to punish roll will do it with cr.RH (or whatever their sweep is), the best part about it is that most characters sweeps are long startup and they may have to walk forward a step to connect, so to play on people’s inaccuracy on their punish, I’ll whip out U1/U2 as a counter and get damage from that.
Next thing that happens is they’ll ask “I thought that was punishable!”
I almost NEVER use red focus, but I’m beginning to think about chiming on people since it’s the same concept, they’ll block and you can just touch/release for a free crumple.
I dislike red focus cancel off rekka due to the damage scaling but it’s good off confirmed close HP (like after a Stinger) and roll which isn’t really confirmable but it’s so much damage with U2 (480 with max Ultra).
I wouldn’t want to use red focus without U2 when ex patriot to U1 exists.
He is ok. Rolento is an honest and fun char. You need to play solid on defense, block and tech the throws.
His offense is good when you corner someone. Mix it up with lows, overhead, stinger block strings to bait something…
Also if you play at the right distance it is quite hard for others to get in… 2lp and jump lp are good keep away tool, you have to be on point that´s for sure.
I’d rather have him hard to play and considered low than have him in op status. There’s no easy win you got to be a rolento specialist !!!
(Ps: there is a good video of infiltration against a ken, his keep away game is really good in that one.)
That’s the video I posted in the Rolento Scouting Thread. I agree, Infiltration’s play is super good! He keeps Ken at just the right distance to keep poking him. Infiltration is also really good at using the backwards roll from the Mekong Air Raid to escape. I think that’s an underused strategy. He also uses Stingers really well to control space and build meter. He also uses U2 to punish fireballs and combos it sometimes! Honestly, that match is the highest level Rolento play I have seen.
If you’re having issues with throw teching, I suggest you pick a certain character and then record them doing a couple of ticks or a small blockstring. Then, have them throw. If you tech the throw, restart. If you don’t, keep going. For instance: record Ryu to walk up, perform cr.LK, cr.LP. Then have have Ryu perform the throw. If you have a friend to practice with, let them perform blockstrings or ticks and then attempt to throw you so you have a more ‘random’ opportunity to learn how to throw. However, don’t get in the habit of crouch-teching too often.
to add to what the other guy said, do his drill, but try to sync your tech inputs to the blue block stun flash. it’ll slow your rhythm and you’ll be less likely to mash
so i never paid any attention to how late you can pogo on a jump. like as long as you havent started your landing frames, you get the bounce
so empty jump low or throw ends up becoming a legit threat
so far i have been using pogo almost like guy elbow to change my jump arc and then mix up, but it isnt that effective once ppl know to just immediate anti air, or air to air. in turn, ive dialed back pogo to hard knockdown situations only
however, you can use it at neutral if you just pogo a lot later. if you wait long enough the stick wont hit no matter how deep you are into your jump or how close you are to the opponent. you can apply that to neutral cross ups, or whenever to create a mix up between empty low, empty throw, and pogo into jump in
another little game play nugget. with how far down jump fierce sticks down, you can punish some blocked DPs with full jump in combos that other characters might not be able to
if you block a non FADCed DP, you get a full max damage jump in combo vs
Cammy
Fei
Poison
Sagat
against those characters it doesnt matter what strength they use. theres some others you can get if they use specific versions, but i didnt list them because the lack of consistency with muscle memory for the punish vs those characters
-SFxT Rolento is safer (rekka can be spaced out)
-SFxT Rolento has a better AA and cr.mk
-SFxT Rolento has better wake-up with EX rekka
-USF4 Rolento has a better knife throw game
Rolento has always been one of my favorite characters and I definitely want his SFxT version every time I play USF4. Still, he’s very fun in USF4 and I’m gonna stick with the program.
EDIT: If I had to compare, SFxT Rolento is better within footsie range due to his st.mp being an all-purpose AA. He can also pressure with rekka. In terms of play-style you want to hit-confirm into rekka or launcher.
USF4 Rolento is worse within footsie range due to his AA trading AND his st.fp whiffing the second hit at some distances. As such, characters with good focus attacks can be a problem sometimes. You want to play him as a more of a frame-trap character who uses instant knife throws to build meter and cause block stun.
So I found a decent OS for Rolento. After a hard knockdown, do meaty cr.MP buffered into U2. If the opponent blocks, the cr.MP connects leaving you at +4. If they push a button or try to focus, they’ll get counterhit, and you can link it to cr.MK for a full combo. If they backdash, U2 comes out and they get punished. I haven’t tried it on the entire cast to see who it’ll work on, but it doesn’t work on everyone (I know for a fact Rose will recover from her backdash in time to block the U2). Obviously invincible reversals stuff it.
I also found that if ONLY the final hit of cr.MP hits the opponent, then it can combo into U2.