Street Fighter Alpha 2/Rolento: Difference between revisions

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j.LP
[[File:LentJ.lp.png]]




j.MP
[[File:LentJ.mp 1.png]]
[[File:LentJ.mp 2.png]]
j.HP
[[File:lentJ.hp.png]]
j.LK
j.MK
j.HK





Revision as of 17:50, 28 June 2015

File:Rolentosfa2port.jpg



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!


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.

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

st.LP

Real good poke, walking st.LP can get annoying real fast for them follow them up with a cr.HP for a counter hit.

RolentoSFA2S.lp.png


st.MP

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 Gief and Birdie.

RolentoSFA2S.mp.png


st.HP


RolentoSFA2S.hp 1.png RolentoSFA2S.hp 2.png


st.LK


S.lk.png


st.MK


RolStmk.png


st.HK


RolenS.hk.png


cr.LP

RolC.lp.png


cr.MP

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.MP then go for another jump in or if you think they'll hit something do a cr.HP after it for yet another counter hit.


RolC.mp 1.png RolC.mp 2.png


j.LP LentJ.lp.png


j.MP LentJ.mp 1.png LentJ.mp 2.png

j.HP LentJ.hp.png

j.LK


j.MK


j.HK



Command Moves

High Jump

  • Tap Down-Back or Down-Forward, then press Up-Forward or Up-Back



Spike Rod

  • (In Air)Down + MK

J.d+mk.png


Fake Rod

  • Forward + MK

F+mk.png

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


Patroit circle first and second hit.png


Patroit circle final hit.png


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

Basic Strategy

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.

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.

Alpha Counters

Punch AC 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.

Kick AC 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.

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


Normal Combos

c.MK,Patriot Circle x3

crossup MK, cr.LPx2 xx HP Patriot Circle

st.LP, cr.MK

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:

Street Fighter Alpha 2
Characters
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief