Moves List
Ground Normals
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
|
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
|
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
|
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 |
7/2,2*,4/31
|
Block Stun |
-11
|
Hit Stun/Counter Hit |
-10/Launch
|
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
|
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
|
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
|
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
|
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
|
Damage |
4x3 |
|
Stun |
1x3
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1x3
|
Frame Count |
10/1,3*,1,3*,4/18
|
Block Stun |
-3
|
Hit Stun/Counter Hit |
-2/+2
|
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
|
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
|
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
|
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 |
-
|
Command Normals
- Fake Rod:
+
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
9/3/37
|
Block Stun |
-21
|
Hit Stun/Counter Hit |
-25/-20
|
- Spike Rod (in air):


|
|
Damage |
11
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count (AV) |
5/10 until landing*/42-0 after landing fist, 7-41 afterwards
|
Frame Count (X) |
6/10/1(before landing)
|
In V-ISM after the bounce you are not restricted to using the spike rod only as a follow up regular air normals can be used unlike A-ISM, while X-ISM has no bounce and trajectory can be controlled like in SFA2.
Throws
Colonel Carrier:
/
+
Damage |
20 |
|
Stun |
2
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
5/1/16
|
Deadly Package:
/
+
Damage |
20 |
|
Stun |
2
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
5/1/16
|
Fatality Package:
Any direction but
/
+
Damage |
20 |
|
Stun |
2
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
3/1/1(before landing)
|
Alpha Counter
During Blockstun
+
+
of same strength
Damage |
1x3 |
|
Frame Count |
27/1,2*1,2*,1/22
|
Invincibility |
0-27
|
Frame Count |
36*3 (airborne from 7-35) |
 |
 |
 |
 |
|
Invincibility |
0-26
|
Special Moves
Patriot Circle [ X,A,V ]:
+
Damage |
2x4 |
 |
 |
 |
 |
 |
|
Stun |
1x4
|
Meter on whiff/hit |
3(A)4(XV)/1(A)4(XV)
|
Block Stun |
?
|
Hit Stun/Counter Hit |
?
|
Frame Count |
14 |
1 |
1 |
1
|
Damage |
2x4 |
 |
 |
 |
 |
 |
 |
|
Stun |
1x4
|
Meter on whiff/hit |
0
|
Block Stun |
?
|
Hit Stun/Counter Hit |
?
|
Frame Count |
15 |
1 |
1 |
1
|
Damage |
2x3 |
 |
 |
 |
 |
 |
|
Stun |
1x3
|
Meter on whiff/hit |
0
|
Block Stun |
?
|
Hit Stun/Counter Hit |
?
|
Frame Count |
12 |
1 |
1
|
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 [ X,A,V ]:
+
47~48*1 (additional input)
or
Damage |
12~1 |
 |
 |
 |
|
Stun |
0
|
Meter on whiff/hit |
1(A)3(XV)/0
|
Block Stun |
?
|
Hit Stun/Counter Hit |
?
|
Frame Count |
18
|
 |
|
Light
|
 |
|
Meduim
|
 |
|
Heavy
|
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 [ X,A,V ]:
(additional input)
Damage |
14 |
 |
 |
 |
 |
 |
 |
|
Stun |
8
|
Meter on whiff/hit |
3(A)4(XV)/3(A)4(XV)
|
Frame Count(Jab) |
17 |
15
|
Frame Count(Strong) |
21 |
15
|
Frame Count(Fierce) |
25 |
15
|
NOTE:Additional input for rolling attack can be done at frame 30 from the backflip and has an 18 frame window in which it can be done.
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 [ X,A,V ]:
+
(additional input)
|
 |
 |
 |
 |
 |
 |
 |
 |
|
Frame Count(Jab) |
21
|
Frame Count(Strong) |
33
|
Frame Count(Fierce) |
45
|
Damage |
14,10 |
 |
 |
 |
 |
 |
 |
|
Stun |
8,4
|
Meter on whiff/hit |
3(A)4(XV)/3,1(A)4,1(XV)
|
Frame Count |
4 |
17
|
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 [ X,A,V ]:
+
|
 |
 |
 |
 |
 |
 |
 |
 |
|
Frame Count |
49~52(additional input)8
|
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 [ X,A ]:

+
|
 |
 |
|
Frame Count(Level 1) |
5
|
Frame Count(Level 2) |
6
|
Frame Count(Level 3) |
8
|
Damage |
30 |
 |
 |
 |
 |
 |
|
Block Stun |
-17
|
Frame Count |
34
|
Damage |
44 |
 |
 |
 |
 |
 |
|
Block Stun |
-17
|
Frame Count |
32
|
Damage |
60 |
 |
 |
 |
 |
 |
|
Block Stun |
-17
|
Frame Count |
22
|
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.
Minesweeper [ A ]:

+
Damage |
16x2 |
|
Block Stun |
-24
|
Frame Count |
1*16, 1
|
Damage |
18x3 |
|
Block Stun |
-24
|
Frame Count |
1*16, 1*16, 1
|
Damage |
20x4 |
|
Block Stun |
-24
|
Frame Count |
1*16, 1*16, 1*16, 1
|
Rolento rolls backward along the ground scattering grenades that explode in order, always knocking the opponent into the next explosion.
Steel Rain [ A ]:

+
Damage |
10x3 |
|
Frame Count |
32
|
Damage |
8x6 |
|
Frame Count |
32
|
Damage |
8x9 |
|
Frame Count |
32
|
Rolento tosses a bunch of knives into his rod, then swings high and tossing the knives to rain down on the opponent.
The Basics
Which Ism?
ANYONE, he is other of the versatile ones
A-Ism
No reliable way to combo into his supers. Not worth using over V-ISM.
V-Ism
Easily his best ISM. Can activate from a variety of situations, as long as the player has the execution to get enough damage.
Makes jumping around with him a lot safer.
X-Ism
Forced super jump is more of an annoyance than anything. Gains a much better pogo (no punishable bounce) and can be very annoying, but generally gets blown up by reaction activates.