Keith Wayne
Introduction
Keith was invited to the Matrimeleee tournament and read that the winner will be married to a young princess. Knowing pretty girls being his weak point, Keith doesn't hesitate in participating.
Overview
Strengths |
Weaknesses
|
- Extremely fast normals with high priority.
- Very long 2.B with just as long active frames.
- 8.B is active until you land and has a good hitbox disjoint.
- Great mix-up potential using 6.B or 236.D which has additional high-low follow-ups.
- Very easy combos and confirms.
- Low profiling 214.A/C fireball that travels on the ground.
- 214.B/D is a solid anti-air.
- [4]6.A/C can be used to avoid projectiles and punish.
- Three natural chain combos to work with. All three are used in his BnB combos.
- His Stress Shot has an additional follow-up that can be done for an extra Stress Meter.
- His Ippatsu Ougi, on hit, can always be followed up with an air throw.
- His Ippatus Ougi on block or whiff is hard to punish.
|
- Limited combo creativity. Not much variety outside of BnB combos.
- Big recovery frames on block and whiff on his Special/Super moves.
- Punishable grounded throw.
- Struggles to combo into 66.A/C from a jumping normal.
- j.236.D is unsafe on both hit and block.
- 236.D high mix-up can be avoided thanks to the overhead's long start-up.
- Stress Shot's follow-up super only does 1-2 points of extra damage.
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Strategy
Building...
Normal Moves
Far Standing Normals
5.A
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
4
|
2
|
Self Special Super
|
Mid
|
4
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Extremely fast jab. Not used much in combos outside of P-Links.
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|
5.B
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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
|
Block Adv
|
10
|
5
|
Special Super
|
Mid
|
4
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Quick and long poke.
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|
5.C
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
18
|
9
|
Special Super
|
Mid
|
8
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Another long poke with a decent amount of start-up frames.
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|
5.D
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
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Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Longer than 5.B but has more start-up and recovery frames.
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|
5.CD
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Total Damage
|
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
|
25
|
25
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. On hit, causes a Hard KnockDown. Slides slightly forward when active.
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|
Close Standing Normals
cl.5A
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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
|
5
|
3
|
Self Special Super
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Mid
|
4
|
-
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-
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-
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-
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-
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Air Unblockable. Just as fast as 5.A but also has limited uses outside of P-links.
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|
cl.5B
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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
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Block Adv
|
8
|
4
|
Special Super
|
Mid
|
4
|
-
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-
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-
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-
|
-
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Air Unblockable. Natrually chains into 5.D.
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|
cl.5C 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
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
|
18
|
9
|
Special Super
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Mid
|
15
|
-
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-
|
-
|
-
|
-
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Air Unblockable. 2 Hits; Natrually chains into 5.C.
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cl.5D
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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
|
18
|
9
|
Special Super
|
Mid
|
8
|
-
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-
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-
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-
|
-
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Air Unblockable. Looks like an overhead but it isn't.
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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
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Gauge
|
Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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3
|
Self Special Super
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Mid
|
5
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-
|
-
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-
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-
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-
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Air Unblockable. Fast jab but like 5.A and cl.5A, not much use outside of P-link combos.
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|
2.B
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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
|
8
|
4
|
Self Special Super
|
Low
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6
|
-
|
-
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-
|
-
|
-
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Extremely long normal that can link into most specials and Keith's Stress Shot.
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|
2.C
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
|
16
|
8
|
Special Super
|
Mid
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8
|
-
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-
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-
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-
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-
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Air Unblockable. Natrually chains into 5.C.
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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
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Recovery
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Hit Adv
|
Block Adv
|
20
|
10
|
Special Super
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Low
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10
|
-
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-
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-
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-
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-
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A decently long sweep but has some start-up and a lot of recovery frames. Can easily be beaten out by a faster normal or move.
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|
2.CD
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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
|
18
|
9
|
Special Super
|
Low
|
10
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. Launches on hit and puts the opponent into a juggle state.
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|
Jumping Normals
8.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
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Active
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Recovery
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Hit Adv
|
Block Adv
|
8
|
4
|
Air Special
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High
|
6
|
-
|
-
|
-
|
-
|
-
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Has a disjointed hitbox. Good for air-to-airs.
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|
8.B
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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
|
Hit Adv
|
Block Adv
|
10
|
5
|
Air Special
|
High
|
10
|
-
|
-
|
-
|
-
|
-
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Active until you land. Can be used as an air-to-air.
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|
8.C
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
14
|
7
|
Air Special
|
High
|
8
|
-
|
-
|
-
|
-
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-
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Disjointed hitbox. Great for air-to-airs or instant overhead into j.236.B.
