From: Obi Wein <ObiWein@mail.concentric.net> Newsgroups: alt.games.sf2 Subject: ROLENTO Faq Ver 1.02 Date: Thu, 18 Apr 1996 21:37:34 -0400 If you find any moves or trick that I haven't covered, please e-mail me and tell me what they are. ObiWein@cris.com ROLENTO P = yellow orange K = dark gray 3P = maroon 3K = dark green CC Symbol = green grenade -Taunt Rolento tosses a grenade a short bit in front of him. The grenade poofs in a little cloud of brownish smoke. -Alpha Counters B,DB,D + punch or kick The punch counter is similar to the third spin of the pipe spin (see below). It goes from the block position way out to a stretch with the pipe up in the air near the front. This counter is an auto 3 hit, and happens kind of fast compared to AC’s done by some other people. The kick version of the alpha counter is insane. It doesn’t do any real damage, but it flicks you past your opponent to the spot right behind them. This is not that useful with regular moves since they turn around to face you as soon as their animation is completed. This is really disturbing to use on your opponents custom combos. The timing has to be pretty precise since their moves come so quick. Counter a move, fly through them and throw off an 11 hit pipe spin (see below) or a custom combo if you had a level 2 or 3 charge initially and pummel the flandinkie out of them since they now have their back to you with no ability to block or AC or anything. -Grenade Throw (also Pogo Hoping motion) F + STRONG You have to stand right up next to your opponent. They fly through you to the side you started on set on fire by a grenade. If done in the open or even a pixel too far away from your opponent, Rolento does a little pogo hop thing with the pipe. If you are far way, the recover time is not long enough to matter, and this is neat to do against slow non-fireball throwing characters just to mess around. However, if you mess up and do a pogo hop close to your opponent they will eat you for lunch. The pogo hop does have a use. It is neat to use in the air as a jumping in attack, but if it misses you get clobbered when you land on the pipe on the ground. -Pipe Spin D,DF,F + punch (D,DF,F + punch; D,DF,F + punch) The way to through this move is similar to the rekka ken of Fei Long in SF2T. The first twirls the pipe out in front and then behind. Second spin continues the pipe twirling around out in front. The third spin goes farther forward and up high. If timed correctly, the second spin move can take people out of the air if their jump is a tad short, and the third spin can take out a jumper that is coming pretty much straight down and from a pretty good distance. The third spin covers a large amount of space on the screen and takes out anything in the air. However this is very hard to do since there is such a delay on it. The delay also causes some problems if the first pipe spin doesn't connect. With a connecting first hit, this usually turns into a lethal 11 hit combo. -Flying Pipe Leap F,UF,U + punch -Roll with Flying Pipe Leap D,DB,B + punch (punch) The roll is faster than the one that Ken has. It also goes in the opposite direction. This move can be used to escape from quickly from your opponent. FIERCE punch will get you all the way to the far side of the screen, while JAB goes near half length with STRONG is between them. The second punch causes a jumping back toward your opponent with what appears to be an overhead strike with the pipe. FIERCE second punch won’t hit unless your opponent decided to move forward. Instead it lands right in front of the other person and pretty much leaves you at their mercy. A good tactic is to use the FIERCE roll once or twice sending you a full screen away, and then throwing in a JAB roll with a FIERCE or STRONG second punch. This looks the same at the beginning and fakes the full screen roll. The jump back pipe attack comes as a surprise especially when the FIERCE roll was done before. -Lunge Attack D,DB,B + K This move pretty much gives Rolento the title of hit and run master. If your opponent does anything, especially starting a fireball animation, you can fly through the air at a fairly quick speed and get them from behind. A ducking roundhouse is decent to use after the lunge, but if their move has fast recovery and they are able to block you are in trouble similar to Vega in SSF2. A ducking forward kick is a good substitute as it has almost instant recover time and can be followed with a pipe spin if the kick connects. If distance is right the actual jumping part of the Lunge Attack can have a second kick (actually it comes first time wise) thrown in for an air attack or a STRONG punch, even a Pogo Hop can be used. Something with quick recovery (jumping STRONG) is especially good so as to still be able to do the ducking kick. -Knife Throw F,D,DF + kick, kick The control motion and the first kick sends Rolento up into the air while pulling out some knives. The second kick send out a knife projectile on a downward angle toward your opponent. JAB pretty much goes straight down, STRONG goes a bit farther, and FIERCE goes furthest. This is very similar to Akuma’s air fireball, but a bit slower on the way down. This move can be used to knock other projectiles out of the air, but this is hard to get the timing for since the knife is such a small object, it just takes a bit of practice. Unlike Akuma, this is tough to corner trap somebody with. -Backflip and Action Roll 3 punch, (1 punch) Rolento jumps high into the air leaving him wide open for pretty much anything. Another draw back of this is the fact that the effect of gravity seems to lessen its pull downward causing the jump to be immensely slow. It can be used to escape from a sweep, but a backward jump also does this and at a much faster speed. The major good point of this is the second punch. Rolento rolls forward at somewhere near mach one or so. This move hits your opponent as a low attack and does decent damage. # Super Combos # -Grenade Roll D,DB,B,D,DB,B + P Rolento ducks down and does a series of hops backward while throwing grenade with very larger explosions at the starting point of each hop. With each level meter increase, there is an added grenade. This is pointless to do to an opponent far away and it doesn’t help to be standing next to them since it will only hit if you were standing inside of them. The only real opportunity to throw this move is at a jumper. Each grenade juggles your opponent in the air and lands them lying down at your feet. Have yet to see this Alpha Countered as it is basically impossible to do an AC in the air. It is also yet to be air blocked. The animation looks like your opponent is already knocked down and can’t come to a stop on the ground because of the explosions so your opponent can’t start blocking is the middle as in Ryu’s fireball SC because they are juggled in the air by the explosions. An opponent jumping in can do nothing but be upset that they can’t retaliate. This is definitely the more practical super combo out of the two. -Trip Line D,DF,F,D,DF,F + K This is a pretty funny combo if nothing else since even at level 3 it does practically no damage. Rolento bends down and grabs a string from out of the ground. At the same time, a small army guy lowers upside down from the top of the screen with a big metal hook. Rolento yanks on the string and up goes the opponent in a snare that catches the feet of the other player, and yanks them up in the air toward to hook. This move must be done at fairly close range or you are left wide open especially to. The only good aspect of this SC is the priority, and that it has to be blocked low.