Capcom vs. SNK 2: Millionaire Fighting 2001 Rolento Character FAQ
For the Dreamcast
Version 0.2 (30 October 2001)
By ProTect (e-mail: protectiam@yahoo.com)

Copyright (c) 2001 ProTect

The game Capcom vs. SNK 2 (hereafter referred to as CvS2) and Rolento are 
copyrights of Capcom.

I do not claim Rolento as my intellectual property in any way. My 
contribution is solely the organization of Rolento's history, moves,etc. into 
one FAQ.

This FAQ is mine, ProTect's. Do not post it to public forums without my 
permission. Do not in any way claim it as your own.

DO NOT rewrite it and pass it off as your Character FAQ for another game 
and/or character!

Plagiarism is a very serious crime. It is intellectual theft.

----------CONTENTS----------

FAQ Disclaimers
Contents
Purpose of This FAQ
Abbreviations Used in This FAQ
Standard CvS2 Gameplay Features
Statistics
Official Story History
Game Appearances
Tactics
Combos
Colors
Rolento Quotes
Links
Credits

----------PURPOSE OF THIS FAQ------------

This FAQ is a document all about Rolento in CvS2.

----------ABBREVIATIONS USED IN THIS FAQ----------

B - Back: hold the control pad in the opposite direction of the opponent
T - Toward: hold the control pad in the direction facing the opponent
U - Up: press up on the control pad
D - Down (Ducking): press down on the control pad; this will cause the 
character to duck
UB - Up/Back: press up and back on the control pad at the same time
UT - Up/Toward: press up and toward on the control pad at the same time
DB - Down/Back: press down and back on the control pad at the same time; this 
will cause the character to duck
DT - Down/Toward: press down and toward on the control pad at the same time; 
this will cause the character to duck

DP - Dragon Punch: press T, D, DT on the control pad
FB - Fire Ball: press D, DT, T on the control pad
HK - Hurricane Kick: press D, DB, B on the control pad

J - Jab (also known as LP): the weakest, yet quickest punch (X button in the 
default button configuration)
St - Strong (also known as MP): the punch that is average in strength and 
speed (default: Y button)
Fi - Fierce (also known as HP): the strongest, yet slowest kick (default: L 
button)
AP - Any Punch: press either J, St, or Fi
2P - Two Punches: press any combination of J, St, and Fi simultaneously
Sh - Short (also known as LK): the weakest, yet quickest kick (default: A 
button)
Fo - Forward (also known as MK): the kick that is average in strength and 
speed (default: B button)
R - Roundhouse (also known as HK): the strongest, yet slowest kick (default: 
R button)
AK - Any Kick: press either Sh, Fo, or R
2K - Two Kicks: press any combination of Sh, Fo, and R simultaneously
AB - Any Button: press either J, St, Fi, Sh, Fo, or R

Cl - Close: press the button indicated while standing within throwing range 
of the opponent
F - Far: press the button indicated while standing outside throwing range of 
the opponent 
D - Ducking: press the button indicated while pressing D, DB, or DT (ducking)
JS - Jumping Straight: press the button indicated while jumping straight up 
into the air (U)
A - Jumping Angled: press the button indicated while jumping toward or away 
from the opponent (UB, UT)

SC - Super Combo: a powerful move which requires a certain level of super gauge 
to perform
L - Level: the degree (section) to which the super gauge is filled, or the 
strength of an SC

----------STANDARD CvS2 GAMEPLAY FEATURES----------

GROOVES

The six grooves of CvS2 provide more than simply fan service nostalgia. Groove 
selection takes a number of factors into account in the process of capturing the 
feel of classic Capcom and SNK fighting games.

C-Groove is a groove based on Street Fighter Alpha. The super gauge is divided 
into three sections, which fill mainly as the player attacks and slightly upon 
taking damage. As each of these sections fill, one after the other, Super Combos 
of varying strengths become available. Also, the amount of damage a player does 
to the opponent increases slightly as the gauge fills.

L1 normal and special Moves do 101% the damage that L0 moves do.
L2 normal and special Moves do 102% the damage that L0 moves do.
L1 SCs performed with two levels of gauge do 101% the damage that L1 SCs do.
L3 normal and special Moves do 105% the damage that L0 moves do.
L1 SCs performed with a full gauge do 102% the damage that L1 SCs do.

