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Gwai Lo ½
05-20-2007, 12:11 PM
It's about that time. I'm bored and sitting here and there hasnt been much Rolento activity. He's still my favourite character. He needs to get mo' love.

I want to talk about a few of his moves, I'm not trying to claim original thought on these but I want to put them down somewhere. I enjoy reading my past posts and comparing my gameplan and understanding to my current play.

Jab
Rolentos best pressure move by far.

c.jab vs s.jab
If you play rolento you know that c.jab has slightly more range. This an be used to get some counterhits. Ie max range s.jab, walk forward so that you are still outside of s.jab range and do a c.jab. Take the time the counterhit gets you to set up for something else. Head bobbing after a c.jab can make it look like you are walking forward. Ie c.jab, neutral->c.jab can often get counter hits or baited moves.

Into low forward xx Patriot Circles
Counterhit c.jab/s.jab both easily combo into low forward. Patriot circles do not need a counterhit jab.

Meaty jabs work really well and can easily be hit confirmed (without counterhit). It also makes s.jab low forward completely safed when blocked.

To use jabs effectively you really have to pay attention to your ranges. For example, a max range s.jab does not leave you much room to do anything but walk back into range. Which is why c.jab helps a bit. Ideally I like having the middle of Rolento's stick hit the opponent. Especially for meaty jabs. Against rc grooves it is sometimes better to be a bit further out. For example, blanka gets the really hard to time wake up rc electricity, you are still safe on the meaty jab if it is done further away. Having the stick hit about half way allows for better mixups, it gives you enough time to mix up throw, jab combo, and counterhit jab/blocked jab at the same distance. I believe at this distance if done meaty it is safe from just defend aswell. Jumping is also an option as it puts you in good distance for a crossup/jump straight up roundhouse.

All counterhitjabs/meaty jabs should result in a knock down. Meaty jabs allow you to set up counter hits easily. You can be in throw range after walking in from a meaty jab and still be in a good position to counterhit.

Learning to combo s.jab, s.jab, s.jab is also very important to rolentos game. This puts people in the habit of blocking. If you force people to block you can throw out more moves like c.fierce immediately after 1 jab (slightly outside of half stick range). Ideally I would want someone to block this (having a flashing guard on your opponent obviously gives you added pressure), however having the c.fierce hit is still good.

Forward
Standing forward is a good move to keep people out when it is necessary. If you get in the habit of using this move at the proper range you can sometimes bait jumps/pokes with a s.short. However s.short should only be done when you are outside of their ranges (well, I should never say "only" but just as a general rule). The startup of the s.short looks very similar to the s.forward. This obviously isnt something to spam or use a lot, but when you've convinced your opponent that they might be able to make you wiff a s.forward to punish/jump it can be good.

Meaty c.forward at about 2/3's the length of the leg away can set up a counterhit c.jab -> c.forward.

Towards and forward, the only thing I've seen this move do is punish cammy's max range spiral arrows (qcf+kick). I say max range because i've hit cammy out of one and she's recovered first.

Roll cancel scouter jump
Execution of this move: I tend to use the knuckles of my middle to pinky finger to hit the forward/roundhouse buttons. So I curl them up and roll my hand across after hitting the roll. Works very well on japanese layout. Try to release jab+short as you hit forward/roundhouse as it gives you an extra imput (negative edge short). This is good because rc scouter can be done by releasing short and pressing one button (ie roundhouse).

Keepaway:
Time it as they would hit you from a jump in to escape the corner, or to jump back into the corner for a j.fierce, low forward xx patriot circles. Escaping the corner is ideal though because they obviously land before you and can hit you out of the air. Not recommended against low jump cammy either or you get low jump kick grabbed.

Agressive:
It can also be done after a half distance jab if you have them in the corner. As people with dragons will want to dragon your counter hit jab/throw attempt.

Anti-air:
This gives p/k another height to defend when they jump. Use it slightly lower in the arc (or the same timing) than you would a jump jab and slightly higher than you would use s.strong. You can also use it when they are inside your s.strong range but where you would trade if you press strong. Jump back with it to defend against crossups or high arcing super jumps onto your head (ie when you are in the corner).

That's all for today.

D@RU
05-21-2007, 02:19 AM
Thx for this stuff. I wanted to learn a bit of rolento for a long time, but didn't know how to handle the guy.
Could you explain some matchups or fighting styles?

Gwai Lo ½
05-21-2007, 09:00 AM
I'm not very good at pulling matchup specific knowledge out of my head. If you have specific questions I can try to answer them although I'm not sure how useful the advice would be.. just be mindful of their poking ranges, and try to get into your jab game. Other than that try to punish longer range pokes. Use rc scouter jump, cross ups, knives, and wall jumps to try to maintain distancing if you mess up your poking game. With Knives be mindful of the different angles, and try to react to what they are going to do. Rolentos dashes are very good, dashing back out of their cross up range will often get you a free s.strong.

Gwai Lo ½
05-21-2007, 06:56 PM
Random
After a cross up rolento can do s.jab s.fierce xx knife. the thing is the jab-> fierce is not safe, however it will often still be blocked.

s.jab xx knife is very good too, it makes it hard to react to your jab game, especially since people are looking to use a poke like low forward .

s.fierce xx roll back -> jab is a good distance, if they dont react in time they have to block, if they jump it will still hit them.

After landing a cc you can do a scouter jump to cross up, at the last second you can do d.mk instead and land on the other side. This is good after you've shown the person that you will cross up. The cross up will fuckup most super motions (i say motions because the timing when people would normally do a motion is crossed up). It is safe against kens/ cammy up supers if timed right (and will still hit them if they do nothing). So you can land and punish if they wiff. You can also make this ambiguous by walking forward a bit (it is less safe but it completely depends on them waking up.. if they are standing you will often land in front, if they are crouching you will often land behind. But again it depends on the distance you walk.

Rolentos down fierece is his main punisher, however at further ranges sweep is faster and gets you the knock down.

Lionx
05-23-2007, 07:40 PM
Small question: With or without RC, how to deal with crossups as fierce and powerful as Nakoruru's...what do you do?

popoblo
05-24-2007, 04:26 AM
IMO, just roll away and re-establish your distance. you can get cute and RC KKK scouter hop backwards into jab, but you have to really be looking for the crossup to get that out in time, and you're getting a jab (maybe a counter-hit jab's worth) of damage.

Ouroborus
05-24-2007, 11:15 PM
rolentos jumping jab does more damage than most jumping jab in the game

Gwai Lo ½
05-25-2007, 07:18 PM
A jab is still damage. It also puts you in good position afterwards. Imo if someone is crossing you up you should be waiting for it most of the time, if they cross you up randomly without pressuring you first then you are most likely in a bad position.

