Just me or this matchup hella one sided, or maybe its because I’m playing online.
I’ve been playing my friend who uses Rolento/Law and I feel like Steve has NOTHING against Rolento pressure. If anyone has any tips beyond alpha counter, which is a bit hard to time against Rolento’s LP pressure it would be helpful.
seems like he has the same problems with vega, anybody with long ass jab is gonna give us some problems
Start a better character… seriously.
I dont have Steve on point but its hard to avoid clashing with a Rolento at the moment because of how user-friendly he is. I dont mind Vega as much, his anti-air options and movement dont seem as bad and I feel like I can approach him more easily, my best tactic for Rolento has just been jump back HK to prevent his cross-ups but still thinking on other possibilities.
I feel like Steve should be able to combo off a crouching jab, otherwise he just wont work very well…
Goddamn the more I play online the more I find jabs and pauses between jabs so good.
work in those alpha counters when you get the meter man
gotta make rolento hesitate, but he’s still gonna be in there doing what he does =[
Yeah, alpha counter those patriot circles (their really easy to counter) to push back Rolento and his pressure. I would have Steve as secondary so I can build meter for him. Use Steve’s super to punish jump ins or whiffs; make him hesitate to apply pressure. Thats when you start applying your pressure.
I can alpha the patriot circle no problem, I start to lose it when I start waiting for the patriot and get caught off gaurd with cross-up, does steve have a anti-crossup normal without jumping back?
Doing the super on a jump in seems good, his Cross Art as well is an awesome anti-air.
if they jump close to me I do this. spin move since it has upper body invincibility then go for cr.mp right when they land behind you.
I know this might sound silly but cr.mp for anti air? just popped up in my head. lol, can’t make any promises but yuns cr.hk bullshit from 3rd strike just popped in my head
I use Rolento/Steve myself, and I find that zoning is not a bad tactic against Rolento. Your Hellfire can JUST outreach his farthest poke, sweep, and has a nice range bonus against his st.HP. Kinda play the match like a ghetto shoto. You don’t want them to get in, but then you want to get in on them. It’s an odd logic, but that’s how it goes in my head.
Be defensive…
Wait a second. . . . you guys do realize that rolento’s jabs are high attacks. . . . . .and at the press of a button you can use Weave A or Weave B to go right through those attacks and launch a counter attack. . . . .Right??
Lol Everyone is so quick to say that steve is bad, but we haven’t even unlocked his true potential! I’ve faced many good ravens and this weave is literally the only thing that has saved me from jab pressure, and considering that rolento’s jab is 4 frames and raven’s is only 3. . . . .I think this tactic should work wonders.
Agreed. Everyone is putting Steve at Shit tier, but I’ve tested a lot of stuff with him and his match-ups where everyone thinks he has no answer he actually does with the correct spacing for most characters. We all know now he isn’t a character that can go balls to the wall stupid and control the game from the start and be simple mode (which i think is a big factor in tier lists early in games). But he does have answers to some of the more abused tactics right now.
At first I personally thought Steve was shit against Zangief. Every one of Zangief’s normals beats Steve’s for the most part, but Steve’s fireball is a god send and st.jab stuffs out banishing flat. I’m sure st.Strong would do the same, not sure about cr.Strong. Really when it comes down to it its about spacing with Steve. Don’t give your opponent options. Steve has a good AA in cr.Fierce (even though its crap damage at 30… uhg capcom why nerf AA’s?) and he also has CL.Strong for a really good AA that can be chained into a Roundhouse Weave for a left/right mix-ups when they land.
I’m currently looking into the Steve/Ryu match-up and actually even though this seems to favor Ryu with his tools and great fucking normals, with correct spacing; Steve can counterpoke all day with little worry, and just be in range for using CL.Strong when Ryu jumps in at you. There are definitely answers, especially with Steve’s tools, its just you can’t abuse them. Know when to use them and you will see Steve isn’t as bad as some think.
I know this is a Match-up thread for Rolento, but I haven’t played too many Rolento’s yet. All I know is st.Jab and st.Strong will stop his Stick hop shenanigans and give you an advantage when he lands to start a mix-up, and I’ve learned to just block the stick. You know when a Rolento is generally going for a throw so punch him when he goes for it. I’ll try and test out some Rolento stuff tomorrow to see if I can help in this thread.
Steve’s weave and spin will be essential to us moving forward , I think when we really master it , a lot if situations just won’t apply to us. For instance with rolento , when he goes pivot stick on wakeup for that jumping mixup , just weave cl. Mp . It’s worked very well for me .
If your in neutral ,try peekabo stance , peek lp will make rolentos regret pretty much all of his approaches .
It is alot easier said then done lol
I guess I just didn’t test all his options. I was kinda in a rage, and was still new to this game. Its pretty easy to read when rolento is going to start his jabbing, I find steve’s counter move to be pretty effective, but don’t use it on jumpins as they will block it and apparently its punishable
I gotta say though, not having a crossup is real irratating
the weave can work on some jump ins, actually we should try and maybe make a database of things we can weave with moderate and above succes?. For example, you can weave a shoto jump in and buffer a Cl. standing medium and it works for me almost everytime no matter how deep, but like Heihachi and Ibuki have jumps that just stuff weave.
You sure his counter doesnt hit jump ins? only ask because ive used his counter to punish a jump in. I know it can be used to punish tastumakis and skills of that like. Also weaving a tatsumaki is so awesome.
Hey guys, having a much easier time with Rolento and Raven. I think the key is to just be patient and jump back fierce if you smell the cross-up jump. The problem I was having is that I was afraid of a frame trap that doesn’t exist, after one jab I can rule out a throw attempt and just wait.
Steve’s counter is ass, if the opponent is dedicated to hitting a button after a jump in or hits you really early it can snag a hit. The main thing with his counter is, it flat out whiffs on cross ups and they can usually land and block the counter and then punish, the counter is not safe on block which is ridiculous given the fact almost all counters on this game give you an activation animation a.k.a Heihachi, Asuka and after that he simply doesn’t have an effective reversal except from alpha counter, I think patience is Steve’s best defense.