Street Fighter Alpha 3/Rolento

From SuperCombo Wiki

Introduction

Rolento is travelling the world to seek allies to further strengthen his cause. In particular, Rolento is searching for an old rival named Cody in the hopes that he may help him build his own utopia.

Pros Cons
  • One of the most mobile characters in the game with super jump and a variety of rolls/leaps
  • Back roll offers a way to instantly reposition quickly
  • Wall jump and super jump make escaping corners easy
  • Super jump lets him start air pressure from much further away and can be used to setup cross-ups or escape situations
  • Rekkas offer good combo damage in many situations
  • s. LP cannot be ducked and is plus on block, which can create very oppressive pressure for him. c. MK can also be confirmed from counter-hit.
  • Great normals on the ground with c. FP, s. FP and slide
  • Jump jab is an incredibly quick and long range air to air
  • A very effective air grab due to his super jump arc
  • Far s. FP is a great pre-emptive anti-air from closer up
  • Level 3 tripwire super is safe on block
  • Good meter build post custom
  • One of the best alpha counters in the game (V-ISM) that lets him potentially setup customs off it
  • No meterless reversal
  • Lacks any way to combo into his supers
  • Has a fat standing hurtbox that makes him easy to cross-up
  • Rekkas are very unsafe on block
  • Grounded anti-airs are somewhat spacing-specific. b. FP is a key anti-air normal that's only available on V-ISM. s. MP isn't what it was in A2.
  • Pogo (d. MK in the air) has a weird punishable bounce that prevents it from being the god jump-in/mobility tool it is in A2 or CvS2.
  • Ground starter customs are very difficult and only do mediocre damage due to high scaling from rekkas
  • Super jump input overlapping makes crouch cancelling harder
  • Being hit during a super jump always counts as a counter-hit and puts you into juggle state
  • Technically has an infinite, but is basically TAS-only



Color Options

X-Ism A-Ism V-Ism
Sfa3 rolento pxism.png Sfa3 rolento kxism.png Sfa3 rolento paism.png Sfa3 rolento kaism.png Sfa3 rolento pvism.png Sfa3 rolento kvism.png
Punch Kick Punch Kick Punch Kick
Rolento
SFA3 Rolento Art.png
Character Data

Moves List

Ground Normals

  • Standing Jab:
Damage 8 Sfa3 rolento jab.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/8
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Standing Strong:
Damage 15 Sfa3 rolento strong.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 8/3/21
Block Stun -5
Hit Stun/Counter Hit -4/0
  • Close Standing Fierce:
Damage 16,14 Sfa3 rolento fierce3.png Sfa3 rolento fierce4.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 7/4/27
Block Stun -8
Hit Stun/Counter Hit -7/Launch
  • Far Standing Fierce:
Damage 12+8 Sfa3 rolento fierce1.png Sfa3 rolento fierce2.png
Stun 8x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3x2(A)4x2(XV)
Frame Count 7/2,2*,4/31
Block Stun -11
Hit Stun/Counter Hit -10/Launch
  • Standing Short:
Damage 6 Sfa3 rolento short.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit Yes
Frame Count 5/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close Standing Forward:
Damage 12 Sfa3 rolento forward2.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/5/13
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Far Standing Forward:
Damage 12 Sfa3 rolento forward1.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/5/19
Block Stun -5
Hit Stun/Counter Hit -4/0
  • Standing Roundhouse:
Damage 18 Sfa3 rolento roundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/3/36
Block Stun -16
Hit Stun/Counter Hit -15/Launch
  • Crouching Jab:
Damage 5 Sfa3 rolento crjab.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/11
Block Stun -1
Hit Stun/Counter Hit 0/+5
  • Crouching Strong:
Damage 4x3 Sfa3 rolento crstrong.png
Stun 1x3
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x3
Frame Count 10/1,3*,1,3*,4/18
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Crouching Fierce:
Damage 17 Sfa3 rolento crfierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)4(XV)
Frame Count 9/4/23
Block Stun -4
Hit Stun/Counter Hit -3/Launch
  • Crouching Short:
Damage 5 Sfa3 rolento crshort.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Crouching Forward:
Damage 9 Sfa3 rolento crforward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/4/18
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Crouching Roundhouse:
Damage 15,12 Sfa3 rolento crroundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 8/10/25
Block Stun -12
Hit Stun/Counter Hit -

Air Normals

  • Neutral/Diagonal Jump Jab:
Damage 9 Sfa3 rolento jjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/6
  • Neutral Jump Strong:
Damage 5x3 Sfa3 rolento njstrong.png
Stun 1x3
Meter on whiff/hit 1/1x3
Frame Count 10/1
  • Diagonal Jump Strong:
Damage 5x3 Sfa3 rolento fjstrong.png
Stun 1x3
Meter on whiff/hit 1/1x3
Frame Count 10/1
  • Neutral Jump Fierce:
Damage 19 Sfa3 rolento njfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/4/20
  • Diagonal Jump Fierce:
Damage 16 Sfa3 rolento fjfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/4/20
  • Neutral Jump Short:
Damage 6 Sfa3 rolento njshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/10/2
  • Diagonal Jump Short:
Damage 6 Sfa3 rolento fjshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/10/2
  • Neutral/Diagonal Jump Forward:
Damage 11 Sfa3 rolento jforward.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 10/8/2
  • Neutral Jump Roundhouse:
Damage 19 Sfa3 rolento njroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/6/4
  • Diagonal Jump Roundhouse:
Damage 16 Sfa3 rolento fjroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/6/2

Command Normals

  • Fake Rod: f+MK
Damage 12 Sfa3 rolento fforward.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 9/3/37
Block Stun -21
Hit Stun/Counter Hit -25/-20
  • Spike Rod (in air): dMK
Sfa3 rolento pogo.png
Damage 11
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count (AV) 5/10 until landing*/42-0 after landing fist, 7-41 afterwards
Frame Count (X) 6/10/1(before landing)

In V-ISM after the bounce you are not restricted to using the spike rod only as a follow up regular air normals can be used unlike A-ISM, while X-ISM has no bounce and trajectory can be controlled like in SFA2.

Throws

Colonel Carrier:

b/f+PP

Damage 20 Sfa3 rolento p&k throw.png
Stun 2
Meter Gain 1(A)3(XV)
Frame Count 5/1/16

Deadly Package:

b/f+PP

Damage 20 Sfa3 rolento p&k throw.png
Stun 2
Meter Gain 1(A)3(XV)
Frame Count 5/1/16

Fatality Package:

Any direction but u/d+PP

Damage 20 Sfa3 rolento airthrow.png
Stun 2
Meter Gain 1(A)3(XV)
Frame Count 3/1/1(before landing)

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM:
Damage 1x3 Sfa3 rolento ac a.png
Frame Count 27/1,2*1,2*,1/22
Invincibility 0-27
  • V-ISM:
Frame Count 36*3 (airborne from 7-35) Sfa3 rolento ac vb.png Sfa3 rolento ac va.png Sfa3 rolento ac v1.png Sfa3 rolento ac v2.png Sfa3 rolento ac v3.png Sfa3 rolento ac v4.png Sfa3 rolento ac v5.png
Invincibility 0-26

