Matrimelee/White: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Reformatted combos. Added Overview.)
Line 3: Line 3:
== Overview ==
== Overview ==


White is a slow charge & grappler character that hits like a train. One combo will easily drain an opponent's life down by 1/3rd or more. White also holds the highest health pool of 180. However, White is insanely slow. Having the slowest run and walk speed it cripples his attempts at getting in and can easily be avoided by some characters with faster walk speeds or longer normals.
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
*Massive damage off of all attacks.
*Good anti-air Stress Shot.
*Access to Hard Wallslams to end combos.
*Extremely high health. (180)
| style="width: 50%;"|
*Extremely slow walk and run speed.
*Extremely short range.
*Very slow recovery on all attacks.
*No reliable, safe block strings.
*Very limited combos.
|-
|}
== Strategy ==
== Strategy ==


== Combos ==
TBD.
=== Ground Combos ===
j9.D > cl.A > cl.A > 5.A xx (charge)4~6.A <br>
39P 25M
 
j9.D > cl.D > D xx (charge)4~6.C <br>
53P 33M
 
j9.D > cl.C (2hit) > 3.A xx (charge)4~6.C <br>
59P 38M
 
j9.D > cl.C (2hit) > 3.A xx (charge)4~6.C (1hit) xx 623.C >> j.throw <br>
31P/62R 43M
 
j9.D > cl.C (2hit) > 3.A xx 236-3214.C <br>
39P/77R 58M Costs 1 Meter
 
j9.D > cl.C (2hit) > 3.A xx 63214-63214.C <br>
44P/88R 33M Costs 2 Meter
 
(cross up) j9.D > cl.A > cl.A > 5.A ~> 2.B xx (charge)4~6.A <br>
42P 30M
 
=== Juggle Combos ===
(juggle) cl.C (2hit) > 3.A xx 236.P <br>
23P/46R 32M
 
(juggle) cl.C (2hit) > 3.A xx (charge)4~6.A <br>
51P 32M
 
=== Guard Crush Strings ===


== Normal Moves ==
== Normal Moves ==
Line 255: Line 243:


== Special Moves ==
== Special Moves ==
=== Special Moves ===


{| border="1em" cellpadding="3" cellspacing="0"
{| border="1em" cellpadding="3" cellspacing="0"
Line 338: Line 325:
|}
|}


=== Super Moves ===
== Super Moves ==


{| border="1em" cellpadding="3" cellspacing="0"
{| border="1em" cellpadding="3" cellspacing="0"
Line 368: Line 355:
|}
|}


== 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;"|'''Permanent Damage'''
| align="center" style="background:#f0f0f0;"|'''Notes'''
| align="center" style="background:#f0f0f0;"|'''Demonstration'''
|-
| colspan="6" align="center" | '''Basic Combos'''
|-
|9.D >> cl.A > cl.A > 5.A xx [4]6.A
|39T
|39P
|Hard WallSlam.
|
|-
|9.D >> cl.D > D xx [4]6.C
|53T
|53P
|Hard Wallslam.
|
|-
|9.D > cl.C > 3.A xx [4]6.C
|59T
|59P
|Hard Wallslam.
|
|-
|(juggle) cl.C > 3.A xx 236.P
|46T
|23P
|
|
|-
|(juggle) cl.C > 3.A xx [5]6.A
|51T
|51P
|
|
|-
|9.D > cl.C > 3.A xx 236-3214.C
|77T
|39P
|Requires 1 Stress Meter
|
|-
|9.D > cl.C > 3.A xx 63214-63214.C
|88T
|44P
|Requires 2 Stress Meter.
|
|-
| colspan="6" align="center" | '''Intermediate Combos'''
|-
|9.D > cl.A > 5.A >> 2.B xx [4]6.A
|42T
|42P
|5.A >> 2.B Requires a Rapid Chain Cancel.
|
|-
|9.D > cl.C (2hit) > 3.A xx [4]6.C xx 623.C >> Air Throw
|62T
|31P
|Cancel [4]6.C on the first hit.
|
|-
| colspan="6" align="center" | '''Advanced Combos'''
|-
|9.D >> 6[6].P xx 63214-63214.C
|101T
|50P
|Only works on crouching Reiji.
|
|-
|}


{{Matrimelee}}
{{Matrimelee}}


[[Category:Matrimelee]]
[[Category:Matrimelee]]

Revision as of 06:52, 18 June 2020

White Buffalo

Overview

White is a slow charge & grappler character that hits like a train. One combo will easily drain an opponent's life down by 1/3rd or more. White also holds the highest health pool of 180. However, White is insanely slow. Having the slowest run and walk speed it cripples his attempts at getting in and can easily be avoided by some characters with faster walk speeds or longer normals.

Strengths Weaknesses
  • Massive damage off of all attacks.
  • Good anti-air Stress Shot.
  • Access to Hard Wallslams to end combos.
  • Extremely high health. (180)
  • Extremely slow walk and run speed.
  • Extremely short range.
  • Very slow recovery on all attacks.
  • No reliable, safe block strings.
  • Very limited combos.

Strategy

TBD.