Unique feature: Air Blocking
Other features: Dash, Roll, Counter Attack, Tactical Recovery

A-Groove is based loosely on Street Fighter Alpha 3's V-Ism. The super gauge has 
two sections, which fill like C-Groove. When the first section is full, the 
player can do L1 SCs. When the gauge is completely full, Custom Combos (CCs) can 
be activated by pressing Fi and R simultaneously. CC mode causes the character 
to cause less damage in exchange for being able to do moves more quickly, 
effortlessly, and spontaneously than normal. It is possible to cancel the CC 
into an SC at any point. Blocking is not possible during a CC; any attack that 
hits the player will end the CC.

Non-CC normal and special moves do the same amount of damage that L0 C-Groove 
moves do.
Non-CC SCs do the same amount of damage that L1 C-Groove SCs performed with one 
level of gauge do.
CC normal moves and SCs do 72% the damage that non-CC normal moves and SCs do.
CC special moves do 80% the damage that non-CC special moves do.

Unique feature: Custom Combo
Other features: Dash, Roll, Counter Attack, Safe Fall

P-Groove plays a lot like Street Fighter III. The super gauge (which fills in 
the same way as C-Groove) is not divided into sections; to do an SC a full gauge 
is necessary.

Normal and special moves do the same amount of damage that L0 C-Groove moves do.
SCs do the same amount of damage that L3 C-Groove SCs do.

Unique feature: Parrying
Other features: Dash, Small Jump, Tactical Recovery

S-Groove is the classic King of Fighters system. The super gauge is not divided 
into sections, but different levels of SCs are available. The gauge does not 
fill automatically when the player attacks; there is a manual charge (activated 
by pressing Fi and R simultaneously) which fills the gauge. L1 SCs are available 
when the gauge is full. When the player's health is reduced below a certain 
amount, the health gauge begins flashing red. At this point, the player can use 
unlimited L1 SCs, or fill the gauge to perform one MAX level (L3) SC.

(Empty)When the super gauge is not full and the health gauge is not flashing, 
normal and special moves do the same amount of damage that L0 C-Groove moves do.
(Desperation)When the super gauge is not full and the health gauge is flashing, 
normal and special moves do 105% the damage that Empty moves do.
Desperation SCs do 105% the damage that L1 C-Groove SCs performed with one level 
of gauge do.
(Charged)When the super gauge is full but the health gauge is not flashing, 
normal and special moves do 115% the damage that Empty moves do.
Charged SCs do 115% the damage that L1 C-Groove SCs performed with one level of 
gauge do.
(Charged Desperation)When the super gauge is full and the health gauge is 
flashing, normal and special moves do 105% the damage that Charged S-Groove 
moves do.
Charged Desperation SCs do 105% the damage that L3 C-Groove SCs do.

Unique features: Dodge, Manual Super Gauge Charge, Desperation Mode
Other features: Run, Counter Attack, Small Jump, Tactical Recovery

N-Groove resembles the Advanced system of more recent King of Fighters games. 
Like S-Groove, the super gauge is not divided into sections. It fills, like C-
Groove's gauge, as the player attacks. When it is full, it will begin to fill 
again, with the previous full gauge becoming a stock (a small dot), up to three 
of which can be stored. This stock can be used to perform an SC, or it can be 
broken (press Fi and R simultaneously) to power up the player's attacks (the 
character will flash yellow). If the player has two or more stocks, it is 
possible to do a MAX level (L3) SC by first breaking a stock, then doing the SC 
as normal.

Non-powered up normal and special moves do the same amount of damage that L0 C-
Groove moves do.
Non-powered up SCs do the same amount of damage that L1 C-Groove SCs performed 
with one level of gauge do.
Powered-up normal and special moves do 120% the damage that non-powered up moves 
do.
Powered-up SCs do the same amount of damage that L3 C-Groove SCs do.

Unique features: Counter Movement, Stock Breaking
Other features: Run, Roll, Counter Attack, Small Jump, Safe Fall

K-Groove is similar to Samurai Shodown gameplay. The super gauge is like P-
Groove's gauge, undivided and with no stocks, but it fills only from being 
attacked, not by attacking or manually charging. When the gauge is full, the 
character will flash red and enter Rage mode. In Rage mode, the character's 
moves become substantially more powerful. Rage mode continues until the gauge 
runs out or the player does an SC.

Non-Rage normal and special moves do the same amount of damage that L0 C-Groove 
moves do.
Rage normal moves do 135% the damage that non-Rage moves do.
Rage special moves do 130% the damage that non-Rage moves do.
SCs do 110% the damage that L3 C-Groove SCs do.

