From: Obi Wein <[email protected]>
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.

[email protected]

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.