Street Fighter X Tekken/Rolento: Difference between revisions

From SuperCombo Wiki
No edit summary
m (fix motion tags)
Line 4: Line 4:
Point
Point
|
|
Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly throw knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and low health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character.
Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly {{throw}} knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and {{low}} health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character.
|
|
*Great normals for poking and picking up long ranged combos.
*Great normals for poking and picking up long ranged combos.
Line 10: Line 10:
*Pogo stick (j.d+mk) is a great mixup tool that can be used after almost all of his knockdowns.
*Pogo stick (j.d+mk) is a great mixup tool that can be used after almost all of his knockdowns.
*Great movement options with pogo stick, Delta Escape, and Delta Attack allow him to approach many scenarios in various different ways and always remain ambiguous during pressure.
*Great movement options with pogo stick, Delta Escape, and Delta Attack allow him to approach many scenarios in various different ways and always remain ambiguous during pressure.
*Pariot Circle (qcf+p) is a safe tag cancel on block and leads to a combo on hit.
*Pariot Circle (qcf+p) is a safe tag {{cancel}} on block and leads to a combo on hit.
*St.mp is a one button anti-air that will beat most jump-ins clean.
*St.mp is a one button anti-air that will beat most jump-ins clean.
|
|
*Very low solo damage output.
*Very {{low}} solo damage output.
*His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup.
*His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup.
*Low health at 930.
*Low health at 930.
Line 24: Line 24:


{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }}
{{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }}
{{SFxTMoveListRow | Standing Medium Punch | mp |  }}
{{SFxTMoveListRow | Standing Medium Punch | {{mp}} |  }}
{{SFxTMoveListRow | Standing Hard Punch | hp |  }}
{{SFxTMoveListRow | Standing Hard Punch | {{hp}} |  }}
{{SFxTMoveListRow | Standing Light Kick | lk | }}
{{SFxTMoveListRow | Standing Light Kick | {{lk}} | }}
{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel }}
{{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }}
{{SFxTMoveListRow | Standing Hard Kick | hk |  }}
{{SFxTMoveListRow | Standing Hard Kick | {{hk}} |  }}
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }}
{{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }}
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }}
{{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }}
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | }}
{{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | }}
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }}
{{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }}
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }}
{{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }}
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }}
{{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }}
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown  }}
{{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }}
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }}
{{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }}
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high <br> crossup }}
{{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} <br> crossup }}
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high <br> crossup }}
{{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} <br> crossup }}
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }}
{{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }}
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high <br> crossup }}
{{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} <br> crossup }}
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> crossup }}
{{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} <br> crossup }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 49: Line 49:


{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Trick Rod | f + mk | }}
{{SFxTMoveListRow | Trick Rod | {{f}} + {{mk}} | }}
{{SFxTMoveListRow | Spike Rod | air d + mk | }}
{{SFxTMoveListRow | Spike Rod | air {{d}} + {{mk}} | }}
{{SFxTMoveListRow | Trick Landing | 3k on landing | }}
{{SFxTMoveListRow | Trick Landing | {{3k}} on landing | }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 57: Line 57:


{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Colonel Carrier | f or n + lp + lk | throw }}
{{SFxTMoveListRow | Colonel Carrier | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SFxTMoveListRow | Deadly Package | b + lp + lk | throw }}
{{SFxTMoveListRow | Deadly Package | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 64: Line 64:


