Street Fighter Alpha 2/Rolento: Difference between revisions

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[[File:Sf-rolento.gif|right]]
<templatestyles src="CharacterPage-SFA2/styles.css"/>
{{TOClimit}}
{{HiddenTOCHeader
|header= =Overview=}}
{{CharacterOverview-SFA2
|overview= A commando in the Vietnam War, the strict and insane Rolento now controls his own army of soldiers. He preaches survival at all times, even when captured by the enemy. He even hung a soldier with a metal cable just to make a point!<BR>


'''Players to watch:'''
[https://www.fightcade.com/id/OCxRIDAH OCxRIDAH], [https://www.fightcade.com/id/SabreAZ SabreAZ], [https://www.fightcade.com/id/Mookie%20Wilson Keychain]
<br><br>
<center>'''Moveset'''</center>
<center><div style="width:100%;max-width:450px;"><youtube>_Kx-Z0LfBN4</youtube></div></center>
<br>
|playstyle=[[File:A2_Icon_Rolento.png|30px]] Rolento, is a solid character that needs meter to setup his best options. Without meter your best option is to use his multiple evasive tactics to build meter.
When you have meter then apply pressure to force mistakes for his ultra damaging CC!''
|pros=*Extremely good pokes
*Decent punch AC, awesome kick AC
*90%+ Lvl 3 CC
*Great air priority
*Great mobility
*Some okay mixup (much better in the corner)
*Arguably not really any bad match ups since he can't really be zoned by anyone and can run away as long as you want basically. If you get stuck in the corner Kick AC and run away some more.
|cons=*Big Hurtbox
*No reversal option
*Shortest throw range in the game


|name=Rolento
|image=SFA2_Rolento_Portrait.png
|health=144
|rating=0
|stun=40
|fSpeed=350
|bSpeed=250
|bJump=51f (3+48+0)
|nJump=50f (3+47+0)
|fJump=49f (3+46+0)
|wakeupNormal=47f
|wakeupQuick=20f
|throw=7
|colorsName=Rolento
|old=no
}}


 
{{HiddenTOCHeader
 
|header= =Move List=}}
= Introduction =
A commando in the Vietnam War, the strict and insane Rolento now controls his own army of soldiers. He preaches survival at all times, even when captured by the enemy. He even hung a soldier with a metal cable just to make a point!
[[File:Rolento_Alpha2_colors.PNG]]
 
Rolento is a solid character that needs meter to setup his best options. Without meter your best option is to use his multiple evasive tactics to build meter.
When you have meter then apply pressure to force mistakes for his ultra damaging CC!
 
''' Pros '''
 
 
-Extremely good pokes
 
-Decent punch AC, awesome kick AC
 
-90%+ Lvl 3 CC
 
-Great air priority
 
-Some okay mixup (much better in the corner)
 
-Arguably not really any bad match ups since he can't really be zoned by anyone and can run away as long as you want basically. If you get stuck in the corner Kick AC and run away some more.
 
''' Cons '''
- Big Hurtbox
 
- No reversal option
<youtube>_Kx-Z0LfBN4</youtube>
 
= Moves List =
 
== Normal Moves ==
== Normal Moves ==
[[File:Lp.png]]- Really good poke, walking [[File:Lp.png]] can get annoying real fast for them follow them up with a cr.[[File:Hp.png]] for a counter hit.
<center>{{FrameDataKey-SFA2
|credit=Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], June 2025
}}</center>
===Standing===
{{MoveData-SFA2
|image=A2_Rolento_st.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|Stun= 1
|Startup= 4
|Active= 4
|Frame Adv= +4
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= Really good poke, walking {{lp}} can get annoying real fast for them follow them up with a cr.{{hp}} for a counter hit.
}}


[[File:RolentoSFA2S.lp.png]]
{{MoveData-SFA2
|image=A2_Rolento_st.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 10
|Active= 8
|Frame Adv= +3
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= The lovely anti-air that works wonders against almost any character's jump-ins. Can anti-air Chun-Li just fine with it. Only people that you gotta worry about are Zangief and Birdie.
}}


{{MoveData-SFA2
|image=A2_Rolento_st.hp_1.png
|imageSize=250px
|image2=A2_Rolento_st.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[2]</sup>, 8<sup>[2]</sup>
|Stun= 4, 4
|Startup= 9
|Active= 4(2)4
|Frame Adv= -18
|Meter= 2/2+2+1/2+4+3
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= *'''Punishable on hit.'''


[[File:Mp.png]]- The lovely anti air that works wonders vs almost any character's jumpins. Can Anti-air Chun just fine with it. Only people that you gotta worry about are Zangief and Birdie.
Forget about this attack. Never use it. Learn to throw with {{mp}} or {{mk}} for him just for the sole reason you’ll die if you get this move out.
}}


[[File:RolentoSFA2S.mp.png]]
{{MoveData-SFA2
|image=A2_Rolento_st.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 6<sup>[0]</sup>
|Stun= 3
|Startup= 11
|Active= 4
|Frame Adv= +3
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties= -
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Rolento_st.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 11
|Active= 6
|Frame Adv= -3
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= Kinda meh anti-air.
}}


[[File:Hp.png]]- Forget this. Never use it, learn to throw with [[File:Mp.png]] or [[File:Mk.png]] for him just for the sole reason you’ll die if you get this move out.
{{MoveData-SFA2
|image=A2_Rolento_st.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 13
|Active= 8
|Frame Adv= -5
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= Just a slower st.{{mk}}.
}}


===Crouching===
{{MoveData-SFA2
|image=A2_Rolento_cr.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|Stun= 3
|Startup= 4
|Active= 4
|Frame Adv= +3
|Meter= 0/1/2
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Rolento_cr.mp_1.png
|imageSize=250px
|image2=A2_Rolento_cr.mp_2.png
|imageSize2=250px
|image3=A2_Rolento_cr.mp_3.png
|imageSize3=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 6<sup>[1]</sup>x3
|Stun= 3, 2, 1
|Startup= 10
|Active= 1(3)1(3)4
|Frame Adv= -1, +3, +7
|Meter= 1/2/1+3+1+1
|Block=[[File:Low.png]]
|Properties= -
}}
|description= *Hits 3 times.


[[File:RolentoSFA2S.hp 1.png]]
A pretty good poke. Use it mainly for mixups. He can do a cr.{{mp}} then go for another jump-in or if you think they'll hit something do a cr.{{hp}} after it for a counter hit.
[[File:RolentoSFA2S.hp 2.png]]
}}


{{MoveData-SFA2
|image=A2_Rolento_cr.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 9
|Active= 4
|Frame Adv= +1
|Meter= 2/5/9
|Block=[[File:Low.png]]
|Properties= -
}}
|description= Probably his best poke. A fierce that hits low with awesome priority, use it anytime you're gonna end a poke string. Can even walk up and do it again, but just be careful of them jumping and be ready to anti-air with st.{{mp}}.
}}


{{MoveData-SFA2
|image=A2_Rolento_cr.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 4
|Frame Adv= 0
|Meter= 0/1/2
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= Hits low, but cr.{{lp}} is the better option.
}}


[[File:Lk.png]]- Overall I don’t really use these.  
{{MoveData-SFA2
|image=A2_Rolento_cr.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[1]</sup>
|Stun= 6
|Startup= 5
|Active= 4
|Frame Adv= -2
|Meter= 1/3/6
|Block=[[File:Low.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= Really good poke. Can be cancelled it into any of his specials(KNIFE) or even super Jump for some mix-up.
}}


{{MoveData-SFA2
|image=A2_Rolento_cr.hk_1.png
|imageSize=250px
|image2=A2_Rolento_cr.hk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[2]</sup>, 4<sup>[2]</sup>
|Stun= 6, 6
|Startup= 9
|Active= 2(0)8
|Frame Adv= -11 at worst<br>-2 at best
|Meter= 2/5/9
|Block=[[File:Low.png]]
|Properties=[[File:Softknockdown.png]]
}}
|description= *Hits 1 time.
*First hit is a soft knockdown.


[[File:S.lk.png]]
Pretty good slide, and fairly safe if you don't do it point blank. He can do things like a meaty slide on their wakeup, then they'll try to hit and you can Kick AC then as it crossed up go ahead and CC, or cr.{{mk}} into Patriot Circles.
}}


===Neutral Jumping===


[[File:Mk.png]]- Kinda good anti-air I guess? Wouldn’t really use it much.  
{{MoveData-SFA2
|image=A2_Rolento_nj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 4
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description= Awesome air priority. Can use it for air to air or if you think someone is about to jump in just do a nj.{{lp}} (think nj.{{hp}} with Blanka in CvS2.)
}}


{{MoveData-SFA2
|image=A2_Rolento_nj.mp_1.png
|imageSize=250px
|image2=A2_Rolento_nj.mp_2.png
|imageSize2=250px
|image3=A2_Rolento_nj.mp_3.png
|imageSize3=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 6<sup>[1]</sup>x3
|Stun= 4, 2, 2
|Startup= 8
|Active= 1(3)1(3)1
|Frame Adv=
|Meter= 1/1+1+0+0/1+3+1+1
|Block=[[File:High.png]]
|Properties=
}}
|description= *Hits 3 times.
}}


[[File:rolStmk.png]]
{{MoveData-SFA2
|image=A2_Rolento_nj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 11
|Active= 4
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Rolento_nj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[0]</sup>
|Stun= 3
|Startup= 6
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Rolento_nj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>
|Stun= 6
|Startup= 11
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=Cross-up
}}
|description=
}}


