Matrimelee/Olof: Difference between revisions
Jump to navigation
Jump to search
(→Combos) |
|||
(20 intermediate revisions by 2 users not shown) | |||
Line 14: | Line 14: | ||
|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *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. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *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. | ||
* | |||
* | |||
|- | |- | ||
|} | |} | ||
Line 37: | Line 37: | ||
==Strategy== | ==Strategy== | ||
(Rebuilding...) | |||
==Normal Moves== | ==Normal Moves== | ||
Line 168: | Line 151: | ||
|image=Matrimelee_Olof_cl.5A.png | |image=Matrimelee_Olof_cl.5A.png | ||
|caption= | |caption= | ||
|name=cl. | |name=cl.5A | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 175: | Line 158: | ||
|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= | ||
Line 188: | Line 171: | ||
|image=Matrimelee_Olof_cl.5B.png | |image=Matrimelee_Olof_cl.5B.png | ||
|caption= | |caption= | ||
|name=cl. | |name=cl.5B | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 201: | Line 184: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 215: | Line 198: | ||
|Guard= Mid | |Guard= Mid | ||
|Gauge= | |Gauge= | ||
|Cancel= Special<br>Super | |Cancel=Special<br>Super | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 221: | Line 204: | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
Line 242: | 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 | |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. | ||
}} | }} | ||
}} | }} | ||
Line 265: | Line 247: | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= 5.A with a slightly more range and slower start-up. Too slow to combo into anything | |description= 5.A with a slightly more range and slower start-up. Too slow to actually combo into anything. | ||
}} | }} | ||
}} | }} | ||
Line 285: | Line 267: | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= Olof's main crouching normal, fast and has nice range that can lead into basic combos. | |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. | ||
}} | }} | ||
}} | }} | ||
Line 436: | Line 418: | ||
|image=Matrimelee Olof 9C.png | |image=Matrimelee Olof 9C.png | ||
|caption= | |caption= | ||
|name=7 | |name=7.C ''or'' 9.C | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 458: | Line 440: | ||
|image2= Matrimelee Olof 9D 2.png | |image2= Matrimelee Olof 9D 2.png | ||
|caption2= Second kick<br>(7/9.D > D) | |caption2= Second kick<br>(7/9.D > D) | ||
|name=7 | |name=7.D ''or'' 9.D | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 485: | Line 467: | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description=Chains off of 7 | |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. | ||
}} | }} | ||
}} | }} | ||
Line 495: | Line 477: | ||
|image=Matrimelee_Olof_66A-C.png | |image=Matrimelee_Olof_66A-C.png | ||
|caption= | |caption= | ||
|name= | |name=66.A ''or'' 66.C | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 515: | Line 497: | ||
|image=Matrimelee Olof 66B-D.png | |image=Matrimelee Olof 66B-D.png | ||
|caption= | |caption= | ||
|name= | |name=66.B ''or'' 66.D | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 528: | 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. | ||
}} | }} | ||
}} | }} | ||
Line 538: | Line 520: | ||
|image=Matrimelee Olof 6A.png | |image=Matrimelee Olof 6A.png | ||
|caption= | |caption= | ||
|name= | |name=6.A | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 551: | 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. | ||
}} | }} | ||
}} | }} | ||
Line 563: | Line 545: | ||
|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
|Total Damage= 11 | |Total Damage= 11 1st<br>5 2nd | ||
|Permanent Damage= 5 | |Permanent Damage= 5 1st<br>2 2nd | ||
|Guard= Mid | |Guard= Mid | ||
|Gauge= | |Gauge= | ||
Line 573: | 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. | ||
Line 639: | Line 621: | ||
|image=Matrimelee_Olof_623C-D.png | |image=Matrimelee_Olof_623C-D.png | ||
|caption=First hit | |caption=First hit | ||
|name=623.B | |name=623.B ''or'' 623.D | ||
|image2=MM_Olof_623K_Overhead.png | |image2=MM_Olof_623K_Overhead.png | ||
|caption2=Final hit | |caption2=Final hit | ||
