Street Fighter IV Remix/Rolento

From SuperCombo Wiki

Introduction

Rolento spent all the money he made off his hit movie "ROLENTO 2012" on knives and jump cancels.


Debuting in the Final Fight series as a boss character, Rolento is a runaway mixup character who prioritizes being annoying above just about everything else. With a combination of strong air normals and his walljump, he enjoys intercepting the opponent's approach with a combination of careful spacing and his Patriot Knife, a strange move that requires prior setup to unlock its full potential. Both ground and air-OK, Patriot Knife is a seemingly weak special move that evolves into its true form once you interact with Rolento's unique mechanic, his rolls, stocking your knives and turning the move into a rekka series. Both competent as a combo tool and a long-range projectile, Rolento's primary plan in neutral when he's not boxing out with normals is to keep knives stocked and toss them to keep the opponent away. To aid with his efforts, he has a nearly fullscreen command grab super in Take No Prisoners, snatching the opponent's ankles for good damage as a whiff punish tool.

Unfortunately, "being annoying" is about all Rolento does well. He's in a league of his own when it comes to low damage, unless you spend the time to learn his intricate combo theory, which is character-specific and finicky at that. Patriot Knife, while a decent projectile in its air form and on the ground while knives are stocked, is the worst special move in the game without knives stocked, doing very little damage and leaving you punishable on block and hit - although, even stocked Patriot Knife leaves you negative on hit at the end of the series. The rest of Rolento's special moves are comically bad - having knives stocked is both a necessity for the character to function, and simultaneously extremely difficult to do if you're not fullscreen, due to the fast-paced nature of Remix's neutral. Due to his weaknesses, Rolento is forced to build his game around tossing air knives, being passive to build stocks, and hoping he gets a stray hit with one of his normals - and he's not too good at doing any of the above.

Strengths Weaknesses
  • Good Normals: Rolento has a strong anti-air normal in st.HP and his command normals are generally quite good, specifically Pogo Stick (j.2MK) and Spin Stick (j.2MP), as all hits of both are overheads.
  • Air Knife Toss: A strong projectile that Rolento can input an unlimited amount of times before landing, it's occasionally difficult for some characters to work their way around this move in neutral.
  • Nonfunctional without Knife Stocks: Put simply, Rolento does not work if you don't get opportunities to reload your knives. While he's still a bad character with knives loaded, he's at least able to compete in the damage department in some respects and make the opponent irritated, even if they're not afraid of him. A Rolento with no knives is by far, the worst character in the entire game, and completely nonthreatening to the opponent - and considering you don't usually have an easy way to reload knives if you're being pressured, you're going to end up in this state more often than you think. Without knives, you have no damage, no zoning, no sustained pressure and no offense.
  • Terrible Defense: No meterless reversals of any kind, and although his supers and EX Patriot Knife are invulnerable, it's not only that Rolento can't wake up with many invincible options - in general, Rolento gets suffocated on offense extremely easily if he can't anti-air approaches with his 1-2 good options for doing so. j.2MP is an all-risk option for air-to-airing an aggressive target, but in the case of failure, Rolento is going to take a full combo every time. Being forced to rely on alpha counter is especially bad for him, considering he's already being forced into passivity by the knives mechanic, and must balance charging CC or obtaining his knife stocks.
  • Awful Supers: With the exception of Take No Prisoners, which is at least decent, Rolento's other two supers serve exclusively as wakeup tools and ways to dump damage, with no utility that could improve his situation.
  • Sustainability: It is extremely difficult for Rolento to keep any kind of consistent gameplan going from round to round other than to pray he gets opportunities to get stocks. When half of your toolkit is a knowledge check, and the other half is an incomplete character, Rolento finds himself in a strange limbo where he doesn't really have a real "win condition", besides literally depleting all of the opponent's health.
Rolento
[[File:|center|300px]]
Character Data
Health 1000
Chains L>M, L>H
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement Walljump

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


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Rolento F. Schugerg is a video game character who debuted as a boss in the beat-em-up arcade game Final Fight, before appearing as a playable fighter in the Street Fighter series starting with Street Fighter Alpha 2. He is a former member of the Mad Gear Gang who is quite very resolved and determined in having to create and establish his own military utopian nation.

Streetfighter wiki Rolento