Jump back/straight up jab without rc scouter jump can work too. Rc jump forward to reset distance works. Dash into her crossup and activate as rolentos dash is off the ground.

Practice more not being in crossup range unless forced.. i know it's easier said than done and it's not something you can control all the time but it helps you react to the crossups better.

Well, you dont want to be outside the range, but pretty much at the ambiguous range where if they jump you can walk back and s.mp. Personally I think this is the best option. However if I get forced I would go for the rc scouter jump back with jab.

And if they cross up after jabs i would rc scouter jump forward.

B&B
06-14-2007, 10:25 AM
Nice thread, keep them comin.

Gwai Lo ½
01-02-2008, 11:37 AM
J.Short

Useful air-to-air against opponents who are higher than you. Might seem pretty obvious but a practical application of this is against chun li normal/super jumps.

Patriot circles random thoughts
Random execution note, I somehow lost the ability to do patriot circles, I've been remedying this situation by drumming all 3 punches for the 2nd and 3rd motions.

Another note about patriot circles is at the peek of my concentration it seems that low forward is hit confirmable (although normally not practical, but it does help during jab -> low forward poke strings when it is 1 frame timing and can apply in other situations too ie trying to punish a move with low forward and waiting to see if it hits to cancel). Anyone else notice this?

Gwai Lo ½
01-07-2008, 08:54 PM
Building Meter

Although Rolento gains a lot of meter from attacking, it's good to mix up with running away. I find it also keeps people guessing more as to whether you are going to run away aka rush away or try to rush down as IMO he's good at both.

Common meter-building moves are:

qcb+kick

This move in itself builds meter, but you also get a button press afterwards. It can get you out of corners or put you in one depending on what you want. If you are pressured in the corner it can easily be hit out of the air with moves like Yamazaki/Sagat j.Fierce even if it is roll cancelled - the invincibility runs out around the point of contact with the wall.

If you are full screen (ie they are about mid - 3/4 screen away from your corner) and do this you can often bait dragons by doing down-back + forward(kick) if you do it right outside of their range. If not you are quite far away and can generally either run back/forward or start playing footsies. It's always good to do this move at a point where your opponent might be thinking you're committed to attacking (or just before) so that they do not know right away to close the distance.

When you have the option to fly over their head (and so put yourself more into the middle of the screen than you were before) you also have the option to press back+forward for a crossup.

It's always good to change the timing on this move. If you catch your oponent waiting at your max distance jump (ie for a dragon or something) you can *sometimes* hold back for a while .. and then press forward->roundhouse, it seems pretty quick and if done when they are overthinking they may not react to it (in time to punish).

triple-kick (Scouter jump)
Great for creating distance, rc'd when close. Can press a heavy move to wiff right before you land for the meter. Can either repeat or use one of his other numerous options

triple-kick (while landing)
Builds meter in itself. Can also attack after a bounce. Very good after a scouter jump to build meter. Most people (especially running grooves) will want to close the distance after they see one. Mixup with holding back, holding forward and then j.jab (if they jumped) or scouter jumping/wall jump etc. Often scouter jumping back will put you against the wall - if not the holding back triple kick probably did, so be prepared to either poke, defend, or get out.

s.strong
I prefer this move as the wiff meter builder. Certain timings if they jump (probably super jump) at the same time it looks like you are open, but you can still throw out another as anti air.

knife
Use it like any projectile as long range zoning. Generally you can throw a fairly decent knife regardless of where they are. The exception is if they do a cross up roll or similar spacing. If you don't throw a knife you recover faster.

triple punch
Find this move can be thrown in in the meter building process since the distance you roll can be controlled. If you are full screen you can do a jab one to stay fairly fair away, watch what they do because you can often roll under jumps with this.


Obviously all of the above you have to known the timing and distances of both rolento's and your opponent's moves. Any repetitiveness against good players will get you either cornered or with a .. bad "damage taken to meter build ratio" for lack of a better wording.. I find a good thing to keep in mind is if you put yourself in the corner you better have a couple of options in mind (depending on your opponents plausible options) to get out before you put yourself there.

If you do get stuck in the corner, the command jumps shouldnt be used randomly to get you out of the corner, especially when your guard is flashing. On reaction to certain moves however they will do the trick nicely. My favourite at the moment is rc scouter jump forward (to about mid screen) to reset the distancing game.

Also, I find against characters with fast walking speeds the rush away is less effective and a solid ground game helps with a lot of situations.

However, building meter should always be part of Rolento's game play.

casey_MDK
01-11-2008, 12:11 PM
Building Meter

triple-kick (while landing)
Builds meter in itself. Can also attack after a bounce. Very good after a scouter jump to build meter. Most people (especially running grooves) will want to close the distance after they see one. Mixup with holding back, holding forward and then j.jab (if they jumped) or scouter jumping/wall jump etc. Often scouter jumping back will put you against the wall - if not the holding back triple kick probably did, so be prepared to either poke, defend, or get out.

Any use for this move for some weird high / low / cross up shiz? Seems like it's be decent in that regard. I don't have the game, so I can't test, but maybe he could do something after his p throw? I use N - Rolento the most, so maybe I could do some ambiguous shit with it like run forward after p throw, vary the timing for when I scouter jump, land in front / behind them early and then cross up with KK landing, MK. Or use it like a ghetto low jump in C.

Anyone wanna try it out? I'm playing this out in my head, and it seems like it'd work, but right now it's all theory.

Gwai Lo ½
01-12-2008, 08:04 AM
Uses for mix ups that i know of:

- after a knock down (or not.. i guess), cross up hold in the direction you are jumping, triple kick will make you bounce to the other side and you can do a cross up j.mk during the bounce as you will bounce back over the opponent. The danger with this one is they can throw you out of the triple kick, or stand fierce you for example. If they have a habit of attacking low when you empty cross up it can lead to a knock down.


- Throw someone into the corner, scouter jump towards them and hold back while pressing triple kick, can do a j.fierce punch at a fairly safe range (ie hard to hit if you do not attack). You can very the timing on the scouter jump, to hit later or earlier (im not sure if you can get a meaty jump attack, but it's still confusing assuming they don't do quick getup.) Can use it as a ghetto hi/low mix up if you are in a-groove and activate -> throw..

- Not really a mixup, but if you are in the corner for example, and you have a chance to walk just outside their throw range and scouter jump out (or set up your scouter jump out any number of ways including random) if you hold back while pressing triple kick you will bounce further away. If you hold towards you will bounce back. The cross up mentioned above and this one are times when the motion is reversed (ie you do not hold in the direction you want to bounce).

- I'm assuming with low jump you can low jump corpse hop into triple kick, although I don't play him much in low jump grooves. Could be fun to play with.

RagingStormX
02-16-2008, 02:03 AM
fp throw, scouter jump, f+kkk (right before landing), mk while in air during pogo. Good cross up.