Special Moves

Patriot Circle fff: Qcf.png + P.png

  • First Spin:
Damage 2x4 Sfa3 rolento 1stPC 1.png Sfa3 rolento 1stPC 2.png Sfa3 rolento 1stPC 3.png Sfa3 rolento 1stPC 4.png Sfa3 rolento 1stPC 5.png Sfa3 rolento 1stPC 9.png
Stun 1x4
Meter on whiff 3(A)4(XV)
Meter on hit 1(A)4(XV)
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 14 1 1 1
Sfa3 rolento 1stPC 5.png Sfa3 rolento 1stPC 9.png Sfa3 rolento 1stPC 8.png Sfa3 rolento 1stPC 9.png
Frame Count 1 1 1 1
Sfa3 rolento 1stPC rc.gif Sfa3 rolento 1stPC 20.png Sfa3 rolento 1stPC 21.png Sfa3 rolento 1stPC 22.png
Frame Count 59
  • Second Spin:
Damage 2x4 Sfa3 rolento 2ndPC 1.png Sfa3 rolento 2ndPC st.gif Sfa3 rolento 2ndPC 9.png Sfa3 rolento 2ndPC 10.png Sfa3 rolento 2ndPC 11.png Sfa3 rolento 2ndPC 12.png
Stun 1x4
Meter on whiff/hit 0
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 15 1 1
Sfa3 rolento 2ndPC 13.png Sfa3 rolento 2ndPC 14.png Sfa3 rolento 2ndPC 15.png Sfa3 rolento 2ndPC 16.png Sfa3 rolento 2ndPC 17.png
Frame Count 1 1 1 1 1
Sfa3 rolento 2ndPC rc.gif Sfa3 rolento 2ndPC 22.png Sfa3 rolento 1stPC 20.png Sfa3 rolento 1stPC 21.png Sfa3 rolento 1stPC 22.png
Frame Count 59
  • Last Spin:
Damage 2x3 Sfa3 rolento 3rdPC 1.png Sfa3 rolento 3rdPC st.gif Sfa3 rolento 3rdPC 7.png Sfa3 rolento 3rdPC 8.png Sfa3 rolento 3rdPC 9.png Sfa3 rolento 3rdPC 10.png
Stun 1x3
Meter on whiff/hit 0
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 12 1 1
Sfa3 rolento 3rdPC 12.png Sfa3 rolento 3rdPC 11.png Sfa3 rolento 3rdPC 12.png Sfa3 rolento 3rdPC 14.png Sfa3 rolento 3rdPC 15.png
Frame Count 1 1 1 1 1
Sfa3 rolento 3rdPC rc.gif Sfa3 rolento 3rdPC 21.png Sfa3 rolento 1stPC 21.png Sfa3 rolento 1stPC 22.png
Frame Count 44

Rolento slides forward while spinning his rod in front of him for multiple hits. Repeating the motion a second and third time will perform two more rod-spinning attacks. The stronger the Punch button used, the faster and farther Rolento slides.

Stinger fff: Dp.png + K.png 47~48*1 (additional input) P.png or K.png

  • Startup:
Damage 12~1 Sfa3 Rolento stingerknife1.png Sfa3 Rolento stingerknife2.png Sfa3 Rolento stingerknife3.png Sfa3 Rolento stingerknife4.png
Stun 0
Meter on whiff/hit 1(A)3(XV)/0
Block Stun ?
Hit Stun/Counter Hit ?
Frame Count 18
  • Active:
Sfa3 Rolento stingerknife short1.png Sfa3 Rolento stingerknife short2.png
Light


Sfa3 Rolento stingerknife forward1.png Sfa3 Rolento stingerknife forward2.png
Meduim


Sfa3 Rolento stingerknife roundhouse1.png Sfa3 Rolento stingerknife roundhouse2.png
Heavy

Rolento leaps straight up with several knives in his hand. Pressing any button during the leap will make him spin and toss a knife at an angle downward. The strength of the attack determines the angle of the knife: Light Attack: almost straight down, Medium Attack: 45ยบ diagonal angle, Hard Attack: a more horizental angle

Mekong Delta Attack fff: 3p.png (additional input) P.png

  • Backflip:
Sfa3 Rolento MDA startup1.png Sfa3 Rolento MDA startup2.png Sfa3 Rolento MDA startup3.png Sfa3 Rolento MDA startup4.png Sfa3 Rolento MDA startup5.png Sfa3 Rolento MDA startup6.png Sfa3 Rolento MDA startup7.png
Sfa3 Rolento MDA startup8.png Sfa3 Rolento MDA startup9.png Sfa3 Rolento MDA startup10.png Sfa3 Rolento MDA startup12.png Sfa3 Rolento MDA startup13.png Sfa3 Rolento MDA startup14.png Sfa3 Rolento MDA startup15.png Sfa3 Rolento MDA startup16.png
Frame Count 57
  • Rolling Attack:
Damage 14 Sfa3 Rolento MDA attack3.png Sfa3 Rolento MDA attack4.png Sfa3 Rolento MDA attack5.png Sfa3 Rolento MDA attack6.png Sfa3 Rolento recovery1.png Sfa3 Rolento recovery2.png Sfa3 Rolento recovery3.png
Stun 8
Meter on whiff/hit 3(A)4(XV)/3(A)4(XV)
Frame Count(Jab) 17 15
Frame Count(Strong) 21 15
Frame Count(Fierce) 25 15

NOTE:Additional input for rolling attack can be done at frame 30 from the backflip and has an 18 frame window in which it can be done.

