Been testing him out a bit, and I must say I am disappointed. Where’s all the high speed mobility from SFA3 gone? The agile king of mobility has become the slow, frail old man with arthritis in his legs, and his specials seem to be even less useful than they were in SFA3, where only really the Patriot Circle for combos and the fake Mekong Delta Air Raid for mobility were used.
Oh, and about the pogo. Can’t one just jab after blocking the pogo to beat his options from there?
is it me or is rolentos far stand hp kind of busted? it seems to only hit once on standing cody at certain ranges (like just outside of close hp range) but if cody blocks it at that same range it hits twice, idk
So I’ve noticed that Close st HK -> cr.MK is whiffing/not hitting on some characters. I’ve decided to just go with Close st HP instead after Patriot Circle FADC. It seems to be more reliable and hits on everyone.
Edit*
You can also substitute Close st MK -> cr.MK for a little more damage than Close st HP. This seems to work on most people I have tested.
Man I loved this character for a whole 5 seconds and then how impossible it is to play this game without a reversal or escape option hit me. My pressure and mixup game is pretty solid but if you get knocked down once, it’s over, or you wind up having to block forever and eat a ton of mixups. If rolento’s fierces werent whack and he had a real reversal or escape option, he’d be good, but the current rolento is way too messed up.
Against anyone with a solid pressure game that stuffs rolento’s, he’s almost completely doomed. Especially vs. sakura, cammy, akuma, evil ryu, etc.
Yeah this is in the other thread that’s I think supposed to be a combo thread, but it’s ambiguously named and is basically being treated like this thread. =p
So, how about that Spike Rod? You can hop over people if you hit them in the back of the neck, then j.MK or something to hit them in the shoulder. I’m having trouble getting it on the dummy, so I imagine it’s pretty tough vs. real people. Also if you hold up, you can do the neutral hop. I guess it was a bit crazy in SFxT, but man has it fallen far.
Update: If you press forward then upforward when you jump you get a little farther. Not sure if new or just a general SF4 engine mechanic. If you’re about 7 mini squares from your opponent, Evil Ryu in this case, on Training Stage, you’re in that magical range where you don’t cross up unless you do that trick I mentioned. Doing that also helped me get Spike Rod to cross up with a higher success rate.
And then the me sucking part, I kept wondering why I’m bad at the cr.LP, cr.MK link and it turns out it’s a 1 frame link. So just stick to s.LP, it has more advantage anyway (+5/+2 to +6/+3)
Well, I kind of understand the abscene of visible hit-/hurtboxes now, especially since rolentos jumping hardpunch would look absolutely ridiculous…
Wth is with this move?? They fixed Gen’s focus attack because it doesnt match with the animation, yet Rolentos ghost rod whiffs through most of the casts whole upperbody… Capcom? Were there two seperate teams balancing old cast and new characters?
It is a mess… also no controllable, ir at least cancelable mekong delta escape is a joke… only way to not jump right back into closequarters (and possibly, an uppercut) is to d+mk midjump and us trickrod backwards… but i believe this is easily punishable by hard tatsus/ kara tiger knees and such moves… leaving rolento with no escape tool at all -.-
im going to test these though… maybe there is something im not seeing yet…
I know, what a ridiculous move. It’s called escape but yet it bounces you right back. Any decent player will punish it with ease.
I would honestly be fine with the regular versions being like this, but the EX version should be controllable. Makes no sense that it isn’t.
I have been playing this character all day long since yesterday.
Its hella fun.
Btw can anyone explain me how the pogo stab jump thing works?
On the commands it says sth like press all 3 kick when landing but nothing rly happens.
Also how do I control the pogo stab jump properly to cross up and stuff. Is there a tutorial or sth?
Thanks in advance.
This is a short montage of my day 1 rolento. If anyone wanna run some games
hit me up online. Always looking for improvement and stepping up my game thx
Here’s an opinion about Rolento from a guy who mainly plays Soul Calibur 5. I main Xiba, a character that has trouble against rushdown characters and has limited, but useful, tools to deal with it. I’ve learned to deal with waiting for a whiff punish, although it’s tougher to whiff punish in Street Fighter.
He’s great when it comes to poking and pushing people away. I’m used to staring down other characters, waiting for them to make the first move. I like to stay within tip range of my s.hp. you can bait people with air raid and PPP. there are going to be a lot of staredowns where nothing happens.
I’m still a noob but I feel as tho he’s got great tools and it starts with his normals.
While your attitude is right, soul caliber does not revolve around knockdown setups.
Even with DWU this game is heavily about knockdowns. Clearly, as evident with vega and others, characters with no decent options to reverse pressure are on the lower side of the tier list. I main yun and his option is his dp (upkicks), each version has different properties and none of them can be FADC’d to safety, all in all it’s a pretty bad reversal when compared to others but that crappy reversal alone helps him out a ton. People have to fear it every now and then, they have to actually think before they just go jumping in but with rolento that fear is not there. There is no thinking, you jump in and press whatever you want and rolento must take it.
It’s not even just on wakeup, it’s pressure in general. His st.mp AA is absolutely terrible compared to a standard AA normal so opponents can almost freely jump in and be offensive.
His problems don’t end there though. Normals that should be useful are deceptively bad, such as j.hp, cr.mk and others. Cr.mk does not reach as far as the animation goes and j.hp is annoying to even look at. You clearly swipe characters countless times but nothing happens due to a lack of active frames.
From my experience so far he has massive weaknesses and any strengths he appears to have don’t even come close to making up for those weaknesses.
I said it in the other thread but if they just increased the range on cr.MK a bit I’d love him. I don’t care that j.HP doesn’t hit on the animation, but maybe a reliable wakeup would be nice.