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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 | 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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*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 | *Very low solo damage output. | ||
*His only attack reversal outside of super, EX Patriot Circle, is incredibly slow at 18 frame startup. | *His only attack reversal outside of super, EX Patriot Circle, is incredibly slow at 18 frame startup. | ||
*Low health at 930. | *Low health at 930. | ||
*No basic hit confirm combo starting from a low attack as cr.LK is only +2 on hit. | |||
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== Move Analysis == | == Move Analysis == | ||
=== Normal Moves === | === Normal Moves === | ||
Rolento's most notable normal moves are the following: | |||
* '''far st.LP''' - The far version of st.LP has additional frame advantage on block compared to the close version. This can allow for some frame trapping into itself or other moves, and can be converted into a combo on hit. | |||
* '''st.MP''' - Great anti-air that beats most jumping attacks. | |||
* '''far st.HP''' - Rolento's best normal poke for playing neutral. Fantastic range and is a disjointed hitbox, limiting your chances of getting whiff punished. This move also hits twice at specific ranges, adding extra damage or giving time to hit confirm into a launcher. | |||
* '''far st.MK''' - Another great poke, this move has slightly less range than far st.HP and does not offer the disjointed hitbox, but is slightly faster and does not rely on being at a specific range to get the max damage from it. | |||
* '''cl st.HK''' - Fairly fast for a heavy at 7 frames of startup, this move is plus on block to frame trap from, and can also link into his cr.MK on hit for combos. Can be used as a hit confirm that does not risk getting beaten with a raw launcher. | |||
* '''cr.LP''' - Slightly slow for a light attack as it takes 5 frames to startup, but offers great frame advantage on hit or block. Great for hit confirming into cr.MK. | |||
* '''cr.MP''' - 9 frame startup makes it very slow for a medium attack, however, this move has a very large amount of frame advantage on hit or block and hits 3 times, allowing for very easy hit confirms, or opens up extra frame trapping options on block. | |||
* '''cr.MK''' - Low attack with decent range and is special cancelable, this will be the normal you hit confirm into to go into his Patriot Circle combos. | |||
* '''cr.HK''' - Great sweep attack as it is very long range thanks to being a slide, and is quite fast at 9 frames startup. If this move is spaced properly, it can be safe on block vs a large amount of characters. | |||
* '''j.LP''' - | |||
* '''j.HP''' - | |||
* '''j.MK''' - | |||
=== Unique Attacks === | === Unique Attacks === |
Revision as of 10:46, 25 March 2022


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 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.
Strengths | Weaknesses |
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Moves
Normal Attacks







































crossup





crossup










crossup





crossup
Unique Attacks





Throws









Special Moves

























can be repeated
2 additional times





Super Combo


Move Analysis
Normal Moves
Rolento's most notable normal moves are the following:
- far st.LP - The far version of st.LP has additional frame advantage on block compared to the close version. This can allow for some frame trapping into itself or other moves, and can be converted into a combo on hit.
- st.MP - Great anti-air that beats most jumping attacks.
- far st.HP - Rolento's best normal poke for playing neutral. Fantastic range and is a disjointed hitbox, limiting your chances of getting whiff punished. This move also hits twice at specific ranges, adding extra damage or giving time to hit confirm into a launcher.
- far st.MK - Another great poke, this move has slightly less range than far st.HP and does not offer the disjointed hitbox, but is slightly faster and does not rely on being at a specific range to get the max damage from it.
- cl st.HK - Fairly fast for a heavy at 7 frames of startup, this move is plus on block to frame trap from, and can also link into his cr.MK on hit for combos. Can be used as a hit confirm that does not risk getting beaten with a raw launcher.
- cr.LP - Slightly slow for a light attack as it takes 5 frames to startup, but offers great frame advantage on hit or block. Great for hit confirming into cr.MK.
- cr.MP - 9 frame startup makes it very slow for a medium attack, however, this move has a very large amount of frame advantage on hit or block and hits 3 times, allowing for very easy hit confirms, or opens up extra frame trapping options on block.
- cr.MK - Low attack with decent range and is special cancelable, this will be the normal you hit confirm into to go into his Patriot Circle combos.
- cr.HK - Great sweep attack as it is very long range thanks to being a slide, and is quite fast at 9 frames startup. If this move is spaced properly, it can be safe on block vs a large amount of characters.
- j.LP -
- j.HP -
- j.MK -
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)