Does a backflip with the 3P press. The moment he touches the ground, pressing a Punch button will make him roll quickly along the ground as an attack. The stronger the Punch button used, the farther and faster the roll.

Mekong Delta Air Raid fff: Qcb.png + P.png (additional input) P.png

  • Backroll:
Sfa3 Rolento MDAR startup2.png Sfa3 Rolento MDAR startup4.png Sfa3 Rolento MDAR startup5.png Sfa3 Rolento MDAR startup6.png Sfa3 Rolento MDAR startup7.png Sfa3 Rolento MDAR startup8.png Sfa3 Rolento recovery1.png Sfa3 Rolento recovery2.png Sfa3 Rolento recovery3.png
Frame Count(Jab) 21
Frame Count(Strong) 33
Frame Count(Fierce) 45
  • Air Raid:
  • Startup:
Sfa3 Rolento MDAR attack1.png Sfa3 Rolento MDAR attack2.png Sfa3 Rolento MDAR attack3.png Sfa3 Rolento MDAR attack4.png Sfa3 Rolento MDAR attack5.png Sfa3 Rolento MDAR attack6.png Sfa3 Rolento MDAR attack7.png
Sfa3 Rolento MDAR attack8.png Sfa3 Rolento MDAR attack9.png Sfa3 Rolento MDAR attack10.png Sfa3 Rolento MDAR attack11.png Sfa3 Rolento MDAR attack12.png
Frame Count 36
  • Active/Recovery:
Damage 14,10 Sfa3 Rolento MDAR attack14.png Sfa3 Rolento MDAR attack15.png Sfa3 Rolento MDAR attack16.png Sfa3 Rolento MDAR erecovery1.png Sfa3 Rolento recovery1.png Sfa3 Rolento recovery2.png Sfa3 Rolento recovery3.png
Stun 8,4
Meter on whiff/hit 3(A)4(XV)/3,1(A)4,1(XV)
Frame Count 4 17

Rolento rolls backward along the ground. The stronger the Punch button used, the farther and faster he rolls. Pressing a Punch button during the roll will make Rolento quickly launch himself forward with his rod and strike downward with it in the air.

Mekong Delta Escape fff: Qcb.png + K.png

Sfa3 Rolento MDE9.png Sfa3 Rolento MDE10.png Sfa3 Rolento MDE11.png Sfa3 Rolento MDE12.png Sfa3 Rolento MDE13.png Sfa3 Rolento MDE14.png Sfa3 Rolento MDE15.png Sfa3 Rolento MDE16.png Sfa3 Rolento MDE17.png
Frame Count 49~52(additional input)8

Rolento quickly leaps back and pushes off the side of the screen, then drops down. He can perform any Air Attack during his drop.

Super Combos

Take No Prisoner ff: Qcf.pngQcf.png+ P.png

  • Startup:
Sfa3 Rolento TNP1.png Sfa3 Rolento TNP2.png Sfa3 Rolento TNP3.png
Frame Count(Level 1) 5
Frame Count(Level 2) 6
Frame Count(Level 3) 8
  • Active:
  • Level 1:
Damage 30 Sfa3 Rolento TNP lvl1 1.png Sfa3 Rolento TNP lvl1 3.png Sfa3 Rolento TNP lvl1 4.png Sfa3 Rolento TNP lvl1 6.png Sfa3 Rolento TNP lvl1 7.png Sfa3 Rolento TNP lvl1 8.png
Block Stun -17
Frame Count 34
  • Level 2:
Damage 44 Sfa3 Rolento TNP lvl2 1.png Sfa3 Rolento TNP lvl2 2.png Sfa3 Rolento TNP lvl2 3.png Sfa3 Rolento TNP lvl2 4.png Sfa3 Rolento TNP lvl2 5.png Sfa3 Rolento TNP lvl2 6.png
Block Stun -17
Frame Count 32
  • Level 3:
Damage 60 Sfa3 Rolento TNP lvl3 1.png Sfa3 Rolento TNP lvl3 2.png Sfa3 Rolento TNP lvl3 3.png Sfa3 Rolento TNP lvl3 4.png Sfa3 Rolento TNP lvl3 5.png Sfa3 Rolento TNP lvl3 6.png
Block Stun -17
Frame Count 22
  • Recovery:
Sfa3 Rolento TNP4.png Sfa3 Rolento TNP5.png Sfa3 Rolento TNP6.png
Frame Count 18

Rolento tugs a wire that rises along the ground in front of him. If it hits his opponent, Rolento will leap to the middle of the screen, and string the wire over a hook held by one of his soldiers, then yank the wire up to hang the opponent. This super is bugged vs Cody as he cannot block it.