Unique features: Just Defense, Rage Mode
Other features: Run, Small Jump, Safe Fall

SPECIAL FEATURES

Air Blocking (press B, DB, or UB in the air): Guard against attacks in mid-air. 
Only available in C-Groove.

Dash (press T T or B B): Quickly move forward or backward a short distance. 
Available in C-Groove, A-Groove, and P-Groove.

Run (press T and hold T): Quickly move forward. Available in S-Groove, N-Groove, 
and K-Groove.

Roll (press J and Sh simultaneously): Roll a short distance to avoid incoming 
attacks. Available in C-Groove, A-Groove, and N-Groove.

Dodge (press J and Sh simultaneously): Step to the side to avoid incoming 
attacks. Only available in S-Groove.

Counter Attack (press T, St, and Fo immediately after blocking): Attack an 
attacking opponent with a pre-set move (uses super gauge). Available in C-
Groove, A-Groove, S-Groove, and N-Groove.

Counter Movement (press B or T and J and Sh immediately after blocking): Move 
forward or backward a short distance to attack an attacking opponent with a move 
of the player's choice. Only available in N-Groove.

Tactical Recovery (press and hold 2P when knocked down): Stay on the ground 
slightly longer than usual to avoid follow-up attacks. Available in C-Groove, P-
Groove, and S-Groove.

Safe Fall (press 2P when knocked down): Flip backwards to avoid follow-up 
attacks. Available in A-Groove, N-Groove, and K-Groove.

Parrying (press T while being hit): Take no damage from attacks and set up 
counters. Only available in P-Groove.

Just Defense (press B while being hit): Absorb the energy of attacks as a small 
amount of health and super gauge. Only available in K-Groove.

Small Jump (tap U quickly): Jump in such a way as to avoid most attacks. 
Available in P-Groove, S-Groove, N-Groove, and K-Groove.

----------STATISTICS----------

Also Known as: Rolent
Height: 180 cm (5'11")
Weight: 81 kg (179 lbs.)
3 sizes: B122 W86 H90 (in ft., B4.0 W2.8 H3.0)
Street Fighter Rivals: Guy, Charlie
SNK Rival: Hibiki 
Blood Type: O
Nationality: American

----------OFFICIAL STORY HISTORY------------

Rolento is an insane military man introduced in the classic Final Fight series.

In Final Fight, he was a boss character (thus a member of the Mad Gear) who had 
the annoying habit of running all over the screen so fast he left a trail of 
shadows (this may have inspired the Custom Combo shadows in the Street Fighter 
Alpha series) and tossing grenades everywhere when he was losing. He used this 
same strategy in all the Final Fight games.

In Street Fighter Alpha 2 Rolento became a playable character for the first 
time, with much the same arsenal of attacks that he has in CvS2. His ultimate 
goal in that game was to challenge Guy (Maki's brother-in-law) and bring the 
world under his own militaristic rule.

Rolento participated in Street Fighter Alpha 3 hoping to take over M.Bison's 
Shadaloo empire and to use its superior weaponry to set up a worldwide military 
regime with himself as ruler. Before he could do so, he met Sodom, a fellow 
former member of Mad Gear, who challenged Rolento's ambition as a betrayal of 
the young Rolento's ideal of "the perfect peace." With that thought in mind, 
Rolento abandoned his cause and, together with Sodom, sought a more peaceful 
realization of his youthful dream.

----------GAME APPEARANCES----------

Rolento has appeared in the following fighting games:

Street Fighter Alpha 2
Street Fighter Alpha 2 Gold
Street Fighter Alpha 3
Final Fight Revenge
Capcom vs. SNK 2

Rolento made his first appearances in these side-scrolling beat-'em-ups:

Final Fight
Final Fight 2

Rolento has made cameos in these games:

Street Fighter Alpha
Pocket Fighter

----------TACTICS----------

All damage amounts were found using a Ratio 2 C-Groove Rolento at L0 against a 
Ratio 2 C-Groove Rolento on normal (2 stars) Damage Level and a Normal Groove 
Gauge setting. Actual damage in gameplay will vary based on the ratio and groove 
of Rolento and his opponent.

