Line 28: | Line 28: | ||
** Super does more damage and is safer | ** Super does more damage and is safer | ||
** Ultra 1 had no changes, but lost its main juggle route (EX Patriot Circle), reducing its utility | ** Ultra 1 had no changes, but lost its main juggle route (EX Patriot Circle), reducing its utility | ||
* Moves with ending Frame Buffer: | |||
** | |||
== Character Specific Data == | == Character Specific Data == |
Revision as of 02:18, 23 September 2022

Rolento
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
- Hurtbox: much wider while standing, taller while crouching
- Throw: slightly shorter range
- Movement Changes:
- Forward Dash: 1f faster (18f > 17f), slightly shorter distance if inputting button/direction at the end
- Normal Move Changes:
- Special Move Changes:
- Super/Ultra Changes:
- Super does more damage and is safer
- Ultra 1 had no changes, but lost its main juggle route (EX Patriot Circle), reducing its utility
- Moves with ending Frame Buffer:
Character Specific Data
Rolento
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | ||
WALKING | |||||
Forward Walk Speed: | 0.035 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 1.925 Forward/Back | ||
DASHING | |||||
Forward Dash Frames: | 17 | Forward Dash Distance: | 1.59 [1.30]* | ||
Back Dash Frames: | 27 | Back Dash Distance: | 0.83 | ||
FA + Forward Dash Frames: | 17 | FA + Back Dash Frames: | 24 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-18 | FA + Back Dash Airborne: | 6-15 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -2 | Lv1 FA + Back Dash (Block): | -9 | ||
Lv2 FA + Forward Dash (Block): | +4 | Lv2 FA + Back Dash (Block): | -3 |
*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
4 | 2 | 6 | 3 | 6 | 30 | 50 | M | Sp Su | - |
5MP (Close) | cl. ![]() |
5 | 7 | 13 | -6 | -3 | 70 | 100 | M | Sp Su | - |
5HP (Close) | cl. ![]() |
6 | 2*6 | 15 | -5 | 0 | 90(100) | 200 | M | Sp Su | (Damage on later active frames); can continue juggle if used after EX Stinger |
5LK (Close) | cl. ![]() |
4 | 2 | 7 | 2 | 5 | 40 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
5 | 6 | 6 | 2 | 5 | 70 | 100 | M | Sp Su | - |
5HK (Close) | cl. ![]() |
6 | 4 | 12 | 2 | 6 | 85 | 150 | M | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
4 | 3 | 5 | 3 | 6 | 30 | 50 | M | - | - |
5MP (Far) | far. ![]() |
6 | 5 | 10 | -1 | 2 | 70 | 100 | M | - | - |
5HP (Far) | far. ![]() |
8 | 2*3 | 23 | -8 | -4 | 70*50 | 150*50 | M | - | - |
5LK (Far) | far. ![]() |
4 | 3 | 5 | 3 | 6 | 30 | 50 | M | - | - |
5MK (Far) | far. ![]() |
8 | 5 | 11 | -2 | 1 | 70 | 100 | M | - | - |
5HK (Far) | far. ![]() |
6 | 4 | 15 | -1 | 3 | 100 | 200 | M | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 7 | 2 | 5 | 30 | 50 | M | Sp Su | - |
2MP | ![]() ![]() |
8 | 9 | 5 | 4 | 6 | 20x2*30 | 20x2*60 | M | - | - |
2HP | ![]() ![]() |
11 | 4 | 15 | -1 | 3 | 100 | 200 | M | - | - |
2LK | ![]() ![]() |
4 | 4 | 5 | 2 | 5 | 30 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
5 | 3 | 16 | -5 | 0 | 65 | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
10 | 7 | 22 | -11(-5) | KD | 100 | 200 | L | - | KD Adv: +13~19 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Trick Rod (Overhead) |
![]() ![]() |
17 | 4 | 12 | -2 | 1 | 70 | 100 | H | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP | ![]() ![]() ![]() |
4 | 3 | - | - | - | 40 | 50 | H | - | - |
j.MP | ![]() ![]() ![]() |
5 | 2*2*8 | - | - | - | 20x2*40 | 20x2*60 | H*M*M | - | - |
j.HP (angled) | ![]() ![]() |
6 | 3 | - | - | - | 100 | 200 | H | - | - |
j.HP (neutral) | ![]() ![]() |
7 | 4 | - | - | - | 100 | 200 | H | - | - |
j.LK | ![]() ![]() ![]() |
3 | 7 | - | - | - | 40 | 50 | H | - | - |
j.MK | ![]() ![]() ![]() |
6 | 6 | - | - | - | 70 | 100 | H | - | - |
j.HK | ![]() ![]() ![]() |
6 | 4 | - | - | - | 100 | 200 | H | - | - |
Spike Rod (Pogo) |
Air ![]() ![]() |
6 | until land | - | - | - | 60 | 50 | M | - | Hold left/right to control bounce direction. Can hit another diagonal air normal after bounce (does not hit overhead) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 36 | -22 | KD | 85 | 150 | M | Dash | KD Adv: +7; +27 after Forward Dash, +20 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
17+11 | 2 | 36 | -16 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
64 | 2 | 34 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Colonel Carrier (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +8 |
Deadly Package (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 170 | 200 | T | - | KD Adv: +20 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Patriot Circle (Rekka) |
![]() ![]() 236+LP |
8 | 10 | 18 | -5 | KD | 90 | 90 | M | Su | KD Adv: +33; Fairly safe cancel in neutral unless point blank |
MP Patriot Circle (Rekka) |
![]() ![]() 236+MP |
8 | 10 | 27 | -7 | -4 | 40 | 40 | M | Su | FADC data: forward +2 oH/-3 oB, back -11 oB |
+ MP 2nd Rekka | + ![]() ![]() + 236+MP |
9 | 11 | 34 | -23 | KD | 90 | 90 | M | Su | KD Adv: +25; Free juggle after FADC; FADC data: forward -4 oB, back -11 oB |
HP Patriot Circle (Rekka) |
![]() ![]() 236+HP |
8 | 11 | 29 | -9 | -6 | 40 | 40 | M | Su | Only 3rd hit can Su/FA cancel; FADC data: forward +6 oH/+3 oB, back -4 oB |
+ HP 2nd Rekka | + ![]() ![]() + 236+HP |
14 | 9 | 26 | -6 | -3 | 40 | 40 | M | Su | Only 3rd hit can Su/FA cancel; FADC data: forward +6 oH/+3 oB, back -4 oB |
+ HP 3rd Rekka | + ![]() ![]() + 236+HP |
15 | 13 | 31 | -22 | KD | 90 | 90 | M | Su | KD Adv: +18; only 3rd hit can Su/FA cancel; FADC data: forward -6 oB, back -13 oB |
EX Patriot Circle![]() ![]() |
![]() ![]() 236+PP |
13 | 1 | 24 | -4 | KD | 300 | 250 | M | FA* | Costs 2 bars; 1st hit can FADC on block only (triggers full animation on hit); KD Adv: +26 |
Snare Mine (Grenade) |
![]() ![]() 236+K |
21 | 7 | 20 | -6 | KD | 80 | 100 | M | - | Strength determines explosion distance; KD Adv: +59 |
![]() (Grenade) |
![]() ![]() 236+KK |
18 | 13 | 15 | -1 | KD | 170 | 150 | M | - | KD Adv: +58 |
LP/MP Indomitable Revenger (Parry) |
![]() ![]() ![]() 421+LP or MP |
1 | 13 | 41 | - | - | - | - | - | - | LP lowest, MP middle; counterattack activates if an opponent's strike/projectile makes contact with parry hitbox |
HP Indomitable Revenger (Parry) |
![]() ![]() 421+HP |
1 | 15 | 43 | - | - | - | - | - | - | HP highest; counterattack activates if an opponent's strike/projectile makes contact with parry hitbox |
+ Uppercut Followup | - | 7 | 12 | 32 | -23 | KD | 170 | 200 | M | Su | 1-8f full invuln; comes out automatically after successful parry; free juggle after FADC on hit; FADC on block: -3 forward, -10 back; KD Adv: +26 |
![]() (Uppercut) |
![]() ![]() 421+PP |
6 | 22 | 42 | -43 | KD | 80x2 | 100x2 | M | FA | 1-11f full invuln; FADC on block -3 forward, -10 back; KD Adv: +24 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Mekong Delta Flip (Backflip) |
![]() |
- | - | 35 | - | - | - | - | - | - | 1-11f full invuln, 12-26f airborne |
+ LP/MP Mekong Delta Attack (LP/MP Roll) |
+ ![]() ![]() |
3 | 14 | 10 | -8 | KD | 120 | 200 | M | Su | 31f startup including the hop; lower strength rolls shorter distance; KD Adv: +20 |
+ HP Mekong Delta Attack (HP Roll) |
+ ![]() |
3 | 16 | 9 | -8 | KD | 120 | 200 | M | Su | 31f startup including the hop; KD Adv: +20 |
+ ![]() (EX Roll) |
+ ![]() |
3 | 24 | 10 | -10 | KD | 200 | 220 | M | - | 31f startup including the hop; KD Adv: +19 |
LP Roll Back | ![]() ![]() 214+LP |
- | - | 22 | - | - | - | - | - | - | Shortest roll distance; 5-17f low profile |