Minesweeper f: Qcb.pngQcb.png+ P.png

  • Startup:
Sfa3 Rolento minesweeper1.png Sfa3 Rolento minesweeper3.png Sfa3 Rolento minesweeper4.png Sfa3 Rolento minesweeper5.png Sfa3 Rolento minesweeper6.png Sfa3 Rolento minesweeper7.png Sfa3 Rolento minesweeper8.png Sfa3 Rolento minesweeper9.png Sfa3 Rolento minesweeper10.png
Frame Count 19
  • Active:
  • Level 1:
Damage 16x2 Sfa3 Rolento minesweeperlvl1.png
Block Stun -24
Frame Count 1*16, 1
  • Level 2:
Damage 18x3 Sfa3 Rolento minesweeperlvl2.png
Block Stun -24
Frame Count 1*16, 1*16, 1
  • Level 3:
Damage 20x4 Sfa3 Rolento minesweeperlvl3.png
Block Stun -24
Frame Count 1*16, 1*16, 1*16, 1

Rolento rolls backward along the ground scattering grenades that explode in order, always knocking the opponent into the next explosion.

Steel Rain f: Qcf.pngQcf.png+ K.png

  • Startup
Sfa3 Rolento steelrain1.png Sfa3 Rolento steelrain2.png Sfa3 Rolento steelrain3.png Sfa3 Rolento steelrain4.png Sfa3 Rolento steelrain5.png
Frame Count 21
  • Active:
  • Level 1:
Damage 10x3 Sfa3 Rolento steelrainlvl1.png
Frame Count 32
  • Level 2:
Damage 8x6 Sfa3 Rolento steelrainlvl2.png
Frame Count 32
  • Level 3:
Damage 8x9 Sfa3 Rolento steelrainlvl3.png
Frame Count 32

Rolento tosses a bunch of knives into his rod, then swings high and tossing the knives to rain down on the opponent.

Miscellaneous

Taunt ff: S.png

Damage 1 Sfa3 rolento taunt.png
Block Stun +17
Hit Stun +18
Frame Count 83/3/13
  • Idle, Crouching, Airborne:
Sfa3 rolento idle.png Sfa3 rolento crouching.png Sfa3 rolento jump.png

The Basics

Which Ism?

V-ISM, his vcs do very little damage due to the disgusting damage scaling on his rekka and are difficult to pull off but they mainly are just there to keep your opponent honest, his alpha counter is probably the best in the game an will punish most medium strength attacks and you gain access to his close st. fierce which gives you another anti air option which is good in the zangief matchup.

  • A-ISM:

No reliable way to combo into his supers. Not worth using over V-ISM.

  • V-ISM:

Easily his best ISM. Can activate from a variety of situations, as long as the player has the execution to get enough damage. Makes jumping around with him a lot safer.

  • X-ISM:

Forced super jump is more of an annoyance than anything. Gains a much better pogo (no punishable bounce) and can be very annoying, but generally gets blown up by reaction activates.

Combos

  • Basic Combos:
  • V-ISM Combos:

Advanced Strategy

Match-ups

Notable Players

Japan

Akino (X-Rolento)

BaQ (A-Rolento)

Chikyuu (V-Rolento)

Kabihara (V-Rolento)

Harashou (V-Rolento)

Kapipara (V/A-Rolento)

Kayaman (X-Rolento)

Kuusou (X-Rolento)

Majima (X-Rolento)

Mojamoja (V-Rolento)

Nike (V-Rolento)

Oyachai (V-Rolento)

Pekejay (V-Rolento)

RO (V-Rolento)

Totsuka (V-Rolento)

VER (A/V-Rolento)

Versus (V/A-Rolento)

Wada (V-Rolento)

North America

Booker / Tampa Bison (V-Rolento)

Haqq (A-Rolento)

Kyokuji (V-Rolento)

Tank (V-Rolento)

Europe

-Ace- (A-Rolento)

V-Ryu (V-Rolento)

Discussion

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun