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= Gameplan = | = Gameplan = | ||
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. | |||
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! | |||
= Moves List = | = Moves List = |
Revision as of 18:02, 27 June 2015
Introduction
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!
Gameplan
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.
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!
Moves List
Normal Moves
Command Moves
High Jump
- Tap Down-Back or Down-Forward, then press Up-Forward or Up-Back
Spike Rod
- (In Air)Down + MK
Fake Rod
- Forward + MK
Throws
Colonel Carrier
- Forward or Back + MP or HP
Deadly Package
- Forward or Back + MK or HK
Special Moves
Patriot Circle
- Quarter Circle Forward + Punch
- Can be repeated up to 3 times
Mekong Delta Air Raid
- Quarter Circle Back + Punch, then press Punch again
Mekong Delta Escape
- Quarter Circle Back + Kick, the press Forward or Back to move
Mekong Delta Attack
- All three Punch Buttons, then Punch
Stinger
- Forward, Down, Down-Back + Kick, then press any Punch or Kick
Trick Landing
- (Just before landing from a jump)Forward or Back + All three Kick buttons
Super Moves
Take No Prisoner
- Double Quarter Circle Forward + Kick
Mine Sweeper
- Double Quarter Circle Back + Punch
The Basics
jab is great for stuffing, tick throws, etc. throw with strong, not fierce, as it's safer on a failed throw.
Advanced Strategy
Normal Combos
c.MK,Patriot Circle x3
Main combo
Custom Combos
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
Match-ups
Vs. Adon:
Vs. Akuma:
Vs. Birdie:
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Rolento (self):
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief:
Characters |
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Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |