Matrimelee/Olof: Difference between revisions

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Perfect footwork and equipped with kicks that have several miles of range.
Perfect footwork and equipped with kicks that have several miles of range.


Olof is the bodyguard of Princess Sissy. He is asked to enter the tournament for her pleasure, to test himself. Even though one of his arms is wounded and bandaged, he is powerful enough to defeat opponents with only his legs. He is often calm and reserved, and he is very chivalrous towards women.
Olof is the bodyguard of Princess Sissy. He is asked to enter the tournament for her pleasure, to test himself. Even though one of his arms is wounded and bandaged, he is powerful enough to defeat opponents with only his legs. He is often calm and reserved, and he is very chivalrous toward women.


==Overview==
==Overview==
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|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Solid, long normals to keep the opponent controlled.
*Strong normals all around
* Can easily punish.
*cl.A is a standing low.
* Incredibly Damaging and Unblockable Ippatsu Ougi.
*2nd largest 2.CD in the game
* Huge juggle potential. Rage Explosion becomes much more dangerous.
*j.214.D loops for big damage
* Great Air-to-Ground capabilities thanks to his j.B
*hop 9.D > D can set-up j.214.D loops and a corner carry.
* Fast, safe overhead.
*Fast 623.B for catching jump-ins or bad Oki attempts
*6.A is extremely versatile and can be canceled out of any normal.
*Fake Ippatsu Ougi can be used to cancel the recovery of moves, making them safe or extending a combo. It can even punish Guard Cancels.
| style="width: 50%;"|
| style="width: 50%;"|
* The range of his Normals and Specials are balanced with pretty bad recovery times.
*Low damage output without j.214.D loops.
* Struggles in pressure without Stress Meter.
*Stress Shot is unsafe on hit.
* No reliable pressure or chipping tools.
*Ippatsu Ougi can be hit out of or easily avoided.
* Counter hit moves need to be deeply calculated, especially with Stress Shot.
*On hit, the Ippatsu Ougi drains 40HP but cannot kill Olof.
* Has a tall hurt box and can be hit easier by overheads.  
*Fake Ippatsu Ougi requires 2 or more Stress Meter to use.
* His best combos have high execution requirements and can drop easily.
*The first hit of 3.B struggles to hit crouchers.
* Supers require character-specific set-ups or 2.CD launch.
*236.A/B/C/D have extremely long hurt boxes and long recovery times.
* Long juggle combos are insanely situational.
*Slowest 66.P in the game.
* 3.B can whiff on short crouching characters.
*No reliable options to escape the corner without meter for Guard Cancels.
* All the forms of his projectile are unsafe on whiff, which makes their effectiveness limited outside of reads and 50/50's.
* Outclassed on Air-to-Air attacks for most of the cast.  
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==Strategy==
==Strategy==


Olof is a character who bases his gameplan on Hit n 'Run and 50/50, his best moves are used in his 50/50 setups with his 236B, juggling his j.214D and punishing jumps thanks to his 623A/C. His potential for combos is very good since he can cancel any of his normals in 3B and then finish with 214B or 623A, in addition to using his fake Ippatsu Ougi to cancel recovery times and extend his combos.
(Rebuilding...)
 
All this is balanced by his bad defensive game since thanks to his stature he can be reached by many cross-ups which puts him in very bad situations and specially Instant Overheads wich are their biggest fear. Added to this, his Stress Shot is very difficult to use in combos or as a punish, since although it has invulnerability frames during the dash, it is very slow and can be easily blocked which leaves you exposed to any kind of punishment.
 
:If you decide to play with Olof you will have to be both patient and aggressive and have a good understanding of your opponent's movements.
 
What you want to do:
 
*Bait your opponent's offensive to get a chance of land your combos.
*Use your 50/50 game to force damage.
*Setup your Ippatsu Ougi to get a huge advantage on the match.
*Get Matchup Knowledge and be ready for your opponent's moves.
 
What you want to avoid:
 
*Getting cornered.
*Being predictable, especially with your punishes.
*Face opponents with good Air-to-Air moves during a Jump.


==Normal Moves==
==Normal Moves==
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|image=Matrimelee Olof 5A.png
|image=Matrimelee Olof 5A.png
|caption=
|caption=
|name=5A
|name=5.A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Fast and has a nice range. Olof's main standing poke wich can be comboed into 214B or 236A easily.
  |description=Air Unblockable.<br>Fast and has a nice range. Olof's main standing poke wich can be comboed into 214B or 236A easily.
  }}
  }}
}}
}}
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|image=Matrimelee_Olof_5B.png
|image=Matrimelee_Olof_5B.png
|caption=
|caption=
|name=5B
|name=5.B
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 98: Line 81:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Another good poke, it hits slightly higher and comes out a tiny bit slower than 5A but it causes double the damage. Can work as a late Anti-Air but Olof has better options.
  |description= Air Unblockable.<br>Another good poke, it hits slightly higher and comes out a tiny bit slower than 5A but it causes double the damage. Can work as a late Anti-Air but Olof has better options.
  }}
  }}
}}
}}
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|image=Matrimelee_Olof_5C.png
|image=Matrimelee_Olof_5C.png
|caption=
|caption=
|name=5C
|name=5.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= This kick is pretty odd, comes out relatively fast, has a good range and hits upwards, but the recovery makes it pretty unsafe for throw it often as it can be jumped out and you will get punished for it. The best use for this one is to stop foward dashes or as a late Anti-Air.
  |description= Air Unblockable.<br>This kick is pretty odd, comes out relatively fast, has a good range and hits upwards, but the recovery makes it pretty unsafe for throw it often as it can be jumped out and you will get punished for it. The best use for this one is to stop foward dashes or as a late Anti-Air.
  }}
  }}
}}
}}
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|image=Matrimelee_Olof_5D.png
|image=Matrimelee_Olof_5D.png
|caption=
|caption=
|name=5D
|name=5.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Another odd kick, shares the same problems as 5C but it can't be used as a late Anti-Air since it hits straight foward. Comes out kind of slow too, so you probably won't be using this one too much.
  |description=Air Unblockable.<br> Another odd kick, shares the same problems as 5C but it can't be used as a late Anti-Air since it hits straight foward. Comes out kind of slow too, so you probably won't be using this one too much.
  }}
  }}
}}
}}
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|image=Matrimelee_Olof_5CD.png
|image=Matrimelee_Olof_5CD.png
|caption=
|caption=
|name=5CD
|name=5.CD
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Comes out slow and the range is shorter than his other standing normals, but causes good damage and is wall slam as any 5CD, but is not that good so you won't be using this one outside punishes to prepare your 50/50.
  |description= Air Unblockable.<br>Comes out slow and the range is shorter than his other standing normals, but causes good damage and is wall slam as any 5CD, but is not that good so you won't be using this one outside punishes to prepare your 50/50.
  }}
  }}
}}
}}


