Street Fighter Alpha 3/Rolento: Difference between revisions

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=== Europe ===
=== Europe ===
-Ace- (A-Rolento)


V-Ryu (V-Rolento)
V-Ryu (V-Rolento)

Revision as of 20:51, 11 August 2022

Introduction

Rolento is travelling the world to seek allies to further strengthen his cause. In particular, Rolento is searching for an old rival named Cody in the hopes that he may help him build his own utopia.

Pros Cons
  • One of the most mobile characters in the game with super jump and a variety of rolls/leaps
  • Back roll offers a way to instantly reposition quickly
  • Wall jump and super jump make escaping corners easy
  • Super jump lets him start air pressure from much further away and can be used to setup cross-ups or escape situations
  • Rekkas offer good combo damage in many situations
  • s. LP cannot be ducked and is plus on block, which can create very oppressive pressure for him. c. MK can also be confirmed from counter-hit.
  • Great normals on the ground with c. FP, s. FP and slide
  • Jump jab is an incredibly quick and long range air to air
  • A very effective air grab due to his super jump arc
  • Far s. FP is a great pre-emptive anti-air from closer up
  • Level 3 tripwire super is safe on block
  • Good meter build post custom
  • One of the best alpha counters in the game (V-ISM) that lets him potentially setup customs off it
  • No meterless reversal
  • Lacks any way to combo into his supers
  • Has a fat standing hurtbox that makes him easy to cross-up
  • Rekkas are very unsafe on block
  • Grounded anti-airs are somewhat spacing-specific. b. FP is a key anti-air normal that's only available on V-ISM. s. MP isn't what it was in A2.
  • Pogo (d. MK in the air) has a weird punishable bounce that prevents it from being the god jump-in/mobility tool it is in A2 or CvS2.
  • Ground starter customs are very difficult and only do mediocre damage due to high scaling from rekkas
  • Super jump input overlapping makes crouch cancelling harder
  • Being hit during a super jump always counts as a counter-hit and puts you into juggle state
  • Technically has an infinite, but is basically TAS-only



Color Options

X-Ism A-Ism V-Ism
Sfa3 rolento pxism.png Sfa3 rolento kxism.png Sfa3 rolento paism.png Sfa3 rolento kaism.png Sfa3 rolento pvism.png Sfa3 rolento kvism.png
Punch Kick Punch Kick Punch Kick
Rolento
SFA3 Rolento Art.png
Character Data

Moves List

Ground Normals

  • Standing Jab:
Damage 8 Sfa3 rolento jab.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/8
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Standing Strong:
Damage 15 Sfa3 rolento strong.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit No
Frame Count 8/3/21
Block Stun -5
Hit Stun/Counter Hit -4/0
  • Close Standing Fierce:
Damage 16,14 Sfa3 rolento fierce3.png Sfa3 rolento fierce4.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 7/4/27
Block Stun -8
Hit Stun/Counter Hit -7/Launch
  • Far Standing Fierce:
Damage 12+8 Sfa3 rolento fierce1.png Sfa3 rolento fierce2.png
Stun 8x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3x2(A)4x2(XV)
Frame Count 7/2,2*,4/31
Block Stun -11
Hit Stun/Counter Hit -10/Launch
  • Standing Short:
Damage 6 Sfa3 rolento short.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit Yes
Frame Count 5/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close Standing Forward:
Damage 12 Sfa3 rolento forward2.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/5/13
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Far Standing Forward:
Damage 12 Sfa3 rolento forward1.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/5/19
Block Stun -5
Hit Stun/Counter Hit -4/0
  • Standing Roundhouse:
Damage 18 Sfa3 rolento roundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/3/36
Block Stun -16
Hit Stun/Counter Hit -15/Launch
  • Crouching Jab:
Damage 5 Sfa3 rolento crjab.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/11
Block Stun -1
Hit Stun/Counter Hit 0/+5
  • Crouching Strong:
Damage 4x3 Sfa3 rolento crstrong.png
Stun 1x3
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x3
Frame Count 10/1,3*,1,3*,4/18
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Crouching Fierce:
Damage 17 Sfa3 rolento crfierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)4(XV)
Frame Count 9/4/23
Block Stun -4
Hit Stun/Counter Hit -3/Launch
  • Crouching Short:
Damage 5 Sfa3 rolento crshort.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Crouching Forward:
Damage 9 Sfa3 rolento crforward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/4/18
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Crouching Roundhouse:
Damage 15,12 Sfa3 rolento crroundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 8/10/25
Block Stun -12
Hit Stun/Counter Hit -


