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- Rolento
- Preferred ultras: U1 generally, U2/UCW for great anti fireball and long range whiff punish
- Entry level difficulty: 4/10
- Advanced difficulty: 6/10
- Anti airs:
- Standing medium punch
- neutral jump jab
- close heavy punch
- jump back LK
- super
- both ultras
- cr.mk (low profile)
- Anti focus:
- Standing heavy punch (both hits only)
- Crouching medium punch
- crouch medium kick cancelled to virtually any special move
- jumping medium punch
- ultra 2
- Anti fireball:
- u2
- flip > roll
- qcb PP > follow up
- ex stinger, dash u1
- ex stinger ex rekka u1
- stinger over a fireball
- Invincibility/Reversals:
- flip
- qcb PP
- U1/U2
- EX stinger (fireballs only)
- qcb PP (fireballs only)
- Punishing combos:
- punish fei rekka with low jab, ex rekka, stand roundhouse
- punish e.ryu f+MK, ex tatsu with cr. HP
- sweep t.hawk dive
- crumple forward dash st.hk > cr.mk > full rekka
- crumple backdash > stinger, sweep
- low forward rekka an oni whiffing jab DP
- jump over poison fireball > cl.hp > full rekka
- block shoryuken st.hk > cr.mk > ex rekka > st. hk
- stand fierce EX knife, rekka x3
- cl.HP rekka rekka fadc close HK, crouch MK rekka x3
- cl.HK cr.mk EX stinger EX rekka u1 (496 damage)
- st.hk cr.mk>x2 rekka> red focus cancel > ultra 1
- st. hp rekka rekka super
- Confirm combos:
- cr. lk > st. lp > cr. mk > full rekka
- cr.lk cr.lk cr.mk > full rekka
- close MK>cr. LP > (cr. MK) > rekka
- close LK > close LK > crouch LP xx ex rekka
- far knife > stand HP/crouch HK
- close knife > low forward > rekkas
- delta air raid close HK cr.MK rekkas
- Important Juggles:
- EX rekka > st. MP/St. HK/U1
- jump MP > ex rekka
- ex stinger > stand HK
- Corner only:
- close hp, EX knive, ex rekka, ex rekka u1
- Ultra setups:
- ex rekka u1
- rekka rekka red focus > ultra
- roll red focus ultra
- ex flip back u2
- stinger u2
- air to air stinger u1
- Footsies:
- rekka is unsafe
- far focus attack
- stand HP, crouch HP, crouch LP, stand MK pokes
- st. LK kara throw
- low crush with f+MK
- trick rod counter hit > cr.LP, cr.mk rekka
- range of stinger
- stinger spam to build meter
- non-crossup pogo to crossup
- crossup pogo to non crossup
- trick rod bait shoryuken
- neutral jump trick rod a low forward
- sweep for ranged punish
- sweep can be safe
- corner escape with sweep
- instant overhead jump HP/HK
- Pressure:
- regular delta raid resets
- ex delta raid reset
- cancel to hop instead of delta raid to bait DPs
- crouch jab crouch jab f+MK (overhead)
- close jab close fierce xx stinger, stand fierce (test if naturally combos)
- rekka...rekka fadc resets
- corner ex rekka, close HP xx stinger for reset
- 2 rekkas > throw reset
- air to air > ground trick rod
- sweep, slight pause nj.HP or nj.HK
- super, pause st.FP (whiff) j.HK
- Mixups:
- roll connect vs roll stop throw
- cr.lk cr.lk walk in throw vs cl.mk, cr.mk rekkas
- cr.lk cr.lk walk in throw vs CH stand roundhouse frame trap U2
- LP walk in throw vs LP frame trap CH close fierce ex flip, u2 (539 damage)
- forward throw in corner> Jump MK crossup vs jump HP fake crossup
- backthrow dash dash j.mk (crossup) vs backthrow dash dash jump HP (front)
- midscreen ex rekka, cr. lp xx stinger reset throw vs CH overhead, link cr.lp cr.mk
- close MK > ex stinger (whiff) surprise crossup on crouching opponents
- Pro players:
- Nemo
- RaiD Zamul
- LPN
- Ricky Ortiz
- Tampa Bison
- Credit:
- Heartlust (@heartlusty on twitter)
- Seventh Exodus
- tribaL216
- Recorded scenarios: 111
- Total recorded time: 42 minutes 32 seconds
- Total time devoted to making video: 12 hours 42 minutes
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