Gwai Lo ½
02-27-2008, 02:27 PM
I believe this is worth mentioning:

I'm not sure if it's widely known that Rolento can cancel air movies into his pogo bounce.

From what I can see it's similar to cancelling a short into a hurricane.

As far as I've been able to test both his j.short and j.jab (hit or blocked) can be cancelled into the pogo bounce (triple kick while landing). I have not been successful in cancelling any other jumping moves into the triple kick.

Implications:

Poke strings:
- Jump jab xx triple kick , jump jab xx triple kick is a "poke string" that can be repeated without landing.

- Jump jab xx triple kick, j.fierce combos into activation/low forward super.


Considerations:
1. Unlike most air cancels this move is height dependent. You have to time your jump jab or short to hit and be cancellable at the right height for the pogo bounce. Jump short can only be used on taller characters as the upwards boot to the head leaves you too close to the ground against mid to low height characters

2. The instinct of most people after a jumping jab would most likely be block low, throw, or dragon/equivalent. If the opponent blocks low AFTER the blocked/hit jump jab, I believe you can bounce over for a crossup. You can also fairly safely bounce away (can obviously be punished by certain faster long ranged moves and supers etc)

3. Jumping jab is obviously not a very strong jump in however it can be set up. I think in order to use any sort of triple kick trickery you would have to set it up multiple times in a match.

4. During a-groove activation all jumping moves are cancellable. This offers yet another activation setup. Jumping in while activated j.fierce xx triple kick or crossup j.mk xx triple kick (for a double crossup or a fake double crossup depending on you and your opponents actions).

5. Potentially a lot more trickery in low jump grooves as a low jump will often leave blocking high as your opponents only option.


Now, as of right now I don't believe this in itself offers any huge advantage. However, Rolento's game largely relies on options and this is most definitely another option that can be used.

More options = slower reaction speed by opponent (it's not quite so simplistic but it's what it amounts to).

No defence
02-28-2008, 10:58 AM
Back in 2000 guy were hitting cats with knives in their CC ..........( anybody know how the custom works?)

Question can does rolento's Ground CC only work on Sagat/Fat character?

Does any body know how to set up his scouter jump> Activate down+ mp overhead to mk crossup in the corner....... or either ACtivate CC Blocked then gruard crush..... to cross up mk.

I hope I am making sence..... I trying to learn to me nasty with A rolento.

Gwai Lo ½
02-28-2008, 11:28 AM
Back in 2000 guy were hitting cats with knives in their CC ..........( anybody know how the custom works?)


Hitting cats with knives is flash only (usually corner) - the flashiest knife is cancelled into his super if timed right.

You can start a cc off of a deep knife anti air..

Question can does rolento's Ground CC only work on Sagat/Fat character?


I'm pretty sure you can do it on more characters if they are standing. For my execution level this is impractical anyway though:)


I'm not sure about the other setups.. never used them..

No defence
02-28-2008, 12:13 PM
Thank's I totally forgot about about CC of a deep knife AA.

I want to be Flashy with the Knife in Rolento's CC.... Make me smile.:wgrin:
I have yet to get the timing though.........

Good shit on the Rolent Strats.

Gwai Lo ½
02-28-2008, 12:18 PM
Thank's I totally forgot about about CC of a deep knife AA.

I want to be Flashy with the Knife in Rolento's CC.... Make me smile.:wgrin:
I have yet to get the timing though.........

Good shit on the Rolent Strats.

Main thing to remember with the knife is you can cancel before you actually "land", if you do it right it looks like he starts his super from the air.. it's also really quick.. only way I can do it is s.roundhouse xx roundhouse knife jump xx roundhouse knife xx super in a very quick motion.. and very [EDIT] height dependant on all of them.

No defence
02-28-2008, 12:30 PM
:tup:Nice.......

Gwai Lo ½
03-03-2008, 02:40 PM
I believe this is worth mentioning:

I'm not sure if it's widely known that Rolento can cancel air movies into his pogo bounce.

From what I can see it's similar to cancelling a short into a hurricane.

As far as I've been able to test both his j.short and j.jab (hit or blocked) can be cancelled into the pogo bounce (triple kick while landing). I have not been successful in cancelling any other jumping moves into the triple kick.

Implications:

Poke strings:
- Jump jab xx triple kick , jump jab xx triple kick is a "poke string" that can be repeated without landing.

- Jump jab xx triple kick, j.fierce combos into activation/low forward super.


Considerations:
1. Unlike most air cancels this move is height dependent. You have to time your jump jab or short to hit and be cancellable at the right height for the pogo bounce. Jump short can only be used on taller characters as the upwards boot to the head leaves you too close to the ground against mid to low height characters

2. The instinct of most people after a jumping jab would most likely be block low, throw, or dragon/equivalent. If the opponent blocks low AFTER the blocked/hit jump jab, I believe you can bounce over for a crossup. You can also fairly safely bounce away (can obviously be punished by certain faster long ranged moves and supers etc)

3. Jumping jab is obviously not a very strong jump in however it can be set up. I think in order to use any sort of triple kick trickery you would have to set it up multiple times in a match.

4. During a-groove activation all jumping moves are cancellable. This offers yet another activation setup. Jumping in while activated j.fierce xx triple kick or crossup j.mk xx triple kick (for a double crossup or a fake double crossup depending on you and your opponents actions).

5. Potentially a lot more trickery in low jump grooves as a low jump will often leave blocking high as your opponents only option.


Now, as of right now I don't believe this in itself offers any huge advantage. However, Rolento's game largely relies on options and this is most definitely another option that can be used.

More options = slower reaction speed by opponent (it's not quite so simplistic but it's what it amounts to).

Further to this post, it is also possible to activate after the pogo bounce while still in the air.

The following situation came up the other day:

- jump in jab xx pogo bounce
- opponent ducks
- I activate right before I hit the ground on the other side and hit low through a poke


However, the following could also occur:

- jump in jab xx pogo bounce
- opponent ducks
- activate -> crossup j.mk into cc

OR

- jump in jab xx pogo bounce
- opponent ducks
- activate -> non crossup (or ambiguous) d+j.mk into cc

OR

- jump in jab xx pogo bounce
- opponent stands up
- activate -> non cross up j.mk into cc


EDIT: Thanks for the props btw, good to hear :tup:

Hellion
03-09-2008, 12:51 AM
I've never fought a Rolento that RC's his scouters before.
I'd imagine immediatley superjumping with airthrows would solve that problem, is the jab done early invincible too? I asked a similar question earlier on with Hibiki, I doubt it.
Comes out fast though, it'd probably stuff the roundhouses that'd come out if I mashed on the button too fast while going for the throw.

