The Rolento General Discussion Thread

I’m using Rolento/Ogre right now. It’s preeeeetty cheap.

I dont know if anyone posted this yet… but you can link cr.mk after cr.mp. I dont know how good it will be in combos or as a frame trap, but it looks flashy!

I think you have a good team there, but your problem is that you’re not putting Rolento on point. his damage isn’t that great so once he’s tagged in damage scaling will effect Rolento quite a bit. on top of that, he has little options when being tagged in. i’d say it’s best for you to just put him on point.
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Oh, I do have Rolento on point. I guess what I really should find are high damaging Hei combos using EX moves, rather than burning that to switch cancel Rolento.

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Probably common knowledge, but I wanted an excuse to use my capture card.

so the guide says spike rod and trick landing are in fact different, so i had to go test it out myself

turns out they are. you have to input the trick landing at a really specific time (between frames 27 and 34 of his jump), and the trajectory is much much lower than spike rod. you can’t even get an attack after it. also you can’t do trick landing at all after a qcb+L, but you can spike rod.

also trick landing doesn’t have a hitbox. its not an attack.

it’s also worth noting that you can’t do trick landing if you are holding down during the jump. you have to hit d+lk+mk+hk at the same time

Really noobish guys, but im having trouble against Shotos jumping in on me when im Rolento. Does Rolento have an good wake up options? Or do i just have to block and guess??

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any useful dash canceling with rolento on this?

Maybe after AA Counter Hit MP?

What are you guys using as AA when they’re too close for standing mp? I’m having problems AAing consistently at that range and it’s getting me blown up.

if they are too close for st.mp you could try and jump jab, or cls.fp if you time it right… Best bet is to probably just forward dash away or maybe go for roll back.

EX qcb+k (can’t remember the move name) is invincible until he hits the wall.

Best AA when you’re close = either jumping jab and hope it’s CH…OR… a more advanced thing to do is if you see the jump…just dash under it and you’re opponent will be in the corner after whiffing they’re jumpin…roll back is okay too…you have to mix it up.Sorry to butt in guys…was learning the game and wanted to see if I needed to learn any new tech/combs etc…just doing old CVS2 stuff right now! Haha…be well everyone ! -h_h-

I try to use st.MP for anti-air and it’s pretty good, st.HK works too. for jump-happy opponents, the air-to-air j.lP does wonders too. Just fyi it’s a good poke and leads to good juggle state

Is there an answer to these forward-HP+HK reversals during patriot circle? It seems like you can’t even really bait them out because all they have to do is wait and confirm a blocked patriot circle to mash that shit, assuming they have 1 bar. If they have 2, and are really angry, they can even tag out and combo off of it. Against people who know how to use the alpha counter thing, I’m really not sure what to do as Rolento.

I’m really loving st.hk meaty on enemy wakeup into cr.mk rekka. St.hk is +1 block, and if you meaty it, it’s even better, and it sets you at a distance that if they press a jab/short cr.mk will tag them more often than not. Besides that, I’m lacking creativity in mixing it up with him.

EDIT: I did a hardknockdown combo into EX stinger on wakeup to put the enemy in a block string on wakeup, he did DP and EX stinger completely made me invincible to the DP so I was able to land quicker and hard punish. Just a tidbit.

Couple things I found for Rolento.
If shoto characters are jumping over you a lot at close range st. mp will not work as an anti air, so you have two options. 1. Jump back Med P. It has long active frames and you can jump back as late as them being at the peak of their arc. lt P works as well but does less damage and has less active frames. Only thing that beats it is moves that do not cross up, which they wouldn’t normally hit, like HP in that situation. 2. Down HK slides you under them and out safely. Just like Ibukis slide. If you want to spend meter qcb x PP or qcb x KK will get you out safely as well, but is a waste of meter.
Footies: St MK can be buffered into St HP and appears to be pretty safe. This is great if you arent in Cr MK range or just walking back. I walk back a little hit St MK and St HP right after. It does a good amount of damage for a footies tool and annoyr grapplers I find as it hits 3 times.
From Launcher. Strongest I have found is St. MK, Cr, Mk or St. Mk, Cr. Hk It does about 30 damage more than any other combo I have tried, but the timing from the second MK can be hard at times. I actually prefer Cr. Hk at the end as it sets you up for spike rod setups easily after. Which brings me to
Spike Rod setup. Immediately after any combo ending in Cr HK, jump over the opponent before they get up then do spike rod and keep holding down forward, as soon as you bounce back hit HP, if it hits then do cr. Hk again (it combos) and repeat. You can do HP into cr MK,-patriots, but I found the abruptness of one right after the other throws people off more, so I tend to do that combo after I hit it the second time. I usually get two knockdowns from this before they figure it out, then the next time you can push back after the spike rod which jumps you away and punish if they SRK or something. Pretty cheap tactics I know, but it’s a pretty good mix up. Just keep in mind there are ways to punish, so you are relaying on them not reacting or knowing what to do, much like any mix up.

how the hell you deal with grapplers???

is close fierce any good for anti-airing those annoying shoto crossups? i would suspect it would be similar to fei longs close fierce maybe a bit slower.

side note: i think people are making rolento out to be better than he actually is. kinda like ssf4 dudley. unless someone discovers some hidden tech, rolento is not that great at this current state.

rolento is great right now. he has good AAs / good footsies / great at whiff punishing…the thing is that he’s basic and his combos are redundant