{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Stinger | dp + k --- p | ex <br> knockdown on ex }}
{{SFxTMoveListRow | Stinger | {{dp}} + {{k}} {{---}} {{p}} | {{ex}} <br> {{knockdown}} on {{ex}} }}
{{SFxTMoveListRow | Mekong Delta Attack | 3p --- <br> p while landing| ex }}
{{SFxTMoveListRow | Mekong Delta Attack | {{3p}} {{---}} <br> {{p}} while landing| {{ex}} }}
{{SFxTMoveListRow | Mekong Delta Air Raid | qcb + p --- p | ex <br> high }}
{{SFxTMoveListRow | Mekong Delta Air Raid | {{qcb}} + {{p}} {{---}} {{p}} | {{ex}} <br> {{high}} }}
{{SFxTMoveListRow | Mekong Delta Escape | qcb + k --- p or k | ex }}
{{SFxTMoveListRow | Mekong Delta Escape | {{qcb}} + {{k}} {{---}} {{p}} or {{k}} | {{ex}} }}
{{SFxTMoveListRow | Patriot Circle | qcf + p <br> can be repeated <br> 2 additional times | ex chrg <br> knockdown on 3rd hit of 3rd chain <br> ex gains invincibility <br> ex cannot be repeated }}
{{SFxTMoveListRow | Patriot Circle | {{qcf}} + {{p}} <br> can be repeated <br> 2 additional times | {{ex}} {{chrg}} <br> {{knockdown}} on 3rd hit of 3rd chain <br> {{ex}} gains invincibility <br> {{ex}} cannot be repeated }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Patriot Sweeper | qcf + 3p | }}
{{SFxTMoveListRow | Patriot Sweeper | {{qcf}} + {{3p}} | }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 144: Line 144:
* Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
* Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
* Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)
* Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)
[[Category: Street Fighter X Tekken]]
[[Category:Street Fighter X Tekken]]

Revision as of 02:04, 9 December 2020

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Rolento

Sfxt rolento face.jpg

Ideal Team Position: Point


Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly Throw.png knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and Low.png health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character.


Strengths Weaknesses
  • Great normals for poking and picking up long ranged combos.
  • Lengthy combos with great corner carry allow him to easily burn time while pushing the opponent's disadvantage.
  • Pogo stick (j.d+mk) is a great mixup tool that can be used after almost all of his knockdowns.
  • Great movement options with pogo stick, Delta Escape, and Delta Attack allow him to approach many scenarios in various different ways and always remain ambiguous during pressure.
  • Pariot Circle (qcf+p) is a safe tag Cancel.png on block and leads to a combo on hit.
  • St.mp is a one button anti-air that will beat most jump-ins clean.
  • Very Low.png solo damage output.
  • His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup.
  • Low health at 930.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
crossup
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
crossup
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup


Unique Attacks

Name
Command
Notes
Trick Rod
F.png + Mk.png
Spike Rod
air D.png + Mk.png
Trick Landing
3k.png on landing

Throws

Name
Command
Notes
Colonel Carrier
F.png or N.png + Lp.png + Lk.png
Throw.png
Deadly Package
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Stinger
Dp.png + K.png ---.png P.png
Ex.png
Knockdown.png on Ex.png
Mekong Delta Attack
3p.png ---.png
P.png while landing
Ex.png
Mekong Delta Air Raid
Qcb.png + P.png ---.png P.png
Ex.png
High.png
Mekong Delta Escape
Qcb.png + K.png ---.png P.png or K.png
Ex.png
Patriot Circle
Qcf.png + P.png
can be repeated
2 additional times
Ex.png Chrg.png
Knockdown.png on 3rd hit of 3rd chain
Ex.png gains invincibility
Ex.png cannot be repeated

Super Combo

Name
Command
Notes
Patriot Sweeper
Qcf.png + 3p.png


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

v2013 Changes

  • Vitality - Reduced from 1000 to 930
  • Far LP - Hit box reduced
  • Far LP - Hurt box reduced
  • 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
  • Jump MK - Hitbox reduced
  • Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
  • Stinger - Hitbox increased
  • Stinger - Push back on block reduced
  • Far standing LP: hitbox has been reduced.

Special move meter gain

  • Stinger (jump): whiff 15->5
  • Stinger (knife): whiff 15->5, on hit 40->15
  • Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Escape (jump): whiff 10->5
  • Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
  • Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
  • Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)