Guile just flat out owns Rolento when he doesn't RC those scouter jumps, especially once he's cornered. Of course this isn't a problem for RC Rolento, just wondering how this matchup goes with yours.

Gwai Lo ½
03-09-2008, 02:57 AM
I've never fought a Rolento that RC's his scouters before.
I'd imagine immediatley superjumping with airthrows would solve that problem, is the jab done early invincible too? I asked a similar question earlier on with Hibiki, I doubt it.
Comes out fast though, it'd probably stuff the roundhouses that'd come out if I mashed on the button too fast while going for the throw.

Guile just flat out owns Rolento when he doesn't RC those scouter jumps, especially once he's cornered. Of course this isn't a problem for RC Rolento, just wondering how this matchup goes with yours.

Rc jump usually puts you out of range of an air through unless you really screw it up.. because just before the air throw distance you can invincible jump back j.jab (i believe this is an invincible attack).

I find rc jump gives you more times to jump.. most of the fireballs guile throws he's hoping you block so he can follow up... but you can rc hop upwards through the sonic booms and change the distance you jump to accomodate (d.mk)

Aside from that, i think rolento can build meter a lot faster by jumping around..

But I'm not sure I've played against guile enough to really judge the match..

edit: i'll post more on this when I get time, my mind wasn't exactly clear at the time of writing. I'd like to elaborate a bit and talk about how I feel rc scouter affects this matchup.

Hellion
03-11-2008, 10:21 PM
I want to discuss it too, because it's one I encounter a lot, but not RC Scouter.

Let me go into detail with what I'm working with:

The match starts. I begin numerous ways depending on the position of the characters when we first square off.
As Rolento typically is his best character, he almost always puts him last.
(When he gets bored and wants to get some Rolento practice, he puts him first.)
This matters because of what meter he has for AC's, lvl 1's or pop lvl 3's (N-Rolento).
Low jump strong xx lvl 3 tripwire is a pain in the ass, and when he breaks stock, I JUST KNOW THIS IS WHAT HE WANTS TO DO.

Anyway, with the matchup.

Guile's strong with his followups to a blocked/hit boom, sure, but his biggest strength over all is really how quickly he recovers once he throws a boom. RC Booms are for all intents and purposes impossible to punish when you're zoning effectively of course, so keeping all this in mind just establish range and throw booms,
or throw booms and then establish ideal range.

Not sure exactly what this range is, because while Guile in a sense controls the match with his normals and booms, against Rolento it seems negligable because Rolento covers all points on the screen.

Because he IS forced to do something though once I have a boom on the screen, I always make sure to throw one.

I think doing this at a range closer than the furthest his scouter jump reaches forward is good, or further out of course. I think throwing a boom at the range where a full screen scouter jump would meet Guile is risky, but it's a possible point where he may try to pre-emptively scouter at the same time I throw a boom, the instant I throw one, at least once in a match.

If he did, it wouldn't be smart though, as Guile recovers so that it wouldn't be worth the risk.

He may just wall jump away and control where he lands with d+MK(?) and continuously run away to frustrate me and make me do reckless shit. I try not to, but he does inevitably get pushed towards the corner doing this tactic, and if he attempts to wall hop over as i close the distance, i make sure to tag him with either a backfist, strong, or flash kick as he goes over to the other side, away from the corner.

The whole while, I am throwing booms.

Eventually, he gets pushed towards the corner, and I can unleash Guile's nasty corner game, doing things like preventing him from jumping out with jumping MK following a jab boom or a back fist.
(Obviously, this is where Rolento would RC scouter out, at the beginning of all this corner stuff, and hence resets the match, because HE KNOWS IT'S COMING. Fortunately, he can't RC scouter so I'm good).

If I score a knockdown doing all that, sometime's he'll resort to those point blank lvl 1 tripwires, which I can almost sense and bait now, Alpha counters, or RC Patriot Circles out.

He tends to RC Patriot more often than he'd really like, which isn't recommended of course, sometimes he hits because, well, Guile really is addicted to following up Booms. Other times I hold off a sec and see him guess wrong and punish with d.mk xx super or just random lvl 2 super cancel (followed with a crossup)/ hurricane.

...
When he chills out though and doesn't freak out fighting Guile (Guile's my second character against HIS team), he uses his Daggers to stuff all booms and buy time, and will go for a well placed slide, and will often pay 1300 life to get out of the corner when we slowly edge towards it as he can't RC scouter out.
Interestingly enough, as he can RC other moves, he COULD RC wall jump, but he hasn't done so in our matches.

On reflection, I believe his entire gameplan really is running away, and getting access to that lvl 3. Once he breaks stock he's a threat, and has low jump xx super, or just the nature of random lvl 3 tripwire (catches nearly everything), to strengthen his game the same way the threat of Sonic Hurricane strengthens mine.
This is his opportunity to get in and work Rolento's close in game with jabs/throw (which is VERY effective vs Guile IMO), or go for the money maker, low jump xx lvl 3 (which he always tries to setup with a knockdown, though he'll go for a random one after getting me to think he won't try for one by filling the match with the other stuff. That said, I am getting better at anticipating all this because Guile tends to bully Rolento with RC Booms)

...In a sense this is how it generally plays out. Somehow he always seems to win once he gets in, though when I keep him out, or simply have the initiative with Guile, the match is basically mine.

If he just learned how easy RC scouter was though, it may play out a lot different.
Especially in the corner before it becomes an issue.

Ouroborus
03-12-2008, 05:15 AM
i just want to say that without rc scouter jump in a rolling groove, he gets wrecked by every character once cornered unless he has meter.

Gwai Lo ½
03-12-2008, 08:45 AM
What groove are you Hell? I'll post my thoughts in an edit to this post.


[EDIT]

Things I'm considering right now:

- Rc scouter jump can still be thrown on start up, meaning that blocking a sonic boom and trying to rc out of an unsafe poke can lead to being thrown and your game restaring
- Wakeup tripwire (all levels) has a deceptively low block stun, it can always be punished (especially up close, where it's instant and most effective as a wake up level 1)
- Rc wall jump's invincibility runs out before he bounces off the wall
- Rolento standing jabs can be used as a safe poke at some ranges (ie he can poke through an rc boom and then block)
- Rolento standing jab counterhit is a guaranteed level 3 (since I play a it's a guaranteed knock down). There are SOME cases where I'm REALLY not expecting a counter hit for some reason or another that it wont be.
- RC scouter jumps in your face (but outside of throw range) cannot be anti aired with d.fierce.
- rolento scouter jump has a range from about his punch throw down to somewhere between 1/2 to 2/3 distance of his punch throw (d.mk) It's important to know this distance so if you are throwing longer range sonic booms you can always put yourself in a position to anti air/poke again when he lands.
- Rolento has the best counter attack in the game (may be biased but the stats are undoubtedly top)

imo this match is in Guile's favour in the corner. Rolento needs to clearly understand the situation in order to jump out. Guile can understand the situation just as well with a lot less risk. Rolento is in a decent position if he has a level 3 or activation ready. If Rolento doesn't panic there is ALWAYS a gap to reset the game/push it in his favour.

