Street Fighter X Tekken/Rolento

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Rolento

Sfxt rolento face.jpg

TBW


In a nutshell


Rolento is a solid character with good footsies, excellent mobility, and a nigh-unpredictable fighting style. Given the proper circumstances he can go into a long combo leading into a juggle, and if he makes a correct guess he can do it again. Street Fighter veterans can consider him a mix of Ibuki and Blanka. Rolento can function as any role on a team, but many players prefer him on point for his excellent meter gain. While he can create potent pressure, his main weakness is getting pressured himself as he has no outstanding reversals. If you like to confuse and prod your opponent, though, Rolento is your merc.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
crossup
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
crossup
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup


Unique Attacks

Name
Command
Notes
Trick Rod
F.png + Mk.png
Spike Rod
air D.png + Mk.png
Trick Landing
3k.png on landing

Throws

Name
Command
Notes
Colonel Carrier
F.png or N.png + Lp.png + Lk.png
Throw.png
Deadly Package
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Stinger
Dp.png + K.png ---.png P.png
Ex.png
Knockdown.png on Ex.png
Mekong Delta Attack
3p.png ---.png
P.png while landing
Ex.png
Mekong Delta Air Raid
Qcb.png + P.png ---.png P.png
Ex.png
High.png
Mekong Delta Escape
Qcb.png + K.png ---.png P.png or K.png
Ex.png
Patriot Circle
Qcf.png + P.png
can be repeated
2 additional times
Ex.png Chrg.png
Knockdown.png on 3rd hit of 3rd chain
Ex.png gains invincibility
Ex.png cannot be repeated

Super Combo

Name
Command
Notes
Patriot Sweeper
Qcf.png + 3p.png


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

v2013 Changes

  • Vitality - Reduced from 1000 to 930
  • Far LP - Hit box reduced
  • Far LP - Hurt box reduced
  • Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
  • Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
  • Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
  • cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
  • cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
  • cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
  • Jump MK - Hitbox reduced
  • Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
  • Stinger - Hitbox increased
  • Stinger - Push back on block reduced
  • Far standing LP: hitbox has been reduced.

Special move meter gain

  • Stinger (jump): whiff 15->5
  • Stinger (knife): whiff 15->5, on hit 40->15
  • Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
  • Mekong Delta Escape (jump): whiff 10->5
  • Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
  • Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
  • Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)