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Vulcano Rosso

52350956_594525201011035_775075326288566
PlayStyle: Mixup/Pressure/Rekka

Similar to: Kolin (SFV), Laura (SFV), K' (KOF)

Strengths: He has access to a slow short-ranged multi-hit fireball, a command dash, a command short hop, a simple rekka series and 2 different kinds of counter moves. Rosso has THE BEST vortex in the game and fantastic mixup, causing him to keep the pressure on opponents even after they get up and can often open the opponent back up and starting his vortex all over again. Once he has you in the corner it's very difficult to get out. He has some of the best anti zoning in the game with his fireball counter.

Weaknesses: His damage is somewhat low and isn't able to dump his meter into high damage like some other characters. He lacks Unique Normals aside from Hard Attack and has some strange normals, making his strings slightly different. He also lacks no wakeup options outside of super

Play if: + You like to make the opponent block left/right and overhead/low a lot
               + You like to bait opponents with counters and pressure
               + You like a rekka character with a Jojo aesthetic

Avoid if: - You don't like lower damage
                 - You don't like not having a fireball game
                 - You don't like to cut strings short to bait the opponent

Recommended Gougi Decks: Shinobi, Stealth Raptor,Infinity, Nightmare, Berserker, Miracle




                            Max Punish Combos

Meterless: dash cr.MP > cr.MP > cr.MK > Rage of Vesuvio (57 Damage)

1 Meter: dash cr.MP > cr.MP > cr.MK > Rage of Vesuvio > Accelerando (73 Damage)

2 Meter: dash cr.MP > cr.MP > cr.MK > Rage of Vesuvio > Accelerando > late cancel Ponte Dei Sospiri (82 Damage)

3 Meter: dash cr.MP > cr.MP > cr.MK > Rage of Vesuvio > Accelerando > late cancel Ponte Dei Sospiri > Accelerando (87 Damage)




                                    Key Normals


Crouch Heavy Punch: Go to solid anti air and can easily combo into Torre Pendente Di Pisa for extra damage and a hard knockdown if it hits well.

Stand Medium Kick: This is your go to for far range anti air. It also moves him forward and you can juggle from it on some situations. A good normal to use in chains to test if the opponent is mashing

Stand Heavy Kick: Your go to normal to end chains on block as it's safe and can confirm into super unlike his sweep which is punishable. It's a great normal to buffer super to check dash in or whiff punish




                                     Key Moves

Sciara Del Fuoco: It's your main mixup tool and every time you land a hard knockdown you can go for this after throwing out a fireball to mixup the opponent on wakeup. You are briefly invincible while he is invisible during the dash but are very vulnerable during the start up. It's similar to Bison's forward dash in Street Fighter V. Light kick version goes a short distance, medium and heavy goes through the opponent if close enough.


Le Ali Di Aero: A command shorthop, Vulcano Rosso jumps up slightly but much less than a regular jump. Holding forward makes him jump forward slightly too. With the Follow up Rage of Etna, this lets Vulcano Rosso pull off an overhead much faster than many other characters. This is an amazing tool for pressure during a active fireball or as a meaty.


Rage of Vesuvio: Vulcano Rosso's Rekka, the first command does an advancing punch, the second an uppercut that launches the opponent off the ground slightly and the third doing a rising dragon kick that sends the opponent flying to the corner. The strength of the punch determines the startup and distance the first hit travels. This is the special you want to combo into. Doing the full command is your best meterless option, but if you have 1 bar of meter, it's well worth Super Cancelling into Torre Pendente Di Pisa (214214P) after the second P to allow you to dash forward and apply Vortex as the opponent is still flying after you recover from the Super. The first command is somewhat unsafe on block, with the next 2 becoming much more unsafe, so make sure you stop doing the command if the first hit is blocked. Notably, you can cancel this Special into your counter, Umiliazione Di Canossa and potentially catch the punish attempt from the opponent.


                            
                                Combo Examples


                                                                    Chain Combo
                                               Cr.LK, Cr.MP, St.HK, Accelerando






 
 
 






                                                                    Link Combo
                                      Cr.LK, Cr.MP x2, Cr.MK, Rage of Vesuvio



 
 
 







                                              Tech
 
After Torre Pendente Di Pisa Vulcanus becomes very deadly and even more so in the corner














                         Ghost gougi makes all knockdowns even scarier midscreen.









 



                                 General Strategy

Rosso's strength and goal is to get you to the corner. His unique short hop helps in messing up opponents anti airs and causes them to hesitate, if you're not predictable with it. You want to use your rekka and counters to get a knockdown and following it up with resetting pressure into another short hop kick or baiting the opponent into taking a risk with a reversal. Once in the corner and knocked down his fireball becomes extremely threatening. The longer you keep them in the corner the better chance you have of winning the match. Rosso rewards good conditioning and awareness of the opponent's options so always be prepared to mix up your offense.



                                      Frame Data






















          





        Back to Hokuto or onto Princess Pullum

 
Vulcano Rosso Chain Example.gif
Vulcano Rosso Link Example.gif
Vulcano Rosso Tech Example 1-min.gif
Rosso tech 2 example-min.gif
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