Matrimelee/White

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White Buffalo

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
  • Massive combo damage.
  • Good anti-air Stress Shot.
  • Extremely good 9.D normal with a big hitbox that can also cross-up.
  • Great Buffalo Storm Projectile that deletes other projectiles
  • Buffalo Storm's release is a great anti-air.
  • Access to Hard Wallslams to end combos.
  • Extremely high health. (180)
  • Extremely slow walk and run speed.
  • Extremely short range.
  • Lacks mix-ups.
  • Very slow recovery on all attacks.
  • No reliable, safe block strings.
  • Always unsafe on block.
  • Projectiles can be easily rolled through or punished with supers.

Strategy

White is not a great 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

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 everything White can easily be punished on block and whiff.

Playing Neutral & Defense

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 extremely match-up based. If your opponent doesn't know the matchup and doesn't know how to punish your unsafe moves it'll be easy. If they do, expect a difficult time winning.

Normal Moves

Far Standing Normals

5.A
White FS 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Special
Super
Rapid Chain
Mid - - - - - -

Overshadowed by 2.A. Links off of cl.5A.


5.B
White FS 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Special Mid - - - - - -

Overshadowed by 2.B. Use sparingly.


5.C
White FS 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Not used often and overshadowed by cl.5C. Can only cancel into Arrow Shot. Unsafe on block. (Unsure about advantage)


5.D
White FS 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 Special
Super
Mid - - - - - -

Extremely long hitbox & hurtbox. Hard to combo into anything. Unsafe on block. (unsure about advantage).


5.CD
White FS CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
27 13 Special
Super
Mid - - - - - -

Hard Wallslam on hit. It can be canceled into specials or supers on hit/block.

Close Stand Normals

cl.5A
White CL5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

One of White's best normals. Extremely fast jabs that can link into supers or specials.


cl.5B
White Cl5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Low - - - - - -

One of White's few low hitting normals. Links into command normals, specials, supers, etc


cl.5C
White CL5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

White's best normal. Great Juggle tool. Hits twice.


cl.5D
White CL5D.png
First hit
First hit
White CL5D D.png
Second hit
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

Can chain into 5D on hit/block. Substitute for cl.5C for more raw damage. Unsafe on block/whiff. (Unsure about advantage)

Crouching Normals

2.A
White 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 2 Self
Special
Super
Mid - - - - - -

One of White's best normals. Extremely fast jabs.


2.B
White 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Low - - - - - -

One of White's few low normals. It's a go-to move for where 2.A can't reach.


2.C
White 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
- - Special
Super
Mid - - - - - -

Decently long crouching normal, slightly more range than 2.B.


2.D
White 2D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 Special
Super
Low - - - - - -

Decently long sweep.


2.CD
White 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Low - - - - - -

Launches. It can be used to set-up juggles.

Dashing Normals

66.P
White D P.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 - Mid - - - - - -

Great grounded punish tool. Can link into specials and supers.


66.K
White D K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
26 13 Special
Super
Mid - - - - - -

Better range and damage than 66.P. Knocks down on hit.

Command Normals

3.A
White 3A Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

White's main combo ender before a special or super.


6.B
White 6B Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Mid - - - - - -

High counter command normal. Extremely slow start-up and quick active frames. Avoid uisng.

Jumping Normals

8.A
White J 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

Great Air to Air.


8.B
White J 8B.png
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
White J 8C.png
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
White J 8D.png
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.


7/9.D
White J 9D.png
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.

Misc Normals & Grabs

Rage Explosion
White RageExplosion.png
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)
White NormalGrab.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 No Grab - - - - - -


Guard Cancel
White 3A Command.png
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.

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.


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