Matrimelee/White: Difference between revisions
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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. | 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 == | == Overview == | ||
White is a very hard-hitting defensive charge character. Although he hits like a train, he moves like a turtle thanks to his super slow walk and run speed. White does have the highest health out of the cast and highest raw normal damage. | |||
White is a | |||
{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
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|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *Big combo damage. | ||
* | *Stress Shot super is a terrific anti-air. | ||
* | *Arrow shot is an excellent projectile that can go over some projectiles. | ||
* | *Extremely long and damaging D normals. | ||
*Buffalo Storm destroys active projectiles and remains active. | *66.D is an excellent poke tool with big damage. Pair it up with 6.B and it can catch guard cancels. | ||
*Buffalo Storm's release | *Buffalo Storm destroys active projectiles and remains active until it is off-screen. | ||
* | *Buffalo Storm's release kick can be timed as an anti-air. | ||
*Instant overhead 9.B that can be canceled into heavy Flying Elbow or a landing grab. Keeps the opponents guessing. | |||
*5.CD is an excellent anti-jump in normal thanks to its slight pullback on startup. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Extremely slow walk and run speed. | *Extremely slow walk and run speed. | ||
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*All heavy normals, supers and specials are unsafe on block. | *All heavy normals, supers and specials are unsafe on block. | ||
*Projectiles can be easily rolled, jumped over, or ignored by invincibility frames. | *Projectiles can be easily rolled, jumped over, or ignored by invincibility frames. | ||
*Can easily be stuffed out by | *Can easily be stuffed out by faster attacks. | ||
* | *Both versions of tackle blow are unsafe on block. | ||
* | *Only heavy tackle blow's 623.C follow-up is safe on block. | ||
* | *Buffalo storm takes a while to start-up. | ||
*Arrow shot is unsafe point-blank. | *Stress Shot needs to be used on a hard read and can easily be punished on whiff and block. | ||
*Arrow shot is unsafe point-blank thanks to its big recovery. | |||
*Struggles to make a quick comeback thanks to his predictable approaches. | |||
*Ippatsu Ougi command grab is very difficult to land raw due to its very short activation range. | |||
|- | |- | ||
|} | |} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |description= Your best friend. Use this to combo into light tackle blow. | ||
}} | }} | ||
}} | }} | ||
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|Guard=Mid | |Guard=Mid | ||
|Gauge | |Gauge | ||
|Cancel= Special | |Cancel= Special<br>Super | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= Overshadowed by 2.B. | |description= Overshadowed by 2.B and cl.5B. Not used often besides for a special or super confirm. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-Matrim | {{AttackData-Matrim | ||
|Total Damage=27 | |Total Damage=27 | ||
|Permanent Damage= | |Permanent Damage=27 | ||
|Guard=Mid | |Guard=Mid | ||
|Gauge | |Gauge | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description=Hard | |description=Hard WallSlam<br>Excellent to catch jump-ins thanks to it's slight pullback. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=White_CL5C.png | |image=MM_White_cl5C_1sthit.png | ||
| | |caption=1st hit | ||
|image2=White_CL5C.png | |||
|caption2=2nd hit | |||
|name=cl.5C | |name=cl.5C | ||
|data= | |data= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |description=Very long but slow sweep. Cancel the recovery using 6.B or Light Buffalo Storm. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |description=Very slow Great Attack. Not used much at all but can create a juggle. | ||
}} | }} | ||
}} | }} | ||
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|Guard=Mid | |Guard=Mid | ||
|Gauge | |Gauge | ||
|Cancel= | |Cancel=Special<br>Super | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |description=Not used often outside of Rage Explosion juggles. Links into 3.A and into specials or supers. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |description=Very big range normal. Can be paired with Light Buffalo Storm or 6.B to cancel recovery and bait guard cancels. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= | |description=Use 8.B or 8.D | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-Matrim | {{AttackData-Matrim | ||
|Total Damage= | |Total Damage=12 | ||
|Permanent Damage= | |Permanent Damage=6 | ||
|Guard=High | |Guard=High | ||
|Gauge | |Gauge | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description=Good for hop | |description=Good air to air or to use for a hop instant overhead into heavy flying elbow. (9.B xx j.236.C) | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description=Has less pushback compared to 8.D | |description=Has less pushback compared to 8.D and has a decent downward hitbox. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description=Excellent Air to Air | |description=Excellent Air to Air. | ||
}} | }} | ||
}} | }} | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description=Extremely strong cross-up normal. | |description=Extremely strong cross-up normal. This is your main tool for jump-ins. | ||
}} | }} | ||
}} | }} | ||
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| align="center" style="background:#f0f0f0;"|'''Permanent Damage''' | | align="center" style="background:#f0f0f0;"|'''Permanent Damage''' | ||
| align="center" style="background:#f0f0f0;"|'''Notes''' | | align="center" style="background:#f0f0f0;"|'''Notes''' | ||
|- | |- | ||
| colspan="6" align="center" | '''Basic Combos''' | | colspan="6" align="center" | '''Basic Combos''' | ||
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|P | |P | ||
| | | | ||
|- | |- | ||
|2.B xx [4]6.A | |2.B xx [4]6.A | ||
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|P | |P | ||
| | | | ||
|- | |- | ||
|9.D >> cl.A > cl.A > 5.A xx [4]6.A | |9.D >> cl.A > cl.A > 5.A xx [4]6.A | ||
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|39P | |39P | ||
|Hard WallSlam. | |Hard WallSlam. | ||
|- | |- | ||
|9.D >> cl.D > D xx [4]6.C | |9.D >> cl.D > D xx [4]6.C | ||
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|53P | |53P | ||
|Hard Wallslam. | |Hard Wallslam. | ||
|- | |- | ||
|9.D > cl.C > 3.A xx [4]6.C | |9.D > cl.C > 3.A xx [4]6.C | ||
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|59P | |59P | ||
|Hard Wallslam. | |Hard Wallslam. | ||
|- | |- | ||
|(juggle) cl.C > 3.A xx 236.P | |(juggle) cl.C > 3.A xx 236.P | ||
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|23P | |23P | ||
| | | | ||
|- | |- | ||
|(juggle) cl.C > 3.A xx [4]6.A | |(juggle) cl.C > 3.A xx [4]6.A | ||
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|51P | |51P | ||
| | | | ||
|- | |- | ||
|9.D >> cl.5C > 3.A xx 236.P | |9.D >> cl.5C > 3.A xx 236.P | ||
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|P | |P | ||
| | | | ||
|- | |- | ||
|9.D >> cl.5D > D xx 236.P | |9.D >> cl.5D > D xx 236.P | ||
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|P | |P | ||
| | | | ||
|- | |- | ||
|9.D >> cl.5C > 3.A xx 236-3214.C | |9.D >> cl.5C > 3.A xx 236-3214.C | ||
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|39P | |39P | ||
|Requires 1 Stress Meter | |Requires 1 Stress Meter | ||
|- | |- | ||
|9.D > cl.C > 3.A xx 63214-63214.C | |9.D > cl.C > 3.A xx 63214-63214.C | ||
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|44P | |44P | ||
|Requires 2 Stress Meter. | |Requires 2 Stress Meter. | ||
|- | |- | ||
| colspan="6" align="center" | '''Intermediate Combos''' | | colspan="6" align="center" | '''Intermediate Combos''' | ||
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|P | |P | ||
| | | | ||
|- | |- | ||
|9.D > cl.A > 5.A >> 2.B xx [4]6.A | |9.D > cl.A > 5.A >> 2.B xx [4]6.A | ||
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|42P | |42P | ||
|5.A >> 2.B Requires a Rapid Chain Cancel. | |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 | |9.D > cl.C (2hit) > 3.A xx [4]6.C xx 623.C >> Air Throw | ||
Line 875: | Line 867: | ||
|31P | |31P | ||
|Cancel [4]6.C on the first hit. | |Cancel [4]6.C on the first hit. | ||
|- | |- | ||
| colspan="6" align="center" | '''Advanced Combos''' | | colspan="6" align="center" | '''Advanced Combos''' | ||
Line 883: | Line 874: | ||
|50P | |50P | ||
|Only works on crouching Reiji. | |Only works on crouching Reiji. | ||
|- | |- | ||
|} | |} |
Latest revision as of 07:16, 18 July 2020
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 very hard-hitting defensive charge character. Although he hits like a train, he moves like a turtle thanks to his super slow walk and run speed. White does have the highest health out of the cast and highest raw normal damage.
Strengths | Weaknesses |
---|---|
|
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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
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5.B
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5.C
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5.D
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5.CD
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Close Stand Normals
cl.5A
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cl.5B
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cl.5C 1st hit 1st hit 2nd hit 2nd hit
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cl.5D First hit First hit Second hit Second hit
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Crouching Normals
2.A
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2.B
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2.C
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2.D
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2.CD
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Dashing Normals
66.P
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66.K
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Command Normals
3.A
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6.B
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Jumping Normals
8.A
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8.B
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8.C
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8.D
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7/9.D
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Misc Normals & Grabs
Rage Explosion
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Throw (Grounded/Air) 6/4.C or j.6C 6/4.C or j.6C
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Guard Cancel
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Special Moves
Arrow Shot
236.A/C Arrow Shot Arrow Shot
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Tackle Blow
[4]6.A Light Tackle Blow Light Tackle Blow Second hit Second hit
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[4]6.C Heavy Tackle Blow Heavy Tackle Blow Second hit Second hit Optional 623.C Follow-up Optional 623.C Follow-up
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Buffalo Storm
[4]6.B/D Buffalo Storm Buffalo Storm
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Flying Elbow
j.214.A/C Light Flying Elbow Light Flying Elbow Heavy Flying Elbow Heavy Flying Elbow
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Super Moves
Stress Shot
236-3214.C Tornado Pole Tornado Pole
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Ippatsu Ougi
63214-63214.C Guardian Bomb Guardian Bomb
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Combos
Combo | Total Damage | Permanent Damage | Notes | ||
Basic Combos | |||||
2.A > 2.A xx [4]6.A | T | P | |||
2.B xx [4]6.A | T | P | |||
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 [4]6.A | 51T | 51P | |||
9.D >> cl.5C > 3.A xx 236.P | T | P | |||
9.D >> cl.5D > D xx 236.P | T | P | |||
9.D >> cl.5C > 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 | |||||
(Cross-up)9.D >> cl.5A > cl.5A > 5.A xx [4]6.A | T | P | |||
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. |