Street Fighter X Tekken/Rolento

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Rolento

Sfxt rolento face.jpg

Ideal Team Position: Point


Rolento excels in neutral, where he can pester the opponent with knives and long ranged pokes. He's notorious for being a monster in neutral, and being an even bigger monster once he knocks you down even once. His j.d+mk is a nasty mixup tool that Rolento gets great mileage off of, even if his opponent guesses right and blocks. His pressure is nothing short of relentless, as he can stay from far away and constantly throw knives, or he can use his several mixup options to stay in or bait a reversal. He does have a bit of trouble if he gets knocked down himself thanks to his poor reversal and low health, but this issue is hardly a problem when Rolento controls the entire match. Rolento is a strong neutral character based around long ranged pokes and tricky movement to keep the opponent out while letting himself get in, making him a good pick as a point character.


Strengths Weaknesses
  • Great normals for poking and picking up long ranged combos.
  • Lengthy combos with great corner carry allow him to easily burn time while pushing the opponent's disadvantage.
  • Pogo stick (j.d+mk) is a great mixup tool that can be used after almost all of his knockdowns.
  • Great movement options with pogo stick, Delta Escape, and Delta Attack allow him to approach many scenarios in various different ways and always remain ambiguous during pressure.
  • Pariot Circle (qcf+p) is a safe tag cancel on block and leads to a combo on hit.
  • St.mp is a one button anti-air that will beat most jump-ins clean.
  • Very low solo damage output.
  • His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup.
  • Low health at 930.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
speccancel
Standing Hard Kick
hk
Close Hard Punch
(near opponent) hp
speccancel
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
low
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Jump Light Punch
ub / u / uf + lp
high
Jump Medium Punch
ub / u / uf + mp
high
crossup
Jump Hard Punch
ub / u / uf + hp
high
crossup
Jump Light Kick
ub / u / uf + lk
high
Jump Medium Kick
ub / u / uf + mk
high
crossup
Jump Hard Kick
ub / u / uf + hk
high
crossup


Unique Attacks

Name
Command
Notes
Trick Rod
f + mk
Spike Rod
air d + mk
Trick Landing
3k on landing

Throws

Name
Command
Notes
Colonel Carrier
f or n + lp + lk
throw
Deadly Package
b + lp + lk
throw

Special Moves

Name
Command
Notes
Stinger
dp + k --- p
ex
knockdown on ex
Mekong Delta Attack
3p ---
p while landing
ex
Mekong Delta Air Raid
qcb + p --- p
ex
high
Mekong Delta Escape
qcb + k --- p or k
ex
Patriot Circle
qcf + p
can be repeated
2 additional times
ex chrg
knockdown on 3rd hit of 3rd chain
ex gains invincibility
ex cannot be repeated

Super Combo

Name
Command
Notes
Patriot Sweeper
qcf + 3p


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

v2013 Changes

  • Vitality - Reduced from 1000 to 930
  • Far LP - Hit box reduced
  • Far LP - Hurt box reduced
  • Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
  • Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
  • Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
  • cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
  • cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
  • cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
  • Jump MK - Hitbox reduced
  • Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
  • Stinger - Hitbox increased
  • Stinger - Push back on block reduced
  • Far standing LP: hitbox has been reduced.

Special move meter gain

  • Stinger (jump): whiff 15->5
  • Stinger (knife): whiff 15->5, on hit 40->15
  • Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Escape (jump): whiff 10->5
  • Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
  • Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
  • Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)