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Th@D@rkOneH@des
09-25-2004, 01:50 PM
I've started palying Rolento after so long of avoiding him for so many years, but I'm starting to get the hang of him. I can beat quite a few people, but hardest matchups seem to be against Blanka, Bison, Rugal, Sagat, and Honda. Can someone help me out with some stratz against these guys?

chester27
09-25-2004, 11:57 PM
What groove are you using? I'm a A and K-groove Rolento, beating this guys really needs minds games, you need to be quick with your move. like for example when you use his scooter jump try to be unpredictable do the crossup move over the enemy or go to ur down MK (the poking of stick downwards). Also poking LP is very important try to pressure them as much as possible. The better if they camps alot since Rolento characters are far more better is your enemy camp it means that you have your advantage towards them. When I'm using Rolento vs Sagat Blanka etc. I almost got them guard crush by 80/20 every single game.

When you got cornered is the hard part. If you have Roll when he leaps or trying to guard crush you try countering him or roll forward to evade his attacks.

Rolento is very advance player in cvs2, when you try playing Rolento in Alpha3 his not to versitile in his ism's. Since every ism's has different controls for every player if you play Rolento in Xism's his scooter jump does automatic in Aism's is Rolento closes in cvs2 but lacks mobility.

Just don't be too predictable when playing Rolento you may getting raped by top tier characters.

Th@D@rkOneH@des
09-27-2004, 06:07 PM
Thankz dogg, I really needed that.I use A and N, any useful tips against Lvl.3 vs CC. The problem I'm havin' is fighting a Blanka that turtles instead of rushdown. How do suppose to fight that kind of Blanka?

Ouroborus
09-28-2004, 02:01 AM
vs

-sagat: really good match for rolento. qcb+k, d+mk is good for baiting out tiger uppercuts. afterwards, u can punish pretty much anything. his c.hk is sorta good as a trip guard AA vs sagats jump ins. on the ground, rolentos jabs go about even with sagats standing lks and u can punish his whiffed c. fierce with c.hp, or slide. rely on your poke chains vs him. if he rolls too much, just walk forward and throw. rolentos walk is fuckin fast and he has a greater throw range than the majority of the cast.

and its much easier landing his trip guard CC on sagat compared to other characters.

-bison: bison cant jump in on rolento at all. standing mp beats all of his jump ins where you can see a mile away. on the ground, both are pretty even. his jabs comes out faster and his c.mk has sick priority but rolento has better reach. dont use your wall and scouter jumps too much in this match or you'll risk getting hit by jumping mp into CC, jumping hk or psycho crusher

-blanka: hard hard match. blanka simply kills rolento in the air. on the ground, blankas c.lks will beat out most of the shit rolento throws at him at close range. rolento cant do too much vs his crossup. i cant get his standing mp to beat blankas jump ins consistently, only trade.

on the bright side, jumping mp can punish rc electricity. you may want to switch to C rolento for this match. air blocking helps a lot vs blanka and since its hard like hell to trip guard CC his ass, whore on the ACs and tripwire to retaliate blanka balls.

chester27
09-28-2004, 10:02 AM
Thankz dogg, I really needed that.I use A and N, any useful tips against Lvl.3 vs CC. The problem I'm havin' is fighting a Blanka that turtles instead of rushdown. How do suppose to fight that kind of Blanka?

Try pressure Blanka alot, so he will have hard time retaliate with you. If Blanka using standing JP HP try use KKK LP to counter it. Here's my pressure string vs everyone 3x s.lp s.mk/s.mk use low jump mp/ xx KKK d.mk/ grab. Then Blamka will think twice to turtle on you.

chester27
09-28-2004, 10:09 AM
[QUOTE=Ouroborus]
-bison: bison cant jump in on rolento at all. standing mp beats all of his jump ins where you can see a mile away. on the ground, both are pretty even. his jabs comes out faster and his c.mk has sick priority but rolento has better reach. dont use your wall and scouter jumps too much in this match or you'll risk getting hit by jumping mp into CC, jumping hk or psycho crusher [QUOTE]

I have counters versus Bison air to air kkk lk. And all of the jabs vs mk = jabs win.

Th@D@rkOneH@des
01-31-2005, 07:19 PM
Whats a good wash and rinse random pattern for Rolento?

Th@D@rkOneH@des
02-09-2005, 03:46 PM
I guess no one wants to help me

Hellion
03-16-2005, 09:26 PM
Rolento can run the clock on Sakura forever.

Gwai Lo ½
04-06-2005, 08:16 PM
The more patterns you play with rolento the more you get fucked up.

s.jab xx knife is a good poke string and sets up alternatives because chances are you can land a s.jab quite often in a game.

popoblo
04-07-2005, 05:42 PM
rolento vs cammy tips? that's usually considered a horrible matchup for rolento because he gets rushed down so much once cammy gets in, but are there any strats against cammy? here's what i've got so far...

-once cammy gets in close, just watch for throws and tech hit. once she gets out of her pressure range, use crouching jabs to push her off further.

-if you're playing the standing jab/throw mixup game, bait the cannon spike and punish accordingly.

-do random crouching rh from far away to poke.

-RC wall jump and run away if she gets too close.

-jumping jab and standing mp for AA.

what else?

peace

Ouroborus
04-07-2005, 05:51 PM
zone her with knives.

its more effective against her than most other characters since the only way she can get thru it is running underneath it, which you can just use a closer knife.

popoblo
04-08-2005, 12:07 AM
Popoblo loves Rolento all of a sudden? My guess is because it's a white guy with a stick.

lol, don't hate, rolento is old school cvs2. i'm just getting back to my roots.

peace

Buktooth
04-08-2005, 12:00 PM
from my experience c-rolento doesn't have any truly bad match ups with the top tier. He's at least 5-5 with all of them imo.

popoblo
04-08-2005, 02:43 PM
from my experience c-rolento doesn't have any truly bad match ups with the top tier. He's at least 5-5 with all of them imo.

anything you would add to the vs cammy points i made?

or better yet, how do you fight against blanka with C-rolento? blanka's AA defense is way too tight, so jumping is out of the question. on the ground, i'm guessing standing jab would stuff blanka's crouching fierce at the right range, and then do random crouching rh with rolento for the knockdown to start the crossup/pressure game. that's all i've got.

peace

Ouroborus
04-08-2005, 05:28 PM
blanka gives me trouble too.

i cant really anti air him since his jumping hk is too fast to anti air on reaction and blanka can seem to cross rolento up for days with his jump mk.

i also have a hard time getting around his c.lks into sweep/c.hp/etc block chain.

Mr. Sparkle
04-10-2005, 12:15 PM
Here's a paraphrase/ cut-paste of things I saved on my comp from Buk's old Tip of the Day thread:

12/18/03

Rolento standing jab is among the best in the game, even if the numbers don't say so. Lots of range, huge hitbox, and beats most anything. This leads to lots of counter hits.

Rolento's throw is probably the best in the game, with its huge range combined with his quick walking speed and dash. Since its range is so huge it makes Rolento a threat from a little bit outside the point blank range. This makes opponents squirm and hit buttons.

Put these together, add in the fact that low forward links really easily off of a counter hit jab, and you have a really basic AND really powerful 50/50 mix up.

Whenever Rolento gets in, he should ALWAYS be looking for the counter hit jab/throw mix up. Jab, walk up a tiny bit, jab low forward/throw. If the jab hit, you should have enough time to see it so you can buffer the patriot circles/super on reaction. If it was blocked, go for another counter hit jab low forward afterwards.... and you get the picture. While most grab/throw mix ups are only good at point blank range, Rolento's extended jab and throw range make him a threat from much further out. Take advantage of it.

From Gunter, on doing continual jabs with Rolento:

Most Rolentos in the US are A-Groove. Breaking guard is THE BEST way to land his custom. It's extremely hard to react to a counter hit jab, then activate, and THEN link a low forward. If you can do that, props to you. But the only guaranteed ways for Rolento are comboing into it off of air knockdown moves (knife, roll back-fierce move), or off a jumpkick. Those are rare. It's much easier/common to break guard, activate, low forward, some low fierces, slide, etc.

Mr. Sparkle
04-10-2005, 12:20 PM
Then there's the free jump-in that Buk found with Rolento:

Reg jump Rolento: patriot circles, jump straight up

It works vs. these characters:

Sagat
Guile
Bison
shotos
Rolento
Kyo
Yama
Rugal
Vice
Balrog
Maki
Eagle
Dhalsim
Kim
King
Yun
Haohmaru
Kyosuke
Joe
Nakoruru

I still don't quite understand why it works myself, but it works during the off-times that I do use Rolento and remember to do this.

Hellion
04-17-2005, 12:28 PM
Then there's the free jump-in that Buk found with Rolento:

Reg jump Rolento: patriot circles, jump straight up

I still don't quite understand why it works myself, but it works during the off-times that I do use Rolento and remember to do this.

What's that? Patriot Circles, combo into em and then jump straight up? How's that a free jump in? Don't the patriot circles knock the opponent away quite a bit? Unless you're in a corner.. But I don't see how that's free, a dp capable character should be able to get you.

Are you saying that you can whiff the patriot circles, and cancel the recovery by jumping straight up?

Onikage
04-17-2005, 08:00 PM
I was wondering that very same thing.

CrimsonDisaster
04-17-2005, 10:33 PM
If you time it correctly, one of a few things will happen:
1) Your opponent blocks/messes up their reversal- they either block or get hit by the j.strong, in which case... whee.
2) Your opponent wakes up with a reversal DP. In which case your j.strong passes through their invincible frames, you land and recover, their DP goes active, and you block it. Win. Supers shouldn't work either, as they have pre-flash startup which is longer than the startup of the uppercuts that can hit this setup (fairly certain Akuma and Sagat can get out) or characters with zero-frame/invul grabs (as you will land, be able to block, but get grabbed before you can jump)

Buktooth
04-19-2005, 08:39 AM
If you time it correctly, one of a few things will happen:
1) Your opponent blocks/messes up their reversal- they either block or get hit by the j.strong, in which case... whee.
2) Your opponent wakes up with a reversal DP. In which case your j.strong passes through their invincible frames, you land and recover, their DP goes active, and you block it. Win. Supers shouldn't work either, as they have pre-flash startup which is longer than the startup of the uppercuts that can hit this setup (fairly certain Akuma and Sagat can get out) or characters with zero-frame/invul grabs (as you will land, be able to block, but get grabbed before you can jump)
akuma and ken can dp it, not sagat. akuma and ken have the only 2 frame dps in the game.

basically a free jump in is a jump in that hits on the very last frame of the jump. if you add in the 2 frames of recovery time upon landing, that means you need an invincible 2 frame move to be able to avoid blocking the jump in AND punish its recovery. only akuma and ken's dps fall into that category.

the only 1 frame ground grab in the game is gief's, and it still doesn't allow him to avoid the jump in. he would have to rc it, and the extra frames added by rc'ing would likely make the grab escapable if the free jump in'er held straight up on the stick.

Gwai Lo ½
04-06-2006, 07:16 AM
Wow.. nobody posts up for rolento anymore..

This char is still my favourite char to play with. Anyone doing anything new with him? I like to play without RC and i find he still has lots of options. RC Honda = gg though :D

Edit: bored at new job.. just trying to get discussions going again (give me some more work-safe browsing)

Hellion
04-06-2006, 11:56 AM
If your reversal timing's good you can punish blocked Blanka balls with patriot circles

If he's an RC Elec happy Blanka Rolento's throw should make short work of him, if he's doing that meaty and Rolento blocks it I dunno, if your timings on point reversal RC that shit, mine's still iffy so far as reversals go.
Best option is probably just AC.


I was thinking about Blanka's meaty RC elec patterns myself and was wondering, even though he's at +10 on block, if he's going for a counterhit d.HK instead of a guardcrush d.HK could you mash on activate with A-Rolento while blocking? If there's a long enough break between the counterhit d.HK activation should come out, then the rest of the CC from there should be cake. If there's no break and you end up blocking the d.HK because you never left blockstun you at least still have the chance to AC perhaps, but it's not quite worth it if you're in A-Groove.

Still, positioning is everything. Get the drop on Blanka and you have the initiative. He "safe falls" you got him, he wakes up with RC elec you have him, he blocks you have him.

Wakeup pressure to me seems to be A-Blanka's strongest game, or at least the most benificial to him.

Not sure whether or not Rolento should do the same but it helps set up his mixups. Anyone ever get a character to "flip out" after getting nailed by Rolento's RC Scouter Jump jabs (or whatever) and when they land they land in a 50/50 situation?

Gwai Lo ½
04-07-2006, 05:37 AM
If your reversal timing's good you can punish blocked Blanka balls with patriot circles


Do you mean while he's in the air? or after he lands? if it's after he lands i dont think it's reversal timing as im pretty sure this move will hit him out of the air (although this is almost completely useless as hitting them out of the air doesnt do damage).

Hellion
04-07-2006, 08:03 AM
Not too sure I've never done it myself I watched Kataklysmic do this on a regular(though he rocks the machine with patriot circles since he doesn't trust any American controllers now:rofl: ). He always hit Blanka as he lands during recovery, so I always figured the startup of the Patriot Circles made up for it as Rolento takes a big step forward.
Whatever the case he always punishes Blanka Balls if Blanka tries, so it'd probably be a good idea for Blanka to not rely on the move for pressure so much, even to punish since he's probably better off trying something else to knock Rolento's run-a-way ass down... Though Blanka's high as hell jump sorta screws with that game anyway.


EDIT: Either way, it's good to know that Rolento can punish those.

vkuwabara
04-07-2006, 08:17 AM
I still use Rolento, maybe he's my best char, but it depends on the situation. I usually get pwned by A-Scrub and C-Sagat

Hellion
04-17-2006, 09:18 AM
I was wondering what is the use of Rolento's trick landing? (kk or b+kk just before landing during any jump/scouter jump/wall hop)

vkuwabara
04-18-2006, 05:17 AM
that trick landing is very useful against tactical recovery and turtles. But if they mash on dp or super on wake up, it's useless

Hellion
04-18-2006, 02:35 PM
I don't know that doesn't seem to make any sense. In what way is it useful against tactical recovery and turtles?
Baiting reversals?
Convincing them to block?

Well whatever does he have any good setups for his crossup across the board vs Sagat's wakeup class or even the whole cast with some slight added delay?

cyberninja
04-26-2006, 12:48 PM
In some of those vid's with Kim, his rolento would do a lot of scouter jumps over the opponent into pogo, but I never understood the logic there. Anyways, wasn't there a rolento tactics guide about all his little tricks here?

vkuwabara
05-04-2006, 02:31 PM
I don't know that doesn't seem to make any sense. In what way is it useful against tactical recovery and turtles?
Baiting reversals?
Convincing them to block?

Well whatever does he have any good setups for his crossup across the board vs Sagat's wakeup class or even the whole cast with some slight added delay?

tactical: throw, scouter, (opponent tactical recov.) ,pogo. The timing is perfect.

if ppl mash any normal, they usually hit you while pogo'ing, or even before, while in scouter.

J-ride
11-29-2006, 04:13 PM
I have a really hard time against Morrigan as Rolento. I don't know if this is supposed to be a bad match, but it usually seems hard to me. I work really slowly to get inside, then get Dped. Also it seems like some of her pokes really give him a bad time because she can chain and push you back. So if anyone has some good general ways to deal with her, I'd like to know.

blackcenterpoint
01-14-2007, 10:01 PM
tactical: throw, scouter, (opponent tactical recov.) ,pogo. The timing is perfect.

if ppl mash any normal, they usually hit you while pogo'ing, or even before, while in scouter.

I just use it to build meter

Gwai Lo ½
01-19-2007, 01:20 AM
I have a really hard time against Morrigan as Rolento. I don't know if this is supposed to be a bad match, but it usually seems hard to me. I work really slowly to get inside, then get Dped. Also it seems like some of her pokes really give him a bad time because she can chain and push you back. So if anyone has some good general ways to deal with her, I'd like to know.

Run away and build meter.

Gwai Lo ½
02-17-2007, 09:33 PM
tactical: throw, scouter, (opponent tactical recov.) ,pogo. The timing is perfect.

if ppl mash any normal, they usually hit you while pogo'ing, or even before, while in scouter.

He can be thrown out of this move pretty easily.. but it does make for a nice looking throwable double cross up...