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Take No Prisoners

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"Get set! (ゲットセット! Getto setto!?)"

The Take No Prisoners (テイクノープリズナー Teiku Noo Purizunaa?) is one of Rolento's special attacks, introduced as one of his Super Combos in the Street Fighter Alpha series. It later appears as his second Ultra Combo in Ultra Street Fighter IV.

Appearance Function Input
Street Fighter Alpha series Super Combo Arcade Stick QCFArcade Stick QCF + Arcade Button Punch
Ultra Street Fighter IV Ultra Combo II Arcade Stick QCFArcade Stick QCF + Arcade Button Kick x3
Rolento 480


Street Fighter AlphaEdit

Executed by performing two quarter-circle forward motions and pressing punch, Rolento will reach down and pull up a tripwire hidden in the ground, which he presumably buried earlier. The wire will emerge from the ground in a line straight forward; the distance is determined in A-ISM by whether it is a Level 1, 2, or 3 Super Combo, while in X-ISM, it will always reach to the end of the screen.

If the opponent is standing on the tripwire and does not block low, they will be entangled; at the same time, Rolento's henchman El Gado will appear near the top of the screen holding a hook. Rolento will then hop up and hang his end on the hook, strangling the opponent and then dropping them hard.

Ultra Street Fighter IVEdit

Take No Prisoners

Rolento hangs Guile in Ultra Street Fighter IV.

Executed by performing two quarter-circle forward motions and pressing all three kick buttons, the animation is mostly the same: Rolento pulls the tripwire out of the ground; if it connects, momentarily puts the opponent off balance before tightening around their neck. The opponent is seen clutching at the wire as Rolento jumps up and pulls the wire over a hook, hanging the opponent by the neck (and "tipping" the wire with his staff to increase the pain) before they fall abruptly to the ground. 


Though the hitbox is somewhat quirky and tough to confirm, its extremely quick start-up can be used to punish projectiles. In the Alpha games, the higher level versions in A-ISM are better for longer ranges. The lower level versions can also be used in tandem with Steel Rain (which hits high) to trap the opponent.

In Ultra Street Fighter IV, it is tough to combo into outside of Focus Attack techniques (FADC, Red Focus Cancel, etc.), though it is possible if done immediately following a Mekong Delta Air-Raid.



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