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=== Super Combos === | === Super Combos === | ||
'''Take No Prisoner [X | '''Take No Prisoner [ X,A ]:''' | ||
[[File:Qcf.png]][[File:Qcf.png]]+ [[File:P.png]] | [[File:Qcf.png]][[File:Qcf.png]]+ [[File:P.png]] | ||
*<b>Startup</b> | *<b>Startup</b> | ||
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Rolento tugs a wire that rises along the ground in front of him. If it hits his opponent, Rolento will leap to the middle of the screen, and string the wire over a hook held by one of his soldiers, then yank the wire up to hang the opponent. | Rolento tugs a wire that rises along the ground in front of him. If it hits his opponent, Rolento will leap to the middle of the screen, and string the wire over a hook held by one of his soldiers, then yank the wire up to hang the opponent. | ||
Minesweeper: | '''Minesweeper [ A ]:''' | ||
[[File:Qcb.png]][[File:Qcb.png]]+ [[File:P.png]] | |||
*<b>Startup</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper1.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper3.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper4.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper5.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper6.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper7.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper8.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper9.png }}|{{STDiagramImageCell| 1 | Sfa3_Rolento_minesweeper10.png }} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCellColSpan| 9 | 19}} | |||
|} | |||
*<b>Active</b> | |||
*<b>Level 1</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell| Damage}} |{{STDiagramCell| 16x2}} |{{STDiagramImageCell| 2 | Sfa3_Rolento_minesweeperlvl1.png}} | |||
|- | |||
{{STDiagramCell| Block Stun}} |{{STDiagramCell| -24}} | |||
|- | |||
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCellColSpan| 1 | 1*16, 1}} | |||
|} | |||
*<b>Level 2</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell| Damage}} |{{STDiagramCell| 18x3}} |{{STDiagramImageCell| 2 | Sfa3_Rolento_minesweeperlvl2.png}} | |||
|- | |||
{{STDiagramCell| Block Stun}} |{{STDiagramCell| -24}} | |||
|- | |||
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCellColSpan| 1 | 1*16, 1*16, 1}} | |||
|} | |||
*<b>Level 3</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell| Damage}} |{{STDiagramCell| 20x4}} |{{STDiagramImageCell| 2 | Sfa3_Rolento_minesweeperlvl3.png}} | |||
|- | |||
{{STDiagramCell| Block Stun}} |{{STDiagramCell| -24}} | |||
|- | |||
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCellColSpan| 1 | 1*16, 1*16, 1*16, 1}} | |||
|} | |||
Rolento rolls backward along the ground scattering grenades that explode in order, always knocking the opponent into the next explosion. | |||
Steel Rain: | '''Steel Rain [ A ]:''' | ||
[[File:Qcf.png]][[File:Qcf.png]]+ [[File:K.png]] | |||
-Rolento tosses a bunch of knives into his rod, then swings high and tossing | -Rolento tosses a bunch of knives into his rod, then swings high and tossing | ||
the knives to rain down on the opponent. | the knives to rain down on the opponent. |
Revision as of 14:09, 3 July 2023
Introduction
Rolento is travelling the world to seek allies to further strengthen his cause. In particular, Rolento is searching for an old rival named Cody in the hopes that he may help him build his own utopia.
Pros | Cons |
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Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |
Moves List
Ground Normals
- Standing Jab:
Damage | 8 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/8 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+8 |
- Standing Strong:
Damage | 15 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | No | |
Frame Count | 8/3/21 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/0 |
- Close Standing Fierce:
Damage | 16,14 | ![]() |
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Stun | 8 | ||
Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | Yes | ||
Meter on whiff/hit | 1/4(A)6(XV) | ||
Frame Count | 7/4/27 | ||
Block Stun | -8 | ||
Hit Stun/Counter Hit | -7/Launch |
- Far Standing Fierce:
Damage | 12+8 | ![]() |
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Stun | 8x2 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/3x2(A)4x2(XV) | ||
Frame Count | 7/2,2*,4/31 | ||
Block Stun | -11 | ||
Hit Stun/Counter Hit | -10/Launch |
- Standing Short:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | Yes | |
Frame Count | 5/4/12 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/+4 |
- Close Standing Forward:
Damage | 12 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 6/5/13 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
- Far Standing Forward:
Damage | 12 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 6/5/19 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/0 |
- Standing Roundhouse:
Damage | 18 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 10/3/36 | |
Block Stun | -16 | |
Hit Stun/Counter Hit | -15/Launch |
- Crouching Jab:
Damage | 5 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/11 | |
Block Stun | -1 | |
Hit Stun/Counter Hit | 0/+5 |
- Crouching Strong:
Damage | 4x3 | ![]() |
Stun | 1x3 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x3 | |
Frame Count | 10/1,3*,1,3*,4/18 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+2 |
- Crouching Fierce:
Damage | 17 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)4(XV) | |
Frame Count | 9/4/23 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/Launch |
- Crouching Short:
Damage | 5 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/12 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/+4 |
- Crouching Forward:
Damage | 9 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 4/4/18 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+2 |
- Crouching Roundhouse:
Damage | 15,12 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 8/10/25 | |
Block Stun | -12 | |
Hit Stun/Counter Hit | - |
Command Normals
Damage | 12 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 9/3/37 | |
Block Stun | -21 | |
Hit Stun/Counter Hit | -25/-20 |
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Damage | 11 | |
Stun | 4 | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count (AV) | 5/10 until landing*/42-0 after landing fist, 7-41 afterwards | |
Frame Count (X) | 6/10/1(before landing) |
In V-ISM after the bounce you are not restricted to using the spike rod only as a follow up regular air normals can be used unlike A-ISM, while X-ISM has no bounce and trajectory can be controlled like in SFA2.
Throws
Colonel Carrier:
Damage | 20 | ![]() |
Stun | 2 | |
Meter Gain | 1(A)3(XV) | |
Frame Count | 5/1/16 |
Deadly Package:
Damage | 20 | ![]() |
Stun | 2 | |
Meter Gain | 1(A)3(XV) | |
Frame Count | 5/1/16 |
Fatality Package:
Damage | 20 | ![]() |
Stun | 2 | |
Meter Gain | 1(A)3(XV) | |
Frame Count | 3/1/1(before landing) |
Alpha Counter
During Blockstun +
+
of same strength
- A-ISM
Damage | 1x3 | ![]() |
Frame Count | 27/1,2*1,2*,1/22 | |
Invincibility | 0-27 |
- V-ISM
Frame Count | 36*3 (airborne from 7-35) | ![]() |
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Invincibility | 0-26 |
Special Moves
- First Spin:
Damage | 2x4 | ![]() |
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Stun | 1x4 | ||||||
Meter on whiff/hit | 3(A)4(XV)/1(A)4(XV) | ||||||
Block Stun | ? | ||||||
Hit Stun/Counter Hit | ? | ||||||
Frame Count | 14 | 1 | 1 | 1 |
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Frame Count | 1 | 1 | 1 | 1 |
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Frame Count | 59 |
- Second Spin:
Damage | 2x4 | ![]() |
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Stun | 1x4 | |||||||
Meter on whiff/hit | 0 | |||||||
Block Stun | ? | |||||||
Hit Stun/Counter Hit | ? | |||||||
Frame Count | 15 | 1 | 1 | 1 |
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Frame Count | 1 | 1 | 1 | 1 |
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Frame Count | 59 |
- Last Spin:
Damage | 2x3 | ![]() |
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Stun | 1x3 | ||||||
Meter on whiff/hit | 0 | ||||||
Block Stun | ? | ||||||
Hit Stun/Counter Hit | ? | ||||||
Frame Count | 12 | 1 | 1 |
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Frame Count | 1 | 1 | 1 | 1 | 1 |
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Frame Count | 44 |
Rolento slides forward while spinning his rod in front of him for multiple hits. Repeating the motion a second and third time will perform two more rod-spinning attacks. The stronger the Punch button used, the faster and farther Rolento slides.
Stinger:
+
47~48*1 (additional input)
or
- Startup:
Damage | 12~1 | ![]() |
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Stun | 0 | ||||
Meter on whiff/hit | 1(A)3(XV)/0 | ||||
Block Stun | ? | ||||
Hit Stun/Counter Hit | ? | ||||
Frame Count | 18 |
- Active:
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Light |
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Meduim |
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Heavy |
Rolento leaps straight up with several knives in his hand. Pressing any button during the leap will make him spin and toss a knife at an angle downward. The strength of the attack determines the angle of the knife: Light Attack: almost straight down, Medium Attack: 45º diagonal angle, Hard Attack: a more horizental angle
Mekong Delta Attack [X Z V]:
(additional input)
- Backflip:
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Frame Count | 57 |
- Rolling Attack:
Damage | 14 | ![]() |
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Stun | 8 | |||||||
Meter on whiff/hit | 3(A)4(XV)/3(A)4(XV) | |||||||
Frame Count(Jab) | 17 | 15 | ||||||
Frame Count(Strong) | 21 | 15 | ||||||
Frame Count(Fierce) | 25 | 15 |
NOTE:Additional input for rolling attack can be done at frame 30 from the backflip and has an 18 frame window in which it can be done.