[[File:Hk.png]]- Meh, like a slower [[File:Mk.png]], wouldn’t use it much.
{{MoveData-SFA2
|image=A2_Rolento_nj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|Stun= 8
|Startup= 11
|Active= 6
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


===Diagonal Jumping===


[[File:rolenS.hk.png]]
{{MoveData-SFA2
|image=A2_Rolento_dj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 4
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Rolento_dj.mp_1.png
|imageSize=250px
|image2=A2_Rolento_dj.mp_2.png
|imageSize2=250px
|image3=A2_Rolento_dj.mp_3.png
|imageSize3=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 6<sup>[1]</sup>x3
|Stun= 4, 2, 2
|Startup= 8
|Active= 1(3)1(3)1
|Frame Adv=
|Meter= 1/1+1+0+0/1+3+1+1
|Block=[[File:High.png]]
|Properties=
}}
|description= *Hits 3 times.


cr.[[File:Lp.png]]-
His usual 3 hit baton air move, pretty bad air to air so you'll probably always get beat if they jump too, but really good as a jump in since it hits 3 times, makes it a little slightly harder to AC. This is a really good jump-in when looking for a hit into combo or CC.
}}


{{MoveData-SFA2
|image=A2_Rolento_dj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|Stun= 8
|Startup= 11
|Active= 4
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= Pretty decent jump-in and semi good air to air, has more horizontal range so sometimes you can beat out an anti-air attempt.
}}


{{MoveData-SFA2
|image=A2_Rolento_dj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 6
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description= Awesome air to air, with a slightly upward angle compared to dj.{{lp}}.
}}


{{MoveData-SFA2
|image=A2_Rolento_dj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 11
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties= Cross-up
}}
|description= A very good cross-up. If you can confirm that this hit, you can land some great damage by doing a combo or activating CC after it hits.
}}


[[File:rolC.lp.png]]
{{MoveData-SFA2
|image=A2_Rolento_dj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>
|Stun= 8
|Startup= 11
|Active= 6
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


== Command Normals ==


{{MoveData-SFA2
|image=A2_Rolento_f.mk.png
|imageSize=250px
|caption=
|name=Fake Rod
|subtitle=
|input=[[File:F.png]] + [[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>
|Stun= 6
|Startup= 10
|Active= 3
|Frame Adv= -26
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties= [[File:Lowerbodyinv.png]]
}}
|description=
}}


cr.[[File:Mp.png]]- A pretty good poke. 3 hits with his baton that hits low, comes out quick, and looks like it gives you some frame advantage. Use it mainly for mixups. He can do a cr.[[File:Mp.png]] then go for another jump in or if you think they'll hit something do a cr.[[File:Hp.png]]- after it for yet another counter hit.
{{MoveData-SFA2
|image=A2_Rolento_j.d.mk.png
|imageSize=250px
|caption=
|name=Spike Rod
|subtitle=
|input=(in air)[[File:D.png]] + [[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[2]</sup>
|Stun= 6
|Startup= 7
|Active= 10
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description= *Can be done with any down direction: {{db}}, {{d}}, or {{df}}
}}


== Normal Throws ==


{{MoveData-SFA2
|image=A2_Rolento_ThrowRange.png
|imageSize=250px
|image2=A2_Rolento_PThrow_1.png
|imageSize2=250px
|image3=A2_Rolento_PThrow_2.png
|imageSize3=250px
|caption=
|name=
|subtitle=Punch Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 18<sup>[0]</sup>
|Stun= 0
|Startup= 1
|Active= N/A
|Frame Adv= N/A
|Meter= -/-/3
|Block= N/A
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Deals 9 damage when opponent tech throws.
*Rolento has the worst throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
}}


[[File:rolC.mp_1.png]]
{{MoveData-SFA2
[[File:RolC.mp 2.png]]
|image=A2_Rolento_ThrowRange.png
|imageSize=250px
|image2=A2_Rolento_KThrow_1.png
|imageSize2=250px
|image3=A2_Rolento_KThrow_2.png
|imageSize3=250px
|caption=
|name=
|subtitle=Kick Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 18<sup>[0]</sup>
|Stun= 0
|Startup= 1
|Active= N/A
|Frame Adv= N/A
|Meter= -/-/3
|Block= N/A
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Deals 0 damage when opponent tech throws.
*Rolento has the worst throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
}}


== Alpha Counters ==


cr.[[File:Hp.png]]- Probably his best poke. A fierce that hits low with awesome priority, use it anytime you're gonna end a poke string. Can even walk up and do it again, but just be careful of them jumping and be ready to [[File:Mp.png]]
{{MoveData-SFA2
|image=A2_Rolento_PAC_1.png
|imageSize=250px
|image2=A2_Rolento_PAC_2.png
|imageSize2=250px
|image3=A2_Rolento_PAC_3.png
|imageSize3=250px
|caption=
|name=Punch Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:P.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>, 5<sup>[0]</sup>, 5<sup>[0]</sup>
|Stun= 4, 2, 2
|Startup= 10
|Active= 1(3)1(3)1
|Frame Adv= 0
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Hits 3 times.


This Alpha Counter has good usage against close ranged attacks. It's on the slower side, and can also miss if too close to some characters.
}}


[[File:LentC.hp.png]]
{{MoveData-SFA2
|image=A2_Rolento_KAC_1.png
|imageSize=250px
|image2=A2_Rolento_KAC_2.png
|imageSize2=250px
|caption=
|name=Kick Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:K.png]]
|data=
{{AttackData-SFA2
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 0/-/-
|Block= N/A
|Properties= [[File:Startupinv.png]]
}}
|description= *9 frames of startup invul.
*Travels a little over 1/2 screen.


Instead of dealing damage, Rolento flies past the opponent with a jump. This is useful for escaping corner pressure, and it also switches positions with your opponent putting you in position to apply pressure of your own. It also has a limited effectiveness against projectiles, allowing you to counter from close range and activate a CC to punish projectile recovery.
}}


== Special Moves ==


{{MoveData-SFA2
|image=A2_Rolento_Rekka_1.png
|imageSize=250px
|image2=A2_Rolento_Rekka_3.png
|imageSize2=250px
|image3=A2_Rolento_Rekka_5.png
|imageSize3=250px
|caption=
|name=Patriot Circle
|subtitle=Rekka
|input=[[File:Qcf.png]] + [[File:P.png]] (up to 3 times)
|data=
{{AttackData-SFA2
|version=1st
|Damage= 3<sup>[0]</sup>x4
|Stun= 1x4
|Startup= 8
|Active= 1[(3)1]x3
|Frame Adv= -37(3rd hit), -33(4th hit)
|Meter= 4/4/5+1+1+1
|Block=[[File:Mid.png]]
|Properties=
}}
{{AttackData-SFA2
|header= no
|version=2nd
|Damage= 3<sup>[0]</sup>x4
|Stun= 1x4
|Startup= 10
|Active= 1[(3)1]x3
|Frame Adv= -36(3rd hit), -32(4th hit)
|Meter= 0/0/1+1+1+1
|Block=[[File:Mid.png]]
|Properties=
}}
{{AttackData-SFA2
|header= no
|version=3rd
|Damage= 3<sup>[0]</sup>x3
|Stun= 2x3
|Startup= 11
|Active= 1(3)1(3)1
|Frame Adv= -15
|Meter= 0/0/1+1+1
|Block=[[File:Mid.png]]
|Properties=[[File:Softknockdown.png]]
}}
|description= * All strengths of {{p}} are the same.


cr.[[File:Lk.png]]- Hits low. cr.LP is the better option though.
Only good for ending combos with and you really have to be point blank for it to fully connect. Can combo from cr.{{lp}}, cr.{{lk}}, or cr.{{mk}}. CANNOT combo from two of them..IE, you can't do cr.{{lk}}, then try to counter hit cr.{{lp}} into rekka. You'll get pushed back too far.


-----
1st - ''[Hitboxes pictured top & middle]''


[[File:LentC.lk.png]]
*'''Punishable on hit.'''
* Hits 4 times.
* Only the first hit does chip damage.
* 56 frame window to input the next Patriot Circle.


-----
2nd - ''[Hitboxes pictured top & middle]''


*'''Punishable on hit.'''
* Hits 4 times.
* Only the first hit does chip damage.
* 56 frame window to input the next Patriot Circle.


cr.[[File:Mk.png]]- Really good poke. can be cancelled it into any of his specials(KNIFE)or even Scouter Jump for some mix-up.
-----
3rd - ''[Hitboxes pictured bottom]''


* Hits 3 times.
* Only the first hit does chip damage.


[[File:LentCmk.png]]
}}


{{MoveData-SFA2
|image=A2_Rolento_FakeKnife_1.png
|imageSize=250px
|image2=A2_Rolento_FakeKnife_2.png
|imageSize2=250px
|caption=
|name=[unnamed]
|subtitle=Fake Knife
|input=[[File:Dp.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:K.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 3/-/-
|Block=N/A
|Properties= -
}}
|description=


-----
{{lk}}


* 48 frame window to input follow-up for Stinger.
* Jumps the lowest.


-----
{{mk}}


cr.[[File:Hk.png]]- Pretty good slide, and fairly safe if you don't do it point blank. He can do things like a meaty slide on their wakeup, then they'll try to hit and you can Kick AC then as it crossed up go ahead and CC, or cr.[[File:Mk.png]] into patriot circles.
* 47 frame window to input follow-up for Stinger.


