White Buffalo
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
|
- Massive damage off of all attacks.
- Good anti-air Stress Shot.
- Access to Hard Wallslams to end combos.
- Extremely high health. (180)
|
- Extremely slow walk and run speed.
- Extremely short range.
- Very slow recovery on all attacks.
- No reliable, safe block strings.
- Very limited combos.
|
Strategy
TBD.
Normal Moves
Far Standing Normals
5.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
4
|
2
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Special Super Rapid Chain
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Overshadowed by 2.A. Links off of cl.5A.
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5.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
12
|
6
|
Special
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Overshadowed by 2.B. Use sparingly.
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|
5.C
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
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Mid
|
-
|
-
|
-
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-
|
-
|
-
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Not used often and overshadowed by cl.5C. Can only cancel into Arrow Shot. Unsafe on block. (Unsure about advantage)
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5.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
22
|
11
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Extremely long hitbox & hurtbox. Hard to combo into anything. Unsafe on block. (unsure about advantage).
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5.CD
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
27
|
13
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Hard Wallslam on hit. It can be canceled into specials or supers on hit/block.
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Close Stand Normals
cl.5A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
5
|
2
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Self Special Super
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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One of White's best normals. Extremely fast jabs that can link into supers or specials.
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cl.5B
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Total Damage
|
Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
10
|
5
|
Special Super
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
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One of White's few low hitting normals. Links into command normals, specials, supers, etc
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|
cl.5C
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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White's best normal. Great Juggle tool. Hits twice.
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cl.5D First hit First hit Second hit Second hit
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Can chain into 5D on hit/block. Substitute for cl.5C for more raw damage. Unsafe on block/whiff. (Unsure about advantage)
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Crouching Normals
2.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
5
|
2
|
Self Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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One of White's best normals. Extremely fast jabs.
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2.B
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
10
|
5
|
Special Super
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
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One of White's few low normals. It's a go-to move for where 2.A can't reach.
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2.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
|
Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
|
-
|
-
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Decently long crouching normal, slightly more range than 2.B.
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2.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
|
Gauge
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Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
22
|
11
|
Special Super
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
2.CD
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Total Damage
|
Permanent Damage
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Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
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Launches. It can be used to set-up juggles.
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Dashing Normals
66.P
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Great grounded punish tool. Can link into specials and supers.
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66.K
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
26
|
13
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Better range and damage than 66.P. Knocks down on hit.
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Command Normals
3.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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White's main combo ender before a special or super.
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6.B
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
No
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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High counter command normal. Extremely slow start-up and quick active frames. Avoid uisng.
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Jumping Normals
8.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
5
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
8.B
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Good for hop normal to cancel into Flying Elbow.
|
|
8.C
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Has less pushback compared to 8.D
|
|
8.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Excellent Air to Air. Use 9.D for jump-ins.
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7/9.D
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Extremely strong cross-up normal. Huge hitbox, too.
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Misc Normals & Grabs
Rage Explosion
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
6
|
3
|
No
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Requires 1 Stress Meter to active. Air unblockable; creates a juggle on hit.
|
|
Throw (Grounded/Air)
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
No
|
Grab
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Guard Cancel
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
8
|
8
|
No
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Requires 1 Stress Meter. Can only be done on block.
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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.
|
|