Line 692: | Line 674: | ||
|image2=Matrimelee Olof 214A-C 2.png | |image2=Matrimelee Olof 214A-C 2.png | ||
|caption2= Second Kick | |caption2= Second Kick | ||
|name=214.B | |name=214.B ''or'' 214.D | ||
|data=Sudden Attack (внезапное нападение) | |data=Sudden Attack (внезапное нападение) | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 742: | 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=j.214.B | |name=j.214.B ''or'' j.214.D | ||
|data=By The Squares (По Квадратам) | |data=By The Squares (По Квадратам) | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
Line 850: | Line 832: | ||
| colspan="6" align="center" | '''BnB Combos''' | | colspan="6" align="center" | '''BnB Combos''' | ||
|- | |- | ||
|cl. | |cl.a > cl.a > cl.a xx 214.B | ||
| | |30 | ||
| | |15 | ||
| | | | ||
|- | |- | ||
|cl. | |cl.a > cl.a > cl.a > 3.b (1 hit) xx 214.D | ||
| | |35 | ||
| | |35 | ||
| | | | ||
|- | |- | ||
|cl. | |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 | |6.A xx 214.D | ||
| | |32 | ||
| | |32 | ||
| | |||
|- | |||
|6.A > 5.A > 3.B (1 hit) xx 214.D | |||
|36 | |||
|36 | |||
| | | | ||
|- | |- | ||
|9.B | |9.B > cl.B > B xx 214.D | ||
| | |34 | ||
| | |34 | ||
| | | | ||
|- | |- | ||
|9.B | |9.B > cl.B xx 623.D | ||
| | |31 | ||
| | |15 | ||
| | | | ||
|- | |- | ||
|9.B | |9.B > cl.C > 3.B (1 hit) xx 214.D | ||
| | |38 | ||
| | |38 | ||
| | | | ||
|- | |- | ||
|2.CD xx | |2.CD xx 236-3214.D | ||
| | |62 | ||
| | |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 | ||
| | |80 | ||
| | |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''' | ||
|- | |- | ||
| | |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 | ||
|- | |- | ||
| | | colspan="6" align="center" | '''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.C | |cl.A ~> 2.C requires a P-Link. | ||
|- | |- | ||
| | |h.9.D > D xx J.214.D >> 623.D | ||
| | |47 | ||
| | |23 | ||
| | | | ||
|- | |- | ||
|9.D > D | |(Corner Only) 9.D > D > 2.CD xx 4146.A >> 623.K | ||
| | |51 | ||
| | |25 | ||
|Requires 1 Stress Meter. | |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? | |||
|} | |} | ||
Latest revision as of 15:32, 13 December 2020
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 |
---|---|
|
|
Strategy
(Rebuilding...)
Normal Moves
Standing Normals
Note: Despite the appearances, none of the Olof's standing normals can be crouched.
5A
5.A
|
---|
5B
5.B
|
---|
5C
5.C
|
---|
5D
5.D
|
---|
5CD
5.CD
|
---|
Close Standing Normals
cl.5A
cl.5A
|
---|
cl.5B
cl.5B
|
---|
cl.5C
cl.C
|
---|
cl.5D
cl.D
|
---|
Crouching Normals
2A
2.A
|
---|
2B
2.B
|
---|
2C
2.C
|
---|
2D
2.D
|
---|
2CD
2.CD
|
---|
Jumping Normals
j.A
8.A
|
---|
j.B
8.B
|
---|
8C
8.C
|
---|
8D
8.D
|
---|
j.C
7.C or 9.C
|
---|
j.D
7.D or 9.D First kick First kick Second kick (7/9.D > D) Second kick
(7/9.D > D) |
---|
Dashing Normals
66P
66.A or 66.C
|
---|
66K
66.B or 66.D
|
---|
Command Normals
6A
6.A
|
---|
5A
3.B First kick First kick Second Kick Second Kick
|
---|
Special Moves
Counter Trick
Counter Trick Stance when counter is ready Stance when counter is ready
|
---|
Battle
236.A/B/C/D A Sends the projectile straight foward, C version is faster A Sends the projectile straight foward, C version is faster B Sends the projectile downards, expands when touches the ground B Sends the projectile downards, expands when touches the ground D Sends the projectile upwards with a 35° angle aproximately. D Sends the projectile upwards with a 35° angle aproximately.
|
Battle (Битва) |
---|
Sanctions
623.B or 623.D First hit First hit Final hit Final hit
|
Sanctions (санкций) |
---|
Sudden Attack
214.B or 214.D First Kick First Kick Second Kick Second Kick
|
Sudden Attack (внезапное нападение) |
---|
By The Squares
j.214.B or j.214.D First Kick First Kick Second Kick Second Kick
|
By The Squares (По Квадратам) |
---|
j.214.D > 214.D Follow-up to j.214.D Follow-up to j.214.D
|
---|
Super Moves
Stress Shot
236-3214.D Dashing Dashing First hit First hit
|
Blockade (Блокада) |
---|
Ippatsu Ougi
4146.C Very extreme punch (really big punch) Very extreme punch
(really big punch) |
In An Extreme Case (Крайний Случай) |
---|
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? |