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|
8.D
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Air Special
|
High
|
10
|
-
|
-
|
-
|
-
|
-
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Another great air-to-air. Not as active as 8.B though.
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|
7.D or 9.D
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Air Special
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High
|
8
|
-
|
-
|
-
|
-
|
-
|
Extremely strong cross-up. Used in nearly all combos as a jump-in.
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|
Command Normals
6.B Start-up Start-up Hit Hit
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
8
|
Special Super
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Not that fast but has a long hitbox and can be canceled after a low attack.
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|
6.D
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
8
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Extremely good to end combos. Not good for poking since it's unsafe on block.
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|
Dash Normals
66.A or 66.C
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Whiffs on small crouching characters like Hikaru, Ume and Tane.
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|
66.B or 66.D
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
13
|
Special Super
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Lower body invincible.
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|
Misc Normals & Grabs
Grabs 4/6.C or j.6C 4/6.C or j.6C
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Grab
|
0
|
-
|
-
|
-
|
-
|
-
|
Grounded grab is unsafe on hit versus every character if they tech roll. Only Anny, Chinnen, Elias, Hikaru, Kanji and Saizo cannot punish.
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|
Rage Explosion
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
6
|
3
|
N/A
|
Mid
|
0
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. On hit, launches into a juggle state. Can only be done by building one Stress Meter and is automatic.
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|
Guard Cancel 5.CD On Block 5.CD On Block
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
8
|
8
|
Special Super
|
Mid
|
20
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Requires 1 Stress Meter and can only be done on block.
|
|
Special Moves
Rolling Cannon
214.B
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
N/A
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Start-up invincible. Hits once.
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|
214.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
24
|
12
|
N/A
|
Mid
|
16
|
-
|
-
|
-
|
-
|
-
|
Start-up invincible. Hits three times, rises higher than 214.B and struggles to connect all three hits on crouching opponents.
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|
Dash 214.B or 214.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
31
|
15
|
N/A
|
Mid
|
17
|
-
|
-
|
-
|
-
|
-
|
Start-up invincible. Hits five times.
|
|
Knuckle Bomber
[4]6.A First hit First hit Second hit Second hit
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
N/A
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Hits twice and can bypass projectiles.
|
|
[4]6.C First hit First hit Second hit Second hit Third hit Third hit
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
12
|
N/A
|
Mid
|
15
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Hits 3 times and can bypass projectiles.
|
|
Lightning Slash
214.A or 214.C
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
N/A
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Even though it travels on the floor, it hits mid. Both versions do the exact same damage, have the exact same recovery/start-up; but 214.C is much faster.
|
|
Spiral Kick
236.B
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
N/A
|
8
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Best if used to end combos.
|
|
236.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
5
|
Special
|
Mid
|
5
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Has follow-ups listed below.
|
|
236.D > 236.D First hit First hit Second hit Second hit
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Special
|
Mid
|
11
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Hits twice. Damage is totaled with 236.D. Has two additional follow-ups listed below.
|
|
236.D > 236.D > 236.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
13
|
N/A
|
Low
|
21
|
-
|
-
|
-
|
-
|
-
|
Low finisher. Damage is totaled with 236.D > 236.D.
|
|
236.D > 236.D > 236.B
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
5
|
N/A
|
High
|
10
|
-
|
-
|
-
|
-
|
-
|
Does not combo like how the 236.D does. On hit, it can be used to hitconfirm specials and supers like 6.B.
|
|
Air Spiral Kick
j.236.B
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
j.236.B
|
18
|
N/A
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Can be done from any air normal.
|
|
j.236.D First hit First hit Second hit Second hit Third hit Third hit
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
21
|
11
|
N/A
|
Mid
|
18
|
-
|
-
|
-
|
-
|
-
|
3 hits. Unsafe on both hit and block. Avoid using.
|
|
Super Moves
Stress Shot
214-1236.C First 3 hits First 3 hits Final hit Final hit
|
Final Crash Bomber
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
33
|
16
|
Super
|
Mid
|
29
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Hits 6-8 times depending on the distance. Has a follow-up listed below. Can only be canceled on hits 2-6.
|
|
> 214-1236.C
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
35
|
17
|
N/A
|
Mid
|
29
|
-
|
-
|
-
|
-
|
-
|
Requires an additional stress meter to perform. Hits 7 times and deals two extra points of damage. Generally considered a waste of meter.
|
|
Ippatsu Ougi
236-236.C First hit First hit Second hit Second hit
|
Rising Volcano
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
50
|
25
|
N/A
|
Mid
|
40
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Hits twice. Can be followed up with an air grab.
