Matrimelee/Olof: Difference between revisions
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* | *Strong normals all around | ||
* | *cl.A is a standing low. | ||
* | *2nd largest 2.CD in the game | ||
* | *j.214.D loops for big damage | ||
* | *hop 9.D > D can set-up j.214.D loops and a corner carry. | ||
* | *Fast 623.B for catching jump-ins or bad Oki attempts | ||
*6.A is extremely versatile and can be canceled out of any normal. | |||
*Fake Ippatsu Ougi can be used to cancel the recovery of moves, making them safe or extending a combo. It can even punish Guard Cancels. | |||
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* | *Low damage output without j.214.D loops. | ||
* | *Stress Shot is unsafe on hit. | ||
*Ippatsu Ougi can be hit out of or easily avoided. | |||
* | *On hit, the Ippatsu Ougi drains 40HP but cannot kill Olof. | ||
* | *Fake Ippatsu Ougi requires 2 or more Stress Meter to use. | ||
* | *The first hit of 3.B struggles to hit crouchers. | ||
* | *236.A/B/C/D have extremely long hurt boxes and long recovery times. | ||
* | *Slowest 66.P in the game. | ||
*No reliable options to escape the corner without meter for Guard Cancels. | |||
* | |||
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Revision as of 20:28, 4 December 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
(Rebuilding...)
Normal Moves
Standing Normals
Note: Despite the appearances, none of the Olof's standing normals can be crouched.
5A
5.A
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5B
5.B
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5C
5.C
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5D
5.D
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5CD
5.CD
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Close Standing Normals
cl.5A
cl.5A
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cl.5B
cl.5B
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cl.5C
cl.C
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cl.5D
cl.D
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Crouching Normals
2A
2.A
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2B
2.B
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2C
2.C
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2D
2.D
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2CD
2.CD
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Jumping Normals
j.A
8.A
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j.B
8.B
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8C
8.C
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8D
8.D
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j.C
7.C or 9.C
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j.D
7.D or 9.D First kick First kick Second kick (7/9.D > D) Second kick
(7/9.D > D) |
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Dashing Normals
66P
66.A or 66.C
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66K
66.B or 66.D
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Command Normals
6A
6.A
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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 Stance when counter is ready Stance when counter is ready
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Battle
236.A/B/C/D 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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Battle (Битва) |
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Sanctions
623.B or 623.D First hit First hit Final hit Final hit
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Sanctions (санкций) |
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Sudden Attack
214.B or 214.D First Kick First Kick Second Kick Second Kick
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Sudden Attack (внезапное нападение) |
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By The Squares
j.214.B or j.214.D First Kick First Kick Second Kick Second Kick
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By The Squares (По Квадратам) |
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j.214.D > 214.D Follow-up to j.214.D Follow-up to j.214.D
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Super Moves
Stress Shot
236-3214.D Dashing Dashing First hit First hit
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Blockade (Блокада) |
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Ippatsu Ougi
4146.C Very extreme punch (really big punch) Very extreme punch
(really big punch) |
In An Extreme Case (Крайний Случай) |
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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. |