MP Roll Back | ![]() ![]() 214+MP |
- | - | 36 | - | - | - | - | - | - | Medium roll distance; 5-31f low profile |
HP Roll Back | ![]() ![]() 214+HP |
- | - | 47 | - | - | - | - | - | - | Longest roll distance; 5-43f low profile |
+ Mekong Delta Air Raid (Overhead) |
+ ![]() |
30 | 3 | 11 land | 3 | 11(12) | 90 | 150 | H | - | P Strength determines hop distance |
![]() |
![]() ![]() 214+PP |
- | - | 22 | - | - | - | - | - | - | 1-39f projectile invuln; ; 4-42f low profile |
+ Mekong Delta Air Raid (Overhead) |
+ ![]() |
20 | 4 | 13 land | -2 | 5(8) | 90 | 150 | H | - | 1-19f projectile invuln (after inputting P) |
Mekong Delta Escape (Wall jump) |
![]() ![]() 214+K |
32f to wall |
- | 39+9 land | - | - | - | - | - | - | Can hit diagonal air normal ~10f after wall jump |
![]() (Wall jump) |
![]() ![]() 214+KK |
25f to wall |
- | 39+9 land | - | - | - | - | - | - | 1-25f full invuln; can steer left/right; can hit diagonal air normal ~10f after wall jump |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Stinger Jump | ![]() ![]() 623+LK |
35 | - | 7 land | - | - | - | - | - | - | 1-23f projectile invuln; shortest jump, can steer left/right |
MK Stinger Jump | ![]() ![]() 623+MK |
37 | - | 7 land | - | - | - | - | - | - | 1-24f projectile invuln; medium jump, can steer left/right |
HK Stinger Jump | ![]() ![]() 623+HK |
41 | - | 7 land | - | - | - | - | - | - | 1-26f projectile invuln; highest jump, can steer left/right |
+ Stinger K (Diagonal Knife) |
+ ![]() |
16 | - | 7 land | -5(14) | 3(21) | 50 | 50 | M | - | Knife flies at downward angle; farther range or lower angle gives better frame advantage |
+ Stinger PP (Horizontal Knife) |
+ ![]() |
11 | - | 7 land | -1~ | 12~ | 50 | 50 | M | - | Knife flies straight forward, whiffs on crouching opponents; farther range gives better frame advantage |
+ Stinger True (Knife Swing) |
+ ![]() |
8 | 3 | 7 land | -4(9) | 4(17) | 80 | 100 | M | - | If input too early on the way up, will whiff on all crouchers except Hugo; must wait until descent before inputting KK |
![]() |
![]() ![]() 623+KK |
22 | - | 6 land | - | - | - | - | - | - | 1-22f projectile invuln |
+ ![]() (Diagonal Knife) |
+ ![]() |
9 | - | 6 land | 2~ | KD | 30x3 | 50x3 | M | - | Knives fly at downward angle; juggle is possible if all 3 knives do not connect; farther range or lower angle gives better frame advantage; KD Adv: +53~ |
+ ![]() (Horizontal Knife) |
+ ![]() |
10 | - | 6 land | 2~ | KD | 30x3 | 50x3 | M | - | Knives fly straight forward; juggle is possible if all 3 knives do not connect; farther range gives better frame advantage; KD Adv: +56~ |
Scouter Jump (Command Jump) |
![]() ![]() ![]() |
- | - | 44 total | - | - | - | - | - | - | Short trajectory, air normals do not hit overhead; can be cancelled into as a special move; some air normals can be chained during this jump, which can be used for juggles |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Mine Sweeper (Super) |
![]() ![]() ![]() 236236+K |
1+7 | 11*16* 17*19 |
14 | -4 | KD | 50x3*250 | - | M | - | 1-18f full invuln; KD Adv: +91; moves backwards, making it great for safe chip |
Patriot Sweeper (Ultra 1) |
![]() ![]() ![]() 236236+K |
0+7 | 6(13)8 (25)11 |
39 | -19 | KD | 420 | - | M | - | 1-12f full invuln; KD Adv: +34; Dmg Distribution: 15x7*45*15x2*210*30 |
Take No Prisoners (Ultra 2) |
![]() ![]() ![]() 236236+K |
0+7 | 4*5*5 | 43 | -18 | KD | 300*180 | - | L | - | 1-10f full invuln, 11-20f projectile invuln; KD Adv: +36; hitbox moves in stages rather than in one continuous motion, so it takes 11f to reach midrange and 16f to reach max range |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
Punishes:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: