
Introduction
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 | ![]() |
![]() |
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 | ![]() |
![]() |
Stun | 8x2 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/3x2(A)4x2(XV) | ||
Frame Count | 7/2 | ||
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 | |
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 | - |
Special Moves
Patriot Circle: QCF+Punch (repeat 3X) [X Z V]
-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: F,D,DF+Kick (any button) [X Z V]
-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: LP+HK or LK+HP (then Punch) [X Z V]
-Rolento 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: QCB+Punch (Punch) [X Z V]
-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: QCB+Kick (any button) [X Z V]
-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
Take No Prisoner: QCF,QCF+Punch [X Z]
-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. Level 1: 1 Hit Level 2: 1 Hit Level 3: 1 Hit
Minesweeper: QCB,QCB+Punch [Z]
-Rolento rolls backward along the ground scattering grenades that explode in order, always knocking the opponent into the next explosion. Level 1: 2 Hits Level 2: 3 Hits Level 3: 4 Hits
Steel Rain: QCF,QCF+Kick [Z]
-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
Your Super Combos are used for mind games and reversals
V-Ism
Patriot Circle V Blockstrings are great.
X-Ism
You are able to High Jump automatically.