===Close Standing Normals===
===Close Standing Normals===
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|image=Matrimelee_Olof_cl.5A.png
|image=Matrimelee_Olof_cl.5A.png
|caption=
|caption=
|name=cl.A
|name=cl.5A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Guard= Low
  |Guard= Low
  |Gauge=
  |Gauge=
  |Cancel= Self-Cancel<br>Special<br>Super
  |Cancel= Self-Cancel<br>[https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''Rapid Chain'''] <br>Special<br>Super
  |Startup=
  |Startup=
  |Active=
  |Active=
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|image=Matrimelee_Olof_cl.5B.png
|image=Matrimelee_Olof_cl.5B.png
|caption=  
|caption=  
|name=cl.B
|name=cl.5B
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Olof's 2nd main combo tool. Comes out really fast, can be chained into itself up to 4 times and does nice damage. You want to use this each time you are close to the opponent.
  |description= Air Unblockable. Natrually chains into 5.B.<br>Olof's 2nd main combo tool. Comes out really fast, can be chained into itself up to 4 times and does nice damage. You want to use this each time you are close to the opponent.
  }}
  }}
}}
}}
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  |Guard= Mid
  |Guard= Mid
  |Gauge=
  |Gauge=
  |Cancel= Special<br>Super<br>hain
  |Cancel=Special<br>Super
  |Startup=
  |Startup=
  |Active=
  |Active=
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= This normal is interesting. Comes out really fast, hits very high and does nice damage but its horizontal range is lame. Can be used as a late or preemptive anti-air if the opponent is close to you. On hit it can be comboed into 623B/D or cl.D for a knowckdown.
  |description= Air Unblockable. Natrually Chains into cl.5D.<br> Nice close anti-air that's excellent for juggles but hard to use for anything else.
:If you know when to apply it then this normal can give you nice results.
  }}
  }}
}}
}}
Line 243: Line 224:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range. Same uses than cl.C but more limited.
  |description=Air Unblockable. Gains a knockdown if chained from cl.5C.<br>Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 2A.png
|image=Matrimelee Olof 2A.png
|caption=
|caption=
|name=2A
|name=2.A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Pretty much a crouching version of 5A, but comes out a little bit slower with a tiny bit shorter range and does a little bit less damage. Despite that this move can't be comboed into specials like 5A can.
  |description= 5.A with a slightly more range and slower start-up. Too slow to actually combo into anything.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 2B.png
|image=Matrimelee Olof 2B.png
|caption=
|caption=
|name=2B
|name=2.B
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 286: Line 267:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Olof's main crouching normal, Fast and nice range but unlike 2A it can be comboed into specials like 214B or 623C. Usefull during combos but is outclassed as a footsie tool by 5A and 5B.
  |description= Olof's main crouching normal, fast and has nice range that can lead into basic combos. Thanks to it's range 2.B is used for low/high mix-ups with 6.A.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 2C.png
|image=Matrimelee Olof 2C.png
|caption=
|caption=
|name=2C
|name=2.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Sliding kick, this moves Olof about 1 character length. Pretty usefull during combos and 50/50s. Despite the appareances, this is not an Anti-Air because it hits too low.
  |description=Sliding kick. Pretty usefull during combos and 50/50s. Not useful for anti-airs but is very useful for juggles.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 2D.png
|image=Matrimelee Olof 2D.png
|caption=
|caption=
|name=2D
|name=2.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 326: Line 307:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Long range sweep, comes out kinda slow and can't be comboed into but is a neat footsie move if you need the knockdown.
  |description= Long range sweep. Excellent punish tool that completely outranges most sweeps.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 2CD.png
|image=Matrimelee Olof 2CD.png
|caption=
|caption=
|name=2CD
|name=2.CD
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Slow and has almost no horizontal range, but it hits surpisingly high and sets some of the Olof's advanced combos. Also is the only way to combo into Stress Shot and Ippatsu Ougi.
  |description= Air Unblockable.<br>Slow and has almost no horizontal range. However it has great vertical range, is an excellent anti-air and sets-up Olof's super combos or juggle loops. Shares the same start-up animation as his 2.D.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 9A.png
|image=Matrimelee Olof 9A.png
|caption=
|caption=
|name=j.A
|name=8.A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
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|image=Matrimelee Olof 9B.png
|image=Matrimelee Olof 9B.png
|caption=
|caption=
|name=j.B
|name=8.B
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 392: Line 373:
  }}
  }}
}}
}}
<font style="visibility:hidden" size="0">j.C</font>
 
<font style="visibility:hidden" size="0">8C</font>
{{MoveData
{{MoveData
|image=Matrimelee Olof 9C.png
|image=Matrimelee Olof 8C.png
|caption=
|caption=
|name=j.C
|name=8.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 14
  |Total Damage= 12
  |Permanent Damage= 7
  |Permanent Damage= 6
  |Guard= High
  |Guard= High
  |Gauge=
  |Gauge=
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Comes out fast and does good damage, but it hits upwards so is only usefull during certain air to air situations or for juggles. Good normal but its limited on his uses.
  |description= This one has the same uses as j.C, but even more limited since it hits almost straight upwards.
}}
}}
<font style="visibility:hidden" size="0">8D</font>
{{MoveData
|image=Matrimelee Olof 8D.png
|caption=
|name=8.D
|data=
{{AttackData-Matrim
|Total Damage= 17
|Permanent Damage= 8
|Guard= High
|Gauge
|Cancel= Air Special
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description= Pretty much a straight version of j.C.
  }}
  }}
}}
}}
<font style="visibility:hidden" size="0">8C</font>
<font style="visibility:hidden" size="0">j.C</font>
{{MoveData
{{MoveData
|image=Matrimelee Olof 8C.png
|image=Matrimelee Olof 9C.png
|caption=
|caption=
|name=8C
|name=7.C ''or'' 9.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 12
  |Total Damage= 14
  |Permanent Damage= 6
  |Permanent Damage= 7
  |Guard= High
  |Guard= High
  |Gauge=
  |Gauge=
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  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= This one has the same uses as j.C, but even more limited since it hits almost straight upwards.
  |description= Comes out fast and does good damage, but it hits upwards so is only usefull during certain air to air situations or for juggles. Good normal but its limited on his uses.
  }}
  }}
}}
}}
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|caption= First kick
|caption= First kick
|image2= Matrimelee Olof 9D 2.png
|image2= Matrimelee Olof 9D 2.png
|caption2= Second kick
|caption2= Second kick<br>(7/9.D > D)
|name=j.D
|name=7.D ''or'' 9.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 15 First Kick<br>6 Kick
  |Total Damage= 16
  |Permanent Damage= 7 First Kick<br>3 Second Kick
  |Permanent Damage=7
  |Guard= High
  |Guard= High
  |Gauge
  |Gauge
  |Cancel= Air Special<br>Chain
  |Cancel= Air Special<br>Self-Chain
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 451: Line 453:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Olof's oddest normal by far. It comes out with delay so it requires a good timing to be used on air to ground combos or air to air. if you hit the D button again after the j.D connects he will do a 2nd kick with almost the same properties but coming out faster enought to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, specially against short characters like Oume.
  |description= Olof's oddest normal by far. It comes out with delay so it requires good timing to be used on air to ground combos or air to air. Self Chains by pressing D again, see below.
}}
if you hit the D button again after the j.D connects he will do a 2nd kick with almost the same properties but coming out faster enough to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, especially against short characters like Oume.
}}
}}
<font style="visibility:hidden" size="0">8D</font>
{{MoveData
|image=Matrimelee Olof 8D.png
|caption=
|name=8D
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 17
  |Total Damage=21
  |Permanent Damage= 8
  |Permanent Damage=10
  |Guard= High
  |Guard= High
  |Gauge
  |Gauge
Line 471: Line 467:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Pretty much a straight version of j.C.
  |description=Chains off of 7.D or 9.D. Increases the damage of the jump-in but can easily whiff on short characters like Ume, Tane, Hikaru, etc. Damage is a total of both hits.
  }}
  }}
}}
}}
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|image=Matrimelee_Olof_66A-C.png
|image=Matrimelee_Olof_66A-C.png
|caption=  
|caption=  
|name=66P
|name=66.A ''or'' 66.C
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 501: Line 497:
|image=Matrimelee Olof 66B-D.png
|image=Matrimelee Olof 66B-D.png
|caption=
|caption=
|name=66K
|name=66.B ''or'' 66.D
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 514: Line 510:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Comes out kind of fast wich makes it a good punish option if you can't get anything else. It can be countered easely on reaction so be carefull about that.
  |description= Air Unblockable.<br>Comes out kind of fast wich makes it a good punish option if you can't get anything else. It can be countered easely on reaction so be carefull about that.
  }}
  }}
}}
}}
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|image=Matrimelee Olof 6A.png
|image=Matrimelee Olof 6A.png
|caption=
|caption=
|name=6A
|name=6.A
|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
Line 537: Line 533:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description=Overhead Axe Kick with a good amount of stun that allows you to combo into 623B from close range or 214C from far range. It comes out kind of slow but is safe on block. Part of the Ippatsu Ougi Setup.
  |description=Air Unblockable.<br>Overhead Axe Kick with a good amount of stun that allows you to combo into 623B from close range or 214C from far range. It comes out kind of slow but is safe on block. Part of the Ippatsu Ougi Setup.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 11 First Kick<br>5 Second Kick
  |Total Damage= 11 1st<br>5 2nd
  |Permanent Damage= 5 First Kick<br>2 Second Kick
  |Permanent Damage= 5 1st<br>2 2nd
  |Guard= Mid
  |Guard= Mid
  |Gauge=
  |Gauge=
Line 559: Line 555:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= This move is Olof's main combo tool, You will be using this move very often due to how good of a tool it is. It's basically a multi-tool used for special cancels, juggles, etc. (See [https://wiki.gbl.gg/w/Matrimelee/Olof#Combos '''Combos'''] for examples.) If blocked, 3.B can be canceled into 236.B to be made safe by the projectile's pushback. Since it is a multi-hit command normal, the 2nd kick can be used for gimmicks such as baiting the opponent's Guard Cancel and then canceling into Stress Shot to punish.<br>
  |description= Air Unblockable.<br>This move is Olof's main combo tool, You will be using this move very often due to how good of a tool it is. It's basically a multi-tool used for special cancels, juggles, etc. (See [https://wiki.gbl.gg/w/Matrimelee/Olof#Combos '''Combos'''] for examples.) If blocked, 3.B can be canceled into 236.B to be made safe by the projectile's pushback. Since it is a multi-hit command normal, the 2nd kick can be used for gimmicks such as baiting the opponent's Guard Cancel and then canceling into Stress Shot to punish.<br>


At a distance, 3.B can also whiff on crouching Tane, Ume, Clara, and Hikaru. You will need to adjust combos for these characters when they're crouching.
At a distance, 3.B can also whiff on crouching Tane, Ume, Clara, and Hikaru. You will need to adjust combos for these characters when they're crouching.


:A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam.
: A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam.
:In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo.
: In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo.


  }}
  }}
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{{MoveData
{{MoveData
|image=Matrimelee Olof Auto counter.png
|image=Matrimelee Olof Auto counter.png
|caption=  
|caption= Stance when counter is ready
|name= Counter Trick
|name= Counter Trick
|data=
|data=
Line 582: Line 578:
  |Guard= High
  |Guard= High
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=Special<br>Super
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 588: Line 584:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= After being Idle for 4 seconds Olof will enter on this stance for a couple of seconds. If hit by a Mid Normal or Special move, you will take no damage and he will counter attack with a 6A. Nice properties but really hard to apply on a real match unless your opponent doesn't know about it.
  |description= To trigger this counter you must '''stand idle''' for 4 long seconds. This Mid counter has very limited uses and isn't great thanks to it's time requirement. It can easily counter hit one hit specials or dash moves but falls short to low attacks or rapid multi-hit attacks. It's only real use is tricking someone new into triggering it...
  }}
  }}
}}
}}
===Battle===
===Battle===


Line 600: Line 597:
|image3=Matrimelee Olof 236D.png
|image3=Matrimelee Olof 236D.png
|caption3= D Sends the projectile upwards with a 35° angle aproximately.
|caption3= D Sends the projectile upwards with a 35° angle aproximately.
|name=Battle (Битва)
|name=236.A/B/C/D
|data='''236A-B-C-D'''
|data=Battle (Битва)
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 15
  |Total Damage= 15
Line 607: Line 604:
  |Guard= Mid
  |Guard= Mid
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 614: Line 611:
  |Block Adv=
  |Block Adv=
  |description= All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.
  |description= All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.
:236B is the most used version to set 50/50s while 236D can shut down most jumps preemptively
:*236.B is used in his 50/50 set-ups.
:*236.D is used to read and deny jump-ins.
  }}
  }}
}}
}}
===Sanctions===
===Sanctions===


{{MoveData
{{MoveData
|image=Matrimelee_Olof_623C-D.png
|image=Matrimelee_Olof_623C-D.png
|caption=
|caption=First hit
|name=Sanctions (санкций)
|name=623.B ''or'' 623.D
|data='''623B-D'''
|image2=MM_Olof_623K_Overhead.png
|caption2=Final hit
|data=Sanctions (санкций)
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= B:20<br>D:22<br>Dash:30
  |Total Damage=10
  |Permanent Damage= B:10<br>D:11<br>Dash:15
  |Permanent Damage=10
  |Guard= Mid, High
  |Guard= Mid/High
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description= Decent DP with a tricky overhead landing attack. Mostly used to end combos and occasionally used to anti-air jump-ins.<br>
623.B comes out a little quicker but has the worst vertical range. Hits twice, second hit is an overhead.
}}
{{AttackData-Matrim
|Total Damage=22
|Permanent Damage=11
|Guard= Mid/High
|Gauge=
|Cancel=N/A
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description= 623.D has much more vertical range and is slightly slower. Hits three times, 3rd hit is an overhead.
}}
{{AttackData-Matrim
|Total Damage=30
|Permanent Damage=30
|Guard= Mid/High
|Gauge=
|Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 635: Line 663:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Nice option for a Dragon Punch that catches most of the jumps but has no invulnerability and not allways combos with the KD. Be very aware of the ranges because all the versions of this move are heavely punisheable on whiff.
  |description=Dash 623.K has the best vertical range and a ton of air time. Hits 5 times, 5th hit is an overhead.
:B version hits 2 times with the 2nd hit being Overhead. It comes out quicker but has the worst vertical range.
:D version hits 3 times with the 3rd hit being Overhead. Little bit slower but way better vertical range.
:Dashing version hits 5 times with the 5th hit being Overhead. Scary vertical range with the dash momentum for horizontal range but really hard to combo into
  }}
  }}
}}
}}
Line 649: Line 674:
|image2=Matrimelee Olof 214A-C 2.png
|image2=Matrimelee Olof 214A-C 2.png
|caption2= Second Kick
|caption2= Second Kick
|name=Sudden Attack (внезапное нападение)
|name=214.B ''or'' 214.D
|data= '''214B-D'''
|data=Sudden Attack (внезапное нападение)
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= B:20 - D:22 - Dash:30
  |Total Damage=20
  |Permanent Damage= B:20<br>D:22<br>Dash:22
  |Permanent Damage=10
  |Guard= Mid
  |Guard= Mid
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=First hit is air unblockable.<br>The light version is the fastest and can combo off of most normals; but is a Soft WallSlam on hit, which allows the opponent to recovery roll after the WallSlam.
}}
{{AttackData-Matrim
|Total Damage=22
|Permanent Damage=22
|Guard=Mid
|Gauge=
|Cancel=N/A
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description=First hit is air unblockable.<br> Just like 214.B but faster, does slightly more damage and actually creates a Hard WallSlam on hit. However, it's a little harder to combo into.
}}
{{AttackData-Matrim
|Total Damage=30
|Permanent Damage=30
|Guard=Mid
|Gauge
|Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 662: Line 713:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Since the first kick hits upwards this is mostly usefull on combos or a situational Anti-Air, but since the 2nd hit causes a Wall Slam then any damage it does becomes permanent wich is nice if you combo into it.
  |description=Air Unblockable.<br> Dash Enhanced 214.K strengthens the move, adding an additional kick and creates a Hard WallSlam on hit. It is much harder to combo into.
:The dash version hits 3 times and launches instead of causing a Wall Slam so the opponent can roll to keep some HP.
  }}
  }}
}}
}}
Line 674: Line 724:
|image2=Matrimelee Olof J.214B-D 2.png
|image2=Matrimelee Olof J.214B-D 2.png
|caption2= Second Kick
|caption2= Second Kick
|name=By The Squares (По Квадратам)
|name=j.214.B ''or'' j.214.D
|data= '''j.214B-D'''
|data=By The Squares (По Квадратам)
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= B:20<br>D:22
  |Total Damage=20
  |Permanent Damage= 10
  |Permanent Damage= 10
  |Guard= Mid
  |Guard= Mid
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
|Startup=
|Active=
|Recovery=
|Hit Adv=
|Block Adv=
|description= The air version of 214.K but with different properties. This move launches the opponent for a juggle instead of causing a Hard WallSlam.<br>
The first kick is horizontal, so it's very easy to catch the opponent with. However, this move is really hard to use against grounded because the 2nd kick will miss if executed too soon.
:*The light version does the same amount of damage but doesn't launch as high as the heavy version nor does it have a follow-up.
:*The heavy version is faster, launches higher, and has a follow-up which is listed below.
}}
}}
 
{{MoveData
|image=MM_Olof_J214D_Followup.png
|caption=Follow-up to j.214.D
|name=j.214.D > 214.D
|data=
{{AttackData-Matrim
|Total Damage=27
|Permanent Damage=13
|Guard=Mid
|Gauge=
|Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 687: Line 760:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= Air version of 214B-D but with different properties. This move launches the opponent for juggle instead causing a Wall Slam and the first kick his horizontal, so is easier to catch the opponent with it. However this move is really hard to use against grounded opponents because the 2nd kick will miss if executed too soon and you simply will land before it comes out if executed too late.
  |description=Follow-up to J.214.D Just input 214.D immediately after to do an extra kick that fires an upward projectile, knocking the opponent out of the air.<br>Damge is totaled with j.214.D.
:If you input 214D after the 2nd kick, Olof will shoot a projectile to knock out the opponent. This only works with the D version.
:D version is faster and launches up higher. If high enough you can use another j.214B-D.
  }}
  }}
}}
}}
Line 695: Line 766:
==Super Moves==
==Super Moves==


===Blockade===
===Stress Shot===


{{MoveData
{{MoveData
Line 701: Line 772:
|caption= Dashing
|caption= Dashing
|image2=Matrimelee Olof cl.5D.png
|image2=Matrimelee Olof cl.5D.png
|caption2= Kick
|caption2= First hit
|name=Stress Shot - Blockade (Блокада)
|name=236-3214.D
|data='''2363214.D'''
|data=Blockade (Блокада)
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 50
  |Total Damage= 50
Line 709: Line 780:
  |Guard= Mid
  |Guard= Mid
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 715: Line 786:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= After the flash, Olof dashes for about a whole second and then does a kick similar to his cl.D, if the kick connects then he will do a 14 hit Auto Combo and then launches the opponent. The whole dash is fully invulnerable so it is a great punish while the Kick is air unblockable, but when the kick actually comes out Olof is no longer invulnerable so he can be counter hitted. Nice damage and good punish tool but is incredibly hard to connect unless you confirm it with 2CD and even then is hard because it will miss against some characters.
  |description= Air Unblockable.<br>
 