The name of the move, in conventional English spelling, is given first, 
followed by the name as translated from the katakana in the manual and/or 
game command lists, the command input, sometimes alternate names (if there 
are any) then a description of its properties

NORMAL MOVES

Cl J - Short Rod (Shooto Roodo): Rolento pokes his opponent with his stick. 300 
damage. 
Cl St - Surprise Rod (Sapuraisu Roddo): Rolento turns sideways and thrusts up 
with his stick. 900.
Cl Fi - Upper Swing (Appaa Suingu): Rolento does an uppercut with his stick. 
1200. 
Cl Sh - High Knee Kick (Hai Niiru Kikku): Rolento thrusts up his knee. 500. 
Cl Fo - Knee Kick (Niiru Kikku): Rolento thrusts out his knee. 800. 
Cl R - Reverse Heel Kick (Ribaasu Hiiru Kikku): Rolento turns away from his 
opponent and kicks backward with his heel. 1300. 

F J - Short Rod (Shooto Roodo): identical to Cl J. 300 damage. 
F St - Surprise Rod (Sapuraisu Roddo): identical to Cl St. 900.
F Fi - Victory Rod (Vikutorii Roddo): Rolento slams his stick against the 
ground. This move hits twice for up to 1300 total damage. 
F Sh - High Knee Kick (Hai Niiru Kikku): identical to Cl Sh. 500. 
F Fo - Middle Kick (Midoru Kikku): Rolento thrusts out his leg. 900.
F R - Reverse Heel Kick (Ribaasu Hiiru Kikku): identical to Cl R. 1300. 

D J - Skirmish Rod (Sukaimisshu Roddo): Rolento pokes his opponent with his 
stick. 400 damage. 
D St - Ambush Rod (Ambusshu Roddo): Rolento spins his stick. This move hits up 
to three times for 900 total damage. 
D Fi - Revolution Rod (Revoryuushon Roddo): Rolento thrusts out his stick. 1300. 
D Sh - Slide Kick (Suraido Kikku): Rolento kicks his opponent's foot with his 
near leg. 400. 
D Fo - Trap Kick (Torappu Kikku): Rolento kicks his opponent's foot with his far 
leg. 800. 
D R - General Sliding (Jeneraru Suraideingu): Rolento slides into his opponent's 
leg. This move knocks down the opponent and does 1200 damage.

JS J - Fly Rod (Furai Roddo): Rolento pokes his opponent with his stick. 600 
damage. 
JS St - Blockade Rod (Burokkeido Roddo): Rolento spins his stick. This move hits 
up to three times for 900 total damage. 
JS Fi - Triumph Rod (Toraiamfu Roddo): Rolento slams down with his stick. 1300. 
JS Sh - Soldier Kick (Sorujaa Kikku): Rolento thrusts out his heel. 500. 
JS Fo - Commando Kick (Komandoo Kikku): Rolento thrusts down his heel. 800. 
JS R - Commando Kick (Komandoo Kikku): identical to JS Fo. 1200. 

A J - Fly Rod (Furai Roddo): identical to JS J. 600 damage. 
A St - Blockade Rod (Burokkeido Roddo): identical to JS St. 900. 
A Fi - Triumph Rod (Toraiamfu Roddo): identical to JS Fi. 1300. 
A Sh - Soldier Kick (Sorujaa Kikku): identical to JS Sh. 500. 
A Fo - Commando Kick (Komandoo Kikku): identical to JS Fo. 800. 
A R - Commando Kick (Komandoo Kikku): identical to JS Fo. 1200. 

Punch throw (Press T or B and Fi Cl)
Carnal Carrier (Kaaneru Kayaria): Rolento throws his opponent over his 
shoulder. 1900 damage.

Kick throw (Press T or B and R Cl)
Deadly Package (Deddorii Pakkeeji): Rolento attaches grenades to his opponent 
and leaps away as the opponent explodes. 2100 damage.

SPECIAL MOVES

Patriot Circle (Patoriotta Saakurru)
FB AP, repeat up to two additional times
Rolento runs forward spinning his stick, hitting up to 11 times for 2023 total 
damage if the command input is repeated twice.

Stinger (Sutaingaa)
DP AK then AB
Knife Throw
Rolento leaps into the air, then throws a knife at his opponent with the 
additional AB input. The button used in the air determines the angle at which 
Rolento throws the knife, with light attacks being nearly straight down and 
heavy attacks being nearly horizontal. All buttons do 700 damage.

Mekong Delta Attack (Mekon Derita Atakka)
2P then AP as Rolento is about to land
Rolento leaps backward a short distance, then rolls into his opponent for damage 
with the additional AP input. The button used determines the move's damage.

