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 |
1/3(A)4(XV)
|
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 |
-
|
Air Normals
- Neutral/Diagonal Jump Jab:
Damage |
9 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/10/6
|
Damage |
5x3 |
|
Stun |
1x3
|
Meter on whiff/hit |
1/1x3
|
Frame Count |
10/1
|
Damage |
5x3 |
|
Stun |
1x3
|
Meter on whiff/hit |
1/1x3
|
Frame Count |
10/1
|
Damage |
19 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
10/4/20
|
Damage |
16 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
10/4/20
|
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/2
|
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/2
|
- Neutral/Diagonal Jump Forward:
Damage |
11 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
10/8/2
|
Damage |
19 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
10/6/4
|
- Diagonal Jump Roundhouse:
Damage |
16 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
10/6/2
|
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 |
3(A)4(XV)
|
Meter on hit |
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
|
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.