RC Rolento will be a lot harder to corner - he has to block a lot less and can maintain distance very well (i'm sure I dont really have to spell it out).

A good distance for rolento when he is in the corner is his c.jab range (or maybe it's just where I'm comfortable). However, outside of this range it is hard for him to escape (too many air to air/anti air options.. especially against characters who can turn around dragon - ie half circle back [pretty much] punch at the right time). At this range his s.jab or c.jab will be fairly safe. Slightly further and his s.mk becomes an option. An rc boom as an initial poke at this distance can be escaped by rc off the wall to other side of screen - or to d.mk back into the corner if you are trying to bait a jump back by guile (or any other character).

If Guile jumps and leaves a SMALL gap (2-3 frames) after his sonic boom before he attacks, Rolento can air to air him with an rc jump (probably rc back jump jab). If this happens rolento has many options to get out of the corner - or he may be out of the corner already depending on timing.

A blocked jab also gives rolento enough time to rc out of the corner (different options, off the wall scouter jump, or a longer poke string). A counter hit jab is a knock down.

It's also important to realize and be aware that Rolento can jump in both directions. Rc scouter jump back puts him in a good position especially if done through a poke, rc scouter jump back -> j.mp -> low forward-> knock down/super. This usually happens as a result of a "wtf" thought caused by the attacker.. if seen enough there's obviously ways to punish it.. recognizing what happened I believe is the most difficult part.

A counter attack by rolento is a reset of pace you can pretty much guarantee he will be out of the corner or preasuring you (depending on quick get up or not). Even if it is blocked, since it gives + frame advantage (more than enough to have a 100% safe s.jab), it means he can escape.

More later/after lunch, I didnt really read/edit my post so it may be organized randomly.

Hellion
03-12-2008, 09:42 PM
i just want to say that without rc scouter jump in a rolling groove, he gets wrecked by every character once cornered unless he has meter.

It seems so.


What groove are you Hell? I'll post my thoughts in an edit to this post.

C-groove.
Laying off N for a while, my footsies/mid range game is generally stronger than my close-in one lately.

A good distance for rolento when he is in the corner is his c.jab range (or maybe it's just where I'm comfortable). However, outside of this range it is hard for him to escape

I noticed this too. I try to use this distance whenever I can following a jab boom followed with a jab MK, then d.lk x 2, s.mp xx boom /wait to see what he does next. I just know that this wouldn't really work against RC scouter though.
Really, really got to teach my bro this again.


Rolento standing jabs can be used as a safe poke at some ranges (ie he can poke through an rc boom and then block)

I know this very well, his close in game is nasty vs Guile. When he gets the initiative I have reason to fear this shit.


It's also important to realize and be aware that Rolento can jump in both directions. Rc scouter jump back puts him in a good position especially if done through a poke, rc scouter jump back -> j.mp -> low forward-> knock down/super.
Yeah I've seen Iyo do this stuff in vids before, looks particularly nasty.
Gotta love it.


- Wakeup tripwire (all levels) has a deceptively low block stun, it can always be punished (especially up close, where it's instant and most effective as a wake up level 1)
By level 3 hurricane?
Seems to be the logical assumption, every time I try to follow up with a jab following the blocked tripwire I get nailed by another tripwire, so I backed off and just focused on baiting and blocking them, unless he's got no meter left following the tripwire.

Good notes so far. I'll actually play him again this weekend, maybe I'll remember more stuff.

Gwai Lo ½
03-13-2008, 07:01 AM
By level 3 hurricane?
Seems to be the logical assumption, every time I try to follow up with a jab following the blocked tripwire I get nailed by another tripwire, so I backed off and just focused on baiting and blocking them, unless he's got no meter left following the tripwire.

Good notes so far. I'll actually play him again this weekend, maybe I'll remember more stuff.

I believe it's punishable by normals. Your jabs should hit. Just practice against the different levels to learn their stuns.. I dont know the exact timing myself but I've been punished a lot. It is reasonably tight timing though :)

Gwai Lo ½
03-23-2008, 11:01 PM
Question for myself and others:

What are Rolento's options after a counter hit stand jab. I'd like to consider all options (damage and otherwise) that dont involve meter or low forward xx patriot circles. I'm tired of free Rage.

Utsusemi
03-24-2008, 01:30 AM
Can Rolento's Standing jab be punished when JD'd?

Gwai Lo ½
03-25-2008, 10:37 AM
Can Rolento's Standing jab be punished when JD'd?

I think jd'ing it leaves you at pretty close to 0. As far as I know it can't be punished.

Nine
04-03-2008, 04:32 AM
I didn't want to start a new thread about for just one question, so i'm asking here?
What happened to Kichinii?
Did he stop playing?

Ouroborus
04-03-2008, 02:06 PM
I didn't want to start a new thread about for just one question, so i'm asking here?
What happened to Kichinii?
Did he stop playing?

http://forums.shoryuken.com/showthread.php?p=3748715

owned by his girl:xeye:

Don Calzone
04-05-2008, 11:58 PM
I've checked some other Rolento threads but don't find a clear answer as which level of patriot circles you should do. So help me with this basic question, do you do jab, strong or fierce patriot circles? Thanks for the answer.

popoblo
04-06-2008, 08:31 AM
when i used rolento, i would just triple tap all the punches with each quarter circle motion. the damage difference is probably negligible, so the key is just not messing up the combo, because it's not as easy as it should be.

just to throw it out there, i think N-rolento has a ton of potential. when i watch vids of combofiend's K-rolento, i think about all the things that can translate into N-groove. put him as a user so he has plenty of meter, pop a stock and just really chase them down. rolento runs pretty fast, so you can run up to almost point blank range, then mixup the standing jab/rh throw/low jump mp into super. if they jump back or away from you, be ready to do RC KKK hop with a jab, then they land in a bit of a tricky spot. from there you can either...

a- low jump mp into super
b- standing jab pressure
c- kick throw into another setup

or maybe most importantly, DO NOTHING. since you have the initiative, you could bait a CC or DP really well in this situation.

and low jump mp is such an amazing tool, i don't think that can be overstated enough. i'm not sure how good low jump rh or fierce could be, but i'm guessing they have lots of priority and have certain uses.

peace

Gwai Lo ½
04-06-2008, 09:39 AM
I've checked some other Rolento threads but don't find a clear answer as which level of patriot circles you should do. So help me with this basic question, do you do jab, strong or fierce patriot circles? Thanks for the answer.

