Matrimelee/Olof: Difference between revisions
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Perfect footwork and equipped with kicks that have several miles of range. | 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 | 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== | ==Overview== | ||
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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. | 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 cross-ups which puts him in very bad situations and | All this is balanced by his bad defensive game since thanks to his stature he can be reached by many cross-ups which puts him in very bad situations and especially Instant Overheads which is their biggest fear. 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. | : 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: | What you want to do: | ||
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|Hit Adv= | |Hit Adv= | ||
|Block 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 | |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 knockdown. | ||
:If you know when to apply it then this normal can give you nice results. | : If you know when to apply it then this normal can give you nice results. | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= Pretty much a crouching version of 5A, but comes out a little bit slower with a tiny bit shorter range and does a little bit less damage. Despite that this move can't be comboed into specials | |description= Pretty much a crouching version of 5A, but comes out a little bit slower with a tiny bit shorter range and does a little bit less damage. Despite that this move can't be comboed into specials as 5A can. | ||
}} | }} | ||
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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. | ||
:A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam. | : A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam. | ||
:In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo. | : In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo. | ||
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|Block Adv= | |Block Adv= | ||
|description= Nice option for a Dragon Punch that catches most of the jumps but has no invulnerability and not allways combos with the KD. Be very aware of the ranges because all the versions of this move are heavely punisheable on whiff. | |description= Nice option for a Dragon Punch that catches most of the jumps but has no invulnerability and not allways combos with the KD. Be very aware of the ranges because all the versions of this move are heavely punisheable on whiff. | ||
:B version hits 2 times with the 2nd hit being Overhead. It comes out quicker but has the worst vertical range. | : B version hits 2 times with the 2nd hit being Overhead. It comes out quicker but has the worst vertical range. | ||
:D version hits 3 times with the 3rd hit being Overhead. Little bit slower but way better vertical range. | : D version hits 3 times with the 3rd hit being Overhead. Little bit slower but way better vertical range. | ||
:Dashing version hits 5 times with the 5th hit being Overhead. Scary vertical range with the dash momentum for horizontal range but really hard to combo into | : Dashing version hits 5 times with the 5th hit being Overhead. Scary vertical range with the dash momentum for horizontal range but really hard to combo into | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|description= Since the first kick hits upwards this is mostly usefull on combos or a situational Anti-Air, but since the 2nd hit causes a Wall Slam then any damage it does becomes permanent wich is nice if you combo into it. | |description= Since the first kick hits upwards this is mostly usefull on combos or a situational Anti-Air, but since the 2nd hit causes a Wall Slam then any damage it does becomes permanent wich is nice if you combo into it. | ||
:The dash version hits 3 times and launches instead of causing a Wall Slam so the opponent can roll to keep some HP. | : The dash version hits 3 times and launches instead of causing a Wall Slam so the opponent can roll to keep some HP. | ||
}} | }} | ||
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|Block Adv= | |Block Adv= | ||
|description= Air version of 214B-D but with different properties. This move launches the opponent for juggle instead causing a Wall Slam and the first kick his horizontal, so is easier to catch the opponent with it. However this move is really hard to use against grounded opponents because the 2nd kick will miss if executed too soon and you simply will land before it comes out if executed too late. | |description= Air version of 214B-D but with different properties. This move launches the opponent for juggle instead causing a Wall Slam and the first kick his horizontal, so is easier to catch the opponent with it. However this move is really hard to use against grounded opponents because the 2nd kick will miss if executed too soon and you simply will land before it comes out if executed too late. | ||
:If you input 214D after the 2nd kick, Olof will shoot a projectile to knock out the opponent. This only works with the D version. | : If you input 214D after the 2nd kick, Olof will shoot a projectile to knock out the opponent. This only works with the D version. | ||
:D version is faster and launches up higher. If high enough you can use another j.214B-D. | :D version is faster and launches up higher. If high enough you can use another j.214B-D. | ||
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|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|description= After the flash, Olof dashes for about a whole second and then does a kick similar to his cl.D, if the kick connects then he will do a 14 hit Auto Combo and then launches the opponent. The whole dash is fully invulnerable so it is a great punish while the Kick is air unblockable, but when the kick actually comes out Olof is no longer invulnerable so he can be counter | |description= After the flash, Olof dashes for about a whole second and then does a kick similar to his cl.D, if the kick connects then he will do a 14 hit Auto Combo and then launches the opponent. The whole dash is fully invulnerable so it is a great punish while the Kick is air unblockable, but when the kick actually comes out Olof is no longer invulnerable so he can be reached a counter hit. Nice damage and good punish tool but are incredibly hard to connect unless you confirm it with 2CD and even then is hard because it will miss against some characters. | ||
}} | }} | ||
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Revision as of 04:21, 11 July 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 |
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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 cross-ups which puts him in very bad situations and especially Instant Overheads which is their biggest fear. 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.
- Being predictable, especially 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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5CD
5CD
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Close Standing 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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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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Command Normals
6A
6A
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5A
3.B First kick First kick Second Kick Second Kick
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Special Moves
Counter Trick
Counter Trick
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Battle
Battle (Битва) 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.
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236A-B-C-D |
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Sanctions
Sanctions (санкций)
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623B-D |
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Sudden Attack
Sudden Attack (внезапное нападение) First Kick First Kick Second Kick Second Kick
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214B-D |
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By The Squares
By The Squares (По Квадратам) First Kick First Kick Second Kick Second Kick
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j.214B-D |
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Super Moves
Blockade
Stress Shot - Blockade (Блокада) Dashing Dashing Kick Kick
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2363214.D |
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In An Extreme Case
Ippatsu Ougi - In An Extreme Case (Крайний Случай) Very extreme punch Very extreme punch
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4146.C |
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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 | 80T | 40P | 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 | |||
(Corner Only) 9.D > D xx J.214.D >> cl.C, 3.B xx 623.D | 63T | 31P | cl.C must be delayed. Cancel 3.B on the first hit. | ||
(Corner Only) 9.D > D >> 2.C, 6.A xx 214.D | 44T | 22P | |||
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 >> 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. |