[[File:lentC.rh.png]]
-----
{{hk}}


'''JUMPING'''
* 47 frame window to input follow-up for Stinger.
Jumping [[File:U.png]] (Neutral jump)
* Jumps the highest.


}}


nj.[[File:Lp.png]]- Awesome air priority. Can use it for air to air or if you think someone is about to jump in just do a nj.[[File:Lp.png]] (think nj.[[File:Hp.png]] with blanka in cvs2.)
{{MoveData-SFA2
|image=A2_Rolento_Stinger_l.png
|imageSize=250px
|image2=A2_Rolento_Stinger_m.png
|imageSize2=250px
|image3=A2_Rolento_Stinger_h.png
|imageSize3=250px
|caption=
|name=Stinger
|subtitle=Knife
|input=[[File:Dp.png]] + [[File:K.png]], [[File:P.png]]/[[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:P.png]]/[[File:K.png]]
|Damage= 16<sup>[6]</sup>
|Stun= 8
|Startup= 17
|Active= inf
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
}}
|description=* In 99% of situations Rolento has frame advantage.


[[File:Rol_nj.lp.png]]
One of the best things about Rolento. Prevents people from mashing, prevents him for being zoned well, and on hit does a ton of damage and dizzy. You can throw one of these after any cr.{{lp}}/st.{{lp}} or cr.{{mk}}. If they hit anything they'll be hit. Mixup with throws when you're close, toss when far to zone them/prevent zoning. Once you get into the corner you can do sick things if they don't have meter. cr.{{lp}} into knives, into {{mk}}, into knives, into super jumps into more pokes into more knives, etc. Toss in some throws/cc's and you'll have a frustrated opponent for sure.


nj.[[File:Mp.png]]-
-----
{{lp}}/{{lk}} - ''[Hitboxes pictured top]''


[[File:Rol_nj.mp(1).png]][[File:Rol_nj.mp(2).png]]
* Knife angle: 30 degrees


nj.[[File:Hp.png]]-
-----
{{mp}}/{{mk}} - ''[Hitboxes pictured middle]''


[[File:Rol_nj.hp.png]]
* Knife angle: 45 degrees


nj.[[File:Lk.png]]-
-----
{{hp}}/{{hk}} - ''[Hitboxes pictured bottom]''


[[File:Rol_nj.lk.png]]
* Knife angle: 60 degrees


nj.[[File:Mk.png]]-
}}


[[File:Rol_nj.forward.png]]
{{MoveData-SFA2
|image=A2_Rolento_Roll_1.png
|imageSize=250px
|image2=A2_Rolento_Roll_2.png
|imageSize2=250px
|image3=A2_Rolento_Roll_3.png
|imageSize3=250px
|caption=
|name=[unnamed]
|subtitle=Roll
|input=[[File:Qcb.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:P.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 2/-/-
|Block=N/A
|Properties=
}}
|description= A nice way to get some back distance and stay away from them. Sometime I like to do is backroll real fast as they are waking up and make them whiff something. Gotta be careful because some CC’s can still reach you as well as some supers. Sometimes I’ll use fierce version to get way back for some breathing room, if you think they’ll fireball while you do it, go ahead and do the follow-up to hit them.


nj.[[File:Hk.png]]-  
-----
{{lp}}


[[File:Rol_nj.hk.png]]
*13 frame window to input follow-up for Mekong Delta Air Raid.
*Travels 1/4 screen.


-----
{{mp}}


Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)
*25 frame window to input follow-up for Mekong Delta Air Raid.
dj.[[File:Lp.png]]-
*Travels a little less than 1/2 screen.


[[File:LentJ.lp.png]]
-----
{{hp}}


*37 frame window to input follow-up for Mekong Delta Air Raid.
*Travels a little more than 1/2 screen.


dj.[[File:Mp.png]]- His usual 3 hit baton air move, pretty bad air to air so you'll probably always get beat if they jump too, but really good as a jump in since it hits 3 times, makes it a little slightly harder to AC. This is a really good jump-in when looking for a hit into combo or CC.
}}


[[File:LentJ.mp 1.png]]
{{MoveData-SFA2
[[File:LentJ.mp 2.png]]
|image=A2_Rolento_AirRaid.png
|imageSize=250px
|caption=
|name=Mekong Delta Air Raid
|subtitle=Roll->Air Raid
|input=[[File:Qcb.png]] + [[File:P.png]], [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 10<sup>[10]</sup>
|Stun= 8
|Startup= 37
|Active= 2
|Frame Adv= -6 at worst<br>-5 at best
|Meter= 2/5/8
|Block=[[File:High.png]]
|Properties=
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 11<sup>[10]</sup>
|Stun= 8
|Startup= 37
|Active= 2
|Frame Adv= -1 at worst<br>0 at best
|Meter= 2/5/8
|Block=[[File:High.png]]
|Properties=
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 12<sup>[10]</sup>
|Stun= 8
|Startup= 37
|Active= 2
|Frame Adv= +3 at worst<br>+4 at best
|Meter= 2/5/8
|Block=[[File:High.png]]
|Properties=
}}
|description= * Whiffs on all characters while crouching except Sagat & Zangief.


-----
{{lp}}


dj.[[File:Hp.png]]- Pretty decent jump-in and semi good air to air, has more horizontal range so sometimes you could beat out an anti air poke attempt.
*Travels 1/3 screen.


-----
{{mp}}


[[File:lentJ.hp.png]]
*Travels 1/2 screen.


-----
{{hp}}


dj.[[File:Lk.png]]- Awesome air to air, with a slightly upward angle compared to dj.[[File:Lp.png]]
*Travels 3/4 screen.


}}


[[File:lentJ.lk.png]]
{{MoveData-SFA2
|image=A2_Rolento_DeltaEscape_1.png
|imageSize=250px
|image2=A2_Rolento_DeltaEscape_2.png
|imageSize2=250px
|caption=
|name=Mekong Delta Escape
|subtitle=Wall Jump
|input=[[File:Qcb.png]] + [[File:K.png]], [[File:B.png]]/[[File:F.png]]/[[File:P.png]]/[[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:K.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 2/-/-
|Block=N/A
|Properties=
}}
|description= * Distance can be controlled with {{b}} and {{f}}.
* Any diagonal jump normal can be used after the wall jump.
* All attacks gain the ability to do chip damage.
* Cannot use air-block.


Your main run away tool, but can also use it to mix-up. This move can really annoy people. Make sure you use it to fly past them if they aren’t cornered, so you can keep running away. Sometimes it’s nice to just fly back then just go towards them with {{mp}}, or {{hk}} and start an attack.
}}


{{MoveData-SFA2
|image=A2_Rolento_Backflip_1.png
|imageSize=250px
|image2=A2_Rolento_Backflip_2.png
|imageSize2=250px
|caption=
|name=[unnamed]
|subtitle=Backflip
|input=[[File:3p.png]]
|data=
{{AttackData-SFA2
|version=[[File:3p.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 2/-/-
|Block=N/A
|Properties=
}}
|description= * Travels a little over 1/4 screen.
* 16 frame window to input follow-up for Mekong Delta Attack.


dj.[[File:Mk.png]]- His yummy crossup. If you can confirm that this hit, you can land some great damage by doing a combo or activating CC after it hits.
}}


{{MoveData-SFA2
|image=A2_Rolento_DeltaAttack.png
|imageSize=250px
|caption=
|name=Mekong Delta Attack
|subtitle=Backflip->Roll
|input=[[File:3p.png]], [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 10<sup>[5]</sup>
|Stun= 8
|Startup= 47
|Active= 17
|Frame Adv= -39
|Meter= 2/5/8
|Block=[[File:Mid.png]]
|Properties=
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 11<sup>[5]</sup>
|Stun= 8
|Startup= 47
|Active= 21
|Frame Adv= -34
|Meter= 2/5/8
|Block=[[File:Mid.png]]
|Properties=
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 12<sup>[5]</sup>
|Stun= 8
|Startup= 47
|Active= 25
|Frame Adv= -30
|Meter= 2/5/8
|Block=[[File:Mid.png]]
|Properties=
}}
|description= *'''Punishable on hit.'''


[[File:LentJmk.png]]
-----
{{lp}}


*Travels 1/3 screen from landing.


-----
{{mp}}


dj.[[File:Hk.png]]-
*Travels 1/2 screen from landing.


-----
{{hp}}


[[File:LentJ.hk.png]]
*Travels 2/3 screen from landing.


}}


{{MoveData-SFA2
|image=A2_Rolento_TrickLanding_1.png
|imageSize=250px
|image2=A2_Rolento_TrickLanding_2.png
|imageSize2=250px
|caption=
|name=Trick Landing
|subtitle=Pogo
|input=(while landing from a jump)[[File:B.png]]/[[File:F.png]]+ [[File:3k.png]]
|data=
{{AttackData-SFA2
|version=[[File:3k.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 2/-/-
|Block= N/A
|Properties=
}}
|description= * Can be preformed with any back direction: {{db}}, {{b}}, or {{ub}}
* Can be preformed with any neutral direction: {{d}}, {{n}}, or {{u}}
* Can be preformed with any forward direction: {{df}}, {{f}}, or {{uf}}


==Command Moves==
-----
{{b}}/{{n}}


'''Scouter Jump'''
*Hops a little more than 1/3 screen backwards.


*Tap [[File:Db.png]] or [[File:Df.png]], then press [[File:Ub.png]] or [[File:Uf.png]]
-----
{{f}}


*Hops a little less than 1/3 screen forwards.