Command Normals

  • Fake Rod: f+MK
Damage 12 Sfa3 rolento fforward.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 9/3/37
Block Stun -21
Hit Stun/Counter Hit -25/-20
  • Spike Rod (in air): dMK
Sfa3 rolento pogo.png
Damage 11
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count (AV) 5/10 until landing*/42-0 after landing fist, 7-41 afterwards
Frame Count (X) 6/10/1(before landing)

In V-ISM after the bounce you are not restricted to using the spike rod only as a follow up regular air normals can be used unlike A-ISM, while X-ISM has no bounce and trajectory can be controlled like in SFA2.

Throws

Colonel Carrier:

b/f+PP

Damage 20 Sfa3 rolento p&k throw.png
Stun 2
Meter Gain 1(A)3(XV)
Frame Count 5/1/16

Deadly Package:

b/f+PP

Damage 20 Sfa3 rolento p&k throw.png
Stun 2
Meter Gain 1(A)3(XV)
Frame Count 5/1/16

Fatality Package:

Any direction but u/d+PP

Damage 20 Sfa3 rolento airthrow.png
Stun 2
Meter Gain 1(A)3(XV)
Frame Count 3/1/1(before landing)

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM
Damage 1x3 Sfa3 rolento ac a.png
Frame Count 27/1,2*1,2*,1/22
Invincibility 0-27
  • V-ISM
Frame Count 36*3 (airborne from 7-35) Sfa3 rolento ac v1.png Sfa3 rolento ac v2.png Sfa3 rolento ac v3.png Sfa3 rolento ac v4.png Sfa3 rolento ac v5.png
Invincibility 0-26

Special Moves

Patriot Circle [X Z V]: Qcf.png + P.png

  • First Spin:
Damage 2x4 Sfa3 rolento 1stPC 1.png Sfa3 rolento 1stPC 2.png Sfa3 rolento 1stPC 3.png Sfa3 rolento 1stPC 4.png Sfa3 rolento 1stPC 5.png Sfa3 rolento 1stPC 9.png
Stun 1x4
Meter on whiff/hit 3(A)4(XV)/1(A)4(XV)
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 14 1 1 1
Sfa3 rolento 1stPC 5.png Sfa3 rolento 1stPC 9.png Sfa3 rolento 1stPC 8.png Sfa3 rolento 1stPC 9.png
Frame Count 1 1 1 1
Sfa3 rolento 1stPC rc.gif Sfa3 rolento 1stPC 20.png Sfa3 rolento 1stPC 21.png Sfa3 rolento 1stPC 22.png
Frame Count 59
  • Second Spin:
Damage 2x4 Sfa3 rolento 2ndPC 1.png Sfa3 rolento 2ndPC st.gif Sfa3 rolento 2ndPC 9.png Sfa3 rolento 2ndPC 10.png Sfa3 rolento 2ndPC 11.png Sfa3 rolento 2ndPC 12.png Sfa3 rolento 2ndPC 13.png
Stun 1x4
Meter on whiff/hit 0
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 15 1 1 1
Sfa3 rolento 2ndPC 14.png Sfa3 rolento 2ndPC 15.png Sfa3 rolento 2ndPC 16.png Sfa3 rolento 2ndPC 17.png
Frame Count 1 1 1 1
Sfa3 rolento 2ndPC rc.gif Sfa3 rolento 2ndPC 22.png Sfa3 rolento 1stPC 20.png Sfa3 rolento 1stPC 21.png Sfa3 rolento 1stPC 22.png
Frame Count 59
  • Last Spin:
Damage 2x3 Sfa3 rolento 3rdPC 1.png Sfa3 rolento 3rdPC st.gif Sfa3 rolento 3rdPC 7.png Sfa3 rolento 3rdPC 8.png Sfa3 rolento 3rdPC 9.png Sfa3 rolento 3rdPC 10.png
Stun 1x3
Meter on whiff/hit 0
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 12 1 1
Sfa3 rolento 3rdPC 12.png Sfa3 rolento 3rdPC 11.png Sfa3 rolento 3rdPC 12.png Sfa3 rolento 3rdPC 14.png Sfa3 rolento 3rdPC 15.png
Frame Count 1 1 1 1 1
Sfa3 rolento 3rdPC rc.gif Sfa3 rolento 3rdPC 21.png Sfa3 rolento 1stPC 21.png Sfa3 rolento 1stPC 22.png
Frame Count 44

Rolento slides forward while spinning his rod in front of him for multiple hits. Repeating the motion a second and third time will perform two more rod-spinning attacks. The stronger the Punch button used, the faster and farther Rolento slides.

Stinger: Dp.png + K.png

  • Startup
Sfa3 Rolento stinger1.png Sfa3 Rolento stinger2.png Sfa3 Rolento stinger3.png Sfa3 Rolento stinger4.png Sfa3 Rolento stinger5.png Sfa3 Rolento stinger6.png Sfa3 Rolento stinger7.png
Sfa3 Rolento stinger8.png Sfa3 Rolento stinger9.png Sfa3 Rolento stinger10.png Sfa3 Rolento stinger11.png Sfa3 Rolento stinger12.png
Frame Count (Jab) 14
Frame Count (Strong) 15
Frame Count (Fierce) 16
-Rolento leaps straight up with several knives in his hand. Pressing any
 button during the leap will make him spin and toss a knife at an angle
 downward. The strength of the attack determines the angle of the knife:
             Light Attack: almost straight down
            Medium Attack: 45º diagonal angle
              Hard Attack: a more horizental angle

Mekong Delta Attack: LP+HK or LK+HP (then Punch) [X Z V]

-Rolento does a backflip with the 3P press. The moment he touches the ground,
 pressing a Punch button will make him roll quickly along the ground as an
 attack. The stronger the Punch button used, the farther and faster the roll.

Mekong Delta Air Raid: QCB+Punch (Punch) [X Z V]

-Rolento rolls backward along the ground. The stronger the Punch button used,
 the farther and faster he rolls. Pressing a Punch button during the roll
 will make Rolento quickly launch himself forward with his rod and strike
 downward with it in the air.

Mekong Delta Escape: QCB+Kick (any button) [X Z V]

-Rolento quickly leaps back and pushes off the side of the screen, then
 drops down. He can perform any Air Attack during his drop.

Super Combos

Take No Prisoner: QCF,QCF+Punch [X Z]

-Rolento tugs a wire that rises along the ground in front of him. If it hits
 his opponent, Rolento will leap to the middle of the screen, and string the
 wire over a hook held by one of his soldiers, then yank the wire up to hang
 the opponent.
    Level 1: 1 Hit       Level 2: 1 Hit        Level 3: 1 Hit

Minesweeper: QCB,QCB+Punch [Z]

-Rolento rolls backward along the ground scattering grenades that explode in
 order, always knocking the opponent into the next explosion.
    Level 1: 2 Hits      Level 2: 3 Hits       Level 3: 4 Hits

Steel Rain: QCF,QCF+Kick [Z]

-Rolento tosses a bunch of knives into his rod, then swings high and tossing
 the knives to rain down on the opponent.
    Level 1: 3 Hits      Level 2: 6 Hits       Level 3: 7 Hits

The Basics

Which Ism?

ANYONE, he is other of the versatile ones


A-Ism

No reliable way to combo into his supers. Not worth using over V-ISM.

V-Ism

Easily his best ISM. Can activate from a variety of situations, as long as the player has the execution to get enough damage. Makes jumping around with him a lot safer.

X-Ism

Forced super jump is more of an annoyance than anything. Gains a much better pogo (no punishable bounce) and can be very annoying, but generally gets blown up by reaction activates.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Notable Players

Japan

Akino (X-Rolento)

BaQ (A-Rolento)

Chikyuu (V-Rolento)

Kabihara (V-Rolento)

Kapipara (V/A-Rolento)

Kayaman (X-Rolento)

Kuusou (X-Rolento)

Majima (X-Rolento)

Mojamoja (V-Rolento)

Nike (V-Rolento)

Oyachai (V-Rolento)

Pekejay (V-Rolento)

RO (V-Rolento)

Totsuka (V-Rolento)

VER (A/V-Rolento)

Versus (V/A-Rolento)

Wada (V-Rolento)

North America

Haqq (A-Rolento)

Kyokuji (V-Rolento)

Tank (V-Rolento)

Europe

-Ace- (A-Rolento)

V-Ryu (V-Rolento)

Discussion

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