Matrimelee/Olof: Difference between revisions
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(Fixed all level 1 headers, created colors section) |
(Fixed incorrect super/special names and added damage tables.) |
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==Overview== | ==Overview== | ||
{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
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* Good normals on general | * Good normals on general | ||
* | * Good Special Moves good Hitboxes. | ||
* | * Big hitboxes. Great for punishing moves. | ||
* | * Incredibly Damaging and Unblockable Ippatsu Ougi. | ||
* Tons of juggle options. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Most of his moves has | * Most of his moves has exaggerated recovery frames or can be easily blocked. | ||
* | * Struggles in pressure without Stress Meter. | ||
* No reliable pressure or chipping tools | * No reliable pressure or chipping tools. | ||
* Counter hit moves needs to be deeply calculated, | * Counter hit moves needs to be deeply calculated, especially with Stress Shot | ||
* | * Has a tall hurt box and can be hit easier by overheads. | ||
|- | |- | ||
|} | |} | ||
==Strategy== | ==Strategy== | ||
Olof's is a Hit n' Run style character. He can deal with many situations thanks to his Multi-way projectile, anti-air moves with good range, and 50/50 set-ups using 236.B. Olof also has good juggle options using his j.214.D. If timed right he can land 2-3 of these in the air and then carry into the corner to finish. Olof can also use his fake-out Ippatsu Ougi to cancel the recovery of some moves and extend combos. His actual Ippatsu Ougi is unblockable, deals a load of damage, and has very well defined set-ups. Olof is however weak defensively. He's at his best getting a combo in and baiting the opponent into a risky approach and then punishing. | |||
(need more info) | |||
==Normal Moves== | |||
Coming soon... | |||
==Special Moves== | |||
; | {| border="1em" cellpadding="3" cellspacing="0" | ||
: | | align="center" style="background:#f0f0f0;"|'''Special''' | ||
| align="center" style="background:#f0f0f0;"|'''Total Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Permanant Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''Counter Trick''' | |||
|- | |||
|5 | |||
|35T | |||
|17P | |||
|Automatic counter. Triggers after being idle for 4 seconds. | |||
|- | |||
| colspan="6" align="center" | '''Battle (Битва)''' | |||
|- | |||
|236.A/C | |||
|15T | |||
|7P | |||
|Heavy version is faster. | |||
|- | |||
|236.B | |||
|15T | |||
|7P | |||
|Projectile moves towards the bottom corner of the screen. | |||
|- | |||
|236.D | |||
|15T | |||
|7P | |||
|Projectile moves towards the top corner of the screen. | |||
|- | |||
| colspan="6" align="center" | '''Sanctions (санкций)''' | |||
|- | |||
|623.B | |||
|20T | |||
|10P | |||
|Second hit is an overhead. | |||
|- | |||
|623.D | |||
|22T | |||
|11P | |||
|Third hit is an overhead. | |||
|- | |||
|Dashing 623.K | |||
|30T | |||
|15P | |||
|5th hit is an overhead. | |||
|- | |||
| colspan="6" align="center" | '''Surprise Attack (внезапное нападение)''' | |||
|- | |||
|214.B | |||
|20T | |||
|20P | |||
|WallSlam finish. | |||
|- | |||
|214.D | |||
|22T | |||
|22P | |||
|WallSlam finish. | |||
|- | |||
|Dashing 214.K | |||
|30T | |||
|30P | |||
|WallSlam finish. | |||
|- | |||
| colspan="6" align="center" | '''In Squares (По Квадратам)''' | |||
|- | |||
|J.214.B | |||
|20T | |||
|10P | |||
| | |||
|- | |||
|J.214.D | |||
|22T | |||
|10P | |||
|Launches higher than the light version. | |||
|- | |||
|} | |||
==Super Moves== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Super''' | |||
| align="center" style="background:#f0f0f0;"|'''Total Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Permanant Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''Stress Shot - Blockade (Блокада)''' | |||
|- | |||
|2363214.D | |||
|50T | |||
|25P | |||
| | |||
|- | |||
| colspan="6" align="center" | '''Ippatsu Ougi - Extreme Case (Крайний Случай)''' | |||
|- | |||
|4146.C | |||
|90T | |||
|45P | |||
|Unblockable. Deals 40 damage to Olof & cannot kill Olof. | |||
|- | |||
|4146.A | |||
|0T | |||
|0P | |||
|Feign Super. It only costs 1 bar. | |||
|- | |||
|} | |||
==Combos== | ==Combos== | ||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Combo''' | |||
| align="center" style="background:#f0f0f0;"|'''Total Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Permanant Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''BnB Combos''' | |||
|- | |||
| | |||
|} | |||
==Colors== | ==Colors== | ||
[[File:olof_palettes.jpeg|frame|left]] | [[File:olof_palettes.jpeg|frame|left]] |
Revision as of 01:13, 11 June 2020
Overview
Strengths | Weaknesses |
---|---|
|
|
Strategy
Olof's is a Hit n' Run style character. He can deal with many situations thanks to his Multi-way projectile, anti-air moves with good range, and 50/50 set-ups using 236.B. Olof also has good juggle options using his j.214.D. If timed right he can land 2-3 of these in the air and then carry into the corner to finish. Olof can also use his fake-out Ippatsu Ougi to cancel the recovery of some moves and extend combos. His actual Ippatsu Ougi is unblockable, deals a load of damage, and has very well defined set-ups. Olof is however weak defensively. He's at his best getting a combo in and baiting the opponent into a risky approach and then punishing.
(need more info)
Normal Moves
Coming soon...
Special Moves
Special | Total Damage | Permanant Damage | Notes | ||
Counter Trick | |||||
5 | 35T | 17P | Automatic counter. Triggers after being idle for 4 seconds. | ||
Battle (Битва) | |||||
236.A/C | 15T | 7P | Heavy version is faster. | ||
236.B | 15T | 7P | Projectile moves towards the bottom corner of the screen. | ||
236.D | 15T | 7P | Projectile moves towards the top corner of the screen. | ||
Sanctions (санкций) | |||||
623.B | 20T | 10P | Second hit is an overhead. | ||
623.D | 22T | 11P | Third hit is an overhead. | ||
Dashing 623.K | 30T | 15P | 5th hit is an overhead. | ||
Surprise Attack (внезапное нападение) | |||||
214.B | 20T | 20P | WallSlam finish. | ||
214.D | 22T | 22P | WallSlam finish. | ||
Dashing 214.K | 30T | 30P | WallSlam finish. | ||
In Squares (По Квадратам) | |||||
J.214.B | 20T | 10P | |||
J.214.D | 22T | 10P | Launches higher than the light version. |
Super Moves
Super | Total Damage | Permanant Damage | Notes | ||
Stress Shot - Blockade (Блокада) | |||||
2363214.D | 50T | 25P | |||
Ippatsu Ougi - Extreme Case (Крайний Случай) | |||||
4146.C | 90T | 45P | Unblockable. Deals 40 damage to Olof & cannot kill Olof. | ||
4146.A | 0T | 0P | Feign Super. It only costs 1 bar. |
Combos
Combo | Total Damage | Permanant Damage | Notes | ||
BnB Combos | |||||
Colors