After the super flash, Olof dashes up with a kick similar to his cl.5D. If the kick connects, Olof will throw his sunglasses into the air and unleash a 14 hit storm of kicks and finish with a launching kick. Olof will then catch his sunglasses, putting them back on. The starting dash is start-up invincible and can be used as a great mid-ranged punish tool, however, his invincibility ends when the first starting kick comes out. Easily one of the coolest supers in the game. Landing this requires hard read or a set-up using 2.CD.
  }}
  }}
}}
}}
===In An Extreme Case===
===Ippatsu Ougi===


{{MoveData
{{MoveData
|image=Matrimelee Olof Ippatsu Ougi.png
|image=Matrimelee Olof Ippatsu Ougi.png
|caption= Very extreme punch
|caption= Very extreme punch<br>(really big punch)
|name=Ippatsu Ougi - In An Extreme Case (Крайний Случай)
|name=4146.C
|data='''4146.C'''
|data=In An Extreme Case (Крайний Случай)
  {{AttackData-Matrim
  {{AttackData-Matrim
  |Total Damage= 90
  |Total Damage= 90
Line 730: Line 803:
  |Guard= Unblockable
  |Guard= Unblockable
  |Gauge=
  |Gauge=
  |Cancel=
  |Cancel=N/A
  |Startup=
  |Startup=
  |Active=
  |Active=
Line 736: Line 809:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |description= This move... Easily the most damaging Ippatsu Ougi of the game but also extremely hard to land. After a little preparation, Olof will hop and then release this very powerful punch that reaches 3/4 of the screen. It's unblockable and Olof is Invulnerable during the hop but not lasts until the punch comes out can be countered if the opponent's timing is good, also can be easily avoided by rolling so is not a big deal unless you use it to punish a move with a high amount of recovery or combo into it from 2CD.
  |description= Olof punches you really hard.<br>
: If this move connects, Olof will take 40 points of damage, this damage is recoverable and will not make you lose the round.
This move is extremely hard to land and requires special set-ups. Thanks to its massive amount of invincibility frames and extreme length, it can be used as a tool to read oncoming attacks. There are a few drawbacks to this super:<br>
: You can input '''4146A''' to use a fake version of this move which has the same flash but only spends 1 Stress Gauge, this is useful to cancel the recovery time of his normals to extend combos or trick the opponent to use a roll and then punish him for that. Try to be creative with this one.
:*On hit, Olof takes 40 points of damage. This health is recoverable and it cannot KO Olof.
:*Easy to avoid. All back dashes have invincibility frames and can easily be avoided raw.
:*This super puts his hitbox in a very weird state and is sort of a pseudo-jump. When Olof recovers, he must always recover to the same spot making weird scenarios. Here is an example of the move [https://twitter.com/royshark/status/1275883496884576262 '''teleporting Hikaru'''] to the other side of the screen. <br>
 
Olof also has a '''fake-out''' version of this super that allows him to cancel the recovery of moves.
:*Input '''4146.A''' to use his fake-out version. This only consumes ''1 Stress Meter''.
:*Used for his Advanced combos. Super stylish combos utilize this tool
 
