Matrimelee/White
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Overview
White is a slow charge & grappler character that hits like a 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
TBD.
Normal Moves
Normal | Damage | Guard | Meter | Notes |
Far Stand Normals | ||||
5.A | 2P/4R | 3G | 3M | Self Cancel |
5.B | 6P/12R | 6G | 3M | |
5.C | 10P/20R | 11G | 7M | Extreme upper Body Invincibility? Or a hitbox display bug? |
5.D | 11P/22R | 22G | 8M | Some upper Body Invincibility? Or a hitbox display bug? |
Close Stand Normals | ||||
cl.A | 3P/5R | 4G | 3M | Self Cancel |
cl.B | 5P/10R | 5G | 3M | Hits Low |
cl.C | 10P/20R | 14G | 14M | 2 Hits |
cl.D | 10P/20R | 12G | 7M | Chains into D on hit/block |
Crouch Normals | ||||
2.A | 3P/5R | 5G | 4M | Self Cancel |
2.B | 5P/10R | 6G | 5M | Hits Low |
2.C | 10P/20R | 10G | 7M | |
2.D | 11P/22R | 17G | 8M | Hits Low; Knockdown |
Neutral Jump Normals | ||||
j8.A | 5P/10R | 8G | 4M | |
j8.B | 6P/12R | 10G | 4M | |
j8.C | 8P/16R | 14G | 8M | |
j8.D | 9P/18R | 14G | 8M | |
Back/Forward Jump Normals | ||||
j7/9.A | 5P/10R | 8G | 4M | Same Animation and Hitbox as j8.A |
j7/9.B | 6P/12R | 10G | 4M | Same Animation and Hitbox as j8.B |
j7/9.C | 8P/16R | 14G | 6M | Same Animation and Hitbox as j8.C |
j7/9.D | 9P/18R | 14G | 8M | Strong Cross Up |
Command Normals | ||||
3.A | 9P/18R | 12G | 8M | |
6.B | 10P/10R(?) | 12G | 8M | High Counter; (need to double check damage) |
Dash Normals | ||||
66.P | 10P/20R | 10G | 8M | |
66.K | 13P/26R | 16G | 8M | Knockdown |
CD Attacks | ||||
5.CD | 27P | 20G | 8M | Hard Wall Slam; Upper body invincibility or hitbox display bug? |
2.CD | 10P/20R | 12G | 8M | Hits Low; Launches |
CD Counter | 8P | 0G | 20M | Costs 1 Meter; Hard Wall Slam |
Natural Chain Combos | ||||
cl.D > D | 14P/28R | 16G | 17M | 2 Hits |
Throws | ||||
Throw | 10P/20R | 0M | ||
j.Throw | 10P/20R | 0M | ||
Stress Scream | 3P/6R | 2G | 0M | Launches |
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. |