Matrimelee/White: Difference between revisions
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== Strategy == | == Strategy == | ||
White is not | 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. | |||
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 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'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 | 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 == | == Normal Moves == |
Revision as of 05:04, 4 July 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 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
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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
Arrow Shot
236.A/C
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Tackle Blow
[4]6.A
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[4]6.C
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Buffalo Storm
[4]6.B/D
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Flying Elbow
j.214.A/C
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Super Moves
Stress Shot
236-3214.C
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Ippatsu Ougi
63214-63214.C
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Combos
Combo | Total Damage | Permanent Damage | Notes | Demonstration | |
Basic Combos | |||||
2.A > 2.A xx [4]6.A | T | P | View Demonstration | ||
2.B xx [4]6.A | T | P | View Demonstration | ||
9.D >> cl.A > cl.A > 5.A xx [4]6.A | 39T | 39P | Hard WallSlam. | View Demonstration | |
9.D >> cl.D > D xx [4]6.C | 53T | 53P | Hard Wallslam. | View Demonstration | |
9.D > cl.C > 3.A xx [4]6.C | 59T | 59P | Hard Wallslam. | View Demonstration | |
(juggle) cl.C > 3.A xx 236.P | 46T | 23P | View Demonstration | ||
(juggle) cl.C > 3.A xx [4]6.A | 51T | 51P | View Demonstration | ||
9.D >> cl.5C > 3.A xx 236.P | T | P | View Demonstration | ||
9.D >> cl.5D > D xx 236.P | T | P | View Demonstration | ||
9.D >> cl.5C > 3.A xx 236-3214.C | 77T | 39P | Requires 1 Stress Meter | View Demonstration | |
9.D > cl.C > 3.A xx 63214-63214.C | 88T | 44P | Requires 2 Stress Meter. | View Demonstration | |
Intermediate Combos | |||||
(Cross-up)9.D >> cl.5A > cl.5A > 5.A xx [4]6.A | T | P | View Demonstration | ||
9.D > cl.A > 5.A >> 2.B xx [4]6.A | 42T | 42P | 5.A >> 2.B Requires a Rapid Chain Cancel. | View Demonstration | |
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. | View Demonstration | |
Advanced Combos | |||||
9.D >> 6[6].P xx 63214-63214.C | 101T | 50P | Only works on crouching Reiji. | View Demonstration |
Color Palettes