Capcom vs SNK 2/Rolento

From SuperCombo Wiki

Introduction

CVS2 Rolento Data.png

Story

Rolento Schugerg is a German-American man with a patriotic passion for military. Early on in his career, he joined the Red Berets, an elite task force for the U.S. Military. Eventually, he left the team, selling himself as a mercenary. He was in multiple conflicts around the world, touring to places like South America, Central America, and working for questionably ethical groups like the East German Stasi. Eventually, his tour of duty ended during the Vietnam War, where he became disillusioned with the world and the state of politics. He began dreaming of a utopian society: By the military man, for the military man. He chases that dream throughout his many adventures in the Final Fight and Street Fighter story.

Gameplay

Rolento is a highly mobile rushdown and pressure character. While he lacks in any fullscreen zoning options, his stellar close range power with his fast walkspeed and amazing brawling normals allows him to lock opponents in blockstun for forever. Even just walking forward and doing repeated 5LP's is hard to deal with. Any confirmed hit can lead into his 236P Patriot Circle rekkas as well, giving him a great knockdown and a chance for a mixup. Rolento's offensive pressure is one of the best in the game, and even his neutral can be hard to deal with thanks to his fast mobility and long reaching buttons. He can also zone a little with his 623K Stinger knife tosses, and these are also very useful for pressure as well.

What holds Rolento back is his defense. Without roll cancelling, Rolento has no meterless reversal, and RC doesn't exactly give him a good one either. Rolento often has to commit to a big risk to get something invincible, and that can be both expensive and damaging should he miss it. While he can zone and play neutral decently, he doesn't exactly want to, and often has to stay very mobile to avoid being pinned down and punished. Keep yourself moving on the offensive, and evade the opponents attacks so you can lock them down and make them block for a long time to truly play Rolento.

Groove Selection

Best - C/A: C-Rolento gives Rolento all he really needs: consistent access to supers, rolls, and a good defensive tool with Alpha Counter. His mobility is solid without run or hop, and his dash is very fast. While he doesn't get much in the way of level 2 combos, just being able to spend on supers consistently is good enough, and it means he can save it more for the next character or for an Alpha Counter if he needs it. A-Rolento gets much of the same tools, except instead of just consistent access to supers, he gets a very damaging Custom Combo. This puts his damage a lot higher, and makes his punishes a lot scarier. CC is also just a solid defensive mechanic on it's own, and gives him a real reversal option as well.

Useful - N/K/P: N-Rolento gets a lot more mobility using run and hop, which is sorta just a bonus on top of his already great mobility. His mixups are scarier with hop, and run makes his jab pressure strings even better. He also gets very consistent access to level 1 supers for reversals, and can roll cancel moves like Patriot Circle to punish errant fireballs. K-Rolento gets the same movement buff, but gets less access to supers. In trade, he gets Just Defend, which is useful for him as he can easily punish with a Patriot Circle combo after a good JD. He also gets Rage, which buffs his damage, and makes the threat of a level 3 Take No Prisoner super present, which is massive damage overall. P-Rolento is a bit less strong, but he gets good punishes off of pokes, and a parry gives him a solid knockdown. This is great for him as he can transition from a parry into his mixup well, and P-Groove having hops aids in that case as well. Lack of rolls or consistent supers makes his defense a lot weaker however.

Worst - S: S-Rolento loses out on a lot. Without charging, Rolento gets no access to any meter usage, and with no roll he can't RC for reversal or neutral purposes. Charging is a huge risk for Rolento as well, as he often wants to be staying mobile, and charging is the exact opposite of that. Run and hop help, but not enough to justify the loss overall, and the infinite level 1 supers is fairly useful but still not enough to make him worthwhile.


Rolento is a highly mobile aggressive character, with lots of specials that allow him to freely move around the screen, and solid mixups. He can turn any good poke into a Patriot Cirle knockdown and push pressure from there. He just has to watch out for getting caught, as his defense is fairly weak. Rolento is best in C-Groove and A-Groove.

Difficulty: Hard
Tier: B+
Pros Cons
  • Mobility: Between three command jumps, a walljump, a great jump arc, great walkspeed, and a stellar run and dash, Rolento has every tool he needs to stay highly mobile
  • Offense: His pressure with walking in and doing plus frame normals over and over while threatening a throw, and high/low/crossup mix on an opponents wakeup, give Rolento plenty of ways to open up opponents
  • Simple Knockdowns: Rolento can easily cancel many pokes into Patriot Circle rekkas for solid damage and a knockdown
  • Buttons: Between moves like 5LP, 5MP, 2HP, 2MK, and 2HK, Rolento has plenty of useful normals in neutral
  • Defense: Rolento has no special with any invincibility, forcing him to utilize Roll Cancel to reversal properly, which sadly doesn't work out too well as he still has no solid RC reversal. Often, this means he has to risk a reversal super, which can leave him wide open for punishment and cost him some meter as well
  • Zoning: Despite his high mobility, Rolento is quite weak against solid zoning and defense, and he himself struggles to keep out strong rushdown opponents
  • Meter Hungry: While Patriot Circle gives a solid knockdown, it doesn't do much damage, and as previously stated Rolento relies on supers for their invincibility. This makes him quite meter hungry overall



Players to Watch

Name Country Groove Accounts Notes
MoMo Japan C-Groove Twitter: @MoMo_oMoM Though limited in his movement, MoMo is a skilled player who still manages to play a very erratic hit and run playstyle.
Sample Match
Daidouraku Japan N-Groove Twitter: @DAIDOURAKU Plays the textbook hit and run playstyle with Rolento, but also has the defensive options to get him out of tough situations.
Sample Match
Tobari Japan K-Groove Twitter: @cvs2event_Tobari One of Tobari's specialties. Uses Rolento's crazy movement options to it's fullest.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Rolento CvS2 colors.png


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