  }}
  }}
}}
}}
Line 752: Line 832:
| colspan="6" align="center" | '''BnB Combos'''
| colspan="6" align="center" | '''BnB Combos'''
|-
|-
|cl.5a > cl.5a > cl.5a xx 214.B
|cl.a > cl.a > cl.a xx 214.B
|30T
|30
|15P
|15
|
|
|-
|-
|cl.5A > cl.5A > cl.5A > 3.B xx 214.D
|cl.a > cl.a > cl.a > 3.b (1 hit) xx 214.D
|35T
|35
|35P
|35
|Cancel on the first hit of 3.B.
|
|-
|-
|cl.5b > cl.5b > cl.5b > 5.B > 3.B xx 214.D
|cl.b > cl.b > cl.b > B > 3.B (1 hit) xx 214.D
|33T
|33
|33P
|33
|Cancel on the first hit of 3.B.
|Tap B, don't mash or the combo will shorten.
|-
|-
|6.A xx 214.D
|6.A xx 214.D
|32T
|32
|32P
|32
|
|-
|6.A > 5.A > 3.B (1 hit) xx 214.D
|36
|36
|
|
|-
|-
|9.B >> cl.5B > 5.B xx 214.B
|9.B > cl.B > B xx 214.D
|30T
|34
|15P
|34
|
|
|-
|-
|9.B >> cl.5B xx 623.D
|9.B > cl.B xx 623.D
|31T
|31
|15P
|15
|
|
|-
|-
|9.B >> cl.5C > 3.B xx 214.D
|9.B > cl.C > 3.B (1 hit) xx 214.D
|38T
|38
|38P
|38
|Cancel on first hit of 3.B.
|
|-
|-
|2.CD xx 2363214.D  
|2.CD xx 236-3214.D  
|62T
|62
|31P
|31
|Requires 1 Stress Meter.
|Requires 1 Stress Meter. Cancel immediately on hit. Punishable on hit, use to kill.
|-
|-
|2.CD xx 4146.C
|2.CD xx 4146.C
|80T
|80
|40P
|40
|Requires 2 Stress Meter.
|Requires 2 Stress Meter. Cancel immediately on hit. Hurts yourself for 40HP, use to kill
|-
|-
| colspan="6" align="center" | '''Intermediate Combos'''
| colspan="6" align="center" | '''Intermediate Combos'''
|-
|-
|cl.5A > cl.5A >> 2.B xx 214.B
|h.9.D > D > j.214.D > 2.C > 3.B (1 hit) xx 623.D
|32T
|54
|16P
|27
|cl.5A >> 2.B requires a [https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''CPS1 Chain'''].
|hop 9.D must hit low for this to work. Works mid-screen.
|-
|-
|cl.5A > cl.5A >> 2.C xx 214.B
|(Corner Only) h.9.D > D xx J.214.D > cl.C > D
|34T
|48
|17P
|24
|5.A >> 2.C requires a [https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''CPS1 Chain'''].
|
|-
|-
|cl.5A > cl.5A >> 2.C > 3.B xx 214.D
|9.D > D >> 2.CD xx 236-3214.D
|41T
|72
|41P
|36
|5.A >> 2.C requires a [https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''CPS1 Chain''']. Cancel on 1st hit of 3.B.
|Requires 1 Stress Meter. Cancel immediately on hit. Punishable on hit, use to kill.
|-
|-
|cl.5A >> 2.C > 6.A xx 214.D
|9.D > D > 2.CD xx 4146.C
|43T
|81
|41P
|40
|5.A >> 2.C requires a [https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''CPS1 Chain'''].
|Requires 2 Stress Meter. Cancel immediately on hit. Hurts yourself for 40HP, use to kill
|-
|-
|Cross-up 9.B >> 5.A > 5.A >> 2.C xx 623.D
| colspan="6" align="center" | '''Advanced Combos'''
|39T
|19P
|5.A >> 2.C requires a [https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''CPS1 Chain'''].
|-
|Cross-up 9.B >> cl.5B > cl.5B > 5.B > 3.B xx 214.D
|39T
|39P
|Cancel on 1st hit of 3.B.
|-
|6.A >> 2.B xx 214.B
|37T
|18P
|6.A >> 2.B is a low frame link.
|-
|-
|6.A >> 2.B > 3.B xx 214.D
|9.B > cl.A ~> 2.B xx 214.D
|39T
|38
|39P
|19
|6.A >> 2.B is a low frame link.
|cl.A ~> 2.B requires a P-Link
|-
|-
|(Corner Only) 9.D > D xx J.214.D >> 623.D
|9.B > cl.A ~> 2.C xx 214.D
|47T
|43
|23P
|43
|cl.A ~> 2.C requires a P-Link
|-
|-
|(Corner Only) 9.D > D xx J.214.D >> cl.C, 3.B xx 623.D
|9.B > cl.A ~> 2.C > 6.A xx 214.D
|63T
|47
|31P
|47
|cl.C must be delayed. Cancel 3.B on the first hit.
|cl.A ~> 2.C requires a P-Link.
|-
|-
|(Corner Only) 9.D > D >> 2.C, 6.A xx 214.D
|h.9.D > D xx J.214.D >> 623.D
|44T
|47
|22P
|23
|
|
|-
|-
|9.D > D >> 2.CD xx 2363214.D
|(Corner Only) 9.D > D > 2.CD xx 4146.A >>  623.K
|72T
|51
|36P
|25
|Requires 1 Stress Meter.
|You must instantly cancel your run to connect EX dp. Requires 1 Stress Meter.
|-
|-
| colspan="6" align="center" | '''Advanced Combos'''
|66.P xx 4146.A > 2.C > 3.B (1 hit) xx 4146.A > 2.B > 3.B xx 236.B
|-
|53
|(juggle) 9.C > j.214.D >> 9.C > j.214.D >> 5.C > 3.B xx 623.D
|26
|T
|Requires 2 Stress Meter.
|P
|J.214.D must launch high enough. Must corner carry.
|-
|9.D > D >> cl.5A >> 2.B > 3.B xx 214.D
|T
|P
|cl.5A >> 2.B requires a [https://wiki.gbl.gg/w/Matrimelee/System#CPS-1_Chains '''CPS1 Chain''']. Cancel 3.B on the 1st hit.
|-
|(Corner only) 9.D > D > j.214.D > cl.5C > 3.B xx 623.D
|T
|P
|Cancel 3.B on the 1st hit.
|-
|(Corner Only) 9.D >> 2.CD xx 4146.A >> Dashing 623.K
|T
|P
|Must instantly dash to connect 623.K Requires 1 Stress Meter.
|-
|6[6].A xx 4146.A >> 2.C > 3.B xx 4146.A >> 2.B > 3.B xx 236.C
|T
|P
|Cancel all 3.B's on the first hit. Requires 2 Stress Meter.
|-
|9.b >> cl.5B > cl.5B > 5.B xx 4146.A >> 2.C > 3.B xx 4146.A >> 2.C > 3.B xx 214.D
|T
|P
|Cancel all 3.B's on the first hit. Requires 2 Stress meter.  
|-
|-
|h.9.D > D xx j.214.D > j.214.D (x4) > 214.D
|98
|49
|All j.214.D after the first one must be done instantly after leaving the ground. TAS combo?
|}
|}



Latest revision as of 15:32, 13 December 2020

Olof Linderoth
Colors

Introduction

Perfect footwork and equipped with kicks that have several miles of range.

Olof is the bodyguard of Princess Sissy. He is asked to enter the tournament for her pleasure, to test himself. Even though one of his arms is wounded and bandaged, he is powerful enough to defeat opponents with only his legs. He is often calm and reserved, and he is very chivalrous toward women.

Overview

Strengths Weaknesses
  • Strong normals all around
  • cl.A is a standing low.
  • 2nd largest 2.CD in the game
  • j.214.D loops for big damage
  • hop 9.D > D can set-up j.214.D loops and a corner carry.
  • Fast 623.B for catching jump-ins or bad Oki attempts
  • 6.A is extremely versatile and can be canceled out of any normal.
  • Fake Ippatsu Ougi can be used to cancel the recovery of moves, making them safe or extending a combo. It can even punish Guard Cancels.
  • Low damage output without j.214.D loops.
  • Stress Shot is unsafe on hit.
  • Ippatsu Ougi can be hit out of or easily avoided.
  • On hit, the Ippatsu Ougi drains 40HP but cannot kill Olof.
  • Fake Ippatsu Ougi requires 2 or more Stress Meter to use.
  • The first hit of 3.B struggles to hit crouchers.
  • 236.A/B/C/D have extremely long hurt boxes and long recovery times.
  • Slowest 66.P in the game.
  • No reliable options to escape the corner without meter for Guard Cancels.

Strategy

(Rebuilding...)

Normal Moves

Standing Normals

Note: Despite the appearances, none of the Olof's standing normals can be crouched.

5A

5.A
Matrimelee Olof 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Special
Super
Mid - - - - - -

Air Unblockable.
Fast and has a nice range. Olof's main standing poke wich can be comboed into 214B or 236A easily.

5B

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

Air Unblockable.
Another good poke, it hits slightly higher and comes out a tiny bit slower than 5A but it causes double the damage. Can work as a late Anti-Air but Olof has better options.

5C

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

Air Unblockable.
This kick is pretty odd, comes out relatively fast, has a good range and hits upwards, but the recovery makes it pretty unsafe for throw it often as it can be jumped out and you will get punished for it. The best use for this one is to stop foward dashes or as a late Anti-Air.

5D

5.D
Matrimelee Olof 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 10 Special
Super
Mid - - - - - -

Air Unblockable.
Another odd kick, shares the same problems as 5C but it can't be used as a late Anti-Air since it hits straight foward. Comes out kind of slow too, so you probably won't be using this one too much.

5CD

5.CD
Matrimelee Olof 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
26 13 Special
Super
Mid - - - - - -

Air Unblockable.
Comes out slow and the range is shorter than his other standing normals, but causes good damage and is wall slam as any 5CD, but is not that good so you won't be using this one outside punishes to prepare your 50/50.

