Rolento is travelling the world to seek allies to further strengthen his cause. In particular, Rolento is searching for an old rival named Cody in the hopes that he may help him build his own utopia.
Pros
Cons
One of the most mobile characters in the game with super jump and a variety of rolls/leaps
Back roll offers a way to instantly reposition quickly
Wall jump and super jump make escaping corners easy
Super jump lets him start air pressure from much further away and can be used to setup cross-ups or escape situations
Rekkas offer good combo damage in many situations
s. LP cannot be ducked and is plus on block, which can create very oppressive pressure for him. c. MK can also be confirmed from counter-hit.
Great normals on the ground with c. FP, s. FP and slide
Jump jab is an incredibly quick and long range air to air
A very effective air grab due to his super jump arc
Far s. FP is a great pre-emptive anti-air from closer up
Level 3 tripwire super is safe on block
Good meter build post custom
One of the best alpha counters in the game (V-ISM) that lets him potentially setup customs off it
No meterless reversal
Lacks any way to combo into his supers
Has a fat standing hurtbox that makes him easy to cross-up
Rekkas are very unsafe on block
Grounded anti-airs are somewhat spacing-specific. b. FP is a key anti-air normal that's only available on V-ISM. s. MP isn't what it was in A2.
Pogo (d. MK in the air) has a weird punishable bounce that prevents it from being the god jump-in/mobility tool it is in A2 or CvS2.
Ground starter customs are very difficult and only do mediocre damage due to high scaling from rekkas
Super jump input overlapping makes crouch cancelling harder
Being hit during a super jump always counts as a counter-hit and puts you into juggle state
Technically has an infinite, but is basically TAS-only
Color Options
X-Ism
A-Ism
V-Ism
Punch
Kick
Punch
Kick
Punch
Kick
Rolento
Character Data
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
1/3(A)4(XV)
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
7/2,2*,4/31
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
10/1,3*,1,3*,4/18
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
-
Air Normals
Neutral/Diagonal Jump Jab:
Damage
9
Stun
2
Meter on whiff/hit
0/1
Frame Count
3/10/6
Neutral Jump Strong:
Damage
5x3
Stun
1x3
Meter on whiff/hit
1/1x3
Frame Count
10/1
Diagonal Jump Strong:
Damage
5x3
Stun
1x3
Meter on whiff/hit
1/1x3
Frame Count
10/1
Neutral Jump Fierce:
Damage
19
Stun
8
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
10/4/20
Diagonal Jump Fierce:
Damage
16
Stun
8
Meter on whiff/hit
1/4(A)6(XV)
Frame Count
10/4/20
Neutral Jump Short:
Damage
6
Stun
2
Meter on whiff/hit
0/1
Frame Count
5/10/2
Diagonal Jump Short:
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
Neutral Jump Roundhouse:
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.
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 : + 47~48*1 (additional input) or
Startup:
Damage
12~1
Stun
0
Meter on whiff/hit
1(A)3(XV)/0
Block Stun
?
Hit Stun/Counter Hit
?
Frame Count
18
Active:
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 : (additional input)
Backflip:
Frame Count
57
Rolling Attack:
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 : + (additional input)
Backroll:
Frame Count(Jab)
21
Frame Count(Strong)
33
Frame Count(Fierce)
45
Air Raid:
Startup:
Frame Count
36
Active/Recovery:
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 : +
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 :+
Startup:
Frame Count(Level 1)
5
Frame Count(Level 2)
6
Frame Count(Level 3)
8
Active:
Level 1:
Damage
30
Block Stun
-17
Frame Count
34
Level 2:
Damage
44
Block Stun
-17
Frame Count
32
Level 3:
Damage
60
Block Stun
-17
Frame Count
22
Recovery:
Frame Count
18
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. This super is bugged vs Cody as he cannot block it.
Minesweeper :+
Startup:
Frame Count
19
Active:
Level 1:
Damage
16x2
Block Stun
-24
Frame Count
1*16, 1
Level 2:
Damage
18x3
Block Stun
-24
Frame Count
1*16, 1*16, 1
Level 3:
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 :+
Startup
Frame Count
21
Active:
Level 1:
Damage
10x3
Frame Count
32
Level 2:
Damage
8x6
Frame Count
32
Level 3:
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.
Miscellaneous
Idle, Crouching, Airborne:
The Basics
Which Ism?
V-ISM, his vcs do very little damage due to the disgusting damage scaling on his rekka and are difficult to pull off but they mainly are just there to keep your opponent honest, his alpha counter is probably the best in the game an will punish most medium strength attacks and you gain access to his close st. fierce which gives you another anti air option which is good in the zangief matchup.
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.