Matrimelee/Olof: Difference between revisions
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|Block Adv= | |Block Adv= | ||
|description= Pretty much a straight version of j.C. | |description= Pretty much a straight version of j.C. | ||
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}} | |||
===Dashing Normals=== | |||
<font style="visibility:hidden" size="0">66P</font> | |||
{{MoveData | |||
|image=Matrimelee_Olof_66A-C.png | |||
|caption= | |||
|name=66P | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage= | |||
|Permanent Damage= | |||
|Guard= Mid | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= This kick comes out slow wich makes it not very usefull, 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. | |||
}} | |||
}} | |||
<font style="visibility:hidden" size="0">66K</font> | |||
{{MoveData | |||
|image=Matrimelee Olof 66B-D.png | |||
|caption= | |||
|name=66K | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage= | |||
|Permanent Damage= | |||
|Guard= Mid | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit 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. | |||
}} | |||
}} | |||
===Close Normals=== | |||
<font style="visibility:hidden" size="0">cl.5A</font> | |||
{{MoveData | |||
|image=Matrimelee_Olof_cl.5A.png | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage= | |||
|Permanent Damage= | |||
|Guard= Low | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= 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. | |||
}} | |||
}} | |||
<font style="visibility:hidden" size="0">cl.5B</font> | |||
{{MoveData | |||
|image=Matrimelee_Olof_cl.5B.png | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage= | |||
|Permanent Damage= | |||
|Guard= Mid | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit 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. | |||
}} | |||
}} | |||
<font style="visibility:hidden" size="0">cl.5C</font> | |||
{{MoveData | |||
|image=Matrimelee_Olof_cl.5C.png | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage= | |||
|Permanent Damage= | |||
|Guard= Mid | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit 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. | |||
:If you know when to apply it then this normal can give you nice results. | |||
}} | |||
}} | |||
<font style="visibility:hidden" size="0">cl.5D</font> | |||
{{MoveData | |||
|image=Matrimelee_Olof_cl.5D.png | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage= | |||
|Permanent Damage= | |||
|Guard= Mid | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= Pretty much a higher hitting version of cl.C but this one comes out slower and has even worse horizontal range. Same uses than cl.C but more limited. | |||
}} | }} | ||
}} | }} |
Revision as of 05:45, 24 June 2020
Overview
Strengths | Weaknesses |
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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.
All this is balanced by his bad defensive game since thanks to his stature he can be reached by many crossups which puts him in very bad situations. 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.
- Beign predictable, specially with your punishes.
- Face opponents with good Air-to-Air moves during a Jump.
Normal Moves
Standing Normals
Note: Despite the appearances, none of the Olof's standing normals can be crouched.
5A
5A
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5B
5B
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5C
5C
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5D
5D
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6A
6A
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5CD
5CD
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Crouching Normals
2A
2A
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2B
2B
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2C
2C
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2D
2D
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2CD
2CD
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Jumping Normals
j.A
j.A
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j.B
j.B
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j.C
j.C
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8C
8C
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j.D
j.D First kick First kick Second kick Second kick
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8D
8D
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Dashing Normals
66P
66P
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66K
66K
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Close Normals
cl.5A
cl.A
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cl.5B
cl.B
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cl.5C
cl.C
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cl.5D
cl.D
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Special Moves
Special | Total Damage | Permanant Damage | Notes | ||
Counter Trick | |||||
5 | 35T | 17P | Automatic counter. Triggers after being idle for 4 seconds. | ||
Battle (Битва) | |||||
236.A/C | 15T | 7P | Heavy version is faster. | ||
236.B | 15T | 7P | Projectile moves towards the bottom corner of the screen. | ||
236.D | 15T | 7P | Projectile moves towards the top corner of the screen. | ||
Sanctions (санкций) | |||||
623.B | 20T | 10P | Second hit is an overhead. | ||
623.D | 22T | 11P | Third hit is an overhead. | ||
Dashing 623.K | 30T | 15P | 5th hit is an overhead. | ||
Sudden Attack (внезапное нападение) | |||||
214.B | 20T | 20P | WallSlam finish. | ||
214.D | 22T | 22P | WallSlam finish. | ||
Dashing 214.K | 30T | 30P | WallSlam finish. | ||
By The Squares (По Квадратам) | |||||
J.214.B | 20T | 10P | |||
J.214.D | 22T | 10P | Launches higher than the light version. |
Super Moves
Super | Total Damage | Permanant Damage | Notes | ||
Stress Shot - Blockade (Блокада) | |||||
2363214.D | 50T | 25P | |||
Ippatsu Ougi - In An Extreme Case (Крайний Случай) | |||||
4146.C | 90T | 45P | Unblockable. Deals 40 damage to Olof & cannot kill Olof. | ||
4146.A | 0T | 0P | Feign Super. It only costs 1 bar. |
Combos
Combo | Total Damage | Permanant Damage | Notes | ||
BnB Combos | |||||
cl.5a > cl.5a > cl.5a xx 214.B | 30T | 15P | |||
cl.5A > cl.5A > cl.5A > 3.B xx 214.D | 35T | 35P | Cancel on the first hit of 3.B. | ||
cl.5b > cl.5b > cl.5b > 5.B > 3.B xx 214.D | 33T | 33P | Cancel on the first hit of 3.B. | ||
6.A xx 214.D | 32T | 32P | |||
9.B >> cl.5B > 5.B xx 214.B | 30T | 15P | |||
9.B >> cl.5B xx 623.D | 31T | 15P | |||
9.B >> cl.5C > 3.B xx 214.D | 38T | 38P | Cancel on first hit of 3.B. | ||
2.CD xx 2363214.D | 62T | 31P | Requires 1 Stress Meter. | ||
2.CD xx 4146.C | Requires 2 Stress Meter. | ||||
Intermediate Combos | |||||
cl.5A > cl.5A >> 2.B xx 214.B | 32T | 16P | cl.5A >> 2.B requires a CPS1 Chain. | ||
cl.5A > cl.5A >> 2.C xx 214.B | 34T | 17P | 5.A >> 2.C requires a CPS1 Chain. | ||
cl.5A > cl.5A >> 2.C > 3.B xx 214.D | 41T | 41P | 5.A >> 2.C requires a CPS1 Chain. Cancel on 1st hit of 3.B. | ||
cl.5A >> 2.C > 6.A xx 214.D | 43T | 41P | 5.A >> 2.C requires a CPS1 Chain. | ||
Cross-up 9.B >> 5.A > 5.A >> 2.C xx 623.D | 39T | 19P | 5.A >> 2.C requires a 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 | 39T | 39P | 6.A >> 2.B is a low frame link. | ||
(Corner Only) 9.D > D xx J.214.D >> 623.D | 47T | 23P | |||
9.D > D >> 2.CD xx 2363214.D | 72T | 36P | Requires 1 Stress Meter. | ||
Advanced Combos | |||||
(juggle) 9.C > j.214.D >> 9.C > j.214.D >> 5.C > 3.B xx 623.D | T | P | J.214.D must launch high enough. Must corner carry. | ||
9.D > D xx J.214.D >> 214.D | T | P | 2nd hit on 214.D whiffs. | ||
9.D > D >> cl.5A >> 2.B > 3.B xx 214.D | T | P | cl.5A >> 2.B requires a 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. |