Rolento General Discussion

is there any reason to use anything other than a light rekka for the first rekka? They all do the same damage, it’s less unsafe on block, and I think it starts up faster (not sure though).

Hey “bro”…did you ever think that maybe I don’t have the DLC yet? I played a shit-ton of Rolento in SFxT, he plays the same way in both games (minus the boost combos, of course). I’ve played enough Street Fighter in my life that I can tell if a tool is good or bad by reading the frame data and taking an overall look at the character. Not having any safe chip pressure in a game with MANY defensive options is bad. He has slow walk speed, a roll that’s unsafe and VERY telegraphed, and his jump is floaty. His wake-up is also meter-dependent.

Having safe chip pressure in game a with focus attacks, DWU, invincible backdashes, and other shit is always a plus. That’s why I was asking. I won’t get to use the character until the end of June, I’m merely gathering information beforehand.

EDIT: You don’t hit-confirm with a rekka. You hit-confirm INTO it. That’s why I mentioned the shitty range on cr. mk.

@EvilDave219‌

Since its apparently unsafe, don’t use any of them on block. Doesn’t matter on hit if they all do the same damage. It actually doesn’t make sense to give the rekkas different frame data if they’re all unsafe but do the same damage. shrug

Does rolento play similar to anyone? Thinking about playing him but I have 0 knowledge on him.

From what I’m reading, he still looks fun and cool to play. :slight_smile:

Btw how are his dashes?

Oh, and that Rolento theme is just another reason to play him more. SO HYPE.

I think that is suppose to be a glitch.


This right?

Yo, is anyone else having issue with this? I might not be amazing but I can hit most of my safejumps 99% of the time but I think I’m screwing up the HP timing, such a weird hitbox.

Do a forward throw, s.short and then do the j.fierce and you will get it every time.

Yeah that seems right. What are the conditions to trigger the glitch ?

Well you would use the other rekkas for range purposes depending on the characters placement.

Did you guys figured any anti-backdash option selects? His crouching jabs / standing jabs are not really chainables so trying to get a sweep / s.rh as an option select doesn’t really work (at least from what i tried)

Combos/Setups guide
https://www.youtube.com/watch?v=roOMmGkO9qM

Decent video, although I have no idea what he’s talking about in regards to pogo control and needing the corner.

What I’ve found today

https://www.youtube.com/watch?v=pZ30SjUP0fk

Just testing something in this video I thought would work and works out it does. There’s probably tonnes of setups just like this. The flash kick is punishable with a cr.jab for sure, maybe a cr.mk, haven’t tested. Guile can’t react to pogo on jump in after ex circle so has to take it that the Rolento player is going to cross up, making this ambiguous. Opponent must commit to an option, and rolento can cover each one. Cr.fierce will get CH by rolento j.MK after the pogo, aswell as the pogo jump in itself beating cr.fierce. I think backdash is the only out and it must be inputted as a forward dash, tricky setup

https://www.youtube.com/watch?v=4FneOjdQX08

Punishes for all SRK FADC options, works vs shotos and Guile too after testing. REKT

https://www.youtube.com/watch?v=9qQHwhWsyaQ&feature=youtu.be&noredirect=1

Crossup delta air raid in corner post EX circle, the input after ex circle takes some getting used to : you gotta wait for the opponent to fall down a little, then reset with a normal, cancelled into jab foll (qcb). Wait a sec for Rolento to just begin his roll, and then do the followup with fierce or strong. If you do it too early it will never crossup. This is extremely ambiguous as it can hit in front if you delay it even the tiniest bit or use a different strength. It also has a shot tonne of hitstun, as you can see I go straight into st.rh and confirm from there

Works on all shotos, will test more characters later!

Aaaaand some knife stuff post reset, you get the general idea :slight_smile:

https://www.youtube.com/watch?v=qSUpqY78X6I&feature=youtu.be

Why can’t Rolento wake-up? It seems like his ex-qcb+k is the only move with any invincibility, and it’s so easy to punish on reaction…

There has to be something else. Also, what is the fucking point in his PPP+P (when landing) move? It beaks armour, but it takes 900 frames to actually come out, so it’s useless in that respect, and it goes under fireballs, but you can’t activate it on reaction (to a fireball) in a range where the move will hit without getting hit yourself in the preliminary flip animation.

I was considering picking Rolento up seriously, but if he’s just as gimped as some of the other shit-tier characters, then I don’t see the point in wasting my time.

You do PPP preemptively, and if they fireball, you pull the trigger and hit that extra P. Dogura does it pretty early in that video on Page 1. Other than that I can’t help you because I suck. Would like to know the startup on his Ultra 2, though.

Take No Prisoners (UC2) start-up increased by 1 frame (6F → 7F)

Meaty setup for U2, forward throw jump forward immediately then stand heavy kick ultra 2. only do ultra 2 if the stand hk connects.

So I found out you can combo cr.mp into cr.mk. Weird timing though.

Friends, blocking is not a bad thing.

I played Seth for 5 years, but he’s been replaced by Shet, so I have found a new main, and that is Rolento. Please recognize that if you are relying heavily on reversals for your wake up options, there’s a good chance you’re stunting your own growth as a fighting game player. Having a reversal is great (I should know, Seth had the best reversal in the game until now), but you shouldn’t let that be your go to. Proper blocking, good analysis of the game itself will take you to win more matches than your reversals when it comes to high tier game play.

But onto Rolento! I had a great time testing out a bunch of his normal with friends at a session, and his normal alone are awesome.

As for the people commenting on why use any other rekka than LP Rekka, answer: spacing. If you’re hit confirming from close range, chance is you can use any of the rekkas, but if max ranging, HP rekka was not whiffing like the other two for me. (Perhaps someone can confirm this as I go to bed)

The rolls Dogura was utilizing was brilliant, and I can’t wait to see how it works in my area. There are a lot of reasons to abuse things like this. My primary reason is to force my scene to adapt to it/learn to beat it consistently. Once they do that, I have to grow as player and continue the cycle.

Anyone got a link to the Framedata?

Hmm, this seems conflicting if SRK FADC is -5 on block. I’ll give it a whack tomorrow.