}}


{{MoveData-SFA2
|image=A2_Rolento_SuperJump_1.png
|imageSize=250px
|image2=A2_Rolento_SuperJump_2.png
|imageSize2=250px
|caption=
|name=High Jump
|subtitle=Super Jump
|input=[[File:D.png]], [[File:U.png]]
|data=
{{AttackData-SFA2
|version=[[File:D.png]], [[File:U.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 2/-/-
|Block= N/A
|Properties=
}}
|description= * Can be preformed with any down direction: {{db}}, {{d}}, or {{df}}
* Can be preformed with any up direction: {{ub}}, {{u}}, or {{uf}}
* Any diagonal jump normal can be used while in the air.
* Can use air-block.


'''Spike Rod'''
-----
{{ub}}


*(In Air) [[File:D.png]] + [[File:Mk.png]]
*Jumps a little less than fullscreen backwards.


[[File:J.d+mk.png]]
-----
{{u}}/{{uf}}


*Jumps a little less than fullscreen forwards.


}}


'''Fake Rod'''
== Super Moves ==
 
Startup Invulnerability Notes:
* [[File:F.png]] + [[File:Mk.png]]
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
 
{{MoveData-SFA2
[[File:F+mk.png]]
|image=A2_Rolento_MineSweeper_1.png
 
|imageSize=250px
==Throws==
|image2=A2_Rolento_MineSweeper_2.png
'''Colonel Carrier'''
|imageSize2=250px
[[File:F.png]]/[[File:B.png]]+[[File:Mp.png]][[File:Hp.png]] -
|caption=
 
|name=Mine Sweeper
'''Deadly Package'''
|subtitle=
[[File:F.png]]/[[File:B.png]]+[[File:Mk.png]][[File:Hk.png]] -
|input=[[File:Qcb.png]][[File:Qcb.png]] + [[File:P.png]]
 
|data=
== Alpha Counters ==
{{AttackData-SFA2
 
|version= Level 1
[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:P.png]]- This Alpha Counter has good usage against close ranged attacks. It does good damage and causing a knockdown. The last hit usually misses from anywhere further than close range so be careful with your spacing.
|subtitle= [[File:P.png]]
 
|Damage= 18<sup>[13]</sup>, 18<sup>[13]</sup>
[[File:RolentoPAC.png]]
|Stun= 1, 1
 
|Startup= 2+23
[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:K.png]]- Instead of dealing damage, Rolento flies past the opponent with a jump. This is useful for escaping corner pressure, and it also switches positions with your opponent putting you in position to apply pressure of your own. It also has a limited effectiveness against projectiles, allowing you to counter from close range and activate a CC to punish projectile recovery.
|Active= x(15)x
 
|Frame Adv= -26 at worst<br>-15 at best
 
|Meter= 0/0/0
[[File:RolentoKAC.png]]
|Block=[[File:Mid.png]]
 
|Properties=[[File:Startupinv.png]][[File:Proj.png]]<br>[[File:Hardknockdown.png]]
== Special Moves ==
}}
 
{{AttackData-SFA2
 
|header= no
 
|version= Level 2
'''Patriot Circle'''
|subtitle= [[File:P.png]][[File:P.png]]
([[File:Qcf.png]] + [[File:P.png]] (Can be repeated up to 3 times)
|Damage= 17<sup>[13]</sup>x3
 
|Stun= 1x3
Only good for comboing and you really have to be point blank for it to do that. Can combo from cr.LP, cr.LP, or cr.MK. CANNOT combo from two of them..IE, you can't do cr.LK, then try to counter hit cr.LP into rekka. You'll get pushed back too far.
|Startup= 2+23
 
|Active= x(15)x(15)x
 
|Frame Adv= -40(2rd hit), -26(3rd hit)
[[File:Patroit_circle_first_and_second_hit.png]]
|Meter= 0/0/0
 
|Block=[[File:Mid.png]]
 
|Properties=[[File:Startupinv.png]][[File:Proj.png]]<br>[[File:Hardknockdown.png]]
[[File:Patroit_circle_final_hit.png]]
}}
 
{{AttackData-SFA2
 
|header= no
'''Mekong Delta Air Raid'''
|version= Level 3
 
|subtitle= [[File:3p.png]]
[[File:Qcb.png]]+[[File:P.png]], then press [[File:P.png]] again
|Damage= 19<sup>[13]</sup>x4
 
|Stun= 1x4
A nice way to get some back distance and stay away from them. Sometime I like to do is backroll real fast as they are waking up and make them whiff something. Gotta be careful though because some CC’s can still reach you as well as some supers. Sometimes I’ll use fierce version to get way back for some breathing room, if you think they’ll fireball while you do it, go ahead and do the flying attack to hit them.
|Startup= 2+23
 
|Active= x(15)x(15)x(16)x
[[File:Rol_mdapunchfollowup.png ]][[File:Rol_mdar(1).png]][[File:Rol_mdar(2).png]]
|Frame Adv= -40(3rd hit), -26(4th hit)
 
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]][[File:Proj.png]]<br>[[File:Hardknockdown.png]]
}}
|description= * x = grenade explosion for 16 active frames
* Grenades don't have pushback but rather push the opponent forward.


You can kinda use it as an anti-air but needs to be a read, and honestly there’s much better ways to spend meter. If they block the grenades they get sucked to you and then you’re gonna get punished.


'''Mekong Delta Escape'''
-----
[[File:Qcb.png]]+ [[File:K.png]]- then press [[File:F.png]] or [[File:B.png]] to move
{{AttackColor-SF
|strength=light
|content=Level 1}} - ''[Hitboxes pictured]''
*2 frames of startup hit invul.; 0 of which while active.
*2 frames of startup projectile invul.
*Hits 2 times.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*2 frames of startup hit invul.; 0 of which while active.
*3 frames of startup projectile invul.
*Hits 3 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*2 frames of startup hit invul.; 0 of which while active.
*4 frames of startup projectile invul.
*Hits 4 times.
}}


Your main run away tool, but can also use it to mixup. Use MK version so you don’t fly forward as much then land with d.mk so you cover almost no ground and can still maneuver to avoid fireballs. This move can really annoy people. Make sure you use it to fly past them if they aren’t cornered, so you can keep running away. Sometimes it’s nice to just fly back then just go towards them with j.mp, or j.rh and start an attack.
{{MoveData-SFA2
|image=A2_Rolento_TakeNoPrisoner_1.png
|imageSize=250px
|image2=A2_Rolento_TakeNoPrisoner_2.png
|imageSize2=250px
|caption=
|name=Take No Prisoner
|subtitle=
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:K.png]]
|Damage= 32<sup>[0]</sup>
|Stun= 0
|Startup= 5+0
|Active= 32
|Frame Adv= -11
|Meter= 0/0/0
|Block= [[File:Low.png]]
|Properties=[[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:K.png]][[File:K.png]]
|Damage= 42
|Stun= 0
|Startup= 5+0
|Active= 31
|Frame Adv= -12
|Meter= 0/0/0
|Block= [[File:Low.png]]
|Properties=[[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3k.png]]
|Damage= 61
|Stun= 0
|Startup= 5+0
|Active= 22
|Frame Adv= -14
|Meter= 0/0/0
|Block= [[File:Low.png]]
|Properties=[[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *A full 2 quarter-circles isn't required. Required inputs: {{d}}{{df}}{{f}}{{d}}{{df}} + {{k}}
* A hit-throw that can be blocked.


Underrated super.


[[File:Rol_mde.jpg]]
-----
{{AttackColor-SF
|strength=light
|content=Level 1}} - ''[Hitboxes pictured]''
*5 frames of startup hit invul.; 1 of which while active.
*5 frames of startup projectile invul.
*Max distance is a little under 1/2 screen.
*Speed: 4 pixels per frames


Can hit low instantly when you’re point blank if they aren't blocking before the super freeze.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*5 frames of startup hit invul.; 1 of which while active.
*5 frames of startup projectile invul.
*Max distance is 3/4 screen.
*Speed: 8 pixels per frames
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*5 frames of startup hit invul.; 1 of which while active.
*7 frames of startup projectile invul.
*Max distance is a little over fullscreen.
*Speed: 16 pixels per frames


'''Mekong Delta Attack'''
Can catch someone doing a fireball full screen for huge damage.
[[File:3p.png]] then [[File:P.png]]
}}


=The Basics=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content= ===== What does Rolento want? =====
''Rolento wants to run away, throw cutlery, and land TODs.''


 
Rolento's gameplan revolves around building meter early and pressuring hard once you have it. The best ways to do this is to move out to long range and whiff LP Mekong Delta Air Raid roll segment to build meter quickly. When your opponent approaches use Mekong Delta Air Escape and hold towards your opponent to make your way to the opposite side of the screen to retain range to continue meter building. you can also come out of the jump with HK to build more meter and continue rolling on landing for meter. Be wary of early jump attacks used to counter the Delta Escape tactic as you are leaving the ground. Try to read these attempts and bait them by whiffing cr.LP. If they jump simply use an anti air to counter them.
 
 
 
'''Stinger'''
[[File:Dp.png]] + [[File:K.png]], then press any [[File:P.png]] or [[File:K.png]]
 
One of the best things about Rolento. Prevents people from mashing, prevents him for being zoned well, and on counter hit does a ton of damage + dizzy. You can throw one of these after any c.LP/st.LP or cr.MK. If they hit anything they'll be hit. Mixup with throws when you're close, toss when far to zone them/prevent zoning. Once you get into the corner you can do sick things if they don't have meter. cr.LP into knives, into mk, into knives, into scouter jumps into more pokes into more knives, etc. Toss in some throws/cc's and you'll have a frustrated opponent for sure.
 
 
[[File:Rol_stinger1.png]]
 
[[File:Rol_stingerlp.png]]
 
[[File:Rol_stingerhp.png]]
 
'''Trick Landing'''
(Just before landing from a jump) [[File:F.png]] or [[File:B.png]] + [[File:3k.png]]
 
== Super Moves ==
'''Take No Prisoner'''
[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]]- Underrated as hell. Level 3 tripwire can catch someone doing a fireball full screen for an easy ass 50% or so. Level 1 can hit low instantly when you’re point blank and it’s perfectly safe if they block it, nice to do on wakeup if people are starting to smother you.
 
[[File:Rol_tnp.png]]
 
'''Mine Sweeper'''
[[File:Qcb.png]][[File:Qcb.png]] + [[File:P.png]]- You can kinda use it for antiair, but honestly there’s much better ways to spend the meter. If they block the grenades they get sucked to you and then you’re gonna get it. Use it for kicks I guess. (Kicks to your face that is)
 
 
[[File:Rol_ms(1).png]]
[[File:Rol_ms(2).png]]
 
= Basic Strategy =
As stated above, Rolentos gameplan revolves around running away and building meter early and pressuring once meter is gained. The best ways to do this is to move out to long range and whiff LP Mekong Delta Air Raid roll segment to build meter quickly. When your opponent approaches use Mekong Delta Air Escape and hold towards your opponent to make your way to the opposite side of the screen to retain range to continue meter building. you can also come out of the jump with HK to build more meter and continue rolling on landing for meter. Be wary of early jump attacks used to counter the Delta Escape tactic as you are leaving the ground. Try to read these attempts and bait them by whiffing cr.LP. If they jump simply use an anti air to counter them.


Once you have meter, then you can begin to pressure your opponent. Best way to apply pressure is with cr.HP and cr.HK. cr.HP is the more offensive of the two, mainly used when your opponent is in range for attack. cr.HK is used for whiff punishing or to catch a mobile character walking backwards. It is very useful to throw an occasional HK Stinger when your opponent is turtling. Rolento will recover just before the knife is blocked so you can go for the early cr.HK, a late throw, or the late CC when you have them respecting the throw attempt.
Once you have meter, then you can begin to pressure your opponent. Best way to apply pressure is with cr.HP and cr.HK. cr.HP is the more offensive of the two, mainly used when your opponent is in range for attack. cr.HK is used for whiff punishing or to catch a mobile character walking backwards. It is very useful to throw an occasional HK Stinger when your opponent is turtling. Rolento will recover just before the knife is blocked so you can go for the early cr.HK, a late throw, or the late CC when you have them respecting the throw attempt.
Line 335: Line 1,403:
Tripwire super gives him advantage on block, and can be used as a tick. It also can’t be blocked if you do it point-blank and they are not blocking low before the flash (any level).
Tripwire super gives him advantage on block, and can be used as a tick. It also can’t be blocked if you do it point-blank and they are not blocking low before the flash (any level).


Scouter hop forward (d,u) into j. strong puts him in a situation where he only has a bit of advantage; st. or cr. jab will combo but not much else. A lot of people will try to throw or even sac-throw when they get hit. Use this as a setup by doing scouter -> j. strong -> land CC or tripwire."
Super jump forward (d,uf) into j. strong puts him in a situation where he only has a bit of advantage; st. or cr. jab will combo but not much else. A lot of people will try to throw or even sac-throw when they get hit. Use this as a setup by doing super jump -> j. strong -> land CC or tripwire."


'''Defense'''
'''Defense'''
Line 341: Line 1,409:
Rolentos Anti Air CC is also a good (but expensive) option, but it deals great damage so don't be hesitant to use it if you can.
Rolentos Anti Air CC is also a good (but expensive) option, but it deals great damage so don't be hesitant to use it if you can.


= Advanced Strategy =
}}


''' Mekong Delta Escape Tricks '''
=Advanced Strategy=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=''' Mekong Delta Escape Tricks '''


The Mekong Delta Escape is one of the best mobility options in the game. It gives you the ability to control where you will land by holding back or forward after he jumps off the wall. Its useful for dealing with projectiles as well as making your opponent guess whether or not its safe to anti air Rolentos jumping attacks.
The Mekong Delta Escape is one of the best mobility options in the game. It gives you the ability to control where you will land by holding back or forward after he jumps off the wall. Its useful for dealing with projectiles as well as making your opponent guess whether or not its safe to anti air Rolentos jumping attacks.
Line 361: Line 1,434:
Kara Canceling into stinger from medium or heavy attacks counter hits mashing buttons or low level CCs
Kara Canceling into stinger from medium or heavy attacks counter hits mashing buttons or low level CCs


Best AA cc in the game, activate s.lp xx scouter jump kicks
Best AA cc in the game, activate s.lp xx super jump kicks


To consistently get full damage on his cc, piano mash all the kicks, they all do the same damage.
To consistently get full damage on his cc, piano mash all the kicks, they all do the same damage.
Line 381: Line 1,454:
c.fp , c.mp, j.fp, j.mp and c.rh are your friend
c.fp , c.mp, j.fp, j.mp and c.rh are your friend


= Normal Combos =
}}
c.MK,Patriot Circle x3
 
=Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=c.MK,Patriot Circle x3


crossup MK, cr.LPx2 xx HP Patriot Circle
crossup MK, cr.LPx2 xx HP Patriot Circle
Line 388: Line 1,467:
st.LP, cr.MK
st.LP, cr.MK


= Custom Combos =
}}
This is what makes Rolento so deadly. His custom is extremely simple, no one should really mess it up. Start with an activate then sweep/c.rh, cancel that into his scouter jump forward and just piano all three kicks, multiple times. High levels get more reps in, generally level 1 is one rep, lvl 2 is two, and lvl 3 being three scouter jump reps. If you’re on pad or something and it’s hard to piano all the kicks, you can just mash j.lk for still really good damage, but its not as consistent as piano’ing all 3 kicks.


So his CC - Activate, C.rh xx [scouter jump, piano all 3 kicks] xN. If you do it right, can easily get 90%+ (My best is like 99% I think?)
=Custom Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=This is what makes Rolento so deadly. His custom is extremely simple, no one should really mess it up. Start with an activate then sweep/c.rh, cancel that into his super jump forward and just piano all three kicks, multiple times. High levels get more reps in, generally level 1 is one rep, lvl 2 is two, and lvl 3 being three super jump reps. If you’re on pad or something and it’s hard to piano all the kicks, you can just mash j.lk for still really good damage, but its not as consistent as piano’ing all 3 kicks.
 
So his CC - Activate, C.rh xx [super jump, piano all 3 kicks] xN. If you do it right, can easily get 90%+ (My best is like 99% I think?)


Antiair custom - As RSX has stated before, easily the best antiair custom in the game. It’s the same exact shit except you start with a standing jab, to antiair them.
Antiair custom - As RSX has stated before, easily the best antiair custom in the game. It’s the same exact shit except you start with a standing jab, to antiair them.


AA CC - Activate, s.jab xx [scouter jump, piano all 3 kicks] xN
AA CC - Activate, s.jab xx [super jump, piano all 3 kicks] xN


The way I land his CC:
The way I land his CC:
Line 414: Line 1,499:


Rolento:
Rolento:
Any lvl- c.rh xx [scouter jump piano mash all kicks or mash lk]xN
Any lvl- c.rh xx [super jump piano mash all kicks or mash lk]xN


aa cc- s.lp instead of c.rh into above combo
aa cc- s.lp instead of c.rh into above combo


<youtube>_BG58tywljI</youtube>
<youtube>_BG58tywljI</youtube>
}}


= Match-ups =
= Match-ups =
-----
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:'''
|content=[Loading match-up info...]
}}


Vs. Adon:
{{MatchUp-SFA2
 
|padding=yes
 
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:'''
Vs. Akuma:
|content=[Loading match-up info...]
 
}}
 
Vs. Birdie:
 
 
Vs. Charlie: run away. jab back rolls build meter.
 
jump jab for AA when you can. throw knives. when you get meter, play cc games. you only have to hit her like twice before you can kill her in one cc.
 
 
Vs. Chun-Li:
 
 
Vs. Dan:
 
 
Vs. Dhalsim:
 
 
Vs. Gen:
 
 
Vs. Guy:


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:'''
|content=[Loading match-up info...]
}}


Vs. Ken:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:'''
|content=[Loading match-up info...]
}}


Vs. M. Bison (dictator):
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:'''
|content=[Loading match-up info...]
}}


Vs. Rolento (self):
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:'''
|content=[Loading match-up info...]
}}


Vs. Rose: Rose shouldn’t be a problem. Stay mobile and toss plenty of knives. S.mp antiairs her cleanly. If she does soul illusion you can run away easily. If she catches you in a block string you can kick ac and run away more to keep her annoyed. Make her jump into a CC and kill her. c.mp will beat all your pokes, so don’t play the poking game much. <BR>
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:'''
|content=[Loading match-up info...]
}}


Just don’t AC her soul illusion drill. You can eat alot of damage still and normals might hit you. AC the end of her drills.<BR>
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):'''
|content=[Loading match-up info...]
}}


Vs. Ryu:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rose.png]] '''Vs. Rose:'''
|content=Rose shouldn’t be a problem. Stay mobile and toss plenty of knives. S.mp antiairs her cleanly. If she does soul illusion you can run away easily. If she catches you in a block string you can kick ac and run away more to keep her annoyed. Make her jump into a CC and kill her. c.mp will beat all your pokes, so don’t play the poking game much.


