Ultra Street Fighter IV/Rolento/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Rolento

SSFIV-Rolento Face.jpg


In a nutshell


Omega Rolento plays similarly to his USF4 counterpart, with a stronger emphasis on neutral in exchange for fewer high-damage Ultra conversions. Snare Mine allows Rolento to harass from just beyond midscreen, dealing chip damage and provoking opponents into jumping or dashing to avoid it. His faster Patriot Circle allows him to combo directly from his incredibly long 2LP, which makes it near impossible for many characters to approach. EX Patriot Circle no longer provides a valuable juggle route into Ultra, but for the cost of 2 bars it does serviceable damage on its own.

EX Backroll into Air Raid has been made safe on block, which is a huge boost to Rolento's mixup game. EX Stinger has lost much of its utility, however, as it no longer gives a free juggle state when all 3 knives connect. In order to get a followup, it must be deliberately timed to partially whiff, making it spacing-dependent and reducing its damage potential. Meterless Stinger has a new 2P followup that throws a knife horizontally, and a 2K followup that acts like an air normal on the way down. The most significant addition to Rolento's repertoire of movement options is Scouter Jump, a fast and low command jump that can be cancelled into like a special move. This can be used as a surprise approach, juggle mixup option, or in combos due to the extra juggle potential granted to his air normals.

Rolento has always been slippery on defense, but now he has a true "get off me" tool with EX Indomitable Revenger. It is a fast EX Uppercut that can FADC into Ultra 1 or for safety on block. The meterless version of this move is a counter, allowing Rolento to punish predictable offensive patterns without spending meter. As if it wasn't difficult enough to approach Rolento, these new defensive tools combined with his array of movement options makes it challenging to keep him pinned down for long. It's debatable whether he is stronger than his USF4 version, but he is certainly powerful in the hands of a patient player.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Rolento
Detailed Frame Data with USF4 Comparisons - Rolento

  • General/Movement Changes:
    • Forward Dash: 1f faster (18f > 17f), slightly shorter distance if inputting button/direction at the end
    • Hurtbox: much wider while standing, taller while crouching
    • Throw: slightly shorter range


  • Normal Move Changes:
    • cl.5LK - 1f slower (4f), 1f better advantage (+5/+2)
    • 2LK - 2f better advantage (+5/+2)
    • 2HP - much safer at +3/-1 (from -4/-9)
    • 2HK - 100 more stun, 3f worse on block (from -11 to -5 depending on spacing)
    • Trick Rod - 6MK - 3f better advantage (+1/-2)


  • Special Move Changes:
    • Patriot Circle / Rekka (236P) - LP version can be done once, MP version twice, HP version 3 times
      • EX version (Patriot Fury) costs 2 bars and does a high-damage animation on hit, combos from far range
      • 1st Rekka of each strength is faster, comboing from 2LP, but more unsafe on block than USF4 version
      • MP Rekka 2nd hit can FADC into a free juggle state for a full U1 connect or strong mixups
      • HP Rekka 2nd hit can FADC into a grounded extension such as cl.5HP xx 236LK
    • Snare Mine / Grenade (236K) - New move, exploding mine similar to C. Viper's seismo. LK is closest range, HK is farthest range
      • Pushback makes it mostly safe on block, but slow startup allows it to be jumped over for a punish
      • On hit, can juggle into EX Patriot Circle, Super, or into Scouter Jump air juggles
      • EX version is faster (combos from 2MK), safer, and does multiple hits, but has no juggle followup
    • Indomitable Revenger (421P) - New move, 1f startup counter with a DP followup; EX version is just the DP itself
      • LP version parries lowest, MP middle, HP highest; not based on the attack's "guard level", it simply activates if the enemy hitbox makes contact with the parry hitbox
      • The uppercut after successful parry has 7f startup, and may be blocked if the opponent uses a low-recovery attack or a safe jump setup
      • All versions of the uppercut put opponent into free juggle state after FADC
    • Mekong Delta Attack / Hop + Roll (PPP + P) - Meterless version knocks down on hit, EX version 5f worse on block (-10)
    • EX Mekong Delta Air Raid / Backroll + Overhead (214P ~ P) - now -2 on block (was -5)
    • Stinger (623K ~ followup) - faster total animation, but 1f more landing recovery on meterless versions
      • PP followup - throws knives straight forward
      • KK followup - Stinger True - falling knife swing that gives great frame advantage if done low to the ground
      • EX version no longer allows followup juggle if all 3 knives connect
    • Scouter Jump (KKK or 2~8) - New command jump, low trajectory; can be cancelled into
      • Air attacks out of this jump do not hit overhead, and can be chained together; cannot use Air 2MK (Pogo)
      • Gains extra juggle potential, allowing meterless combo enders in limited juggle scenarios (e.g. Grenade, KKK~j.LK > j.HK)


  • Super/Ultra Changes:
    • Super - 50 more damage, much safer on whiff and block (-4, was -19)
    • Ultra 1 no direct changes, but lost several important juggle routes (EX Patriot Circle, EX Stinger full connect)


  • Moves with ending Input Buffer:
    • Close 5LP, 5LK, 5MK, 5HK; Far 5LP, 5LK, 5MK, 5HK; 2LP, 2LK; Focus Attack + Forward Dash

Character Specific Data

Rolento

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.035 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 17 Forward Dash Distance: 1.59 [1.30]*
Back Dash Frames: 27 Back Dash Distance: 0.83
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 24
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -9
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -3

*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 6 3 6 30 50 M Sp Su -
5MP (Close) cl. Mp.png 5 7 13 -6 -3 70 100 M Sp Su -
5HP (Close) cl. Hp.png 6 2*6 15 -5 0 90(100) 200 M Sp Su (Damage on later active frames); can continue juggle if used after EX Stinger
5LK (Close) cl. Lk.png 4 2 7 2 5 40 50 M Sp Su -
5MK (Close) cl. Mk.png 5 6 6 2 5 70 100 M Sp Su -
5HK (Close) cl. Hk.png 6 4 12 2 6 85 150 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 3 5 3 6 30 50 M - -
5MP (Far) far. Mp.png 6 5 10 -1 2 70 100 M - -
5HP (Far) far. Hp.png 8 2*3 23 -8 -4 70*50 150*50 M - -
5LK (Far) far. Lk.png 4 3 5 3 6 30 50 M - -
5MK (Far) far. Mk.png 8 5 11 -2 1 70 100 M - -
5HK (Far) far. Hk.png 6 4 15 -1 3 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 7 2 5 30 50 M Sp Su -
2MP Down.gifMp.png 8 9 5 4 6 20x2*30 20x2*60 M - -
2HP Down.gifHp.png 11 4 15 -1 3 100 200 M - -
2LK Down.gifLk.png 4 4 5 2 5 30 50 L Sp Su -
2MK Down.gifMk.png 5 3 16 -5 0 65 100 L Sp Su -
2HK Down.gifHk.png 10 7 22 -11(-5) KD 100 200 L - KD Adv: +13~19
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Trick Rod
(Overhead)
Right.gifMk.png 17 4 12 -2 1 70 100 H - 3-29f airborne, 4-18f lower body invuln; has juggle potential
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP Up.gif/Upright.gifLp.png 4 3 - - - 40 50 H - -
j.MP Up.gif/Upright.gifMp.png 5 2*2*8 - - - 20x2*40 20x2*60 H*M*M - -
j.HP (angled) Upright.gifHp.png 6 3 - - - 100 200 H - -
j.HP (neutral) Up.gifHp.png 7 4 - - - 100 200 H - -
j.LK Up.gif/Upright.gifLk.png 3 7 - - - 40 50 H - -
j.MK Up.gif/Upright.gifMk.png 6 6 - - - 70 100 H - -
j.HK Up.gif/Upright.gifHk.png 6 4 - - - 100 200 H - -
Spike Rod
(Pogo)
Air Down.gifMk.png 6 until land - - - 60 50 M - Hold left/right to control bounce direction. Can hit another diagonal air normal after bounce (does not hit overhead)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 36 -22 KD 85 150 M Dash KD Adv: +7; +27 after Forward Dash, +20 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 17+11 2 36 -16 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 64 2 34 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Colonel Carrier
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +8
Deadly Package
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +20
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Patriot Circle
(Rekka)
Qcf.pngLp.png
236+LP
