PDA

View Full Version : A3 Rolento strats plz


DVD:madZ
03-25-2003, 11:08 PM
I'm trying to learn how to use ROlento. I've been toying with Z and X, but V-ism was never for me. It's pretty ahrd for me to use V, so, any tips? Or even some to maybe help me on using V-ism?

GeekBoy
03-26-2003, 12:10 AM
To tell you the truth, Rolento has no really good all-purpose midscreen custom. He has a ghetto unblockable combo that can do 30-45% damage most of the time and not to forget to mention his crazy 50+ hit corner combo. The three customs you might want to know with him are:

VC1: j.Forward, c.Short, c.RH (this is the unblockable, you can do whatever, as long as you make sure the j.Forward's shadow will hit when you do a LOW attack, which is the RH.)

VC2 (CORNER ONLY): [c.Short, s.Forward, s.Fierce, sj.Strong x2] repeat until meter is depleted then do c.Forward, Pipe Twirls. Now, this may or may not work on small people, I'm not sure about the limitations on this one.

VC2 (Only off counter hit j.Jab): After j.Jab, jump -> activate -> j.RH, cc.RH, cc.Strong, cc.RH, cc.RH -> Corner -> keep doing cc.Strongs until you're out of meter and until you can't do it anymore (which is 4 times)

You'll be using the first 2 the most unless you know you're gonna be able to get a CH jab. Now, I'm a little iffy on how the third custom is done, but I think that's pretty much it. Otherwise if you're not sure, stick to sure damage with b+Fierce for anti air (it's up there for range with Sodom's) and poking. Don't be afraid to use his V-ism AC, it's VERY useful at times. And for his unblockable, be wary of counter customs and wake up DPs.

Muskau
03-28-2003, 09:06 PM
I use A/X rolento at the moment, since I'm not good enough with arcade sticks to pull VC's yet.

X Rolento is quite confusing for some people if they dont play X Rolento much. He can almost be played like Twelve, super jump in, pressure or poke, and jump away again. X Rolentos hits do obscene counter/guardbar/dizzy damage. And it helps you get the super in so much easier.

A Rolento is far more versatile, with AC, super jump/normal jump. Two extra supers, airblocking. Rolento's normals do most of the work, with FP and JP being his main weapons, with FK and SK being used occasionally. And the other normals being used in specific situations. Most of Rolentos specials are designed for evasion or escape, remember Rolento's strength is his mobility, if he gets cornered then he is in trouble, if the opponent gets inside JP range, throw them immediately. The Knife is usually used for buying time, annoying the opponent or baiting. The back roll is usually used for positioning or escape, as is the wall jump. Rolentos 3x Spin stick combo is always used after a crouching FK, NEVER use it if the FK is blocked.

Rolentos Supers each have specific uses. The Wire is usually used after causing a dizzy, or guardbreak or after an opponents laggy move. The Knife can be used for guardbreaks, cheesy victories, corner pressure. The Grenade is usually used for laggy moves or predicted jump-ins.

Basic Tactics are:

Pokes: crouching JP, standing JP, crouching FP, standing FP, crouching FK*

* follow with 3x spin stick combo

Anti-Air: standing SP, standing JP, standing RK, jumping JP, jumping SK

Other normals can be tried out as well, try to experiment!

If anyone has anymore tips or corrections, feel free to post

GeekBoy
03-29-2003, 11:44 AM
I still deem Rolento's other supers beside Tripwire fucking useless. EVERYONE except X-ism has air block, so if you waste a level on the grenade super, you just wasted it period, you gain no advantage. Knife super has NO USE AT ALL. NEVER USE IT. Just stick to Tripwire and and use your extra levels for ACs. And put c.Forward (and not c.FK, since that can be interpretted as c.Fierce Kick).

And tell me how you can't do Rolento's unblockable custom? It's 3 things that don't even combo, it's like impossible to mess that up.

Iceman
03-29-2003, 02:48 PM
Originally posted by GeekBoy
I still deem Rolento's other supers beside Tripwire fucking useless. EVERYONE except X-ism has air block, so if you waste a level on the grenade super, you just wasted it period, you gain no advantage.

Are you sure? This would be the first airblockable super I have heard of in a3.

GeekBoy
03-29-2003, 04:33 PM
If you can't, forget it then, my mistake. But still, grenade super sort of sucks, gotta do it the SECOND your opponent jumps.

