Line 206: | Line 206: | ||
'''Reversals''': | '''Reversals''': | ||
* | * '''EX Indomitable Revenger''' ({{Rdp}}{{2p}} / 421+PP) - 6f invincible DP, can FADC on block | ||
* '''Indomitable Revenger''' ({{Rdp}}{{P}} / 421+P) - 1f startup counter, but you must guess the proper direction to parry; fast normals can be parry-safe | |||
* '''EX Mekong Delta Escape / Walljump''' ({{Qcb}}{{2k}} / 214+KK) - Invincible until reaching the wall, can steer left/right to make it harder to punish | |||
* '''Mekong Delta Attack (flip)''' ({{3p}} / PPP) - the initial flip has startup invincibility, but it can easily be reacted to or option selected against | |||
* '''Super / Ultra 1 / Ultra 2''' - all have true invincibility; Super is safe on block | |||
'''Anti-Airs''': | '''Anti-Airs''': |
Revision as of 09:17, 30 September 2022

Rolento
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Rolento
Detailed Frame Data with USF4 Comparisons - Rolento
- 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:
- cl.5LK - 1f slower (4f), better frame advantage for combos/frame traps
- 2LK - 2f better hit/block advantage (+5/+2)
- 2HP - much safer on hit/block at +3/-1 (was -4/-9)
- 2HK - 100 more stun, 3f worse block advantage; best possible spacing is now -5
- Command Normal Changes:
- 6HK - better frame advantage, +1/-2 (was -2/-5)
- Special Move Changes:
- Patriot Circle / Rekka (236P) - LP version can be done once, MP version twice, HP version 3 times
- EX version costs 2 bars and does a high-damage animation on hit, combos from far range
- 1st Rekka of each strength is more unsafe on block than USF4 version
- MP Rekka 2nd hit can FADC into a free juggle state for a full U1 connect or strong mixups
- HP Rekka 2nd hit can FADC into a grounded extension such as cl.5HP xx 236LK
- Snare Mine / Grenade (236K) - New move, exploding mine similar to C. Viper's seismo. LK is closest range, HK is farthest range
- Pushback makes it mostly safe on block, but slow startup allows it to be jumped over for a punish
- On hit, can juggle into EX Patriot Circle, Super, or into Scouter Jump air juggles
- EX version is faster (combos from 2MK), safer, and does multiple hits, but has no juggle followup
- Indomitable Revenger (421P) - New move, 1f startup counter with a DP followup; EX version is just the DP itself
- LP version parries lowest, MP middle, HP highest; not based on the attack's "guard level", it simply activates if the enemy hitbox makes contact with the parry hitbox
- The uppercut after successful parry has 7f startup, and may be blocked if the opponent uses a low-recovery attack or a safe jump setup
- All versions of the uppercut put opponent into free juggle state after FADC
- Mekong Delta Attack / Hop + Roll (PPP + P) - Meterless version knocks down on hit, EX version 5f worse on block (-10)
- EX Mekong Delta Air Raid / Backroll + Overhead (214P ~ P) - now -2 on block (was -5)
- Stinger (623K ~ followup) - EX version no longer allows followup juggle if all 3 knives connect
- PP followup - throws knives straight forward
- KK followup - Stinger True - falling knife swing that gives great frame advantage if done low to the ground
- Scouter Jump (KKK or 2~8) - New command jump, low trajectory; can be cancelled into
- Air attacks out of this jump do not hit overhead, and can be chained together; cannot use Air 2MK (Pogo)
- Gains extra juggle potential, allowing meterless combo enders in limited juggle scenarios (e.g. Grenade, KKK~j.LK > j.HK)
- Patriot Circle / Rekka (236P) - LP version can be done once, MP version twice, HP version 3 times
- Super/Ultra Changes:
- Super - 50 more damage, much safer on whiff and block (-4, was -19)
- Ultra 1 no direct changes, but lost several important juggle routes (EX Patriot Circle, EX Stinger full connect)
- 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:
- 209/277, 0 bar -- 2LK, 2LP, 2MK xx HP Rekka x3
- 249/327, 0 bar -- cl.5MK, 2LP, 2MK xx HP Rekka x3
- 271/335, 1 bar -- 2LK, cl.5MK, 2MK xx EX Grenade
- 254/395, 2 bar -- 2LP x2 xx HP Rekka x2 xx FADC, cl.5HP xx LK Grenade, Scouter Jump ~ j.LK > j.HK
- 283/377, 1 bar -- EX Backroll ~ Air Raid, cl.5LK, cl.5MK xx HP Rekka x3
- 428/580, 3 bar -- EX Backroll ~ Air Raid, cl.5LP, cl.5HP xx LK Grenade, EX Patriot Circle
Punishes:
- 264/364, 0 bar -- cl.5HK, 2MK xx HP Rekka x3
- Inconsistent on Elena, link 2LP instead
- 258/445, 0 bar -- cl.5HP xx LK Grenade, Scouter Jump ~ j.LK > j.HK
- 410/500, 2 bar -- cl.5HP xx LK Grenade, EX Patriot Circle (low juggle)
- for 25 more stun, do Scouter Jump ~ j.LK > j.LK before the EX Patriot Circle
- 506/356, 4 bar -- cl.5HP xx LK Grenade, late LP Patriot Circle xx Super
Ranged Punishes:
- 100/200, 0 bar -- 2HK
- 165/185, 0 bar -- 2LP xx HP Rekka x3
- 330/300, 2 bar -- 2LP xx EX Patriot Circle
Counterhit Confirms:
- CH 2LK: cl.5HK
- CH 2HP: 2MK
- CH cl.5MK/cl.5HK: link U1 or U2
- CH 6MK: 2LP
Ultra Setups:
- MP Rekka x2 xx FADC, juggle U1
- 421P Counter/EX DP xx FADC, juggle U1
- EX Stinger ~ K (partial connect), juggle U1
- if all 3 knives hit, opponent can't be juggled
- 214P Backroll + Air Raid, link U1 or U2
- EX version will only combo vs. average/short crouching characters
Useful Info
Reversals:
- EX Indomitable Revenger (
/ 421+PP) - 6f invincible DP, can FADC on block
- Indomitable Revenger (
/ 421+P) - 1f startup counter, but you must guess the proper direction to parry; fast normals can be parry-safe
- EX Mekong Delta Escape / Walljump (
/ 214+KK) - Invincible until reaching the wall, can steer left/right to make it harder to punish
- Mekong Delta Attack (flip) (
/ PPP) - the initial flip has startup invincibility, but it can easily be reacted to or option selected against
- Super / Ultra 1 / Ultra 2 - all have true invincibility; Super is safe on block
Anti-Airs:
- cl.5MP / far.5MP - good at most ranges, but can struggle vs. crossups or long horizontal jump-ins
- 5HK - can work at far ranges, likely to trade
- j.MP - fast air-to-air that leaves Rolento with strong frame advantage after landing
- HP Indomitable Revenger (
/ 421+HP) - high counter that beats jump attacks, but can be baited with empty jump
- EX Indomitable Revenger (
/ 421+PP) - invincible uppercut, very effective but fairly short horizontal range
- Ultra 1 / Ultra 2 - can work at some ranges but not the most reliable
- U2 must be timed so the active frames catch the opponent's landing recovery; timing can change depending on range
Anti-Focus:
- 2MP - multi-hit, can link afterward
- Mekong Delta Attack (
~
/ PPP ~ P) - roll breaks armor
- Backroll ~ Air Raid (
~
/ 214P ~ P) - breaks armor, EX version is much faster
- Patriot Circle (
/ 236+P) - multi-hit, and EX version breaks armor
- EX Stinger (
~P / 623+KK ~ P) - multiple knives can break armor
- Super / Ultra 1 / Ultra 2
Anti-Projectile:
- Mekong Delta Attack (
~
/ PPP ~ P) - flip must be done preemptively, then roll on reaction to the fireball; EX version does not go under projectiles
- EX Backroll ~ Air Raid (
~
/ 214PP ~ P) - the overhead hop maintains projectile invincibility, difficult to use on reaction to most projectiles
- Stinger (
/ 623+K) - Projectile invuln on startup, can hop over fireballs and pressure the opponent with the knife throw
- Ultra 2 (
/ 236236+KKK) - fast and long range, works from around 3/4 screen on reaction
- Ultra 1 (
/ 236236+PPP) - much less consistent than U2, but can be used inside ~1/2 screen (may drop out if it hits from too far)
- Snare Mine (Grenade) (
/ 236+K) - HK version can force a trade from midrange, and the knockdown gives Rolento more time to reposition
- LK Grenade can also destroy an incoming fireball, but hard to use consistently
Juggles:
- Snare Mine - limited juggle state
- EX Patriot Circle (juggle low to the ground; can dash first if too far away)
- Scouter Jump ~ j.LK > j.HK
- Dash + cl.5MP reset (followup with Scouter Jump, Stinger, Backroll, etc)
- EX Stinger ~ K (partial connect) - gives free juggle state
- U1, 2HK, and LP/EX Patriot Circle are consistent followups
- MP Patriot Circle x2 xx FADC - gives free juggle state
- Indomitable Revenger (parry or EX DP) - gives free juggle state
Miscellaneous:
- N/A