Matrimelee/White: Difference between revisions
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== Overview == | == Overview == | ||
White is a slow charge | White is a slow charge character that hits like a freight train. One combo will easily drain an opponent's life down by 1/3rd or more. White also holds the highest health pool of 180. However, White is insanely slow. Having the slowest run and walk speed it cripples his attempts at getting in and can easily be avoided by some characters with faster walk speeds or longer normals. | ||
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*Massive damage | *Massive combo damage. | ||
*Good anti-air Stress Shot. | *Good anti-air Stress Shot. | ||
*Extremely good 9.D normal with a big hitbox that can also cross-up. | |||
*Great Buffalo Storm Projectile that deletes other projectiles | |||
*Buffalo Storm's release is a great anti-air. | |||
*Access to Hard Wallslams to end combos. | *Access to Hard Wallslams to end combos. | ||
*Extremely high health. (180) | *Extremely high health. (180) | ||
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*Extremely slow walk and run speed. | *Extremely slow walk and run speed. | ||
*Extremely short range. | *Extremely short range. | ||
*Lacks mix-ups. | |||
*Very slow recovery on all attacks. | *Very slow recovery on all attacks. | ||
*No reliable, safe block strings. | *No reliable, safe block strings. | ||
* | *Always unsafe on block. | ||
*Projectiles can be easily rolled through or punished with supers. | |||
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== Strategy == | == Strategy == | ||
White is not a great 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. | White is not a great 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. |
Revision as of 11:30, 24 June 2020
Overview
White is a slow charge character that hits like a freight train. One combo will easily drain an opponent's life down by 1/3rd or more. White also holds the highest health pool of 180. However, White is insanely slow. Having the slowest run and walk speed it cripples his attempts at getting in and can easily be avoided by some characters with faster walk speeds or longer normals.
Strengths | Weaknesses |
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Strategy
White is not a great 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
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 everything White can easily be punished on block and whiff.
Playing Neutral & Defense
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 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 extremely match-up based. If your opponent doesn't know the matchup and doesn't know how to punish your unsafe moves 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
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cl.5D
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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)
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Guard Cancel
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Special Moves
Special | Damage | Chip | Guard | Meter | Notes |
Arrow Shot | |||||
Arrow Shot A 236.A |
8P/16R | 2P/3R | 8G | 10M | (need to make a list of which characters can crouch this) |
Arrow Shot C 236.C |
8P/16R | 2P/3R | 8G | 10M | |
Tackle Blow | |||||
Tackle Blow A (charge)4~6.A |
23P | 3P/5R | 17G | 10M | Hard Wall Slam; 2 Hits; Air Unblockable |
Tackle Blow C (charge)4~6.C |
25P | 3P/5R | 20G | 10M | Hard Wall Slam; 2 Hits; Air Unblockable 1st Hit Cancels to follow Up |
Tackle Blow C + (charge)4~6.C -> 623.C |
5P/10R | 2P/3R | 15G | 15M | Launcher; Air Unblockable; Only allows for air-throw follow up |
Buffalo Storm | |||||
Buffalo Storm (Kick) (charge)4~6.B/D |
10P/20R | 2P/3R | 12G | 10M | Air Unblockable |
Buffalo Storm (Buffalo) (charge)4~6.D |
20P/40R | 3P/6R | 12G | 30M | |
Flying Elbow | |||||
Flying Elbow A j214.A |
12P/24R | 2P/3R | 12G | 10M | Hits High |
Flying Elbow C j214.C |
12P/24R | 2P/3R | 12G | 10M | Hits High |
Super Moves
Super | Damage | Chip | Guard | Meter | Notes |
STRESS SHOT: Pole Tornado | |||||
Pole Tornado 236-3214.C |
30P/60R | 6P/11R | 20G | 30M | 5 Hits; Air Unblockable |
IPPATSU OUGI: Bomb Guardian | |||||
Bomb Guardian 63214-63214.C |
45P/89R | ~ | ~ | 5M | Soft Wall Slam; Unblockable; No Meter on Whiff If whiffed from full screen, there is no Super Flash, but meter is lost. |
Combos
Combo | Total Damage | Permanent Damage | Notes | Demonstration | |
Basic Combos | |||||
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 [5]6.A | 51T | 51P | |||
9.D > cl.C > 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 | |||||
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. |