I always do Fierce patriot circles, I haven't done too much checking to see exactly the differences / advantages after the knock down.

I know point blank the Fierce will sometimes go through opponents such as cammy and chun li - but I this doesn't stop me from using it for chipping etc, I'm just more mindful of the range.

Lately when I do patriot circles I do the first hit with Fierce, and then drum all 3 punches for the last 2.

Hellion
04-06-2008, 09:44 AM
and low jump mp is such an amazing tool, i don't think that can be overstated enough.

I think you are correct.
This is much like point blank lvl 3 trip supers from low jump Sagat.
The flash mucks up the timing for blocking.

Gwai Lo ½
04-08-2008, 08:49 AM
I've tried to play N-groove rolento before. All I end up doing is run up in your face rc jump... each time with the narative "IN YO FACE!" either out loud or in my head but all the while giggling like a schoolgirl at an Nsync concert.

s-groove rolento i just like spinning my stick like a rock star.

c-groove rolento has too much potential though, rc-jump with air block? infinite level 1's aka alpha counters, level 2 supers off of counter hit/meaty jabs.. I play c for fun just to mess with him, but I'm not very good at the groove.

madmoochie
04-22-2008, 07:06 PM
I don't know if this is new to anyone but it's new to me. I've always sucked at RC scouter if i did it the "proper" way. But on console, I started doing Roll + L2 (3K macro). My percentage of success just increased by so much. Moral of the story? Cheaters do prosper! Who bothers to turn off the macros in the controller settings anyway?

CMX
04-22-2008, 07:41 PM
I don't know if this is new to anyone but it's new to me. I've always sucked at RC scouter if i did it the "proper" way. But on console, I started doing Roll + L2 (3K macro). My percentage of success just increased by so much. Moral of the story? Cheaters do prosper! Who bothers to turn off the macros in the controller settings anyway?

you'll just get eaten alive at a "live" tournament since people know how to rc the legit way there. and you won't have your cheats there so gg on relying on macros to pay the way

madmoochie
04-22-2008, 08:17 PM
you'll just get eaten alive at a "live" tournament since people know how to rc the legit way there. and you won't have your cheats there so gg on relying on macros to pay the way

Since i specifically mentioned "...on console" in my original post, it was already implied that macros can't be used in an arcade setting. Still when you consider that console tournies are becoming the norm now anyways, its something to think about if you don't want to train very hard to do things the "legit" way. Or if you had really bad arthritis. I don't play rolento seriously but for the casual rolento player, this is something you can consider exploiting :wink: Serious players should never take shortcuts :rolleyes:

CMX
04-22-2008, 08:41 PM
it is in a console sense for tourneys now but to use your macro i would assume you would have to hook up your laptop or stick in a memory card to use your cheat before you even play someone. I play rolento casually too, he's quite fun but a pain to land his BnB since it's gotta be either counterhit or your 1 frame links are fire.

De4dEyE
04-22-2008, 08:48 PM
- Rolento has the best counter attack in the game (may be biased but the stats are undoubtedly top)

That's not really bias at all! On block = +10 (and not only that, +10 with you ending up right in his face afterwards), on hit = totally ambiguous cross up, and even is a slide so you can get a little tricky with it (e.g. blocking Vega's fierce ball, alpha countering to the other side, and then low forwarding him). What could possibly beat that?

Hellion
04-22-2008, 09:16 PM
You don't necessarily have to land a b&b or super off every hit to be lethal with Rolento, just whittling away at the opponent and keeping 'em unbalanced is all he needs really.

Gwai Lo ½
04-23-2008, 12:12 PM
You don't necessarily have to land a b&b or super off every hit to be lethal with Rolento, just whittling away at the opponent and keeping 'em unbalanced is all he needs really.

Agreed. Usually with this strategy you end up landing (ie setting up) a few b&b's though.

RagingStormX
04-23-2008, 01:59 PM
Yuri's counter attack is +10 also, so its tied for best ac based on stats.

*Gwai-lo we need some ggpo A2 matches sometime again

RagingStormX
04-23-2008, 02:09 PM
Back in 2000 guy were hitting cats with knives in their CC ..........( anybody know how the custom works?)

Question can does rolento's Ground CC only work on Sagat/Fat character?

Does any body know how to set up his scouter jump> Activate down+ mp overhead to mk crossup in the corner....... or either ACtivate CC Blocked then gruard crush..... to cross up mk.

I hope I am making sence..... I trying to learn to me nasty with A rolento.

I done the standing cc on yamazaki, so im sure it can be done on alot of people. Best cc outside of that invovles his patriot circles.

Gwai Lo ½
04-23-2008, 02:09 PM
Yuri's counter attack is +10 also, so its tied for best ac based on stats.

*Gwai-lo we need some ggpo A2 matches sometime again

Ya, if I can get it to stop crashing and running so slow I will.

And I heard Yuri can do a double off of a hit counter, and +10 if blocked..

SNAAAAKE
04-24-2008, 04:51 PM
I think jd'ing it leaves you at pretty close to 0. As far as I know it can't be punished.

eh..its punishable if rolento is too close. Ive seen sagat throwing and hitting rolento with random super after JDing s/c jabs. its safe from a distance though.

nice thread btw :tup:

Utsusemi
04-24-2008, 05:37 PM
JD > Throw is possibly the most annoying thing ever

Gwai Lo ½
04-25-2008, 08:12 AM
eh..its punishable if rolento is too close. Ive seen sagat throwing and hitting rolento with random super after JDing s/c jabs. its safe from a distance though.

nice thread btw :tup:

This may be true, however it is also likely that Rolento just wasn't blocking when the flash came out, if he was going for another jab it would be tough timing to connect it 100% safe (if that is even possible).

Either way, it's good to note that jabs against k-groove at point blank leave you in a guessing game - I still think Rolento has the advantage (frame-wise), but it's tough timing (and I think it's not always the same) to connect another safe jab - which means there's a lot of room for randomness.

EDIT: Being closer probably means you are hitting sooner which would probably give the JD a better advantage..

SNAAAAKE
04-28-2008, 10:02 PM
just to throw it out there, i think N-rolento has a ton of potential. when i watch vids of combofiend's K-rolento, i think about all the things that can translate into N-groove. put him as a user so he has plenty of meter, pop a stock and just really chase them down. rolento runs pretty fast, so you can run up to almost point blank range, then mixup the standing jab/rh throw/low jump mp into super. if they jump back or away from you, be ready to do RC KKK hop with a jab, then they land in a bit of a tricky spot. from there you can either...

a- low jump mp into super
b- standing jab pressure
c- kick throw into another setup

or maybe most importantly, DO NOTHING. since you have the initiative, you could bait a CC or DP really well in this situation.

and low jump mp is such an amazing tool, i don't think that can be overstated enough. i'm not sure how good low jump rh or fierce could be, but i'm guessing they have lots of priority and have certain uses.

peace

totally agree here..its kinda tough without JDs but I STILL think nrolento is playable.

RagingStormX
04-29-2008, 12:23 AM
I like C-Rolento, but i play A. Its nice having meter, especially a lvl 3. Punish dem whiffs with s.mk xx trip wire.

Gwai Lo ½
05-11-2008, 01:03 AM
Had a chance to play a bit tonight - I havent played in 2-3 months.. but anyway..

S.Fierce as Anti-Air

Far S.Fierce makes a very good anti air against close low jumps and some cross ups.

I was pretty successful in punishing sagat/blanka cross up and low jumps.

In some situations I pressed it when I shouldn't have and close fierce came out, however this also has a chance of anti-airing.

This move I find is only good if they are jumping towards you - either on your head or crossing up (so distance varies per character). Ie, you wont be punishing a far distance sagat low jump roundhouse, but you will be punishing one that is almost on your head. You have to press it early in their jump so that the far fierce does come out instead of the close fierce. For anti cross up it seems to go pretty much straight over his head with deceptively high reach.

It's one of those moves that's relatively situational, but in the situations you use it there isn't much else that you can use.

Don't think I mentioned this move for this purpose before...

gridman
05-11-2008, 08:58 AM
use st.mp for all far antiairs. seriously. it beats like everything. beat a crossup with rc scouter jab / fierce

Lionx
06-10-2008, 08:30 PM
Another question here, i dont know how feasible it is, but i seen Iyo and Kim do it before...

How do you execute a s.lp x2, c.lp xx tripwire? I tend to mess up and do patriot circles(NOT good)...and i also wonder how feasible is this combo is. I know that its a 1 frame from s.lp => c.mk which is hard to time consistently, but this combo seems alot easier to do overall from linking to s.lp to c.lp.

COMBO FIEND
06-10-2008, 11:04 PM
Another question here, i dont know how feasible it is, but i seen Iyo and Kim do it before...

How do you execute a s.lp x2, c.lp xx tripwire? I tend to mess up and do patriot circles(NOT good)...and i also wonder how feasible is this combo is. I know that its a 1 frame from s.lp => c.mk which is hard to time consistently, but this combo seems alot easier to do overall from linking to s.lp to c.lp.

Randomly stumbled upon this thread, so I'll offer some insight really quickly about stuff. Don't know how much of this has been mentioned, but whatever, gonna mention it anyway.

The easiest way to do the aforementioned combo is if you negative edge off the jabs (hold jab while hitting another punch button for the super after the low jab). This combo is indeed easier to link than the low forward one and gets you slightly less style points (but who's seriously paying attention to those kinda things, except for guys who play rolento religiously).

As for Rolento rankings, although it's mentioned elsewhere, I'm much too lazy to post in the appropriate thread. If someone wants to quote this and paste it there, be my guest.

I think the best version is C rolento. The ability to land trip wire supers whenever you want. Invincible level ones for annoyance/escape, RCs at will, roll to get out of crossups, chicken guard, and the one of the best alpha counters in the game. Put all this together, and this just spells frustration in the long run.

Next is K. Now I know for a fact Rolento "experts" across the world are going crazy at seeing this. They're probably asking questions like, "Why aren't A or N rolento next? They have all the same shit as C." Well, if you read further, you'll see why. Anyhow, K rolento. I think his biggest weakness is the fact that he can be crossed up so much since he's so huge, luckily JDing stops most of it. For the simple fact that Rolento can JD off of a scouter jump and can run into max sweep/jab/s. mk/ low jump attack range makes him a spacing nightmare. If the Rolento player has a great understanding of other character's range, it's easy to frustrate opponents. Low jump jabs as anti airs can be especially frustrating for opponents, even if you're not doing much damage. Then there's raged damage!!! Don't even get me started. The threat when this guy is raged is too high. Punch throw into potential cross up tripwire goodness/ low jump strong into tripwire/ kickthrows...all I see is damage. As long as you're raged, opponents fear what's coming and in effect allow for k rolento to potentially win a match in one meter. Plus mashing JD's and b+fp can get you out of a lot of stuff since Rolento's body is so big and screws up a lot of timing.

Next is A. He's similar to the aforementioned C Rolly, minus the threats of level ones and alpha counters since all the meter needs to whored for the custom. After using this guy for like five years I can definitely say that that alone changes the psychology of the game with this guy. You could try and be offensive, but then you'd really have to know ranges and try to counterhit everything while you wait to get a meter against rushing opponents. A rolento however cannot fuck with low jump blankas/cammys/and sagats (aka K) if they're played right. There's too many times where you'll have ot waste your meter just to stop yourself from dying. At least K rolento can random them back. If the opponent keeps the fact that A roletno isn't really damaging without the custom, you could end up getting rushed pretty hard. His blocked custom is pretty worthless. If you got tricks, you could do cool shit while they're blocking aka attempt cross up madness, but otherwise, meh.

Followed by N Rolento. I don't know, there's just no real threat with this incarnation. Yeah, you might have the same stuff N has, but the fact is, not being able to do huge damage at will just takes away the fear. The above three groves can do a lot of damage quickly. When N gets raged, I feel the meter goes away too quickly and since N Rolento will feel inclined to run, they'll probably run into a lot of shit. Nobody plays N groove methodically with Rolento, the psychology of the groove alone makes everybody play much more aggressive and without the threat of big damage all the time, N rolento causes no fear. Ideally he should be amazing, I mean Kim and Iyo both did a great job making him look playable, but those two know rolento and in the end, you see even they stopped using him.

P rolento is next. He's basically a watered down C rolento, which is a very bad thing. Yeah, you get parry into something---->baton twirls, but you have to land like 17 of them in one round to even do anything and you give the opponent more meter than you gain, where's the fun in that? His super also does blah damage, and he jumps slightly slower cause he's in P...great!!!! There's too many other potentially amazing chars in P, skip this guy.

S Rolento. I haven't really experimented with him. I think he could be better than P rolento if played wild enough...I'll have to take him to the comboratory and figure some stuff out with him, and then never show it to the public...cause that's what I do.

Anyhow, this is merely my opinion and everyone's allowed their own, correct? Sorry to derail the thread, allow me to step back into the shadows.

SNAAAAKE
06-10-2008, 11:19 PM
^ good shit rolento master :china:

Dentron
06-11-2008, 03:58 PM
proof im not stupid for thinking k rolento was good

gridman
06-11-2008, 07:49 PM
proof im not stupid for thinking k rolento was good

I thought the same thing and said the same things (pretty much, missed a few points) and people thought I was nuts.

Lionx
06-12-2008, 02:32 AM
Big thanks Combo. Would rep you if i could(x10), got some good shit there. :)

Buktooth
06-12-2008, 10:10 AM
I thought the same thing and said the same things (pretty much, missed a few points) and people thought I was nuts.

where was this post at? i don't remember this at all

gridman
06-12-2008, 10:41 AM
where was this post at? i don't remember this at all

It was in either the ask me something or team formation thread. I didnt outline it but I definitely remember saying something about how even without rc scouter JD helps him get out of bad situations and how hes scary when hes raged because raged tripwire = gg. Then someone came in and was like nah jd barely helps him and raged tripwire isnt gg, bisons custom is gg.

Gwai Lo ½
06-12-2008, 11:20 AM
I believe there was some discussion about his different grooves in the ongoin tier thread. I dont think there was much indepth discussion about it though. Nothing anywhere close to as detailed as combofiends (which I still havent had a chance to fully read as I'm at work and don't want to get caught in the theory fighter trap).

"A rolento however cannot fuck with low jump blankas/cammys/and sagats (aka K) if they're played right. There's too many times where you'll have ot waste your meter just to stop yourself from dying. At least K rolento can random them back"

Quoted for truth. Will read more later..

ohayo1234
06-12-2008, 11:27 AM
Holy shit is that Combofiend posting?!

gridman
06-12-2008, 11:55 PM
Buktooth just hates me which is why he wants to know when I posted that.

insanelee
06-13-2008, 07:32 AM
fucka rolento someone get combo to play k-ryo at evo.

Gwai Lo ½
06-13-2008, 08:12 AM
Honestly though, please stop posting random nonsense in here. 2 of the last 3 posts fall into this category.

Buktooth
06-13-2008, 01:15 PM
Buktooth just hates me which is why he wants to know when I posted that.

??? i don't hate anybody. insecure much?

anyway yea, get back on topic

meaty stand strong, low forward is an easy ass link. i'm surprised nobody goes for it anymore

also, if the opponent jumps into a knife (which happens often), a-rolento can easily react and scouter jump -> activate. i've only seen kichinii do this though

Gwai Lo ½
06-13-2008, 01:33 PM
??? i don't hate anybody. insecure much?

anyway yea, get back on topic

meaty stand strong, low forward is an easy ass link. i'm surprised nobody goes for it anymore

also, if the opponent jumps into a knife (which happens often), a-rolento can easily react and scouter jump -> activate. i've only seen kichinii do this though

I find a2a knife -> cc is hard to set up though. It seems that at the ideal range for it to land into a cc, a lot of characters have a kick that will go through the knife. Ie Sagat jump roundhouse.

I think rc knife does help with this though, could be mistaken as I'm not very consistant with it so I dont try very often. Either way, I personally find it difficult to use as a cc setup, maybe there's a timing issue I'm missing, I'm not very good at practicing this sort of thing either - i'd need someone to jump into the knife for me :)

and yes, that link is amazing. seems like a great setup for supers. I've even landed an activation in between. meaty jab is very reliable though, harder to see (although not much harder) and is also a very easy link into low foward. meaty jab also seems safe against wake up rc electricity and the like.

Buktooth
06-13-2008, 02:34 PM
there isnt really a way to set them up to jump into the knife, it just happens. often.

GunterJPN
06-13-2008, 05:52 PM
??? i don't hate anybody. insecure much?


(at some godforsaken hour in the morning...)

"CAMPBELL! Can we play CvS?"

"CAMPBELL! You wanna go to More?"

gridman
06-13-2008, 07:26 PM
??? i don't hate anybody. insecure much?

Incredibly over what people on a forum think of me

S rolento is hella fun.

Korsair
07-20-2008, 02:51 PM
Does anyone use Jumping down Mk offensively? I have a lot of trouble getting another Cr.Mk to combo after it hits. I think I've seen someone cross over with it too but I'm not sure, can anyone confirm this?

skisonic
07-20-2008, 07:28 PM
??? i don't hate anybody. insecure much?

meaty stand strong, low forward is an easy ass link. i'm surprised nobody goes for it anymore


I used to go for it but I would miss it a lot, and opted instead of strong, s.jab, c.forward. I don't mind going for the jab, c.forward link, but what I came to find out anyway is that s.strong whiffs a lot vs crouchers in the wrong position (notably, sak, cammy) . Instead I just go for jab a lot now.

Regarding A-Rolento's weaknesses, those fights are hard, but if you can RC scouter jump consistently you should not have to blow your meter to get out of those situations, plain and simple. To my knowledge theres no easy/reliable option that will counter RC scooters both forwards and backwards. At worst you can force an air trade and be fine vs any groove but C.

Regarding Rolento's air d.mk, this move is best imo used after a knockdown. Its not important to combo the c.mk after the air pogo, you use the pogo as a last second fake crossup to fake the opponent out. Whether the pogo hits or is blocked, you can go forward low forward and eyeball whether it hits or not and go from there. If you are not fast enough to eyeball tlhe patriots, low forward xx roll back. Just remember its not about the combo for that move, when you fake the crossup often youre gonna land quick enough to go low without them blocking it and thats what youre going for.

Hope I could help.

FullMetalRoss
07-21-2008, 04:19 AM
also if you want to fish for counter hits. doing st.jab once or twice, the st.mp will sometimes get you counter hits if you use it to fake throw attempts, then link cr.mk xx trip or patriot is easy, and does good damage.

Dentron
07-21-2008, 07:27 AM
Does anyone use Jumping down Mk offensively? I have a lot of trouble getting another Cr.Mk to combo after it hits. I think I've seen someone cross over with it too but I'm not sure, can anyone confirm this?

yes people do. cannot confirm, maybe on fatties.

Utsusemi
09-25-2008, 07:45 AM
Man, I feel like I'm plateaued with Rolento as of late.

What seems to be the best style to playing Rolento in your guys' opinion? Aggressive, run away and build meter or both?

I'm having trouble understanding what I'm supposed to do with Rolento in general when were both 'waggling' around. I need a focused way on how I should be doing damage. I'm going to switch to A Groove in the meantime to see if it changes anything, peace.

laugh
09-25-2008, 08:45 AM
Man, I feel like I'm plateaued with Rolento as of late.

What seems to be the best style to playing Rolento in your guys' opinion? Aggressive, run away and build meter or both?

I'm having trouble understanding what I'm supposed to do with Rolento in general when were both 'waggling' around. I need a focused way on how I should be doing damage. I'm going to switch to A Groove in the meantime to see if it changes anything, peace.

The best rolento IMO is the one that's annoying and scary.

ohayo1234
09-25-2008, 09:35 AM
go crazy!

Hail And Kill
09-28-2008, 07:45 PM
I have a question

what made you invest in getting a dairy and not a journal?