Does a backflip with the 3P press. The moment he touches the ground, pressing a Punch button will make him roll quickly along the ground as an attack. The stronger the Punch button used, the farther and faster the roll.
Mekong Delta Air Raid [X Z V]:
+
(additional input)
- Backroll:
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Frame Count(Jab) | 21 | ||||||||
Frame Count(Strong) | 33 | ||||||||
Frame Count(Fierce) | 45 |
- Air Raid:
- Startup:
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Frame Count | 36 |
- Active/Recovery:
Damage | 14,10 | ![]() |
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Stun | 8,4 | ||||||||
Meter on whiff/hit | 3(A)4(XV)/3,1(A)4,1(XV) | ||||||||
Frame Count | 4 | 17 |
Rolento rolls backward along the ground. The stronger the Punch button used, the farther and faster he rolls. Pressing a Punch button during the roll will make Rolento quickly launch himself forward with his rod and strike downward with it in the air.
Mekong Delta Escape [X Z V]:
+
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Frame Count | 49~52(additional input)8 |
Rolento quickly leaps back and pushes off the side of the screen, then drops down. He can perform any Air Attack during his drop.
Super Combos
- Startup
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Frame Count(Level 1) | 5 | ||
Frame Count(Level 2) | 6 | ||
Frame Count(Level 3) | 8 |
- Active
- Level 1
Damage | 30 | ![]() |
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Block Stun | -17 | ||||||
Frame Count | 34 |
- Level 2
Damage | 44 | ![]() |
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Block Stun | -17 | ||||||
Frame Count | 32 |
- Level 3
Damage | 60 | ![]() |
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Block Stun | -17 | ||||||
Frame Count | 22 |
- Recovery
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Frame Count | 18 |
Rolento tugs a wire that rises along the ground in front of him. If it hits his opponent, Rolento will leap to the middle of the screen, and string the wire over a hook held by one of his soldiers, then yank the wire up to hang the opponent.
- Startup
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Frame Count | 19 |
- Active
- Level 1
Damage | 16x2 | ![]() |
Block Stun | -24 | |
Frame Count | 1*16, 1 |
- Level 2
Damage | 18x3 | ![]() |
Block Stun | -24 | |
Frame Count | 1*16, 1*16, 1 |
- Level 3
Damage | 20x4 | ![]() |
Block Stun | -24 | |
Frame Count | 1*16, 1*16, 1*16, 1 |
Rolento rolls backward along the ground scattering grenades that explode in order, always knocking the opponent into the next explosion.
-Rolento tosses a bunch of knives into his rod, then swings high and tossing the knives to rain down on the opponent. Level 1: 3 Hits Level 2: 6 Hits Level 3: 7 Hits
The Basics
Which Ism?
ANYONE, he is other of the versatile ones
A-Ism
No reliable way to combo into his supers. Not worth using over V-ISM.
V-Ism
Easily his best ISM. Can activate from a variety of situations, as long as the player has the execution to get enough damage. Makes jumping around with him a lot safer.
X-Ism
Forced super jump is more of an annoyance than anything. Gains a much better pogo (no punishable bounce) and can be very annoying, but generally gets blown up by reaction activates.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Akino (X-Rolento)
BaQ (A-Rolento)
Chikyuu (V-Rolento)
Kabihara (V-Rolento)
Kapipara (V/A-Rolento)
Kayaman (X-Rolento)
Kuusou (X-Rolento)
Majima (X-Rolento)
Mojamoja (V-Rolento)
Nike (V-Rolento)
Oyachai (V-Rolento)
Pekejay (V-Rolento)
RO (V-Rolento)
Totsuka (V-Rolento)
VER (A/V-Rolento)
Versus (V/A-Rolento)
Wada (V-Rolento)
North America
Booker / Tampa Bison (V-Rolento)
Haqq (A-Rolento)
Kyokuji (V-Rolento)
Tank (V-Rolento)
Europe
-Ace- (A-Rolento)
V-Ryu (V-Rolento)