Close Standing Normals

cl.5A

cl.5A
Matrimelee Olof cl.5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Self-Cancel
Rapid Chain
Special
Super
Low - - - - - -

Comes out quick, reaches surprisingly far for a close normal and hits low, this last detail is great because you can get a really easy High/Low after a blocked jumping attack. Despite that, this move is outclased by cl.B as a combo tool.

cl.5B

cl.5B
Matrimelee Olof cl.5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Self-Cancel
Special
Super
Mid - - - - - -

Air Unblockable. Natrually chains into 5.B.
Olof's 2nd main combo tool. Comes out really fast, can be chained into itself up to 4 times and does nice damage. You want to use this each time you are close to the opponent.

cl.5C

cl.C
Matrimelee Olof cl.5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable. Natrually Chains into cl.5D.
Nice close anti-air that's excellent for juggles but hard to use for anything else.

cl.5D

cl.D
Matrimelee Olof cl.5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable. Gains a knockdown if chained from cl.5C.
Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range.

Crouching Normals

2A

2.A
Matrimelee Olof 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Special
Super
Low - - - - - -

5.A with a slightly more range and slower start-up. Too slow to actually combo into anything.

2B

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

Olof's main crouching normal, fast and has nice range that can lead into basic combos. Thanks to it's range 2.B is used for low/high mix-ups with 6.A.

2C

2.C
Matrimelee Olof 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 - Mid Super
Special
- - - - -

Sliding kick. Pretty usefull during combos and 50/50s. Not useful for anti-airs but is very useful for juggles.

2D

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

Long range sweep. Excellent punish tool that completely outranges most sweeps.

2CD

2.CD
Matrimelee Olof 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
19 9 Special
Super
Low - - - - - -

Air Unblockable.
Slow and has almost no horizontal range. However it has great vertical range, is an excellent anti-air and sets-up Olof's super combos or juggle loops. Shares the same start-up animation as his 2.D.

Jumping Normals

j.A

8.A
Matrimelee Olof 9A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

This normal has a short range in comparsion to the other Olof's jumping normals, but is active for pretty much the entire jump and allows really easy Air-to-Ground combos but is kinda outclassed by j.B.

j.B

8.B
Matrimelee Olof 9B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

From where I should start? This is a great jumping normal, comes out almost instantly, has a great active period, is the Olof's main crossup and is a good all-round air to air normal. Is also safe on block so spam away.

8C

8.C
Matrimelee Olof 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Air Special High - - - - - -

This one has the same uses as j.C, but even more limited since it hits almost straight upwards.

8D

8.D
Matrimelee Olof 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 8 Air Special High - - - - - -

Pretty much a straight version of j.C.

j.C

7.C or 9.C
Matrimelee Olof 9C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Air Special High - - - - - -

Comes out fast and does good damage, but it hits upwards so is only usefull during certain air to air situations or for juggles. Good normal but its limited on his uses.

j.D

7.D or 9.D
Matrimelee Olof 9D.png
First kick
First kick
Matrimelee Olof 9D 2.png
Second kick
(7/9.D > D)
Second kick
(7/9.D > D)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 7 Air Special
Self-Chain
High - - - - - -

Olof's oddest normal by far. It comes out with delay so it requires good timing to be used on air to ground combos or air to air. Self Chains by pressing D again, see below. if you hit the D button again after the j.D connects he will do a 2nd kick with almost the same properties but coming out faster enough to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, especially against short characters like Oume.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 10 Air Special High - - - - - -

Chains off of 7.D or 9.D. Increases the damage of the jump-in but can easily whiff on short characters like Ume, Tane, Hikaru, etc. Damage is a total of both hits.

Dashing Normals

66P

66.A or 66.C
Matrimelee Olof 66A-C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
19 9 Special
Super
Mid - - - - - -

This kick comes out slow which makes it not very useful, as any dashing punch it can combo into the dashing normals, and if connects you can cancel it into 4146A for a combo, but that rarely happens so you won't be using this one too much.

66K

66.B or 66.D
Matrimelee Olof 66B-D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
26 13 Special
Super
Mid - - - - - -

Air Unblockable.
Comes out kind of fast wich makes it a good punish option if you can't get anything else. It can be countered easely on reaction so be carefull about that.

Command Normals

6A

6.A
Matrimelee Olof 6A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
High - - - - - -

Air Unblockable.
Overhead Axe Kick with a good amount of stun that allows you to combo into 623B from close range or 214C from far range. It comes out kind of slow but is safe on block. Part of the Ippatsu Ougi Setup.

5A

3.B
Matrimelee Olof 3C.png
First kick
First kick
Matrimelee Olof 3C 2.png
Second Kick
Second Kick
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
11 1st
5 2nd
5 1st
2 2nd
Special
Super (Both kicks)
Mid - - - - - -

Air Unblockable.
This move is Olof's main combo tool, You will be using this move very often due to how good of a tool it is. It's basically a multi-tool used for special cancels, juggles, etc. (See Combos for examples.) If blocked, 3.B can be canceled into 236.B to be made safe by the projectile's pushback. Since it is a multi-hit command normal, the 2nd kick can be used for gimmicks such as baiting the opponent's Guard Cancel and then canceling into Stress Shot to punish.

At a distance, 3.B can also whiff on crouching Tane, Ume, Clara, and Hikaru. You will need to adjust combos for these characters when they're crouching.

A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam.
In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo.

Special Moves

Counter Trick

Counter Trick
Matrimelee Olof Auto counter.png
Stance when counter is ready
Stance when counter is ready
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
35 17 Special
Super
High - - - - - -

To trigger this counter you must stand idle for 4 long seconds. This Mid counter has very limited uses and isn't great thanks to it's time requirement. It can easily counter hit one hit specials or dash moves but falls short to low attacks or rapid multi-hit attacks. It's only real use is tricking someone new into triggering it...

Battle

236.A/B/C/D
Matrimelee Olof 236A-C.png
A Sends the projectile straight foward, C version is faster
A Sends the projectile straight foward, C version is faster
Matrimelee Olof 236B.png
B Sends the projectile downards, expands when touches the ground
B Sends the projectile downards, expands when touches the ground
Matrimelee Olof 236D.png
D Sends the projectile upwards with a 35° angle aproximately.
D Sends the projectile upwards with a 35° angle aproximately.
Battle (Битва)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 N/A Mid - - - - - -

All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.

  • 236.B is used in his 50/50 set-ups.
  • 236.D is used to read and deny jump-ins.