8 10 18 -5 KD 90 90 M Su KD Adv: +33; Fairly safe cancel in neutral unless point blank
MP Patriot Circle
(Rekka)
Qcf.pngMp.png
236+MP
8 10 27 -7 -4 40 40 M Su FADC data: forward +2 oH/-3 oB, back -11 oB
+ MP 2nd Rekka + Qcf.pngMp.png
+ 236+MP
9 11 34 -23 KD 90 90 M Su KD Adv: +25; Free juggle after FADC; FADC data: forward -4 oB, back -11 oB
HP Patriot Circle
(Rekka)
Qcf.pngHp.png
236+HP
8 11 29 -9 -6 40 40 M Su Only 3rd hit can Su/FA cancel; FADC data: forward +6 oH/+3 oB, back -4 oB
+ HP 2nd Rekka + Qcf.pngHp.png
+ 236+HP
14 9 26 -6 -3 40 40 M Su Only 3rd hit can Su/FA cancel; FADC data: forward +6 oH/+3 oB, back -4 oB
+ HP 3rd Rekka + Qcf.pngHp.png
+ 236+HP
15 13 31 -22 KD 90 90 M Su KD Adv: +18; only 3rd hit can Su/FA cancel; FADC data: forward -6 oB, back -13 oB
Patriot Fury
Ex.pngEx.png (Rekka)
Qcf.png2p.png
236+PP
13 1 24 -4 KD 300 250 M FA* Costs 2 bars; 1st hit can FADC on block only (triggers full animation on hit); KD Adv: +26
Snare Mine
(Grenade)
Qcf.pngK.png
236+K
21 7 20 -6 KD 80 100 M - Strength determines explosion distance; KD Adv: +59
Ex.png Snare Mine
(Grenade)
Qcf.png2k.png
236+KK
18 13 15 -1 KD 170 150 M - KD Adv: +58
LP/MP Indomitable Revenger
(Parry)
Rdp.pngLp.png or Mp.png
421+LP or MP
1 13 41 - - - - - - LP lowest, MP middle; counterattack activates if an opponent's strike/projectile makes contact with parry hitbox
HP Indomitable Revenger
(Parry)
Rdp.pngHp.png
421+HP
1 15 43 - - - - - - HP highest; counterattack activates if an opponent's strike/projectile makes contact with parry hitbox
+ Uppercut Followup - 7 12 32 -23 KD 170 200 M Su 1-8f full invuln; comes out automatically after successful parry; free juggle after FADC on hit; FADC on block: -3 forward, -10 back; KD Adv: +26
Ex.png Indomitable Revenger
(Uppercut)
Rdp.png2p.png
421+PP
6 22 42 -43 KD 80x2 100x2 M FA 1-11f full invuln; FADC on block -3 forward, -10 back; KD Adv: +24
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Mekong Delta Flip
(Backflip)
3p.png - - 35 - - - - - - 1-11f full invuln, 12-26f airborne
+ LP/MP Mekong Delta Attack
(LP/MP Roll)
+ Lp.png or Mp.png 3 14 10 -8 KD 120 200 M Su 1-26f projectile invuln; 31f startup including the hop; lower strength rolls shorter distance; KD Adv: +20
+ HP Mekong Delta Attack
(HP Roll)
+ Hp.png 3 16 9 -8 KD 120 200 M Su 1-27f projectile invuln; 31f startup including the hop; KD Adv: +20
+ Ex.png Mekong Delta Attack
(EX Roll)
+ 2p.png 3 24 10 -10 KD 200 220 M - 31f startup including the hop; KD Adv: +19
LP Roll Back Qcb.pngLp.png
214+LP
- - 22 - - - - - - Shortest roll distance; 5-17f low profile
MP Roll Back Qcb.pngMp.png
214+MP
- - 36 - - - - - - Medium roll distance; 5-31f low profile
HP Roll Back Qcb.pngHp.png
214+HP
- - 47 - - - - - - Longest roll distance; 5-43f low profile
+ Mekong Delta Air Raid
(Overhead)
+ P.png 30 3 11 land 3 11(12) 90 150 H - P Strength determines hop distance
Ex.png Roll Back Qcb.png2p.png
214+PP
- - 22 - - - - - - 1-39f projectile invuln; ; 4-42f low profile
+ Mekong Delta Air Raid
(Overhead)
+ P.png 20 4 13 land -2 5(8) 90 150 H - 1-19f projectile invuln (after inputting P)
Mekong Delta Escape
(Wall jump)
Qcb.pngK.png
214+K
32f
to wall
- 39+9 land - - - - - - Can hit diagonal air normal ~10f after wall jump
Ex.png Mekong Delta Escape
(Wall jump)
Qcb.png2k.png
214+KK
25f
to wall
- 39+9 land - - - - - - 1-25f full invuln; can steer left/right; can hit diagonal air normal ~10f after wall jump
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Stinger Jump Dp.pngLk.png
623+LK
35 - 7 land - - - - - - 1-23f projectile invuln; shortest jump, can steer left/right
MK Stinger Jump Dp.pngMk.png
623+MK
37 - 7 land - - - - - - 1-24f projectile invuln; medium jump, can steer left/right
HK Stinger Jump Dp.pngHk.png
623+HK
41 - 7 land - - - - - - 1-26f projectile invuln; highest jump, can steer left/right
+ Stinger K
(Diagonal Knife)
+ K.png 16 - 7 land -5(14) 3(21) 50 50 M - Knife flies at downward angle; farther range or lower angle gives better frame advantage
+ Stinger PP
(Horizontal Knife)
+ 2p.png 11 - 7 land -1~ 12~ 50 50 M - Knife flies straight forward, whiffs on crouching opponents; farther range gives better frame advantage
+ Stinger True
(Knife Swing)
+ 2k.png 8 3 7 land -4(9) 4(17) 80 100 M - If input too early on the way up, will whiff on all crouchers except Hugo; must wait until descent before inputting KK
Ex.png Stinger Jump Dp.png2k.png
623+KK
22 - 6 land - - - - - - 1-22f projectile invuln
+ Ex.png Stinger K
(Diagonal Knife)
+ K.png 9 - 6 land 2~ KD 30x3 50x3 M - Knives fly at downward angle; juggle is possible if all 3 knives do not connect; farther range or lower angle gives better frame advantage; KD Adv: +53~
+ Ex.png Stinger P
(Horizontal Knife)
+ P.png 10 - 6 land 2~ KD 30x3 50x3 M - Knives fly straight forward; juggle is possible if all 3 knives do not connect; farther range gives better frame advantage; KD Adv: +56~
Scouter Jump
(Command Jump)
3k.png or D.pngU.png - - 44 total - - - - - - Short trajectory, air normals do not hit overhead; can be cancelled into as a special move; some air normals can be chained during this jump, which can be used for juggles
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Mine Sweeper
(Super)
Qcb.pngQcb.pngP.png
236236+K
1+7 11*16*
17*19
14 -4 KD 50x3*250 - M - 1-18f full invuln; KD Adv: +91; moves backwards, making it great for safe chip
Patriot Sweeper
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+K
0+7 6(13)8
(25)11
39 -19 KD 420 - M - 1-12f full invuln; KD Adv: +34; Dmg Distribution: 15x7*45*15x2*210*30
Take No Prisoners
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+K
0+7 4*5*5 43 -18 KD 300*180 - L - 1-10f full invuln, 11-20f projectile invuln; KD Adv: +36; hitbox moves in stages rather than in one continuous motion, so it takes 11f to reach midrange and 16f to reach max range
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 209/277, 0 bar -- 2LK, 2LP, 2MK xx HP Rekka x3
  • 249/327, 0 bar -- cl.5MK, 2LP, 2MK xx HP Rekka x3
  • 271/335, 1 bar -- 2LK, cl.5MK, 2MK xx EX Grenade
  • 254/395, 2 bar -- 2LP x2 xx HP Rekka x2 xx FADC, cl.5HP xx LK Grenade, Scouter Jump ~ j.LK > j.HK
  • 283/377, 1 bar -- EX Backroll ~ Air Raid, cl.5LK, cl.5MK xx HP Rekka x3
  • 428/580, 3 bar -- EX Backroll ~ Air Raid, cl.5LP, cl.5HP xx LK Grenade, EX Patriot Circle