|
|
Combos
Combo
|
Total Damage
|
Permanent Damage
|
Notes
|
Basic Combos
|
9.D >> 2.B > 2.B xx [4]6.A
|
37
|
18
|
|
9.D >> 2.B > 2.B xx 236.B
|
37
|
18
|
|
9.D >> cl.5C (1 hit) xx 236.D > 236.D > 236.D
|
38
|
19
|
|
9.D >> cl.5C (2 hit) > C > 6.D xx 236.B
|
45
|
22
|
|
9.D >> cl.5C (2 hit) > C > 6.D xx 214.D
|
45
|
22
|
214.D may hit less times on crouching characters.
|
9.D >> cl.5C (2 hits) > C > 6.D xx [4]6.A
|
45
|
22
|
|
9.D >> cl.5C (2 hit) > C > 6.D xx 214-1236.C
|
63
|
31
|
Requires 1 Stress Meter.
|
9.D >> cl.5B > D xx 236.D > 236.D > 236.D
|
45
|
22
|
|
9.D >> cl.5B > D > 6.D xx 236.B
|
46
|
23
|
|
9.D >> cl.5B > D > 6.D xx 214.D
|
49
|
24
|
214.D may hit less times on crouching characters.
|
9.D >> cl.5B > D > 6.D xx 214-1236.C
|
65
|
32
|
Requires 1 Stress Meter.
|
9.D >> cl.5B > D xx 236-236.C >> Air Grab
|
72
|
31
|
Requires 2 Stress Meter.
|
(juggle) cl.5D xx 214.D
|
36
|
18
|
Great anti-cross-up.
|
(juggle) cl.C(2hit) > C xx 214.D
|
44
|
22
|
|
(juggle) cl.C(2hit) > C xx [4]6.A
|
39
|
20
|
|
Intermediate Combos
|
(Cross-up) 9.D >> 2.B > 2.B > 2.B > 2.B xx [4]6.A
|
45
|
22
|
|
(cross-up) 9.D >> cl.5B > D > 6.D xx 236.D > 236.D > 236.D
|
52
|
26
|
|
(Cross-up) 9.D >> 2.C > C xx 236.D > 236.D > 236.D
|
50
|
25
|
|
(Cross-up) 9.D >> 2.C > C > 6.D xx 236.B
|
52
|
26
|
|
(Cross-up) 9.D >> 2.C > C > 6.D xx 214.D
|
55
|
27
|
|
(Cross-up) 9.D >> 2.C > C > 6.D xx 214-1236.C
|
71
|
35
|
Requires 1 Stress Meter.
|
(cross-up) 9.D >. 2.C > C xx 236-236.C >> Air Grab
|
78
|
39
|
Requires 2 Stress Meter.
|
9.D >> h.9.D xx j.236.B
|
41
|
20
|
You must hop to connect the 2nd 9.D.
|
9.C >> 2.CD xx [4]6.D
|
47
|
23
|
|
Advanced Combos
|
9.D >> cl.5A > cl.5A ~> 2.B xx [4]6.A
|
34
|
17
|
cl.5A ~> 2.B is a P-Link.
|
(Cross-up)9.D >> 2.B ~> cl.5C (2 hits) > C > 6.D xx [4]6.A
|
57
|
28
|
2.B ~ cl.5C is a P-Link.
|
(Cross-up)9.D >> 2.B ~> cl.5C (2 hits) > C > 6.D xx 236.B
|
57
|
28
|
2.B ~ cl.5C is a P-Link.
|
(Cross-up)9.D >> 2.B ~> cl.5C (2 hits) > C > 6.D xx 214.D
|
57
|
28
|
2.B ~ cl.5C is a P-Link.
|
(Cross-up)9.D >> 2.B ~> cl.5C (2 hits) > C > 6.D xx 214-1236.C
|
72
|
36
|
2.B ~ cl.5C is a P-Link.
|
Saizo, Poochy & Chinnen Specific Combos
|
9.C >> 2.CD > 6.D xx 214.D
|
51
|
25
|
|
9.C >> 2.CD > 6.D xx 236.B
|
48
|
24
|
|
(Corner Only) 9.C >> 2.CD > 6.D xx 236-236.C >> Air Grab
|
81
|
40
|
|
(Corner Only) 9.C >> 2.CD xx 214.A >> cl.5C (1 hit) > C xx 214-1236.C
|
72
|
36
|
|
Additional Character Resources
- Keith Basic, Intermediate & Advanced Combos (Nearly all of Keith's combos packed into a video)
- https://www.youtube.com/watch?v=pL2c4FcVxRA&t