Sanctions

623.B or 623.D
Matrimelee Olof 623C-D.png
First hit
First hit
MM Olof 623K Overhead.png
Final hit
Final hit
Sanctions (санкций)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 10 N/A Mid/High - - - - - -

Decent DP with a tricky overhead landing attack. Mostly used to end combos and occasionally used to anti-air jump-ins.
623.B comes out a little quicker but has the worst vertical range. Hits twice, second hit is an overhead.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 N/A Mid/High - - - - - -

623.D has much more vertical range and is slightly slower. Hits three times, 3rd hit is an overhead.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
30 30 N/A Mid/High - - - - - -

Dash 623.K has the best vertical range and a ton of air time. Hits 5 times, 5th hit is an overhead.

Sudden Attack

214.B or 214.D
Matrimelee Olof 214A-C.png
First Kick
First Kick
Matrimelee Olof 214A-C 2.png
Second Kick
Second Kick
Sudden Attack (внезапное нападение)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

First hit is air unblockable.
The light version is the fastest and can combo off of most normals; but is a Soft WallSlam on hit, which allows the opponent to recovery roll after the WallSlam.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 22 N/A Mid - - - - - -

First hit is air unblockable.
Just like 214.B but faster, does slightly more damage and actually creates a Hard WallSlam on hit. However, it's a little harder to combo into.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
30 30 N/A Mid - - - - - -

Air Unblockable.
Dash Enhanced 214.K strengthens the move, adding an additional kick and creates a Hard WallSlam on hit. It is much harder to combo into.

By The Squares

j.214.B or j.214.D
Matrimelee Olof J.214B-D.png
First Kick
First Kick
Matrimelee Olof J.214B-D 2.png
Second Kick
Second Kick
By The Squares (По Квадратам)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

The air version of 214.K but with different properties. This move launches the opponent for a juggle instead of causing a Hard WallSlam.
The first kick is horizontal, so it's very easy to catch the opponent with. However, this move is really hard to use against grounded because the 2nd kick will miss if executed too soon.

  • The light version does the same amount of damage but doesn't launch as high as the heavy version nor does it have a follow-up.
  • The heavy version is faster, launches higher, and has a follow-up which is listed below.
j.214.D > 214.D
MM Olof J214D Followup.png
Follow-up to j.214.D
Follow-up to j.214.D
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
27 13 N/A Mid - - - - - -

Follow-up to J.214.D Just input 214.D immediately after to do an extra kick that fires an upward projectile, knocking the opponent out of the air.
Damge is totaled with j.214.D.

Super Moves

Stress Shot

236-3214.D
Matrimelee Olof Stress Shot.png
Dashing
Dashing
Matrimelee Olof cl.5D.png
First hit
First hit
Blockade (Блокада)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
50 25 N/A Mid - - - - - -

Air Unblockable.

After the super flash, Olof dashes up with a kick similar to his cl.5D. If the kick connects, Olof will throw his sunglasses into the air and unleash a 14 hit storm of kicks and finish with a launching kick. Olof will then catch his sunglasses, putting them back on. The starting dash is start-up invincible and can be used as a great mid-ranged punish tool, however, his invincibility ends when the first starting kick comes out. Easily one of the coolest supers in the game. Landing this requires hard read or a set-up using 2.CD.

Ippatsu Ougi

4146.C
Matrimelee Olof Ippatsu Ougi.png
Very extreme punch
(really big punch)
Very extreme punch
(really big punch)
In An Extreme Case (Крайний Случай)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
90 45 N/A Unblockable - - - - - -

Olof punches you really hard.
This move is extremely hard to land and requires special set-ups. Thanks to its massive amount of invincibility frames and extreme length, it can be used as a tool to read oncoming attacks. There are a few drawbacks to this super:

  • On hit, Olof takes 40 points of damage. This health is recoverable and it cannot KO Olof.
  • Easy to avoid. All back dashes have invincibility frames and can easily be avoided raw.
  • This super puts his hitbox in a very weird state and is sort of a pseudo-jump. When Olof recovers, he must always recover to the same spot making weird scenarios. Here is an example of the move teleporting Hikaru to the other side of the screen.

Olof also has a fake-out version of this super that allows him to cancel the recovery of moves.

  • Input 4146.A to use his fake-out version. This only consumes 1 Stress Meter.
  • Used for his Advanced combos. Super stylish combos utilize this tool

Combos

Combo Total Damage Permanant Damage Notes
BnB Combos
cl.a > cl.a > cl.a xx 214.B 30 15
cl.a > cl.a > cl.a > 3.b (1 hit) xx 214.D 35 35
cl.b > cl.b > cl.b > B > 3.B (1 hit) xx 214.D 33 33 Tap B, don't mash or the combo will shorten.
6.A xx 214.D 32 32
6.A > 5.A > 3.B (1 hit) xx 214.D 36 36
9.B > cl.B > B xx 214.D 34 34
9.B > cl.B xx 623.D 31 15
9.B > cl.C > 3.B (1 hit) xx 214.D 38 38
2.CD xx 236-3214.D 62 31 Requires 1 Stress Meter. Cancel immediately on hit. Punishable on hit, use to kill.
2.CD xx 4146.C 80 40 Requires 2 Stress Meter. Cancel immediately on hit. Hurts yourself for 40HP, use to kill
Intermediate Combos
h.9.D > D > j.214.D > 2.C > 3.B (1 hit) xx 623.D 54 27 hop 9.D must hit low for this to work. Works mid-screen.
(Corner Only) h.9.D > D xx J.214.D > cl.C > D 48 24
9.D > D >> 2.CD xx 236-3214.D 72 36 Requires 1 Stress Meter. Cancel immediately on hit. Punishable on hit, use to kill.
9.D > D > 2.CD xx 4146.C 81 40 Requires 2 Stress Meter. Cancel immediately on hit. Hurts yourself for 40HP, use to kill
Advanced Combos
9.B > cl.A ~> 2.B xx 214.D 38 19 cl.A ~> 2.B requires a P-Link
9.B > cl.A ~> 2.C xx 214.D 43 43 cl.A ~> 2.C requires a P-Link
9.B > cl.A ~> 2.C > 6.A xx 214.D 47 47 cl.A ~> 2.C requires a P-Link.
h.9.D > D xx J.214.D >> 623.D 47 23
(Corner Only) 9.D > D > 2.CD xx 4146.A >> 623.K 51 25 You must instantly cancel your run to connect EX dp. Requires 1 Stress Meter.
66.P xx 4146.A > 2.C > 3.B (1 hit) xx 4146.A > 2.B > 3.B xx 236.B 53 26 Requires 2 Stress Meter.
h.9.D > D xx j.214.D > j.214.D (x4) > 214.D 98 49 All j.214.D after the first one must be done instantly after leaving the ground. TAS combo?



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