Matrimelee/White: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
m (Added introductions)
Line 285: Line 285:
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage=
  |Total Damage=20
  |Permanent Damage=
  |Permanent Damage=10
  |Guard=Mid
  |Guard=Mid
  |Gauge
  |Gauge

Revision as of 23:53, 9 July 2020

White Buffalo
Colors

Introduction

White Buffalo is a pure-hearted man who appreciates the little things in life. He does not speak much, so people write him off as serious and stoic. But, in reality, he is naive and clumsy which is why he prefers not to speak much. White is also an avid collector of shiny and interesting objects such as jewelry, shiny objects, wooden carvings, etc. White entered the Matrimelee tournament in hopes of earning a bride and adding new objects to his collection.

Overview

White is a slow charge character that hits like a freight 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
  • Easy combos with massive damage.
  • Good anti-air Stress Shot.
  • Access to Hard WallSlams to set-up okizeme.
  • 9.D is extremely long and can cross-up and convert into combos.
  • Buffalo Storm destroys active projectiles and remains active.
  • Buffalo Storm's release is a great anti-air.
  • Heavy Arrow shot is an extremely fast projectile. Good for fullscreen zoning or punishes.
  • Extremely slow walk and run speed.
  • Very slow recovery on all attacks.
  • All heavy normals, supers and specials are unsafe on block.
  • Projectiles can be easily rolled, jumped over, or ignored by invincibility frames.
  • Can easily be stuffed out by better normals and attacks.
  • Little to no mix-up potential.
  • Very weak ground game due to his short normals.
  • Counter has a large startup, few active frames, and recovery frames.
  • Arrow shot is unsafe point-blank.

Strategy

White is not the best character. He has extremely slow walk/run speed and slow move recovery. In order to make up for his extremely slow speed, he has to play extremely smart and calculate the risk of approaching.

Approaching an opponent with White is extremely difficult due to his slow speed. But, White can get in with his 9.D. White's 9.D has an extremely large hitbox and can cross-up. For a grounded approach, using 2.A or 2.B is your best and safest option. You can cancel both normals into light Tackle Blow, which Hard Wall Slams and can give access to a cross-up attempt. White can also use light Buffalo Storm and follow the projectile. Forcing them to block, jump or roll the Buffalo projectile. This sets up a grab, an anti-air juggle, or even a cross-up. Once you do manage to approach and hit the opponent it is crucial that you know White's combo options and routes so you can capitalize on his big damage and take the life lead. You will have to be very careful if your opponent blocks White's attacks he is VERY MINUS on block for all special attacks and supers.

White's Heavy Buffalo Storm is excellent for playing defensively. You can hold it and release it whenever you want. Both versions of Buffalo Storm have a great anti-air kick that is active upon releasing the special. White's level 1 Stress Shot is also excellent at catching jump-ins due to it being air unblockable. White's Stress Shot is also a projectile, so if White ever gets hit it'll trade for big counter hit damage. However, the level 1 is extremely unsafe on whiff and block. It's an easy punish for those who are patient so use it sparingly. White also has a great Standing CD, or great attack. It's extremely fast, causes a hard wall slam, and is special cancelable. Use his standing Great Attack to check unsafe approaches.

White is a very heavy hitter with simple combos. But, he's super slow, very unsafe on block, and lacks solid approach options; if your opponent doesn't know the matchup it'll be easy. If they do, expect a difficult time winning.

Normal Moves

Far Standing Normals

5.A
White FS 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Rapid Chain
Mid - - - - - -

Overshadowed by 2.A. Links off of cl.5A.


5.B
White FS 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Special Mid - - - - - -

Overshadowed by 2.B. Use sparingly.


5.C
White FS 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Not used often and overshadowed by cl.5C. Can only cancel into Arrow Shot. Unsafe on block. (Unsure about advantage)


5.D
White FS 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 Special
Super
Mid - - - - - -

Extremely long hitbox & hurtbox. Hard to combo into anything. Unsafe on block. (unsure about advantage).


5.CD
White FS CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
27 13 Special
Super
Mid - - - - - -

Hard Wallslam on hit. It can be canceled into specials or supers on hit/block.

Close Stand Normals

cl.5A
White CL5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

One of White's best normals. Extremely fast jabs that can link into supers or specials.


cl.5B
White Cl5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Low - - - - - -

One of White's few low hitting normals. Links into command normals, specials, supers, etc


cl.5C
White CL5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

White's best normal. Great Juggle tool. Hits twice.


cl.5D
White CL5D.png
First hit
First hit
White CL5D D.png
Second hit
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Can chain into 5D on hit/block. Substitute for cl.5C for more raw damage. Unsafe on block/whiff. (Unsure about advantage)

Crouching Normals

2.A
White 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

One of White's best normals. Extremely fast jabs.


2.B
White 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Low - - - - - -

One of White's few low normals. It's a go-to move for where 2.A can't reach.


2.C
White 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Decently long crouching normal, slightly more range than 2.B.


2.D
White 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 Special
Super
Low - - - - - -

Decently long sweep.


2.CD
White 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Low - - - - - -

Launches. It can be used to set-up juggles.

Dashing Normals

66.P
White D P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 - Mid - - - - - -

Great grounded punish tool. Can link into specials and supers.


66.K
White D K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
26 13 Special
Super
Mid - - - - - -

Better range and damage than 66.P. Knocks down on hit.

Command Normals

3.A
White 3A Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

White's main combo ender before a special or super.


6.B
White 6B Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Mid - - - - - -

High counter command normal. Extremely slow start-up and quick active frames. Avoid uisng.

Jumping Normals

8.A
White J 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

Great Air to Air.


8.B
White J 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
- - Air Special High - - - - - -

Good for hop normal to cancel into Flying Elbow.


8.C
White J 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Air Special High - - - - - -

Has less pushback compared to 8.D


8.D
White J 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Air Special High - - - - - -

Excellent Air to Air. Use 9.D for jump-ins.


7/9.D
White J 9D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Air Special High - - - - - -

Extremely strong cross-up normal. Huge hitbox, too.

Misc Normals & Grabs

Rage Explosion
White RageExplosion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 No Mid - - - - - -

Requires 1 Stress Meter to active. Air unblockable; creates a juggle on hit.


Throw (Grounded/Air)
White NormalGrab.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Grab - - - - - -


Guard Cancel
White 3A Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 8 No Mid - - - - - -

Requires 1 Stress Meter. Can only be done on block.

Special Moves

Arrow Shot

236.A/C
White S 236P.png
Arrow Shot
Arrow Shot
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 No Mid - - - - - -

Heavy version's arrow is faster.

Tackle Blow

[4]6.A
White S 46P hit1.png
Light Tackle Blow
Light Tackle Blow
White S 46P hit2.png
Second hit
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
23 23 No Mid - - - - - -

Hard Wall Slam.; Air unblockable.
Great for ending combos.


[4]6.C
White S 46P hit1.png
Heavy Tackle Blow
Heavy Tackle Blow
White S 46P hit2.png
Second hit
Second hit
White S 46K 623Followup.png
Optional 623.C Follow-up
Optional 623.C Follow-up
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 25 Special Mid - - - - - -

hard Wall Slam; Air Unblockable.
Can also be canceled using 623.C on the first hit.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 No Mid - - - - - -

Can only be done on the first hit of Heavy Tackle Blow.
Launches for an air grab follow-up.

Buffalo Storm

[4]6.B/D
White S 46K.png
Buffalo Storm
Buffalo Storm
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Mid - - - - - -

Air Unblockable.
Has a great anti-air kick upon releasing the Buffalo. Projectile has super high priority and destroys other projectiles.
Holding down D during the charge doubles the damage.

Flying Elbow

j.214.A/C
White S J214B.png
Light Flying Elbow
Light Flying Elbow
White S 214D.png
Heavy Flying Elbow
Heavy Flying Elbow
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
24 12 No High - - - - - -

Use sparingly. It can be used as a surprise overhead and cannot be used in combos.

Super Moves

Stress Shot

236-3214.C
White SS 2363214C.png
Tornado Pole
Tornado Pole
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
60 30 No Mid - - - - - -

Air Unblockable. High priority projectile.


Ippatsu Ougi

63214-63214.C
White SS 63214C.png
Guardian Bomb
Guardian Bomb
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
89 45 No No - - - - - -

Command Grab; Soft Wall Slam.
It can be comboed into.

Combos

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


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