SaBrE
03-29-2003, 09:50 PM
charlie sonic boom super is air blockable also. like that in all alphas

bushin187
03-30-2003, 11:52 AM
Originally posted by GeekBoy


VC1: j.Forward, c.Short, c.RH (this is the unblockable, you can do whatever, as long as you make sure the j.Forward's shadow will hit when you do a LOW attack, which is the RH.)



Can you use this vc to go into the midscreen? Is this better ( more damaging)

GeekBoy
03-30-2003, 12:01 PM
...That IS a midscreen combo. What told you it wasn't?

bushin187
03-30-2003, 12:26 PM
Originally posted by GeekBoy
...That IS a midscreen combo. What told you it wasn't?

I never said it wasn't a midscreen:confused: . I meant is it better to keep doing that unblockable or go into his other midscreen (the one in the vc thread)

What told YOU that I thought it wasn't a midscreen?

GeekBoy
03-30-2003, 12:29 PM
The only other midscreen he has is the off CH j.Jab ONLY.

bushin187
03-30-2003, 02:51 PM
Originally posted by GeekBoy
The only other midscreen he has is the off CH j.Jab ONLY.
i meant this one

His MIDSCREEN (THANKS TO Nibor, the bombest white man on the East Coast) is:

VC1, c.Forward, pipe twirls, [s.RH, sj.RH, land] when you get to corner do s.RH, sj.Strong, proceed to do CC j.Strong.

never mind man.

SaBrE
03-30-2003, 09:53 PM
yeah you can transition from the unblockable to that, but i think that vc is pure ass. does no damage at all. patriot circle at the beginning of a vc is very bad. 12 hits of 1 pixel damage at the start of a vc will scale the rest of the combo horribly. youll get much more damage by doing unblockable til meter runs out.... all IMO of course

Akutabi Gamma
07-28-2006, 07:33 AM
Yo, can someone gimme some Rolento starts & combos plz? I used to play as Rolento back in the days of the PSX, but anymore, so I'd appreciate any help. Thanks.

cam347
09-11-2006, 12:00 PM
BnB combo
crouching MK, Patriot Circle (HP)x3

Take No Prisoners is his best super (call the linch mob super) and u can juggle after it
Minesweeper (grenade super) is a decent defensive AA super everynow and then but what can ya do?
Other AA's include
Standing close HP
standing MP, HK

Walk-up LP, repeat is great. If blocked, walk up throw, if it hits, walk-up LP. If connects on a counter hit, link his BnB combo

When u dont have bar, just run around with his wall leaps. Throw in a few knives to keep them at bay every now and then. Play defensivley, once u have bar let the rape begin.

I have nothing for V-ISM Rolento.

But that's as basic I can get 4 ya. I know someone else can open it more for ya.

Kyokuji
09-11-2006, 01:09 PM
There's a serious lack of good Rolento videos around (especially V-Rolento).
If anyone has any that aren't already on youtube, it'd be helpful.

popoblo
09-12-2006, 07:41 PM
http://www.youtube.com/watch?v=zOEyTCEJ-oc

after watching that and a couple other random rolento vids on youtube, i realize how much he plays like rolento in cvs2. since rolento is one of my best characters in cvs2, i was wondering...

-in that video, he did a jumping jab as AA (with a counter hit), then do crouching fierce as a 2 hit combo. is there some crouch cancelling or cool A3 shit going on there that i don't know about? why didn't sodom just flip out after the jab?

-is reacting to counter hit jab, low forward into patriot circles as reliable as in cvs2?

it just sucks how none of his normals are cancellable into his trip-wire super. and i don't really feel like learning his V-isms because i hear they're not that great.

peace and thanks

Best Kind Boxer
09-12-2006, 07:48 PM
Yes and Yes.

After air-to-air counterhit, you can do whatever you want with crouch cancelling.

popoblo
09-13-2006, 03:45 PM
and the jumping jab has to be a counter hit for you to be able to crouch cancel it? did the rolento player do the jumping jab, then tap down right before he landed (to crouch cancel) then hit low fierce for the 2 hit combo?

sorry, i'm not very familiar with crouch cancelling. i read the article, but it doesn't really address this type of situation.

thanks again.

