If you are facing the right and pogo holding down you will bounce in place. If you pogo and hold right you will go towards the opponent. If you pogo holding left you will pogo away from the opponent and vice versa for all of these if you are facing left.
The tricky part is that pogo doesn’t go either left or right, it goes either toward the opponent or away from. If you are facing right and cross up the opponent and pogo holding right you will recross up the opponent. If you hold left instead you will pogo to the right, away from them.
The way pogo works lets Rolento pressure the opponent on wake up no matter if they roll or not. After patriot circles into sweep you can neutral jump pogo and hold forward. If they don’t roll you will cross them up. If they do roll, they will be on the other side of you when Rolento pogos and you will bounce towards them, chasing the roll.
quick question Rolentos, before the patch glitch… was it normal for normals to cancel out stinger while the character makes the sound effect like they took damage, but actually didnt?
After seeing Vega/Jack-X’s instand overheads, I decided to see if Rolento has some…and he does.
On anyone that’s remotely fat/tall (Abel, Gief, Sagat, Vega, Marduk, Pacman, etc), Jump HP/HK/MP works as instant overheads. You CAN follow up with a tag cancel, and if you jump forward when doing these instant overheads, Rolento will land behind the opponent, sandwhiching the opponent between Rolento and your partner. You don’t have much time to exploit the sandwhich, but it does push opponent closer, so you SHOULD be able to get a fast close attack in like Ken Cl.MK or Sakura Cl.HP, both lead into great damage.
NOTE: Jump MP hits once on practically everyone (didn’t test whole roster, just big dudes and popular characters like Kaz/Ryu/Rufus). It hits 3 times only on Hugo, and you can follow it up, but it’s much stricter than using HP/HK.
Example combo with instant overhead starter:
Spoiler
Instant Jump Forward HK Tag Cancel (Ogre) Cr.HK xx Indigo Punch Dash Cancel, St. HK xx Indio Dash Cancel, St.HK xx Super for 539 Damage and 3 bars
Question: haven’t play SFxT since the 1st week after it was released
Can someone explain to me if the changes here are good for rolento ? or is he a dead character ?
• Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
• Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
• Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
• cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
• cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
Also the j.mk nerf…I hope they dont mean he can’t crossup anymore
The reduced pushback for boost combos on those as well as the additional frames added to them are to make them easier to punish on block. A lot of other characters have had their stuff related to boost combos readjusted which is probably to make them less dominating.
I’m not sure how much they’ve done with j.mk, but I feel it’s already looking grim for him in 2013.
ok thx. that basically means I won’t be able to touch that game. He was my only favorite character in the whole rooster after juri/cammy lol oh well we’ll see how it goes
The first hit of Patriot Circle is -5 on block, so likely it can be punished by tons of moves. So pretty much its going to be strictly for punishing, but then again his damage is nothing special. He has no overhead so it will be extremely difficult to pressure. The nerf to boost combos also hurts his ability to launch, which was one of his best features.
I’m really pissed, I was really liking Rolento!! He had everything I wanted in a character. I’m 95% sure I’ll also be dropping this game post-patch.
After looking at the final changes for 2k13, I noticed we pretty much have no approach anymore. Unsafe Rekkas, all chain strings are useless, and our jabs have reduced hitboxes. Jump MK’s reduced hitbox may(hopefully not) affect his ambiguous crossup punishes for roll attempts. Stinger being a bit better is nice, but its not great when compared to what happened to the guy. By process of elimination, our cancel choices are all unsafe (Slide/Tatsu/Super punish the back roll special, wall jump isn’t safe and puts you very far away from the opponent or resets the situation, and backflip/ backflip into roll can be easily reacted to or punished).
So, now what? All we have left is our great set of normals. Are we supposed to play Rolento in a fully defensive style now? We have no means of safe pressure, our damage isn’t great (at most we get barely 300+…), and our “projectile” got better. And yet, other obviously good characters have been made better/remain untouched (Jack-X/Kazuya/Jin, I’m looking at you). I’m glad Ogre got buffed greatly, but jesus fucking christ I don’t see a point in playing Rolento in version 2k13. Which sucks, since I actually like the character. I’m probably going to end up dropping this game by the time version 2013 hits, since I don’t really like any other character from the roster besides my team =/
Yeah, I don’t know what Capcom was thinking. He has ZERO ways of obtaining safe chip pressure now. The projectile buff is an insult, like its really going to mean anything in the grande scheme of things. I still maintain that Capcom generally sucks at balancing its own games.
I actually use Stinger in my gameplay, so its kinda cool I guess to hear it got buffed. But come the fuck on, they took so many vital tools away from him. Rolento, as a threat, has been reduced to pretty much nothing now. All he can do now is play a very awkward footsies game and maybe attempt a frame trap or two up close. Who knows, though. Maybe I could be complaining now, and find out only like the LP version of rekka is unsafe. All I know is, I’m probably not going to be as excited as everyone else when the patch comes >_>
Been playing Rolento for awhile now. It seems to me with all nerfs that Capcom gave him that he has adopted a much more lame playstyle then before. PC is completely unsafe on block now. Rolento is now left with his other specials for substitutes for PC on block. Stinger is much more viable now then before. EX Stinger does 30 chip damage which comes in handy when trying to lame out. If people were complaining about how gdlk Rolento was they will definitely be complaining about how lame he has become.