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Point | Point | ||
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Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly throw knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and low health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character. | Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly {{throw}} knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and {{low}} health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character. | ||
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*Great normals for poking and picking up long ranged combos. | *Great normals for poking and picking up long ranged combos. | ||
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*Pogo stick (j.d+mk) is a great mixup tool that can be used after almost all of his knockdowns. | *Pogo stick (j.d+mk) is a great mixup tool that can be used after almost all of his knockdowns. | ||
*Great movement options with pogo stick, Delta Escape, and Delta Attack allow him to approach many scenarios in various different ways and always remain ambiguous during pressure. | *Great movement options with pogo stick, Delta Escape, and Delta Attack allow him to approach many scenarios in various different ways and always remain ambiguous during pressure. | ||
*Pariot Circle (qcf+p) is a safe tag cancel on block and leads to a combo on hit. | *Pariot Circle (qcf+p) is a safe tag {{cancel}} on block and leads to a combo on hit. | ||
*St.mp is a one button anti-air that will beat most jump-ins clean. | *St.mp is a one button anti-air that will beat most jump-ins clean. | ||
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*Very low solo damage output. | *Very {{low}} solo damage output. | ||
*His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup. | *His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup. | ||
*Low health at 930. | *Low health at 930. | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }} | {{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high <br> crossup }} | {{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high <br> crossup }} | {{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }} | {{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> crossup }} | {{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} <br> crossup }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Trick Rod | f + mk | }} | {{SFxTMoveListRow | Trick Rod | {{f}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Spike Rod | air d + mk | }} | {{SFxTMoveListRow | Spike Rod | air {{d}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Trick Landing | 3k on landing | }} | {{SFxTMoveListRow | Trick Landing | {{3k}} on landing | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Colonel Carrier | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Colonel Carrier | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Deadly Package | b + lp + lk | throw }} | {{SFxTMoveListRow | Deadly Package | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Stinger | dp + k --- p | ex <br> knockdown on ex }} | {{SFxTMoveListRow | Stinger | {{dp}} + {{k}} {{---}} {{p}} | {{ex}} <br> {{knockdown}} on {{ex}} }} | ||
{{SFxTMoveListRow | Mekong Delta Attack | 3p --- <br> p while landing| ex }} | {{SFxTMoveListRow | Mekong Delta Attack | {{3p}} {{---}} <br> {{p}} while landing| {{ex}} }} | ||
{{SFxTMoveListRow | Mekong Delta Air Raid | qcb + p --- p | ex <br> high }} | {{SFxTMoveListRow | Mekong Delta Air Raid | {{qcb}} + {{p}} {{---}} {{p}} | {{ex}} <br> {{high}} }} | ||
{{SFxTMoveListRow | Mekong Delta Escape | qcb + k --- p or k | ex }} | {{SFxTMoveListRow | Mekong Delta Escape | {{qcb}} + {{k}} {{---}} {{p}} or {{k}} | {{ex}} }} | ||
{{SFxTMoveListRow | Patriot Circle | qcf + p <br> can be repeated <br> 2 additional times | ex chrg <br> knockdown on 3rd hit of 3rd chain <br> ex gains invincibility <br> ex cannot be repeated }} | {{SFxTMoveListRow | Patriot Circle | {{qcf}} + {{p}} <br> can be repeated <br> 2 additional times | {{ex}} {{chrg}} <br> {{knockdown}} on 3rd hit of 3rd chain <br> {{ex}} gains invincibility <br> {{ex}} cannot be repeated }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Patriot Sweeper | qcf + 3p | }} | {{SFxTMoveListRow | Patriot Sweeper | {{qcf}} + {{3p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20) | * Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20) | ||
* Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24) | * Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24) | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:04, 9 December 2020


Rolento
Ideal Team Position: Point
Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and
health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character.
Strengths | Weaknesses |
---|---|
|
|
Moves
Normal Attacks







































crossup





crossup










crossup





crossup
Unique Attacks





Throws









Special Moves

























can be repeated
2 additional times





Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A
v2013 Changes
- Vitality - Reduced from 1000 to 930
- Far LP - Hit box reduced
- Far LP - Hurt box reduced
- Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
- Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
- Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
- cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
- cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
- cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
- Jump MK - Hitbox reduced
- Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
- Stinger - Hitbox increased
- Stinger - Push back on block reduced
- Far standing LP: hitbox has been reduced.
Special move meter gain
- Stinger (jump): whiff 15->5
- Stinger (knife): whiff 15->5, on hit 40->15
- Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
- Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
- Mekong Delta Escape (jump): whiff 10->5
- Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
- Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
- Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)