![]() ![]() ![]() | ![]() | Patriot Circle |
![]() ![]() ![]() | ![]() | Stinger |
![]() ![]() ![]() | 3P, P | Mekong Delta Attack |
![]() ![]() ![]() | ![]() | Mekong Delta Air-Raid |
![]() ![]() ![]() | ![]() | Mekong Delta Escape (you can attack during this move) |
![]() ![]() ![]() | ![]() ![]() | High Jump |
![]() ![]() | ![]() ![]() | Take No Prisoners |
![]() | ![]() ![]() | Minesweeper |
![]() | ![]() ![]() | Steel Rain |
Jump in fierce [HP], low MK, Take No Prisoners (qcf,qcf+P).
You can substitute the low MK for a standing short [LK] so even if they block the first 2 hits high,they'll get caught low by the trip wire [Take No Prisoners].
Well, Rolento lacks the offensive ability of most characters--he has a weird repetoire of moves and the only special move that packs a punch is the Patriot Circle. Luckily, his Super Combos are all very good and his normal punches and kicks are useful.
His LP can be used for lots of Guard Meter damage and is a good poker. All his kicks (standing, crouching, or jumping) are good. His standing MP isn't very good on the ground, but in the air or crouching it's a three-hit attack and he can cross up with it. His HP hits twice and has a sick range when standing. His d + HK slide isn't hot, use a d + MK instead. His ducking HP is slow but has mad range. Try using his standing HK or HP as anti-air tactics and use his ducking MK for combos (I only ever combo the qcf + P,P,P or the Mine Sweeper). A jumping MP is also good to push your enemy away, crouching or jumping.
My way to play Rolento is to stay still for a while and poke with attacks. If your opponent gets close, use normal attacks to push them back and then if they're in jump range, go for a jump-in to Patriot Circle combo. However, if you have a Super Combo charged, play footsie with his ducking LP and LK and try to do an attack into the Take No Prisoner.
When you need to get a breather, make some room by Hi Jumping backward, using qcb + P to roll, whatever. If you're in a corner and don't want to risk a High Jump (esp. if your foe has good anti-air moves), try the qcb + K. Rolento's really good at mid- to long- range. You can't do a lot of damage with the Stinger knives, but you can keep chucking them out and using the Steel Rain to keep your opponent on the edge. If they slip up, that's your cue for a Patriot Circle combo or TNP.
Defensively, the best thing to do is use your standing HK for anti air, standing HP for anti-air and frontal attacks, and MP to push your foe back. If they break through your defenses, pull off a quick Mine Sweeper or use the High Jump / qcb + K, to get the heck out of there.
Finally, in the tradition of Dan, I have to mention Rolento's taunt. His grenade can hit. I suggest lobbing one at the beginning of the round since your challenger will not expect it to hurt and then walk forward. It also works as a scare tactic if someone is putting the pressure on you--I've freaked out several people by lobbing a grenade and I don't know why they got so scared ;) It's not like the damage is good. Rolento can only taunt once in A or V ism though.
Another superb works-every-time strategy for Rolento: Knock your opponent down, then walk over to them. Stick out a standing MP very early. It has priority over nearly everything. If they block it, chain into a low short [LK], buffer into a backwards roll [Mekong Delta Air-Raid]. If they take the hit, you can do the same low short [LK], the go into either the Patriot Circle x 3, or the Take No Prisoners super. Once they learn your tactic, walk over to them again and jab [LP] early then walk away. Watch as they do a pop up move and miss. Them hit them.
---james---
We heard about this little 'strategy' from Alex Valle and it is indeed total BS. Standing jab [LP] hits crouchers, and recovers very quickly. When the opponent is standing, you can jab [LP] them about 3 times safely, and it does good damage to the guard meter. After that, they might be able to reverse with something, so advance and tap jab [LP] at your discretion. You can finish your poking sequence with low fierce [HP] or X mode standing forward [MK]. If they try to escape from you and mistime it, those incessant little jabs [LP] really add up. Beware super throws, obviously. If or when you break their guard, use the tripwire super [Take No Prisoners].
And of course, make sure you pick X mode! The jabs do a lot more damage in this mode, and since every jump is a 'super' jump [High Jump], you can use down+forward [MK] immediately after your jump to outprioritize almost any normal attack and stay right on top of them. This will drive any turtle insane.
---Double Dong---
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