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  #1121  
Old 08-14-2014, 09:05 PM
HarlequinRogue HarlequinRogue is offline
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Decapre
s.P: s.MP (special cancellable)
db+p: cr.LP (rapidfire hitconfirm)
df+p: cr.HP (+1 on hit)

s.K: far HK
f+k: Fox Tail (overhead, +1 on hit)
db+k: cr.MK (special cancellable)
df+k: cr.HK (knocks down)

j.P: j.HP
j.KL j.HK

Target Combo 1: s.P, s.K

Psycho Sting (Hard): charge d, u+P/charge d+sp/charge d, u+SP
Rapid Dagger (Light): Px3/SPx3 (-1 on block and some minor pushback)
Spiral Arrow (Hard): charge b, f+K/charge b+sp/charge b, f+SP (air only)
Scramble: charge b, f+K/charge b/db+sp/charge b, f+sp (Hold f for Light, uf for Medium, u for Hard)
Cannon Strike: K during Medium or Hard Scramble
Razor Edge Slicer: K During Light Scramble
Break (ground, Light): b+P during Light Scramble
Break (ground, Medium): P during Light Scramble
Break (ground, Hard): f+P during Light Scramble
Break (air, Light): b+P during Medium/Hard Scramble
Break (air, Medium): P during Medium/Hard Scramble
Break (air, Hard): f+P during Medium/Hard Scramble

Back Throw
Air Throw

Super
Strafe Dagger: charge b, f, b, f+P


Ultra
Psycho Stream (U1): charge b, f, b, f+sp
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  #1122  
Old 08-15-2014, 12:11 AM
m44 m44 is offline
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Good stuff HR. That move list would make sense. I think Decapre is the most fun out of the Ultra characters.

----////----

Edit: Found the proposed move list for hawk. link

It looks good. Maybe down + SP in air for EX Dive? I would almost like his standing P to be his cl. MP . . .

Last edited by m44; 08-15-2014 at 12:30 AM..
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  #1123  
Old 08-15-2014, 01:54 AM
CaptYadierPR CaptYadierPR is offline
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Quote:
Originally Posted by HarlequinRogue View Post
Decapre
s.P: s.MP (special cancellable)
db+p: cr.LP (rapidfire hitconfirm)
df+p: cr.HP (+1 on hit)

s.K: far HK
f+k: Fox Tail (overhead, +1 on hit)
db+k: cr.MK (special cancellable)
df+k: cr.HK (knocks down)

j.P: j.HP
j.KL j.HK

Target Combo 1: s.P, s.K

Psycho Sting (Hard): charge d, u+P/charge d+sp/charge d, u+SP
Rapid Dagger (Light): Px3/SPx3 (-1 on block and some minor pushback)
Spiral Arrow (Hard): charge b, f+K/charge b+sp/charge b, f+SP (air only)
Scramble: charge b, f+K/charge b/db+sp/charge b, f+sp (Hold f for Light, uf for Medium, u for Hard)
Cannon Strike: K during Medium or Hard Scramble
Razor Edge Slicer: K During Light Scramble
Break (ground, Light): b+P during Light Scramble
Break (ground, Medium): P during Light Scramble
Break (ground, Hard): f+P during Light Scramble
Break (air, Light): b+P during Medium/Hard Scramble
Break (air, Medium): P during Medium/Hard Scramble
Break (air, Hard): f+P during Medium/Hard Scramble

Back Throw
Air Throw

Super
Strafe Dagger: charge b, f, b, f+P


Ultra
Psycho Stream (U1): charge b, f, b, f+sp
You going to include the other new chars? Awesome.
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  #1124  
Old 08-15-2014, 05:02 PM
VaroFN VaroFN is offline
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Rolento:
(P/forward + P) st.HP. Fast, short recovery (for a move this good), 2 hits... Do I need to say more?
(back + P) st.MP. His only reliable anti-air.
(down-back + P/down + P) cr.LP. For hit confirms and pressure.
(down-forward + P) cr.MP. It was either his cr.HP or his cr.MP. His cr.HP is just a one hit version of st.HP with more recovery and slightly better range, while his cr.MP is a 3-hits move that can link into different stuff (should be +2 in Volt) with a faster startup than st.HP.

