
#Rolento street fighter 6 crack
Of the match faster than the opponent can adapt after so many seconds wasted trying to crack

Furthermore, he canĮasily set up a tag for his partner to come in and either finish off an opponent or shift the mood In the game to confirm into yet another combo to eat more of the clock. S.mp and j.lp to cease an opponent’s attack, and his buttons on the ground are among the best His anti-air game is exceptionally strong at keeping people out, utilizing Realization hits the opponent that they are running out of time to stop Rolento, that’s when he Gradually whittling away at an opponent’s life until desperation begins to set in. His go-to combos centeringĪround his Patriot Circle take a long time to complete and have excellent wall carry ability, Independently and without meter, Rolento is a very dangerous opponent thanks to his ability toĬontrol the game clock better than a large chunk of the cast. "While his damage output is not particularly high even though he can achieve a juggle state Trick Landing - Similar to Spike Rod in that he bounces off his rod in a direction of your choosing, however this move is not an attack, and is a much smaller bounce, making it a lower commitment.This can be used in several ways, some of which including: extra distance on a forward/backward jump, baiting anti airs, avoiding fireballs, following your opponent's forward roll on their wakeup or getting a cross up if they don't roll, etc. Spike Rod - Rolento attacks straight down with his rod while falling, then bounces back up in the direction you hold (neutral, forward, or backward).Trick Rod - Airborne on frames 3-20, knocks down airborne opponents.j.MK - This is Rolento's cross-up jumping attack, can be used to mix-up opponents and convert into combos.This move is also disjointed, making for a very annoying attack to anti air with normals that do not crush aerials. j.HP - Great jumping attack thanks to it's large hitbox.On counter hit, like just about any other jumping attack, this will put the opponent in a float state, allowing for follow-up combos when you reach the ground. This move is very quick to start and has decent range, making it a good choice for air-to-airing. j.LP - When st.MP is failing during certain matchups, j.LP is another anti airing tool to choose from.If this move is spaced properly, it can be safe on block vs a large amount of characters. cr.HK - Great sweep attack as it is very long range thanks to being a slide, and is quite fast at 9 frames startup.cr.MK - Low attack with decent range and is special cancelable, this will be the normal you hit confirm into to go into his Patriot Circle combos.cr.MP - 9 frame startup makes it very slow for a medium attack, however, this move has a very large amount of frame advantage on hit or block and hits 3 times, allowing for very easy hit confirms, or opens up extra frame trapping options on block.

#Rolento street fighter 6 plus

st.MP - Great anti-air that beats most jumping attacks.This can allow for some frame trapping into itself or other moves, and can be converted into a combo on hit. far st.LP - The far version of st.LP has additional frame advantage on block compared to the close version.Rolento's most notable normal moves are the following:
