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=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. | '''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. | ||
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| pros = | | pros = | ||
* One of the most mobile characters in the game with super jump and a variety of rolls/leaps | * 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 | * 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 | * Rekkas offer good combo damage in many situations | ||
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* Level 3 tripwire super is safe on block | * Level 3 tripwire super is safe on block | ||
* Good meter build post custom | * Good meter build post custom | ||
* One of the best | * One of the best alpha counters in the game (V-ISM) that lets him potentially setup customs off it | ||
| cons = | | cons = | ||
* | * No meterless reversal | ||
* Lacks any way to combo into | * Lacks any way to combo into his supers | ||
* Has a | * Has a fat standing hurtbox that makes him easy to cross-up | ||
* 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. | ||
* Pogo (d. MK in the air) has a weird bounce | * 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==== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | |||
| align="center" colspan="2" bgcolor="#ff0808" | X-Ism|| align="center" colspan="2" bgcolor="#309900" | A-Ism || align="center" colspan="2" bgcolor="#0822ff" | V-Ism | |||
|- | |||
| align="center" | [[File:sfa3_rolento_pxism.png]] || align="center" | [[File:sfa3_rolento_kxism.png]] || align="center" | [[File:sfa3_rolento_paism.png]] || align="center" | [[File:sfa3_rolento_kaism.png]] || align="center" | [[File:sfa3_rolento_pvism.png]] || align="center" | [[File:sfa3_rolento_kvism.png]] | |||
|- | |||
| align="center" | Punch || align="center" | Kick || align="center" | Punch || align="center" | Kick || align="center" | Punch || align="center" | Kick | |||
|} |
Latest revision as of 01:08, 22 May 2024
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 |
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Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |