Rolento really gets eaten alive by any decent zoner or rushdown character. People say “learn to block”. Well yeah, because that’s about all you can do when you’re having to defend a bunch of attacks that you have no counter for. About his only “good” move against zoners is his st.fierce, and it’s usually only the second hit. All of his jabs get work, but they don’t really lead to much of anything besides more jabs. st.fierce is also one of his best footsie tools, but that’s because he really doesn’t have much of anything else (cr.fierce is probably his second best, but a distant second). Initially I thought he played like a crappier Cody and Vega, but you can just consider him vanilla Gen in how he seems to be conceptually, yet much worse in practice. And we all know how great Gen’s matchups were in vanilla…
J.fierce is pretty good for instant overheads as well as safe jumps against 4f or slower reversals and it also can do some wonky shit after a pogo (what looks like a crossup hit, or you simply making reversal attempts whiff with it), but it just seems like a gimmick. His PPP and QCB + K moves are essentially trash and the PPP can be easily stuffed on reaction, while the QCB + K can just be blocked and then easily punished. If you end up doing a spike rod after the wall jump, it doesn’t lead to anything unless the opponent mashed a reversal; so if you just play casuals and intermediates, you might get some mileage out of it for a few games, but that’s about it. His Air Raid (QCB + P > P) can lead to really damaging combos off of some 4f - 5f reversals either on reaction or blocked and also occasionally catch someone trying to hit you with a low attack, but it too seems like the uses for it are very limited.
If he has meter, he has the potential to do relatively high damage combos. The problem is getting in to even do those combos in the first place, because they require you to either be point blank, jump in attempt, or your opponent fucking up pretty bad. His cr.forward doesn’t have the range you would think it does, so you have to be relatively close to get anything off of that too.
Ground roll can be reversaled on reaction as it’s incoming, fireballed *on reaction * to the initial PPP flip, or if you see him do the flip, you can simply jump straight up and hit it on the way down with certain characters. It’s pretty good against focus happy players though (yay?). If they block it, it can get hit by many different reversals. The majority of which have a decent horizontal hitbox.
A few ways to land ultra with and without meter I experimented with today.
With Meter:
EX Patriot Circle ~ U1
EX Stinger (The one closet to the ground) ~ U1
EX Stinger ~ EX Patriot Circle ~ U1
** 1 Frame U1 and U2 Without Meter (only works on counterhit)**
Counterhit S.HK (close and medium range, far.HK doesn’t work) ~ U1 or U2
Counterhit S.MK (close and medium range, far.HK doesn’t work) ~ U1 or U2
Counterhit S.LP (close and medium range, far.HK doesn’t work) ~ U1 or U2
** Without Meter**
Mekong delta air raid (all versions) ~ U1 & U2
I think that’s what I’ve figured out so far. I like to know what my options are with ultras since most of these you can set up fairly easy. Feel free to correct me if I’m wrong since I just wanted to share what I have been able to do in training mode.
Is nemo still maiming him? I want to see some high level rolento play from the console build to see what he’s capable of in the right hands.
I’m really stuck for anything on wakeup though. This is the first character I’ve used without a decent reversal and holy shit it is tough. Why would they remove invincibility on EX patriot circle? Makes rolento a sitting duck. Plenty of characters get out of pressure for no cost, so what was so bad about having an invincible reversal that cost 1 bar? Even if you can ultra after, at least it gave us a semi decent option, it’s not like it would have been too good or anything.
I actually forget sometimes when I’m playing that I can jump off the wall. I can make decent use of other mobility options, forward roll goes under fireballs (Even if you don’t land the hit, you go under it and close any distance) and the backward roll can be decent for baiting things and punishing with a full combo, but the wall jump is terrible. Totally useless.
Any of you guys discovered any decent cross up pogo setups?
The worst part about this is this is the last version of the game, meaning rolento won’t be changed.
That’s a good point but there are key differences. Oni didn’t have any glaring weaknesses at the very beginning of 2012 like rolento does now in ultra. Oni, by default, started out with his tools and better fundamentals. Good fireballs, 3 frame dp, good normals for footsies and good anti-airing capabilities. Rolento has none of that except for a few good normals.
I seriously doubt rolento is going to be slept on and then all of a sudden people realise he’s a good character. He seems very limited in certain areas already and that’s not a good thing.
Yea, people thinking Oni and E.Ryu were bad in 2012 is nowhere near the same as thinking Rolento is bad in console version.
Those characters had huge damage, a reversal, a projectile, and decent/great walkspeed. Rolento has none of this, and in fact will get worse over time after people adapt. Right now, people are still letting rolls and ex walldive go unpunished, and they fall for pogo mixups. I guarantee in a few months you will start feeling helpless and have to rely on resets/ultra comebacks.
Hopefully they rebalance the game 1 more time in a few months and give him better tools.
The more I mess around with pogo the more I like it. I honestly don’t think it’s going to be figured out and made useless. With certain setups I’m sure it can be a very good mixup tool, no matter how much knowledge people have on it.
it can, but it’s not essential. it’s straight up bad now.
Last night on the godsgarden stream Kazunoko used it maybe 5-6 times during his 11-12 game win streak. Compare that to some of the old arcade version (without decapre), and he used it MUCH more back then.
Not sure what’s changed, or if it’s changed much, or if people just figured it out.
Right now, I either play footsies, punish and zone, maybe go a bit HAM and do some weird cross ups. OR sit on my lead, zone like crazy and play the dumb keep away game.
Since pogo isn’t that great and can be interrupted. My main source of damage is empty jump low into combo. Only reason I would go for pogo is if they constantly stand tech. Obviously this whole strategy is blown up by someone who is on point with their anti-airs.
Also noticed one of Rolento’s best moves is cr.jab. being 4 frame and having really good reach, it’s almost like vega’s cr.lp. However, the comparison ends there, because from max range, cr.lp Rolento can’t do anything but a block string (I usually op for far st.hp).
All of Rolento’s special moves are multiple stage except for Patriot. I find I don’t want to do them outside of full screen, because the opponent can just do a random jump in and hit you for at least 1 jump in. When mid to close I feel like i’m restricted to cr.lp and bird watching (anti-airs). Very rarely I’d do a far st.hp, but the move is really slow on recovery.
Honestly, it feels like Rolento has so many things lacking that keep him from contending for even high tier.
I have to agree with pretty much everything said in here about Rolento’s problems… there sure are a lot of them.
Something I’ve had a lot of success with so far though is after forcing the opponent to block a crouching MK - cancelling it immediately into EX QCB+P for an incredibly fast overhead that leads into an easy combo. At the very least you can force them to need to block low-high-low in quick succession. A little gimmicky sure but it’s fast enough that it can be extremely difficult to react to and only requires 1 meter.
After a bit of testing when EX QCB+P is blocked - you’re left around -3… which is pretty crap. I thought you’d have frame advantage to be honest. You can get punished for it by characters like Ryu and you’ll be eating at least a spd from gief if not Ultra.