CH Albatross Hook > step forward a bit then cr.HP xx LK Duck xx Fox Hunt xx EX Sonic Fang > cr.HP xx LK Duck xx Skyscraper > Ducking Body > Ducking Hook > cr.MK xx LP Sonic Fang 543dmg for 1 bar
CH Albatross Hook > step forward a bit then cr.HP xx LK Duck xx Skyscraper > MK Duck > Skyscraper > MK Duck > Skyscraper > Ducking Body > Ducking Hook > cr.MK xx LP Sonic Fang 459 dmg no bar
I’ve noticed if you do the normal Ducking Body > Ducking Hook > Flicker Stance > Flicker on a grounded opponent, you can get the flicker to combo after the hook. The timing is really tight but you will get a 3-hit combo.
nice combos everybody, I’m gonna try a few of them out
overall I think the most practical would combos start from cr.MP/MK x 2 , since it frame traps really well has nice reach and is cancel-able. Then end in EX SF into whatever juggle for ease of use, consistency and practicality anywhere on screen. My new bnb is to go into Ex SF then st.MP, cr.MK xx SF for the knock down.
the safest block string ender seems to be 236+punch since it pushes away. Most of the other stuff is semi safe, SF creates some weird timing block stun and you can’t mash out normals to punish but if you time it well I think you can punish with a 3-4f st./cr. light depending on range.
Off df.MP overhead the thing only seems to combo off a counter into cr.LP which is really tight and is unsafe. You get punished by reversal DP any strength and super on block. Same goes for pretty much every special move it seems except 236+punch.
I found a semi-sf4 tech trap, if you tick with cr.LK go into st.MP, cr.MP/MK whatever or do walk back cr.MP/MK similar to balrog since his back walk speed seems ambiguously fast at start up for a few seconds. Of course the only thing they can do at that point is reversal and even mashing DP or not getting the reversal precise will reward you with a free counter hit combo. I doubt you will get in a range to get that cr.LK or st.MP so I’m just gonna rely on cr.MP > cr.MK or cr.MP x 2.
As for combos that start of close HP I wouldn’t recommend it unless you can confirm that jump in, simply because you don’t get anything of far HP meaning you can’t cancel it and it is a slow poke that doesn’t seem safe.
Oki seems to favor HK spin. If they quick get up you get close meaty attack. If they don’t get up it whiffs and you recover fast enough to start your next mix up. You are pretty much in range to meaty if they get up as normal or if they roll past you with either cr.LP/MP.
Another one I’ve been messing with is forward MP/HP > [back] LP target combo oki, same applies as above. If they quick get up your back LP will be meaty if it hits you can link flicker jab (I don’t know if MP works but I got LP flicker to combo) or you can crouch to get cr.LP/MP pressure. Now the key here is to hold back and stay in flicker, if they get normal get up you stay in flicker and get to try something like flicker jab and you are at a safe distance from DP moves but super or projectile wake up might get you. If they roll forward they will roll past you and since you are holding back it will auto correct and cause you to move forward and get whatever pressure then. Seems like a really easy option select against wake ups.
anyone have an idea on what to do against rolento as steve? ive tried back dashing put of pressure, aa’ing him with counter, and trying to mash launcher during his jab to low forward block strings, they all seem to work, but not consistently enough to where it would be worth taking the risk
His cr.LP doesn’t link into anything else, so all you can do are chains, and you will need EX to cancel out of them.
You can do cr.LK > cr.LP xx cr.HP xx EX Sonic Fang > cr.HP xx Ducking xx Skyscraper > Ducking Body xx Ducking Hook > cr.MK xx LP Sonic Fang for 342 dmg
^ sorry, don’t have much actual match experience as I am still lab’n my characters mostly. I wouldn’t try much since Rolento just seems to be one huge frame trap character. Did you see combofiend rock the cross assault stream? He ran over everybody and not much they could do against his jab and rekka pressure.
edit:
some interesting counter hit notes for steve:
counter hit states are different depending on whether opponent is crouching or standing for some moves.
HK spin > HP/MP follow up CH against crouchers will send them flying and wall bounce them like twins ex palm in AE. Against standing they will get crumple state giving you a big combo.
Overhead df.MP CH against crouchers causes them to ground bounce giving you a short juggle afterwards but not much possibilities since it is so low you only get crouching attacks off it. Against standing you have a tight link to cr.LP and thats about it.
forward MP/HP gives a stumble state allowing you free combo off cr.LP/MP but it is shorter than crumple so you have to confirm it. Now I actually aim for this rather than the full target combo since if it counter hits you get bigger damage! If it hits normal or is blocked then you can still go to cr.LP/MP pressure after. Whereas if you follow through the TC all you get is either flicker LP link or more scaled linked cr.LP string.
Learn how to deal with his pole mixups, they are super annoying. If the opponent likes to keep crossing over you with jumps, close Stand MP or neutral jump HP are good ways to stop the jump abuse.
Slide is unsafe (possibly safe at max range, but I thin I have punished it even at that distance), so if you block it, punish and punish hard.
After a bout of Rekka pressure, the opponent may well go for a cr.MK xx Rekka sequence to continue the pressure. This is the ideal time to go for HP + HK launcher to go over the low. If you try this, I suggest you do so with meter, as if you are blocked, you can actually switch cancel the raw launcher to leave you a bit safer.
This is definitely a hard match-up for Steve, so if your opponent makes a mistake, you must capitalise.
You’re welcome. I struggle against this character too, but have played against him quite a bit. Another strong tactic against anyone, but especially good against Rolento, is to buffer a QCF literally all the time when you have 2 meters. Rolento has a really godlike standing poke (I think it’s HP) which gives Steve a LOT of problems. However, on reaction you can either whiff punish, or simply blow through that poke with the Hellfire Rush. Hellfire Rush is also a great way to stop that move he has when he jumps at you with the pogo stick.
If he whiffs pokes, use Albatross Quick Step or Ducking Body to get in on reaction, I think that’s key to playing against him.
I also like to liberally use the Cross Counter (Towards + HP + HK) during Rekka chains. I do this to break momentum and stop his meter build, and give you a chance to apply pressure. Also if he uses the Rekka’s to setup a switch cancel, you can on reaction do the Cross Counter and hit both Rolento and his partner with the counter. Just watch out for Cross Counter baits.
Cool, but this combo has been posted up like 4 times already. I don’t want to sound like a dick, but try and read the thread first before posting up, otherwise we will end up with pages of the same combos being posted over and over. Perhaps someone can update the first page with some of the information to stop this happening…?
I think it’s just time for someone to make a combo thread.It would be best seeing as how the game is out in like 2 days.
Also who do you guys think he will work best with?hopefully not a shoto.