J: 1000   St: 1100   Fi: 1200
 
Mekong Delta Air Raid (Mekon Derita Ea Reido)
HK AP then AP
Rolento rolls backward (the button used determines the distance he rolls), then 
leaps forward with a move resembling his JS Fi with the additional AP input. The 
button used determines the move's damage.

J: 1200   St: 1300   Fi: 1400

Mekong Delta Escape (Mekon Derita Esukeipu)
HK AK then AB
Rolento jumps backward, bounces off the side of the screen, and jumps down 
toward his opponent. The AB input will cause him to do one of his standard 
Jumping attacks, at standard damage.

Scouter Jump (Sukautaa Jampu)
2K
Rolento leaps forward up to the width of a full screen. This move does no 
damage; it is a strategic postioning technique.

SUPER COMBOS

All damage amounts were found using a Ratio 2 C-Groove Rolento against a Ratio 2 
C-Groove Rolento on normal (2 stars) Damage Level and a Normal Groove Gauge 
setting. The Gauge was only as full as necessary to perform the move. Actual 
damage in gameplay will vary based on the ratio and groove of Rolento and his 
opponent

Take No Prisoners (Teiku Noo Purisunaa)
FB FB AP
Tripwire
Rolento catches his opponent with a wire, which he then uses (with the 
assistance of one of his El Gato henchmen) to choke the opponent.

Level 1: 2600 damage   Level 2: 3800   Level 3: 5600

Mine Sweeper (Main Suiipaa)
HK HK AP
Rolento throws out a number of grenades which explode and burn his opponent as 
Rolento rolls away.

Level 1: 2 grenades, 3000 damage
Level 2: 3 grenades, 4500 damage
Level 3: 4 grenades, 6000 damage

Steel Rain (Suteiiru Rein)
FB FB AK
Rolento throws a number of knives straight up into the air, which fall straight 
down onto his opponent.

Level 1: 3 knives, 1800 damage
Level 2: 5 knives, 3000 damage
Level 3: 7 knives, 4200 damage

----------COMBOS----------

Rolento's combos are very short because his game is based more around hit-and-
run, poke-and-dodge strategies than extended up-close play. It is still possible 
to get high combo totals with him, however, mainly because of the multiple hits 
of his Patriot Circle.

Since Rolento's JS attacks are the same as his A attacks, I am using A to 
represent both.

As always, if you have any combos to add, feel free to e-mail them to the 
address at the top of this FAQ.

Cl J, Cl J, F J
Cl St, D J
D J, D J, D J
D J, Cl J
A J, Cl J
A J, D J
A Sh, Cl J
A Sh, Cl Sh
A St, Cl J
A St, Cl Sh
A Fi, Cl J
A Fi, Cl Sh
A Fi, D J, D J
A Fi, D Sh
A R, Cl J
A R, Cl Sh

----------COLORS----------

These are Rolento's default colors in CvS2.

X: Yellow uniform, red cap and shirt, brown stick and grenades (A2)
Y: Red uniform, dark gray cap and shirt, charcoal stick and grenades (A2 Player 
2 Punch color)
L: Purple uniform, light blue-gray cap and shirt, green stick and grenades
A: Blue uniform, orange cap and shirt, brown stick and grenades
B: Hunter green uniform, red cap and shirt, gray stick and grenades
R: Gray uniform, blue cap and shirt, light brown stick and grenades
X+Y+L: Pink uniform, purple cap and shirt, blue-green stick and grenades
A+B+R: White uniform, blue cap and shirt, blue stick and grenades

The following are edit colors I have made for Rolento you may want to try. The 
colors are listed left to right as the blocks appear on the bar at the bottom 
of the screen, with the numbers representing red, green, and blue in that 
order.

Green uniform, purple cap and shirt, blue stick and grenades

24-20-16 
22-18-14 
18-14-10 
14-10-6 
8-4-0 
10-1-19 
6-0-15 
11-15-7 
7-11-3 
5-9-1 
4-8-0 
2-6-0 
6-1-23 
4-0-18 
4-4-4

Brown uniform, green cap and shirt, purple stick and grenades

24-20-19 
21-17-16 
17-13-12 
13-9-8 
9-5-4 
9-16-4 
5-12-0 
17-10-6 
15-8-4 
13-6-2 
11-4-0 
9-2-0 
17-9-17 
12-5-12 
4-4-4

Orange uniform, magenta cap and shirt, red stick and grenades

27-24-17 
24-21-14 
20-17-10 
16-10-6 
12-6-2 
31-9-31 
25-3-25 
31-12-4 
27-10-2 
23-8-0 
19-6-2 
15-4-0 
16-4-4 
12-0-0 
7-4-1

Bright blue uniform, yellow cap and shirt, orange stick and grenades

26-17-15 
23-14-12 
19-10-8 
15-6-4 
11-2-0 
31-31-4 
17-17-0 
18-29-29 
14-25-25 
9-20-20 
5-16-16 
0-11-11 
31-16-4 
27-12-0 
10-5-0

Dark gray uniform, blue cap and shirt, purple stick and grenades

24-18-11 
20-14-8 
15-10-6 
11-6-3 
6-2-0 
0-10-19 
0-2-14 
6-6-6 
4-4-4 
2-2-2 
1-1-1 
0-0-0 
14-5-8 
7-0-8 
4-0-0

Red uniform, yellow/orange cap and shirt, blue stick and grenades (Burger King 
Rolento)

24-20-17 
22-18-15 
18-14-11 
11-9-7 
7-5-3 
31-21-4 
27-17-0 
31-0-0 
23-0-0 
19-0-0 
15-0-0 
9-0-0 
5-5-20 
0-0-15 
0-4-0

Olive green uniform, khaki cap and shirt, green stick and grenades

29-16-14 
27-14-12 
23-10-8 
16-5-4 
12-1-0 
21-17-11 
17-13-7 
22-22-0 
14-14-0 
10-10-0 
6-6-0 
0-0-0 
0-12-0 
0-7-7 
5-0-0

Khaki uniform, bright blue cap and shirt, gray stick and grenades

29-16-16 
27-14-14 
23-10-10 
14-6-3 
10-2-0 
4-18-23 
0-14-19 
21-18-14 
16-13-9 
13-10-6 
11-8-4 
7-4-0 
15-15-15 
13-13-13 
5-0-0 

Purple uniform, pink cap and shirt, olive stick and grenades

25-22-15
23-20-13
19-16-9
12-9-2
9-6-0
23-18-23
19-14-19
14-10-21
9-5-16
6-2-13
4-0-11
0-0-7
15-15-2
13-13-0
6-3-0

Light gray uniform, white cap and shirt, brown stick and grenades

25-19-14
22-16-11
18-12-7
15-9-4
11-5-0
28-28-28
17-15-14
20-18-17
16-14-13
12-10-9
8-6-8
3-3-3
15-9-11
12-6-6
5-2-1

----------ROLENTO QUOTES----------

From Street Fighter Alpha 2:
Fear prevents learning and you've failed.
Get real! Skill and strength determine the winner.
It's okay, perfection is not for everyone.
Let's fight again, so I can stick it to you.

From Street Fighter Alpha 3:
Follow orders, and you may become more difficult to defeat!
Judgment! Grade C! You are in need of supplementary training!!
Encountering you has had no effect on my glorious destiny!
Judgment! You are not qualified to be a soldier!!
Me... dictator? Me... insane? Negative! Absolutely negative!
Hey! You!! Stand tall! Speak up!
Your alternatives to defeat... Retreat, or total obedience.
In my ideal nation, there would exist no one as weak as you!
It's a serious crime to oppose my noble ideals!

----------VERSION HISTORY----------

v. 0.2 (30 October 2001) - Added standard CvS2 gameplay features section and new 
colors; revised tactics section's damage information

v. 0.1 (21 October 2001) - First version which contained everything not 
mentioned above

----------LINKS----------

GameFAQs
www.gamefaqs.com
The best resource for gaming information I've seen anywhere (but if you're 
reading this you should already know that)

Shingotink's Capcom vs. SNK 2 Color Edit Archive
http://geocities.com/shingotink/
OR
http://shingotink.tripod.com/
A fantastic resource for color edits

----------CREDITS----------

I, ProTect, wrote this.
Move names came from CvS2 command lists and the Street Fighter Zero 3 Official 
Guide Book: Challenger's Edition.
Rolento's official history came from other Street Fighter games as mentioned.
Rolento's statistics came from Street Fighter Alpha 3, the All About Capcom 
Head-to-Head Fighting Games Guide, and the Street Fighter Zero 3 Offical Guide 
Book: Challenger's Edition.
All other material came directly from the author's trial-and-error 
experimentation with CvS2.
Capcom made the game and all other games mentioned.
Rolento and Street Fighter belong to Capcom.
