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 when grounded afterwards
|
Frame Count (X) |
6/10/until landing
|
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.
Advanced Strategy
Match-ups
Discussion
Game Navigation
General
|
|
|
Characters
|
|
|
Home/Handheld Exclusive
|
|