(K/back + K) st.HK. It's his main way to deal big damage (it can link into different stuff, +2 on Volt too). Also in USFIV it has the same startup as st.MK (should be 2f on Volt), so it just beats the crap out of st.MK.
(forward + K) Trick Rod. Rolento jumps and hits with the stick while in the air. Beats lows and grabs and counts as airborne.
(down-back + K/down + K). cr.MK. Needed for his bnbs. It's also his go-to low hitting move.
(down-forward + K) cr.HK. Very unsafe slide (at max distance may still be -1 or something like that) and can't be linked from any of his normals (it has some startup), but it's his only way to get a hard knockdown and start his pogo shenanigans without problems.

(in the air, P) j.HP. j.MP received a huge nerf in the form of the third hit causing a reset, making it far worse in USFIV than in SFxT. His j.HP works OK as an air-to-air and also very good as a jump-in due to his HUGE hitbox.
(in the air, K) j.MK. Cross up normal.
(in the air, down + K/down-back + K/down-forward + K) Spike Rod aka pogo. Rolento uses his stick to perform his famous double jump, which can still be canceled into an air normal but not in another pogo. After pressing down + K, you can keep pressing left, down or right to change the jump.
(in the air, near the floor, down + K/down-back + K/down-forward + K) Trick Landing. Rolento performs a second jump, but this time you can't alter his direction by moving the joystick (he'll keep the direction of his initial jump). Unlike Spike Rod, this jump is lower to the ground and can't be canceled into any normals, but travels further.

(SP/QCF + P) Heavy Patriot Circle aka his rekka. Press P or SP for second and third rekkas. Unlike Fei's, this isn't used as a poke since all rekkas are completely punishable.
(forward + SP/down-forward + SP/DP + K) Heavy Stinger. Press P, K or SP to throw the knife. The Heavy version only makes him able to jump higher. He can still throw knifes right after jumping to keep the pressure (in a very stylish way I may say).
(down + SP) Mekong Delta Attack aka his backflip before the roll. Press P for Heavy Roll follow-up. Why no SP OFF unique combination? Because it uses all three P's on console, like Bison's teleports.
(down-back + SP/reverse DP + K) Medium Mekong Delta Air Raid aka his roll backwards that cancels into an overhead. Press P for follow-up. Why not the Heavy version like pretty much every move in Volt? Because it's just a very useless version of this move. It makes Rolento jump too further and unless the opponent is in the other side of the screen, it's going to pass over him, and it isn't use as any kind of long-reaching punisher, that's his slide. They used that version in SFxT Mobile and it was SOOOO awful I never really got to use it, just its EX version.
(back + SP/QCB + K) Mekong Delta Escape aka wall jump. Can do anything after the wall jump.

(QCF + SP) EX Rekka.
(DP + SP) EX Stinger. P, K or SP to throw the knives.
(down + SP) Mekong Delta Attack. SP for EX Roll follow-up.
(reverse DP) EX Mekong Delta Air Raid. P for follow-up.
(QCB + SP) EX Mekong Delta Escape. Can do anything after the wall jump.

forward throw (gives Rolento more time to do the shenanigans).

(touch Super meter/QCB, QCB + P) Grenade Super (forgot its name).

(touch Ultra meter/QCF, QCF + SP) Patriot Sweeper. His U1 and Super Art from SFxT.
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  #1125  
Old 08-16-2014, 01:27 AM
HarlequinRogue HarlequinRogue is offline
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Quote:
Originally Posted by CaptYadierPR View Post
You going to include the other new chars? Awesome.
I was bored yesterday...

It's proving to be just a fun exercise. But We're not gonna get anywhere esp with the new game in beta testing. This is just my wishlist for Volt
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  #1126  
Old 08-16-2014, 07:33 AM
CaptYadierPR CaptYadierPR is offline
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Quote:
Originally Posted by HarlequinRogue View Post
I was bored yesterday...

It's proving to be just a fun exercise. But We're not gonna get anywhere esp with the new game in beta testing. This is just my wishlist for Volt
Once they realize that game will get them nowhere, they will look for options, its still a good idea to send them this proposal. Besides we loose nothing with trying
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  #1127  
Old 08-17-2014, 05:35 AM
tognesimo tognesimo is offline
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What's happened? This thread is still alive? Has the proposal been submitted to Capcom? Maybe is the right time, after mhfu and Phoenix wright Capcom could be inspired )!
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