Vs. Sagat:
Just don’t AC her soul illusion drill. You can eat alot of damage still and normals might hit you. AC the end of her drills.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu:'''
|content=[Loading match-up info...]
}}


Vs. Sakura:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:'''
|content=[Loading match-up info...]
}}


Vs. Sodom:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:'''
|content=[Loading match-up info...]
}}


Vs. Zangief:


{{Street Fighter Alpha 2 characters}}
{{Navbox-SFA2}}
[[Category:Rolento]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha 2]]
[[Category:Street Fighter Alpha 2]]

Latest revision as of 15:55, 6 June 2025

Overview

Rolento
SFA2 Rolento Portrait.png
Health: 144
Defensive Rating: 0
Stun: 40
Walk Speed Forward: 350
Walk Speed Backward: 250
Jump Backward: 51f (3+48+0)
Neutral Backward: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 47f
Quick Rise: 20f
Throw Range: 7
Colors
Punch 2 Punches Punch(Auto)
A2 Rolento Color1.png A2 Rolento Color3.png A2 Rolento ColorAuto1.png
A2 Rolento Color2.png A2 Rolento Color4.png A2 Rolento ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

A commando in the Vietnam War, the strict and insane Rolento now controls his own army of soldiers. He preaches survival at all times, even when captured by the enemy. He even hung a soldier with a metal cable just to make a point!

Players to watch: OCxRIDAH, SabreAZ, Keychain

Moveset


Playstyle

A2 Icon Rolento.png Rolento, is a solid character that needs meter to setup his best options. Without meter your best option is to use his multiple evasive tactics to build meter. When you have meter then apply pressure to force mistakes for his ultra damaging CC!

Strengths Weaknesses
  • Extremely good pokes
  • Decent punch AC, awesome kick AC
  • 90%+ Lvl 3 CC
  • Great air priority
  • Great mobility
  • Some okay mixup (much better in the corner)
  • Arguably not really any bad match ups since he can't really be zoned by anyone and can run away as long as you want basically. If you get stuck in the corner Kick AC and run away some more.
  • Big Hurtbox
  • No reversal option
  • Shortest throw range in the game

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
  • Purple: Counterbox - hittable area that triggers a counter attack.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, June 2025

Standing

st.Lp.png

A2 Rolento st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 4 +4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Really good poke, walking Lp.png can get annoying real fast for them follow them up with a cr.Hp.png for a counter hit.

st.Mp.png

A2 Rolento st.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 10 8 +3 1/3/6 Mid.png -

The lovely anti-air that works wonders against almost any character's jump-ins. Can anti-air Chun-Li just fine with it. Only people that you gotta worry about are Zangief and Birdie.

st.Hp.png

A2 Rolento st.hp 1.png
A2 Rolento st.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[2], 8[2] 4, 4 9 4(2)4 -18 2/2+2+1/2+4+3 Mid.png -
  • Punishable on hit.

Forget about this attack. Never use it. Learn to throw with Mp.png or Mk.png for him just for the sole reason you’ll die if you get this move out.

st.Lk.png

A2 Rolento st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[0] 3 11 4 +3 0/1/2 Mid.png -

st.Mk.png

A2 Rolento st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 11 6 -3 1/3/6 Mid.png -

Kinda meh anti-air.

st.Hk.png

A2 Rolento st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 13 8 -5 2/5/9 Mid.png -

Just a slower st.Mk.png.

Crouching

cr.Lp.png

A2 Rolento cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +3 0/1/2 Low.png Specialcancel.png
Supercancel.png

cr.Mp.png

A2 Rolento cr.mp 1.png
A2 Rolento cr.mp 2.png
A2 Rolento cr.mp 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[1]x3 3, 2, 1 10 1(3)1(3)4 -1, +3, +7 1/2/1+3+1+1 Low.png -
  • Hits 3 times.

A pretty good poke. Use it mainly for mixups. He can do a cr.Mp.png then go for another jump-in or if you think they'll hit something do a cr.Hp.png after it for a counter hit.

cr.Hp.png

A2 Rolento cr.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 9 4 +1 2/5/9 Low.png -

Probably his best poke. A fierce that hits low with awesome priority, use it anytime you're gonna end a poke string. Can even walk up and do it again, but just be careful of them jumping and be ready to anti-air with st.Mp.png.

cr.Lk.png

A2 Rolento cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 5 4 0 0/1/2 Low.png Specialcancel.png
Supercancel.png

Hits low, but cr.Lp.png is the better option.

cr.Mk.png

A2 Rolento cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 5 4 -2 1/3/6 Low.png Specialcancel.png
Supercancel.png

Really good poke. Can be cancelled it into any of his specials(KNIFE) or even super Jump for some mix-up.

cr.Hk.png

A2 Rolento cr.hk 1.png
A2 Rolento cr.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2], 4[2] 6, 6 9 2(0)8 -11 at worst
-2 at best
2/5/9 Low.png Softknockdown.png
  • Hits 1 time.
  • First hit is a soft knockdown.

Pretty good slide, and fairly safe if you don't do it point blank. He can do things like a meaty slide on their wakeup, then they'll try to hit and you can Kick AC then as it crossed up go ahead and CC, or cr.Mk.png into Patriot Circles.

Neutral Jumping

nj.Lp.png

A2 Rolento nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 4 10 - 0/1/2 High.png -

Awesome air priority. Can use it for air to air or if you think someone is about to jump in just do a nj.Lp.png (think nj.Hp.png with Blanka in CvS2.)

nj.Mp.png

A2 Rolento nj.mp 1.png
A2 Rolento nj.mp 2.png
A2 Rolento nj.mp 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[1]x3 4, 2, 2 8 1(3)1(3)1 - 1/1+1+0+0/1+3+1+1 High.png -
  • Hits 3 times.

nj.Hp.png

A2 Rolento nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 11 4 - 2/5/9 High.png -

nj.Lk.png

A2 Rolento nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[0] 3 6 10 - 0/1/2 High.png -

nj.Mk.png

A2 Rolento nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 11 8 - 1/3/6 High.png Cross-up

nj.Hk.png

A2 Rolento nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 11 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Rolento dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 4 10 - 0/1/2 High.png -

dj.Mp.png

A2 Rolento dj.mp 1.png
A2 Rolento dj.mp 2.png
A2 Rolento dj.mp 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
6[1]x3 4, 2, 2 8 1(3)1(3)1 - 1/1+1+0+0/1+3+1+1 High.png -
  • Hits 3 times.

His usual 3 hit baton air move, pretty bad air to air so you'll probably always get beat if they jump too, but really good as a jump in since it hits 3 times, makes it a little slightly harder to AC. This is a really good jump-in when looking for a hit into combo or CC.

dj.Hp.png

A2 Rolento dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 11 4 - 2/5/9 High.png -

Pretty decent jump-in and semi good air to air, has more horizontal range so sometimes you can beat out an anti-air attempt.

dj.Lk.png

A2 Rolento dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 6 10 - 0/1/2 High.png -

Awesome air to air, with a slightly upward angle compared to dj.Lp.png.

dj.Mk.png

A2 Rolento dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 11 8 - 1/3/6 High.png Cross-up

A very good cross-up. If you can confirm that this hit, you can land some great damage by doing a combo or activating CC after it hits.

dj.Hk.png

A2 Rolento dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 11 6 - 2/5/9 High.png -

Command Normals

Fake Rod
F.png + Mk.png

A2 Rolento f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 10 3 -26 1/3/6 Mid.png Lowerbodyinv.png

Spike Rod
(in air)D.png + Mk.png

A2 Rolento j.d.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[2] 6 7 10 - 1/3/6 High.png -
  • Can be done with any down direction: Db.png, D.png, or Df.png

Normal Throws

B.png/F.png + Mp.png/Hp.png
Punch Throw

A2 Rolento ThrowRange.png
A2 Rolento PThrow 1.png
A2 Rolento PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Rolento has the worst throw range in the game (Alpha2ThrowRanges).

B.png/F.png + Mk.png/Hk.png
Kick Throw

A2 Rolento ThrowRange.png
A2 Rolento KThrow 1.png
A2 Rolento KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 0 damage when opponent tech throws.
  • Rolento has the worst throw range in the game (Alpha2ThrowRanges).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Rolento PAC 1.png
A2 Rolento PAC 2.png
A2 Rolento PAC 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0], 5[0], 5[0] 4, 2, 2 10 1(3)1(3)1 0 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Hits 3 times.

This Alpha Counter has good usage against close ranged attacks. It's on the slower side, and can also miss if too close to some characters.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Rolento KAC 1.png
A2 Rolento KAC 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A Startupinv.png
  • 9 frames of startup invul.
  • Travels a little over 1/2 screen.

Instead of dealing damage, Rolento flies past the opponent with a jump. This is useful for escaping corner pressure, and it also switches positions with your opponent putting you in position to apply pressure of your own. It also has a limited effectiveness against projectiles, allowing you to counter from close range and activate a CC to punish projectile recovery.

Special Moves

Patriot Circle
Rekka
Qcf.png + P.png (up to 3 times)

A2 Rolento Rekka 1.png
A2 Rolento Rekka 3.png
A2 Rolento Rekka 5.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
1st 3[0]x4 1x4 8 1[(3)1]x3 -37(3rd hit), -33(4th hit) 4/4/5+1+1+1 Mid.png -
2nd 3[0]x4 1x4 10 1[(3)1]x3 -36(3rd hit), -32(4th hit) 0/0/1+1+1+1 Mid.png -
3rd 3[0]x3 2x3 11 1(3)1(3)1 -15 0/0/1+1+1 Mid.png Softknockdown.png
  • All strengths of P.png are the same.

Only good for ending combos with and you really have to be point blank for it to fully connect. Can combo from cr.Lp.png, cr.Lk.png, or cr.Mk.png. CANNOT combo from two of them..IE, you can't do cr.Lk.png, then try to counter hit cr.Lp.png into rekka. You'll get pushed back too far.


1st - [Hitboxes pictured top & middle]

  • Punishable on hit.
  • Hits 4 times.
  • Only the first hit does chip damage.
  • 56 frame window to input the next Patriot Circle.

2nd - [Hitboxes pictured top & middle]

  • Punishable on hit.
  • Hits 4 times.
  • Only the first hit does chip damage.
  • 56 frame window to input the next Patriot Circle.

3rd - [Hitboxes pictured bottom]

  • Hits 3 times.
  • Only the first hit does chip damage.

[unnamed]
Fake Knife
Dp.png + K.png

A2 Rolento FakeKnife 1.png
A2 Rolento FakeKnife 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
K.png N/A N/A N/A N/A N/A 3/-/- N/A -

Lk.png

  • 48 frame window to input follow-up for Stinger.
  • Jumps the lowest.

Mk.png

  • 47 frame window to input follow-up for Stinger.

Hk.png

  • 47 frame window to input follow-up for Stinger.
  • Jumps the highest.

Stinger
Knife
Dp.png + K.png, P.png/K.png

A2 Rolento Stinger l.png
A2 Rolento Stinger m.png
A2 Rolento Stinger h.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
P.png/K.png 16[6] 8 17 inf - 0/1/2 Mid.png Proj.png
  • In 99% of situations Rolento has frame advantage.

One of the best things about Rolento. Prevents people from mashing, prevents him for being zoned well, and on hit does a ton of damage and dizzy. You can throw one of these after any cr.Lp.png/st.Lp.png or cr.Mk.png. If they hit anything they'll be hit. Mixup with throws when you're close, toss when far to zone them/prevent zoning. Once you get into the corner you can do sick things if they don't have meter. cr.Lp.png into knives, into Mk.png, into knives, into super jumps into more pokes into more knives, etc. Toss in some throws/cc's and you'll have a frustrated opponent for sure.


Lp.png/Lk.png - [Hitboxes pictured top]

  • Knife angle: 30 degrees

Mp.png/Mk.png - [Hitboxes pictured middle]

  • Knife angle: 45 degrees

Hp.png/Hk.png - [Hitboxes pictured bottom]

  • Knife angle: 60 degrees

[unnamed]
Roll
Qcb.png + P.png

A2 Rolento Roll 1.png
A2 Rolento Roll 2.png
A2 Rolento Roll 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
P.png N/A N/A N/A N/A N/A 2/-/- N/A -

A nice way to get some back distance and stay away from them. Sometime I like to do is backroll real fast as they are waking up and make them whiff something. Gotta be careful because some CC’s can still reach you as well as some supers. Sometimes I’ll use fierce version to get way back for some breathing room, if you think they’ll fireball while you do it, go ahead and do the follow-up to hit them.


Lp.png

  • 13 frame window to input follow-up for Mekong Delta Air Raid.
  • Travels 1/4 screen.

Mp.png

  • 25 frame window to input follow-up for Mekong Delta Air Raid.
  • Travels a little less than 1/2 screen.

Hp.png

  • 37 frame window to input follow-up for Mekong Delta Air Raid.
  • Travels a little more than 1/2 screen.

Mekong Delta Air Raid
Roll->Air Raid
Qcb.png + P.png, P.png

A2 Rolento AirRaid.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 10[10] 8 37 2 -6 at worst
-5 at best
2/5/8 High.png -
Mp.png 11[10] 8 37 2 -1 at worst
0 at best
2/5/8 High.png -
Hp.png 12[10] 8 37 2 +3 at worst
+4 at best
2/5/8 High.png -
  • Whiffs on all characters while crouching except Sagat & Zangief.

Lp.png

  • Travels 1/3 screen.

Mp.png

  • Travels 1/2 screen.

Hp.png

  • Travels 3/4 screen.

Mekong Delta Escape
Wall Jump
Qcb.png + K.png, B.png/F.png/P.png/K.png

A2 Rolento DeltaEscape 1.png
A2 Rolento DeltaEscape 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
K.png N/A N/A N/A N/A N/A 2/-/- N/A -
  • Distance can be controlled with B.png and F.png.
  • Any diagonal jump normal can be used after the wall jump.
  • All attacks gain the ability to do chip damage.
  • Cannot use air-block.

Your main run away tool, but can also use it to mix-up. This move can really annoy people. Make sure you use it to fly past them if they aren’t cornered, so you can keep running away. Sometimes it’s nice to just fly back then just go towards them with Mp.png, or Hk.png and start an attack.

[unnamed]
Backflip
3p.png

A2 Rolento Backflip 1.png
A2 Rolento Backflip 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
3p.png N/A N/A N/A N/A N/A 2/-/- N/A -
  • Travels a little over 1/4 screen.
  • 16 frame window to input follow-up for Mekong Delta Attack.

Mekong Delta Attack
Backflip->Roll
3p.png, P.png

A2 Rolento DeltaAttack.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 10[5] 8 47 17 -39 2/5/8 Mid.png -
Mp.png 11[5] 8 47 21 -34 2/5/8 Mid.png -
Hp.png 12[5] 8 47 25 -30 2/5/8 Mid.png -
  • Punishable on hit.

Lp.png

  • Travels 1/3 screen from landing.

Mp.png

  • Travels 1/2 screen from landing.

Hp.png

  • Travels 2/3 screen from landing.

Trick Landing
Pogo
(while landing from a jump)B.png/F.png+ 3k.png

A2 Rolento TrickLanding 1.png
A2 Rolento TrickLanding 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
3k.png N/A N/A N/A N/A N/A 2/-/- N/A -
  • Can be preformed with any back direction: Db.png, B.png, or Ub.png
  • Can be preformed with any neutral direction: D.png, N.png, or U.png
  • Can be preformed with any forward direction: Df.png, F.png, or Uf.png

B.png/N.png

  • Hops a little more than 1/3 screen backwards.

F.png

  • Hops a little less than 1/3 screen forwards.

High Jump
Super Jump
D.png, U.png

A2 Rolento SuperJump 1.png
A2 Rolento SuperJump 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
D.png, U.png N/A N/A N/A N/A N/A 2/-/- N/A -
  • Can be preformed with any down direction: Db.png, D.png, or Df.png
  • Can be preformed with any up direction: Ub.png, U.png, or Uf.png
  • Any diagonal jump normal can be used while in the air.
  • Can use air-block.

Ub.png

  • Jumps a little less than fullscreen backwards.

U.png/Uf.png

  • Jumps a little less than fullscreen forwards.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.

Mine Sweeper
Qcb.pngQcb.png + P.png

A2 Rolento MineSweeper 1.png
A2 Rolento MineSweeper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
18[13], 18[13] 1, 1 2+23 x(15)x -26 at worst
-15 at best
0/0/0 Mid.png Startupinv.pngProj.png
Hardknockdown.png
Level 2
P.pngP.png
17[13]x3 1x3 2+23 x(15)x(15)x -40(2rd hit), -26(3rd hit) 0/0/0 Mid.png Startupinv.pngProj.png
Hardknockdown.png
Level 3
3p.png
19[13]x4 1x4 2+23 x(15)x(15)x(16)x -40(3rd hit), -26(4th hit) 0/0/0 Mid.png Startupinv.pngProj.png
Hardknockdown.png
  • x = grenade explosion for 16 active frames
  • Grenades don't have pushback but rather push the opponent forward.

You can kinda use it as an anti-air but needs to be a read, and honestly there’s much better ways to spend meter. If they block the grenades they get sucked to you and then you’re gonna get punished.


Level 1 - [Hitboxes pictured]

  • 2 frames of startup hit invul.; 0 of which while active.
  • 2 frames of startup projectile invul.
  • Hits 2 times.

Level 2

  • 2 frames of startup hit invul.; 0 of which while active.
  • 3 frames of startup projectile invul.
  • Hits 3 times.

Level 3

  • 2 frames of startup hit invul.; 0 of which while active.
  • 4 frames of startup projectile invul.
  • Hits 4 times.

Take No Prisoner
Qcf.pngQcf.png + K.png

A2 Rolento TakeNoPrisoner 1.png
A2 Rolento TakeNoPrisoner 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
32[0] 0 5+0 32 -11 0/0/0 Low.png Startupinv.pngThrow.png
Hardknockdown.png
Level 2
K.pngK.png
42 0 5+0 31 -12 0/0/0 Low.png Startupinv.pngThrow.png
Hardknockdown.png
Level 3
3k.png
61 0 5+0 22 -14 0/0/0 Low.png Startupinv.pngThrow.png
Hardknockdown.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png
  • A hit-throw that can be blocked.

Underrated super.


Level 1 - [Hitboxes pictured]

  • 5 frames of startup hit invul.; 1 of which while active.
  • 5 frames of startup projectile invul.
  • Max distance is a little under 1/2 screen.
  • Speed: 4 pixels per frames

Can hit low instantly when you’re point blank if they aren't blocking before the super freeze.


Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 5 frames of startup projectile invul.
  • Max distance is 3/4 screen.
  • Speed: 8 pixels per frames

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 7 frames of startup projectile invul.
  • Max distance is a little over fullscreen.
  • Speed: 16 pixels per frames

Can catch someone doing a fireball full screen for huge damage.

The Basics


What does Rolento want?

Rolento wants to run away, throw cutlery, and land TODs.

Rolento's gameplan revolves around building meter early and pressuring hard once you have it. The best ways to do this is to move out to long range and whiff LP Mekong Delta Air Raid roll segment to build meter quickly. When your opponent approaches use Mekong Delta Air Escape and hold towards your opponent to make your way to the opposite side of the screen to retain range to continue meter building. you can also come out of the jump with HK to build more meter and continue rolling on landing for meter. Be wary of early jump attacks used to counter the Delta Escape tactic as you are leaving the ground. Try to read these attempts and bait them by whiffing cr.LP. If they jump simply use an anti air to counter them.

Once you have meter, then you can begin to pressure your opponent. Best way to apply pressure is with cr.HP and cr.HK. cr.HP is the more offensive of the two, mainly used when your opponent is in range for attack. cr.HK is used for whiff punishing or to catch a mobile character walking backwards. It is very useful to throw an occasional HK Stinger when your opponent is turtling. Rolento will recover just before the knife is blocked so you can go for the early cr.HK, a late throw, or the late CC when you have them respecting the throw attempt.


A very useful way to bait an attack and land a safe CC is to do the roll part of LP Mekong Delta Air Raid as a read on a low attack. A way to set this up is to walk into attack range and roll away. If you see the attack miss, activate and perform your ground CC for big damage!

st.LP is an important pressure tool. It has great start up and recovery enabling you to setup a bootleg frame trap by doing walk up LP granted you are able to anticipate the opponents attack patterns. The timing of walk up LP must be timed in anticipation of the opponents attack but if they try to attack between the two LPs then the 2nd will likely beat most options. If you can anticipate a st.LP hitting, you can link a cr.MK from it and go for rekkas. Once your opponent begins to play defensively and respect your offense you can throw in an occasional walk up throw (always with MP for safety!) to open them up. Simply walking up and activating CC is a good option when your opponents begin attempting to counter your throws. If you anticipate a ground attack with long recovery you can go for crossup MK and combo from there.

"I generally try to pressure with knife throws from just outside my cr.Fierce range. If they try walking forward or sticking out a poke, I cr.Fierce. If they jump in, I use st.Strong or st.Fierce depending on the angle of their jump. If they’re getting too close to me, I do cr.Jabs or cr.Forward xx Jab roll to get back into my optimal range. When I’m getting too close to the corner, I use wall jump to switch sides before I actually get cornered. What should I be doing?

you can also:

learn his ccs, and use them to counter (tick) throws and the opponent’s attack after you’ve blocked a non-deep jump in poke with standing jabs up-close and end the string with crouching mk xx stinger use vertical jumping jab and short as anti-air moves use the mekong delta attack to roll through fireballs use the level 3 take no prisoner as an anti-fireball. the high jump is also good for this cross up with mk high jump d+mk has great priority, and can be useful in rushing use the kick alpha counter against laggy moves and follow with standing jab-> patriot circle or a cc bait out anti-moves (dps and the like) with his qcb+k. you have great control over this move and it’s fast, so you can use it to fly over dps unscathed, or land right in front and punish use crouching strong-> crouching fierce as a poke string play footsies with crouching roundhouse, and punish whiffed moves with crouching fierce use the higher levels of his super gauge for a cc to walk through fireballs and counter be aware that connecting with all hits of the patriot circle gives the opponent a generous amount of super meter"

"Always throw with st. strong. Using fierce is bad because even if it hits up close, it’s very punishable on hit. Stand fierce is a great move, just not from that range. As for his kick throw, it seems to do the exact same damage as his punch throw, except it does no damage if they tech (whereas punch will do a small bit on tech, just like any other throw). Quite a shame since kick throw looks way cool.

Tripwire super gives him advantage on block, and can be used as a tick. It also can’t be blocked if you do it point-blank and they are not blocking low before the flash (any level).

Super jump forward (d,uf) into j. strong puts him in a situation where he only has a bit of advantage; st. or cr. jab will combo but not much else. A lot of people will try to throw or even sac-throw when they get hit. Use this as a setup by doing super jump -> j. strong -> land CC or tripwire."

Defense st.MP is a great anti air, along with j.LP and st.HP. Rolentos Anti Air CC is also a good (but expensive) option, but it deals great damage so don't be hesitant to use it if you can.

Advanced Strategy


Mekong Delta Escape Tricks

The Mekong Delta Escape is one of the best mobility options in the game. It gives you the ability to control where you will land by holding back or forward after he jumps off the wall. Its useful for dealing with projectiles as well as making your opponent guess whether or not its safe to anti air Rolentos jumping attacks.

If you think the opponent is looking to counter a jump, perform MDE then after leaving the wall hold back before reaching your opponent. If done right you will drop about sweep distance from your opponent. Most anti air attempts should whiff here giving you the option to punish with cr.HK or a CC.

If you have your opponent hesistant to anti air the jump, after leaving the wall hold forward until you pass over your opponents head then back to steady yourself and perform j.MK for the crossup, hitting your opponent from behind.

or...

After leaving the wall, press no directions and perform a late j.HK during descent. This will hit from the front.


Stinger Tactics Rolentos knife can be used in block strings and as meaty for pressure. Kara Canceling into stinger from medium or heavy attacks counter hits mashing buttons or low level CCs

Best AA cc in the game, activate s.lp xx super jump kicks

To consistently get full damage on his cc, piano mash all the kicks, they all do the same damage.

S.lp xx knife s.lp xx knife xN is the corner is really good

kara cancel c.rh into lp roll to build meter faster

f+mk cannot be thrown and is really helpful vs gief

hk grab is safer than hp grab, cause s.fp had too much lag if you whiff

walking s.lp is annoying

canceling a normal into a knife hits people mashing

lvl 1 trip wire is godly, instant low point blank and nothing will beat it outside a full body invincible move, and allows for a safe jump

c.fp , c.mp, j.fp, j.mp and c.rh are your friend

Combos


c.MK,Patriot Circle x3

crossup MK, cr.LPx2 xx HP Patriot Circle

st.LP, cr.MK

Custom Combos


This is what makes Rolento so deadly. His custom is extremely simple, no one should really mess it up. Start with an activate then sweep/c.rh, cancel that into his super jump forward and just piano all three kicks, multiple times. High levels get more reps in, generally level 1 is one rep, lvl 2 is two, and lvl 3 being three super jump reps. If you’re on pad or something and it’s hard to piano all the kicks, you can just mash j.lk for still really good damage, but its not as consistent as piano’ing all 3 kicks.

So his CC - Activate, C.rh xx [super jump, piano all 3 kicks] xN. If you do it right, can easily get 90%+ (My best is like 99% I think?)

Antiair custom - As RSX has stated before, easily the best antiair custom in the game. It’s the same exact shit except you start with a standing jab, to antiair them.

AA CC - Activate, s.jab xx [super jump, piano all 3 kicks] xN

The way I land his CC:

-Hit confirm crossover j.mk into CC. -Try to counter a throw (People will want to throw you a lot since Rolento has no reversal without spending meter) -Antiair -CC instead of going for a throw -PUNISHING WHIFFS. Strongest thing you can do, stop throwing people if they whiff a dp. Do his CC and just flat out kill them please.

ground: CC, low roundhouse slide, SJ, hit short 3-5 times while in the air. if you have more levels just kick SJ when you land and go up with more shorts

Anti air: CC, standing strong, SJ, hit short 3-5 times while in the air. same as above....if you have more levels keep SJ

Rolento: Any lvl- c.rh xx [super jump piano mash all kicks or mash lk]xN

aa cc- s.lp instead of c.rh into above combo

Match-ups


A2 Icon Adon.png Vs. Adon:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Akuma:

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A2 Icon Birdie.png Vs. Birdie:

[Loading match-up info...]

A2 Icon Charlie.png Vs. Charlie-Nash:

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li:

[Loading match-up info...]

A2 Icon Dan.png Vs. Dan:

[Loading match-up info...]

A2 Icon Dhalsim.png Vs. Dhalsim:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Evil Ryu:

[Loading match-up info...]

A2 Icon Gen.png Vs. Gen:

[Loading match-up info...]

A2 Icon Guy.png Vs. Guy:

[Loading match-up info...]

A2 Icon Ken.png Vs. Ken:

[Loading match-up info...]

A2 Icon Bison.png Vs. M. Bison (dictator):

[Loading match-up info...]

A2 Icon Rolento.png Vs. Rolento:

[Loading match-up info...]

A2 Icon Rose.png Vs. Rose:

Rose shouldn’t be a problem. Stay mobile and toss plenty of knives. S.mp antiairs her cleanly. If she does soul illusion you can run away easily. If she catches you in a block string you can kick ac and run away more to keep her annoyed. Make her jump into a CC and kill her. c.mp will beat all your pokes, so don’t play the poking game much.

Just don’t AC her soul illusion drill. You can eat alot of damage still and normals might hit you. AC the end of her drills.

A2 Icon Ryu.png Vs. Ryu:

[Loading match-up info...]

A2 Icon Sagat.png Vs. Sagat:

[Loading match-up info...]

A2 Icon Sakura.png Vs. Sakura:

[Loading match-up info...]

A2 Icon Sodom.png Vs. Sodom:

[Loading match-up info...]

A2 Icon Zangief.png Vs. Zangief:

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Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief