:eek: I actually just got done playing this matchup for about three hours.
You are right that when you’re in blockstun, you’re there for a while. You also cannot punish anything. On the defensive, you’re left with EX Psycho Crusher as a reversal and I guess the same move as your dead angle, so be sure to keep meter on hand for when the offensive tide of the match shifts.
On the offensive, you are on more even ground. Do not be afraid to jump in with j.:hp:, as this is a favorable trade for you despite how many anti-airs Rolento has. Bison essentially has only three buttons to confirm with: :lp:, :lk: and :mk:, so if your links aren’t consistent, you’re going to have a very hard time making your few opportunities to do damage count. Rolento is very hard to cross up when he’s standing with j.:mk:, so I would save that move for when you have him under really heavy pressure and you can kind of train him to crouch. Training him is hard, however, because his crouching normals generally blow yours out of the water.
Rolento outdamages Bison in the corner, but Bison outdamages him midscreen. You pretty much want to stay as close to midscreen as possible since this also gives Rolento less opportunities to get off his roll, walljump, and pogo shenanigans. If you tag him, you MUST confirm into the Scissors BnB. Don’t try to play extended footsies; his normals are just better and have much less recovery. Similarly, be careful when you’re jumping in on standing Rolento, as his hitbox seems very thin and he can typically s:lp: you whenever you attempt to jump at him and accidentally fly right past him (this can happen often if you’re not used to the different jump for Bison in this game).
EX Psycho Crusher and dead angles are pretty much what you’ll be using your meter for, so don’t try to get fancy unless you’ve got a tag partner who can handle this matchup better. If that’s the case, then you want to practice up on your s.:mk: > s.:hk: > X Rush or your s:hk: > X Rush confirms so you can get out as fast as possible in as risk-free a way as possible. For jumping, you must unleash your jumping normals early if you plan to air-to-air him. You will win air-to-air more times than not, but since he’s faster and has more range, you need to put yours out sooner in order to guarantee victory. Remember to juggle with your combo of choice once you win the air-to-air.
It’s not like the match is hard or unplayable, but Rolento just beats Bison in most aspects and is much easier to do the effective things with. He’s pretty safe and while he follows a straightforward game plan, he can start to get crazy if you let him, so don’t fall asleep at the wheel when you’re blocking. You need lots of patience, some meter, and most of all, you need to not play this like it’s Street Fighter IV. Bison doesn’t turtle up in this game and you’ll very quickly find that if you do, you’ll be blocking all the way to the rematch button. Remember to not poke with Scissors–it’s not a utility move in this game…it’s just a combo move. You have good normals that can make people want to clam up at least for a little bit, so you can actually set up some offense instead of relying on chip to move you forward.