Yeah J.HP is garbage compared to J. MK and J. HK. Against any real jump in, St. MP isn’t ever going to really cut it. We’re all just going to have to get really good at jumping in reaction and air to airing. It seems like you can’t space slide safely at all either. At max range Ryu could still sweep punish fairly easily. That is super lame.
He does seem to have some pretty great frame traps though. Jabs do pretty good work in dissuading people from pressing buttons while you’re in their face. St. HK can catch late techs pretty fucking easily. I really wish Cr. MK had a little bit more distance. Theres a lot of ranges where rolento just kinda has to deal with the fact that he can’t get much damage off a confirm due to you being out of range.
His Kara Throw is pretty decent. Seems to be about the same range as Vega Kara Throw. :T
St.MP is a good AA. People just need to learn the timing. St.HK works well for a longer range AA.
Not being able to control his wall jumps does suck and not having the same mixups after pogo that were in the loctest is a big nerf, but overall he’s still good.
Man I was so upset when I read the patch changes on Rolento before ultra came out. I honestly feel he got over nerfed with out getting enough back. I would say the arcade version of rolento was to strong as he could get out too easily, but I can’t stand what they did to him now.
anti airing with Rolento is ridiculous, IN SF X tekken Stmp was godlike. They nerfed it so bad that if you don’t have the right positioning, and timing you get traded or worse just completely beaten out. You could say oh hey he can still jump back lp, but NEEDING to jump and air to air some one to anti air is a terrible thing. This version of Rolento has no wake up so he should atleast get a decent anti air option. Chars with bad wake ups that have decent normal anti airs: Cody, Dudley, Makoto etc
His wake up is truly a gimmick. I have played a lot as Fuerte and Dudley so I’m used to not having a good reversal but this takes the cake. I don’t think there is going to be any one more free on their wake up then Rolento. His ex escape is going to be no better then Fuerte’s ex guac in ae 2012. That means baited and ultra’d hardcore or just option selected into oblivion. The fact that the control on it is really bad makes it even worse. You either go 40% of the screen or 80% of the screen it seems. Then there’s the problem of he has VERY few actual options other then block and Ex escape. I don’t know how many other chars have that few of options and I don’t think his ground game makes up for having such a big weakness.
For a char that has slow walk speed and fugly dashes this is no bueno. Footsies with this char is the biggest chore because I can’t move in and out of peoples ranges easily. That’s what I liked about Dudley he may not be able to protect his legs that easily, but that guy can move and has good dashes people knock on his footsies but I’ll take his mobility any day over Rolento’s
I only want one of two things, a better ground game(can come from having a better anti air or actual good movement) or give me an actual reversal that hits some one. Feels like he’s just missing a little bit to be complete.
It’s not just the hitbox, it has like no active frames. Poisons jump fierce is the same way.
Good at what exactly? He has bad movement, no reversals, below average combo damage, his mixup game is gone, frame traps are gone… He has a couple decent pokes in st. hk, and st. hp, a decent but difficult to time AA in st. mp (due to lack of active frames), and some ok air-to-airs in jumping lp and mp but… The reward for landing any of these is extremely low.
I’m new to this group but I just wanted to contribute;
I just finished 148 games from last night 'till now with Rolento – am at 2774BP @ 56.08% win rate right now (if that means anything) and I have to agree with the despair found in this thread -_-;
At one point I had someone do the fucking ST T.Hawk body splash loop on me with Hugo – s.HP completely whiffed or got stuffed… It’s unstoppable T_T Same thing happened when I ran into a Deejay that kept spamming Knee Shot over and over again – I could anti-air it maybe once out of 10 times cleanly with s.MP, 3 trade and the rest he won out…
I think they were former Rolento players trying to teach me to give it up.
Rolento is crazy fun but without an anti-air, this is hopeless. You guys saying he’s going to be mid-tier, but once people figure out how to punish his rolls that’s it – he’ll only have Air Raid left -_-; All his wakeup options can be option-selected – if not reacted to – since we can’t control the damn thing to safety =(
I kinda wanna say his s.HP is fair but holy shit the recovery O.O;
If I had the chance to balance Rolento, I’d say give him his invincibility on ex.Patriot back: you can even take away the Ultra comboability, I just want a damn reversal; make s.MP the go-to anti-air button like Cody’s please; fix the j.HP hitbox; and control on the wall jump :tup:
Good front/back mixup in the corner: Any combo ending in ex patriot circle, then reset with st.lp and then do a jump hp to hit in front or a jump mk to crossup. The extra nasty part is that although the jump hp doesn’t crossup, rolento still ends up on the other side, so the opponent has to immediately switch blocking directions.
Edit: Well this is odd, if you do it in the right corner the jp.hp side switches, but if you do it in the left corner with the exact same timing it doesn’t.
ok, working on another mix up if your opponent down backs after a ex.rekka lp reset in the corner you can ex stinger no follow up and land on the other side for a nifty setup
Lol st.mp is so bad for anti-airing. Don’t gimme that timing crap. Good luck successfully anti-airing with a move that has 3 active frames.
Out of curiousity, how do most characters punish his rolls? I feel the rolls are decent for scaring people but they’re apparently not safe. I’m not getting punished for them yet.
Maybe I went in a little too hard yesterday, but my point still stands. To people saying st.mp is good with timing, you’re insane. It’s only good against normals that are bad at air to ground, and even then at wonky ranges.
Yeah like I said, he has decent normals, but the walkspeed makes it almost impossible to play good footsies. His only real ways of getting in are jumps or rolls since most of the cast backwards walk is faster than his forward.
His pressure is bad though. Rekka is -3, so when people start adapting he’ll either get punished, or you’re really negative, so that plus no 3F normals means pretty much no pressure after it’s blocked. It also has horrible range so you have to be really close for it to even connect. His flip overhead is plus on hit and block which is good, but it’s so slow you can easily react to it.
Really though, his biggest problem really is that all of his major problems happen to lead into each other. Honestly, if he could completely control wall jump, had 2-3 more active frames and a better hitbox/hurtbox on st.mp, a way to somewhat deal with crossups, and even slightly better walkspeed I would be happy.
How he turns out after people get used to him is probably low-mid, maybe just mid tier. He is definitely not bottom tier , as there are characters who are much worse than he is, but he really struggles with most of this games good characters (yun, viper, abel, dudley when he gets in, hawk etc.)
very fun character no matter what tier he is
have been waiting to play this character since almost 5 years basically since the release of sf4 vanilla lol
now he is finally here
Played quite a lot of matches already. I think USF4 Rolento is better played as a aggressive character. Not that he is particulary good at that, it just that every other approach looks out of question by now.
His damage is kinda good (well they are not bad), his frame traps are ok, u1 combos are easy to get and upclose knife and roll overhead pressure are somewhat legit, so I guess that’s a cue.
I’d like to say that W Ultra is a great pick, but I think the powerhouse combos of U1 benefits him more than trying to control the match with more options. Kinda like how Rufus works.
I think I like st.hk over st.mp as anti air, as if it trades it at least doesn’t get so outdamaged. It’s not super realiable either though.
Hey eish! You played my friend last night. I think he was Yang I wasn’t paying attention. Lol
I definitely need to play Rolento more. I feel there’s potential there. Just whether it’s the potential to be great or potential to be a shadow of what could have been I can’t say.
Rolento right now seems very gimmicky. And they’re aren’t even that high damage gimmicks either. Fundamentally, he’s severely lacking. The walkspeed kills him. Needs a lot more active frames for his many of his normals. Invincible EX patriot circle would have helped him greatly.
I use W ultra vs anyone with a projectile. But U1 vs everyone else.
Anyone with a dive kick or a fast/mobile jump (like Vega) eats him alive.
Who did you test this on? I’m having a hard time replicating the behavior - I can block the j.mk by holding back
Ok, seems like you have to do the j.mk or j.hp extremely late for it not to trigger auto-guard
if you reset ex patriot circle with cl.st.mk against a cornered opponent and forward dash, whether or not you cross under depends on if you input the forward dash immediately or pause, which can be nifty.
I can semi-consistently land st.mp as an AA if I crouch to lower my hitbox and then let go and hit Y/Triange. Seems to stop some of the stupid trades I was getting.
Neutral j.lp works well. I know it’s an air-air and that’s kind of shitty having to jump to AA, but I’ve definitely found it to be quite reliable.
I think Rolento needs to switch up his momentum a lot to be effective baiting reversals with roll and stuff. Basically mind fucking people with all his random animations.