Punishes:

  • 264/364, 0 bar -- cl.5HK, 2MK xx HP Rekka x3
    • Inconsistent on Elena, link 2LP instead
  • 258/445, 0 bar -- cl.5HP xx LK Grenade, Scouter Jump ~ j.LK > j.HK
  • 410/500, 2 bar -- cl.5HP xx LK Grenade, EX Patriot Circle (low juggle)
    • for 25 more stun, do Scouter Jump ~ j.LK > j.LK before the EX Patriot Circle
  • 506/356, 4 bar -- cl.5HP xx LK Grenade, late LP Patriot Circle xx Super


Ranged Punishes:

  • 100/200, 0 bar -- 2HK
  • 165/185, 0 bar -- 2LP xx HP Rekka x3
  • 330/300, 2 bar -- 2LP xx EX Patriot Circle


Counterhit Confirms:

  • CH 2LK: cl.5HK
  • CH 2HP: 2MK
  • CH cl.5MK/cl.5HK: link U1 or U2
  • CH 6MK: 2LP


Ultra Setups:

  • MP Rekka x2 xx FADC, juggle U1
  • 421P Counter/EX DP xx FADC, juggle U1
  • EX Stinger ~ K (partial connect), juggle U1
    • if all 3 knives hit, opponent can't be juggled
  • 214P Backroll + Air Raid, link U1 or U2
    • EX version will only combo vs. average/short crouching characters

Useful Info

Reversals:

  • EX Indomitable Revenger (Rdp.png2p.png / 421+PP) - 6f invincible DP, can FADC on block
  • Indomitable Revenger (Rdp.pngP.png / 421+P) - 1f startup counter, but you must guess the proper direction to parry; fast normals can be parry-safe
  • EX Mekong Delta Escape / Walljump (Qcb.png2k.png / 214+KK) - Invincible until reaching the wall, can steer left/right to make it harder to punish
  • Mekong Delta Attack (flip) (3p.png / PPP) - the initial flip has startup invincibility, but it can easily be reacted to or option selected against
  • Super / Ultra 1 / Ultra 2 - all have true invincibility; Super is safe on block


Anti-Airs:

  • cl.5MP / far.5MP - good at most ranges, but can struggle vs. crossups or long horizontal jump-ins
  • 5HK - can work at far ranges, likely to trade
  • j.MP - fast air-to-air that leaves Rolento with strong frame advantage after landing
  • HP Indomitable Revenger (Rdp.pngHp.png / 421+HP) - high counter that beats jump attacks, but can be baited with empty jump
  • EX Indomitable Revenger (Rdp.png2p.png / 421+PP) - invincible uppercut, very effective but fairly short horizontal range
  • Ultra 1 / Ultra 2 - can work at some ranges but not the most reliable
    • U2 must be timed so the active frames catch the opponent's landing recovery; timing can change depending on range


Anti-Focus:

  • 2MP - multi-hit, can link afterward
  • Mekong Delta Attack (3p.png~P.png / PPP ~ P) - roll breaks armor
  • Backroll ~ Air Raid (Qcb.pngP.png~P.png / 214P ~ P) - breaks armor, EX version is much faster
  • Patriot Circle (Qcf.pngP.png / 236+P) - multi-hit, and EX version breaks armor
  • EX Stinger (Dp.png2k.png~P / 623+KK ~ P) - multiple knives can break armor
  • Super / Ultra 1 / Ultra 2


Anti-Projectile:

  • Mekong Delta Attack (3p.png~P.png / PPP ~ P) - flip must be done preemptively, then roll on reaction to the fireball; EX version does not go under projectiles
  • EX Backroll ~ Air Raid (Qcb.png2p.png~P.png / 214PP ~ P) - the overhead hop maintains projectile invincibility, difficult to use on reaction to most projectiles
  • Stinger (Dp.pngK.png / 623+K) - Projectile invuln on startup, can hop over fireballs and pressure the opponent with the knife throw
  • Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - fast and long range, works from around 3/4 screen on reaction
  • Ultra 1 (Qcf.pngQcf.png3p.png / 236236+PPP) - much less consistent than U2, but can be used inside ~1/2 screen (may drop out if it hits from too far)
  • Snare Mine (Grenade) (Qcf.pngK.png / 236+K) - HK version can force a trade from midrange, and the knockdown gives Rolento more time to reposition
    • LK Grenade can also destroy an incoming fireball, but hard to use consistently


Juggles:

  • Snare Mine - limited juggle state
    • EX Patriot Circle (juggle low to the ground; can dash first if too far away)
    • Scouter Jump ~ j.LK > j.HK
    • Dash + cl.5MP reset (followup with Scouter Jump, Stinger, Backroll, etc)
  • EX Stinger ~ K (partial connect) - gives free juggle state
    • U1, 2HK, and LP/EX Patriot Circle are consistent followups
  • MP Patriot Circle x2 xx FADC - gives free juggle state
  • Indomitable Revenger (parry or EX DP) - gives free juggle state


Miscellaneous:

  • N/A


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