Normal Moves

Normal Damage Guard Meter Notes
Far Stand Normals
5.A 2P/4R 3G 3M Self Cancel
5.B 6P/12R 6G 3M
5.C 10P/20R 11G 7M Extreme upper Body Invincibility? Or a hitbox display bug?
5.D 11P/22R 22G 8M Some upper Body Invincibility? Or a hitbox display bug?
Close Stand Normals
cl.A 3P/5R 4G 3M Self Cancel
cl.B 5P/10R 5G 3M Hits Low
cl.C 10P/20R 14G 14M 2 Hits
cl.D 10P/20R 12G 7M Chains into D on hit/block
Crouch Normals
2.A 3P/5R 5G 4M Self Cancel
2.B 5P/10R 6G 5M Hits Low
2.C 10P/20R 10G 7M
2.D 11P/22R 17G 8M Hits Low; Knockdown
Neutral Jump Normals
j8.A 5P/10R 8G 4M
j8.B 6P/12R 10G 4M
j8.C 8P/16R 14G 8M
j8.D 9P/18R 14G 8M
Back/Forward Jump Normals
j7/9.A 5P/10R 8G 4M Same Animation and Hitbox as j8.A
j7/9.B 6P/12R 10G 4M Same Animation and Hitbox as j8.B
j7/9.C 8P/16R 14G 6M Same Animation and Hitbox as j8.C
j7/9.D 9P/18R 14G 8M Strong Cross Up
Command Normals
3.A 9P/18R 12G 8M
6.B 10P/10R(?) 12G 8M High Counter; (need to double check damage)
Dash Normals
66.P 10P/20R 10G 8M
66.K 13P/26R 16G 8M Knockdown
CD Attacks
5.CD 27P 20G 8M Hard Wall Slam; Upper body invincibility or hitbox display bug?
2.CD 10P/20R 12G 8M Hits Low; Launches
CD Counter 8P 0G 20M Costs 1 Meter; Hard Wall Slam
Natural Chain Combos
cl.D > D 14P/28R 16G 17M 2 Hits
Throws
Throw 10P/20R 0M
j.Throw 10P/20R 0M
Stress Scream 3P/6R 2G 0M Launches

Special Moves

Special Damage Chip Guard Meter Notes
Arrow Shot
Arrow Shot A
236.A
8P/16R 2P/3R 8G 10M (need to make a list of which characters can crouch this)
Arrow Shot C
236.C
8P/16R 2P/3R 8G 10M
Tackle Blow
Tackle Blow A
(charge)4~6.A
23P 3P/5R 17G 10M Hard Wall Slam; 2 Hits; Air Unblockable
Tackle Blow C
(charge)4~6.C
25P 3P/5R 20G 10M Hard Wall Slam; 2 Hits; Air Unblockable
1st Hit Cancels to follow Up
Tackle Blow C +
(charge)4~6.C -> 623.C
5P/10R 2P/3R 15G 15M Launcher; Air Unblockable; Only allows for air-throw follow up
Buffalo Storm
Buffalo Storm (Kick)
(charge)4~6.B/D
10P/20R 2P/3R 12G 10M Air Unblockable
Buffalo Storm (Buffalo)
(charge)4~6.D
20P/40R 3P/6R 12G 30M
Flying Elbow
Flying Elbow A
j214.A
12P/24R 2P/3R 12G 10M Hits High
Flying Elbow C
j214.C
12P/24R 2P/3R 12G 10M Hits High

Super Moves

Super Damage Chip Guard Meter Notes
STRESS SHOT: Pole Tornado
Pole Tornado
236-3214.C
30P/60R 6P/11R 20G 30M 5 Hits; Air Unblockable
IPPATSU OUGI: Bomb Guardian
Bomb Guardian
63214-63214.C
45P/89R ~ ~ 5M Soft Wall Slam; Unblockable; No Meter on Whiff
If whiffed from full screen, there is no Super Flash, but meter is lost.

Combos

Combo Total Damage Permanent Damage Notes Demonstration
Basic Combos
9.D >> cl.A > cl.A > 5.A xx [4]6.A 39T 39P Hard WallSlam.
9.D >> cl.D > D xx [4]6.C 53T 53P Hard Wallslam.
9.D > cl.C > 3.A xx [4]6.C 59T 59P Hard Wallslam.
(juggle) cl.C > 3.A xx 236.P 46T 23P
(juggle) cl.C > 3.A xx [5]6.A 51T 51P
9.D > cl.C > 3.A xx 236-3214.C 77T 39P Requires 1 Stress Meter
9.D > cl.C > 3.A xx 63214-63214.C 88T 44P Requires 2 Stress Meter.
Intermediate Combos
9.D > cl.A > 5.A >> 2.B xx [4]6.A 42T 42P 5.A >> 2.B Requires a Rapid Chain Cancel.
9.D > cl.C (2hit) > 3.A xx [4]6.C xx 623.C >> Air Throw 62T 31P Cancel [4]6.C on the first hit.
Advanced Combos
9.D >> 6[6].P xx 63214-63214.C 101T 50P Only works on crouching Reiji.


General
FAQ
Controls
Menus
HUD
Glossary
System
Characters
Anny
Buntaro
Chinnen
Clara
Elias
Hikaru
Jimmy
Jones
Kanji
Keith
Lynn
Olof
Poochy
Reiji
Saizo
Sissy
Shintaro
Tane
Ume
White