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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 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 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.
- 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 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 solo damage output.
- His only reversal, EX Patriot Circle, is incredibly slow at 18 frame startup.
- Low health at 930.
can be repeated
2 additional times
on 3rd hit of 3rd chain
cannot be repeated
Bread and Butters
Hit Confirm Combos
Combos Into Supers
- 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)