Xenozip.
09-13-2006, 05:24 PM
and the jumping jab has to be a counter hit for you to be able to crouch cancel it? did the rolento player do the jumping jab, then tap down right before he landed (to crouch cancel) then hit low fierce for the 2 hit combo?

sorry, i'm not very familiar with crouch cancelling. i read the article, but it doesn't really address this type of situation.

thanks again.Not exactly.

First, it does have to be a counterhit in order to combo afterward, otherwise the opponent will become invulnerable and land on their feet (like a reset in 3rd Strike).

Second, he didn't have to tap down, he just had to hold down and press FP (which would make it a c.FP) right as he landed.

The reason this works is because jumps have recovery frames like in pretty much any SF. But, like in most SF games you can cancel these recovery frames by crouching (which is called "trip guarding").

Technically he is cancelling his jump animation recovery by crouching (trip guarding). The reason why it's called crouch cancelling though, is because he is then cancelling the crouch animation with an attack (or a jump, or walking, if he wanted).

In other words, the actual mechanic is jump -> crouch -> act
where each action cancels the last.

If he were to simply land and attempt to walk forward, the opponent could tech flip because the landing has a few recovery frames. But by crouch attacking he avoids these recovery frames. He could, however, land and crouch as is he landing, then cancel the crouch animation with a forward walk (thus, avoiding neutral states).

TS
09-13-2006, 05:28 PM
Yeah, air-to-ground counter hits work the same as air-to-air. And yes, it has to be a Counter Hit, otherwise the person being hit would do the regular recovery that happens after air-to-air hits in other games.

popoblo
09-14-2006, 08:17 AM
thanks for the clarification. i didn't know it was as simple as getting a jumping counter hit jab, hold down while you're landing, press fierce. this seems like rolento's best way to AA if you're fast enough to react to the jump in (and if you get the counter hit).

EDIT- 2 huge things i don't like about A-rolento in A3 as opposed to cvs2...

1. none of his normals cancel into his super. so that means you either whore out the AC's or random super for the win.

2. it seems his patriot circles have a different timing. i can't just triple tap punches as i'm doing the qcf motions and never mess up. i guess i need to practice the timing a bit more.

and i remember reading in the A3 Q&A thread that a V-rolento won a recent acho tourney. does anybody still have those vids? you'd be my best friend for life.

peace

Kyokuji
09-14-2006, 04:10 PM
Well, VC's aside, his alpha counter on V-ISM is awesome, since it basically gives you a free c. MK > Patriot Circle.

He also has a pseudo combo in the corner that goes something like c. MK, c. FP > super-jump MK. Unless they have meter for an AC or a DP move, it's going to be hard for them not to take a lot of unscaled damage.

He also has a nice cross-up mid-screen that's very easy to do.

Ouroborus
09-15-2006, 01:09 AM
A-rolento sucks in a3.

v-rolento >>>> a-rolento.

back+hp and confusion vc/unblockable crossup vc is too good not to have.

counter hit lp into c.mk into patriot circle is easier to do in a3 than cvs2 for some wierd reason.

popoblo
09-17-2006, 07:33 PM
He also has a pseudo combo in the corner that goes something like c. MK, c. FP > super-jump MK. Unless they have meter for an AC or a DP move, it's going to be hard for them not to take a lot of unscaled damage.

http://www.youtube.com/watch?v=zOEyTCEJ-oc

at the very end, he is doing what you're talking about. any idea on which VC that is? 1, 2, or 3?

it looks like he activated, then did low fierce, super jump mk mk (or hk hk?) land, low forward, low fierce, super jump mk mk again etc etc. do you think a shoto would be able to DP through that if timed correctly or if they just pumped the motion and triple tapped the punches? i guess i should learn that if i have my opponent cornered and they don't have any meter for an AC/VC. does that work for smaller characters like sakura?

if A-rolento had V-rolento's AC then i could see myself playing A-rolento, but not being able to use your meter to do real damage sucks. i guess i need to learn V-rolento after all.

peace

PS- another nike match.

http://www.youtube.com/watch?v=dhwlFGQclQc

Xenozip.
09-18-2006, 04:31 AM
VC2.

And yes, if it doesn't combo then you can VC activate, teleport, DP, etc. through it.

Also yes, it works on small crouching characters, but against them you have to change it a bit (using sj.MP and c.SK/FK).

And yeah, you're better off in V. Try out his unblockables (mid and corner) against some human opponents some time.

popoblo
10-04-2006, 01:45 PM
that V-rol vid on acho is pretty sick, the 2v2 when he fights V-sagat and V-dhalsim. very solid play. the jump in, counter activate, land, roll away tactic worked really well.

God 2.0
05-17-2007, 07:23 PM
I've been playing SFA3 on Kaillera for a while, and found Rolento to be my type of character. Here are my observations so far, stars showing usefulness of moves, as far as I can judge:

I use A Rolento for now, because I can't be bothered learning those VCs. At least I have 3 ACs at my disposal. :p


Punches

s.jab - fast poke, high damage and guard damage for a jab move. Great speed and priority. Rolento's main move. *****

c.jab - Similar to the s.jab, but less damage and a bit slower. Less useful in general, but sometimes the standing version may pass over foes. (slides and such) ****

j.jab - Same as the s.jab, but in air. Very safe anti air move. Good horisontal range for anair move. ****

s.strong - A rather slow, short ranged punch. Not very useful, as you cannot cancel or link from it, and it is slower than most of his other moves. Can be used as an anti-air to some extent. *

c.strong - A rather unique punch move, since it hits 3 times. This means that it will push the opponent away a good amount if blocked. Useful for pushing away, but not much else. Stick with the c.fierce for long range poking. *

j.strong - Similar to the c.strong, except that it is in air. I haven't found a great use for this. Perhaps the multihits makes it harder to block high or low. *

s.fierce - A long ranged smash. hits twice, but only when close. close version has good vertical range and might be useful as anti air in V-ism. **

c.fierce - Fast, long ranged poke. Good range, speed, and damage. The worst thing about it is the low hitbox which makes you vulnerable to jump-ins. *****

j.fierce - I find myself using the j.roundhouse for air to ground combat, but I've seen that pro gamers seem to use this one. Tests show the roundhouse to come out faster, so I really would like to know the advantage of using this one over it. ***

Kicks

s.short - short knee attack. Nothing compared to the s.jab, except for a slightly more vertically placed hitbox. *

c.short - A small useful kick. fast, hits low. Low risk. Can be cancelled and chained from. **

j.short - Same function as the j.jab. I just see no use for this though. ***

s.forward - long ranged, fast poke. Rather ok for pressure, and can take down air at low angles, as well as tornado kicks. Close version is cancellable and can be chained into his triple hit special move. ****

c.forward - Another nice kick. reasonably fast, and can be chained from and cancelled. ****

j.forward - Similar to his j.roundhouse, but this one can cross over, which makes it quite useful. ****

s.roundhouse - Long ranged kick to the face. Can be used as anti air. Quite ok, but will miss crouching targets. ***

c.roundhouse - Medium range slide attack. Also quite useful, but the recovery makes it a tad unsafe. ***

j. roundhouse - My main choice for air to ground combat. Fast and good at getting deep hits for further comboing on the ground. ****

Please comment on my choices and give me any advice if you happen to be a good Rolento player.

Terry_nb
05-20-2007, 12:34 AM
Well, Rol has one extremly easy VC, but I know you to well and A is not a bad ISM. Cool that you finally made it to these forums and wise to mainly spare the super for AC's.

Btw, as far as punches go, you may also consider the close s.FP sometimes. It can be useful in combos and late anti air's decently (so try to learn the timing when it comes out n A). Mmh, s.FP in the 2 hit version is nice for guard cruches and has quite long range ... Rolento's f+FK can also be of use at times, it evades some lows and can surprise an opponents. Eh and the s.RK hits a few crouchers, through only Gief like guys.

As Rolento is not a main char of mine, I of course wont post more here and let some experts do the work. Anyway, good to c u around. :)

Buttermaker
05-20-2007, 01:59 AM
http://forums.shoryuken.com/showthread.php?t=25795
http://forums.shoryuken.com/showthread.php?t=117377

EveryFlowerFlow
05-20-2007, 03:43 AM
http://forums.shoryuken.com/showthread.php?t=25795
http://forums.shoryuken.com/showthread.php?t=117377



dunno why but it always crack me up when u do that :lol:

God 2.0
05-20-2007, 12:09 PM
I already read the topics linked by Buttermaker. I get the feeling Rolento is not played by many. Now well. Thanks for your inputs.

Oh, and hello Terry_nb. I saw some of your posts in here earlier in some Bison thread. We must have a match again soon.

Ephidel
05-30-2007, 04:52 AM
Late again, however...

I've played with Rolento some in the past. Has one of the most interesting X-isms in the game, very quick and mobile. Nice chips and guard smashes involving constant abuse to his specials. His supers are average I suppose, I think you can chain like only one off anyway...

Haven't tried Vism, always thought X was his prime.

Also has a great HP two-spliter(can reach too)

BKB
05-30-2007, 04:11 PM
Links don't work. :(

God 2.0
06-01-2007, 02:31 PM
Well, I have just started using V Rolento. Wondering if anyone know any decent VCs with him. So far I've seen the juggle ender variant where you do QCF+punch X3, standing roundhouse, then with crouch cancel, juggle them with jump medium punch. Only problem so far is that I just cannot get crouch cancelling to work.

I also use stand jab, crouching forward, QCF+punch X3, then repeat if opponent still blocks, change to ender variant if they stop blocking.

Terry_nb
06-05-2007, 12:57 PM
Here are some, through for the most part not easy ... http://www.youtube.com/watch?v=UHoDA9P9bew I guess you start with his simple cross up VC, quite the easiest VC in the game IMHO. :)

Patrol
06-05-2007, 02:23 PM
I am also trying to learn V-Rolento. Check out the newest A-cho fights! The second file has V-Rolento facing V-Adon. Rolento does quite an interesting VC there. I don't know if i caught it right but it's something like:

VC1 activate and then:

c.MK xx qcf+p x3, s.HK, c.HK, qcf+p (wait a few frames), qcf+p (wait a few frames), qcf + p, s.HK xx super jump, down + MK, down + MK, down + MK.......

I tried it in kawaks and it worked :)

Also: does anyone know how to save .asx files to the computer? I'd like to save that fight.

EDIT:
I managed to capture the combo i've been talking about:

http://www.youtube.com/watch?v=bY_B3eqNtTs

kofkofkof
10-23-2007, 01:03 AM
[QUOTE=GeekBoy;666193]
VC2 (CORNER ONLY): [c.Short, s.Forward, s.Fierce, sj.Strong x2] repeat until meter is depleted then do c.Forward, Pipe Twirls. Now, this may or may not work on small people, I'm not sure about the limitations on this one.
QUOTE]


I have some comments on your VC2's explaination.
you should start this VC with 2 ways(or more).
1.On the land, Very close to the opponent, C.Short X 2, then S.Forward,S. Fierce, SJ.Strong,then [c.Short, s.Forward, s.Fierce, sj.Strong ] x n
2.In the aire, just [sj.Strong ,c.Short, s.Forward, s.Fierce] x n

ToyRobotTerror
03-04-2008, 06:15 AM
Does anyone have super setups for x-rolf?

Mr Mort
04-18-2008, 08:31 PM
The minesweeper CANNOT be air-blocked. Any move or super that is connected to/touching the ground (aka grounded) cannot be air-blocked in A3. The reason moves like Charlie's multiple sonic boom's and the shinkuu-hadoken can't be air-blocked is because they are not touching the ground, they're entirely in the air.

The problem with the minesweeper is that unless you see the jump-in coming ahead of time and start the super somewhat early, your enemy usually lands before the first hit actually connects. Having said that, if you can zone/bait your enemy into jumping, it can be pretty effective against jump-ins.

jsheppar
04-18-2008, 11:41 PM
shinkuu hadokens can't be airblocked

Mr Mort
04-21-2008, 07:59 PM
shinkuu hadokens can't be airblocked

Yeah, that's what I meant to say.
It's amazing how forgetting to put a 't can make you look like a dumbass.
Edited.

Buttermaker
04-22-2008, 03:37 AM
Any move or super that is connected to/touching the ground (aka grounded) cannot be air-blocked in A3. The reason moves like Charlie's multiple sonic boom's and the shinkuu-hadoken can't be air-blocked is because they are not touching the ground, they're entirely in the air.
First you say that grounded moves/supers can't be air-blocked. Then you say that the reason the Sonic Break and the Shinkuu Hadouken can't be air-blocked is that they are not grounded. :angel: