Street Fighter Alpha 3/Rolento/Introduction: Difference between revisions

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* No meterless reversal
* No meterless reversal
* Lacks any way to combo into his supers
* Lacks any way to combo into his supers
* Has a tall/fat hurtbox that makes him susceptible to jab pressure from other characters
* Has a fat standing hurtbox
* Rekkas are very unsafe on block
* 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.
* 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.

Revision as of 15:29, 24 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
  • Backroll offers a way to instantly reposition, while wall jump makes 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
  • 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.
  • Custom combos are very difficult and only do mediocre damage due to high scaling from rekkas
  • Technically has an infinite, but is basically TAS-only