Matrimelee/Keith

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Keith Wayne
Colors


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.

Strategy

Building...

Normal Moves

Far Standing Normals

5.A
MM Keith 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
4 2 Self
Special
Super
Mid 4 - - - - -

Air Unblockable.
Extremely fast jab. Not used much in combos outside of P-Links.


5.B
MM Keith 5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Special
Super
Mid 4 - - - - -

Air Unblockable.
Quick and long poke.


5.C
MM Keith 5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid 8 - - - - -

Air Unblockable.
Another long poke with a decent amount of start-up frames.


5.D
MM Keith 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid 10 - - - - -

Air Unblockable.
Longer than 5.B but has more start-up and recovery frames.


5.CD
MM Keith 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 25 Special
Super
Mid 10 - - - - -

Air Unblockable.
On hit, causes a Hard KnockDown. Slides slightly forward when active.

Close Standing Normals

cl.5A
MM Keith cl5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 3 Self
Special
Super
Mid 4 - - - - -

Air Unblockable.
Just as fast as 5.A but also has limited uses outside of P-links.


cl.5B
MM Keith cl5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Special
Super
Mid 4 - - - - -

Air Unblockable.
Natrually chains into 5.D.


cl.5C
MM Keith cl5C 1.png
First hit
MM Keith cl5C 2.png
Second hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid 15 - - - - -

Air Unblockable.
2 Hits; Natrually chains into 5.C.


cl.5D
MM Keith cl5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid 8 - - - - -

Air Unblockable.
Looks like an overhead but it isn't.

Crouching Normals

2.A
MM Keith 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
5 3 Self
Special
Super
Mid 5 - - - - -

Air Unblockable.
Fast jab but like 5.A and cl.5A, not much use outside of P-link combos.


2.B
MM Keith 2B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Self
Special
Super
Low 6 - - - - -

Extremely long normal that can link into most specials and Keith's Stress Shot.


2.C
MM Keith 2C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid 8 - - - - -

Air Unblockable.
Natrually chains into 5.C.


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

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.


2.CD
MM Keith 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Low 10 - - - - -

Air Unblockable.
Launches on hit and puts the opponent into a juggle state.

Jumping Normals

8.A
MM Keith 8A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Air Special High 6 - - - - -

Has a disjointed hitbox. Good for air-to-airs.


8.B
MM Keith 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High 10 - - - - -

Active until you land. Can be used as an air-to-air.


8.C
MM Keith 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Air Special High 8 - - - - -

Disjointed hitbox. Great for air-to-airs or instant overhead into j.236.B.


8.D
MM Keith 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Air Special High 10 - - - - -

Another great air-to-air. Not as active as 8.B though.


7.D or 9.D
MM Keith 79D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Air Special High 8 - - - - -

Extremely strong cross-up. Used in nearly all combos as a jump-in.

Command Normals

6.B
MM Keith CMD 6B 1.png
Start-up
MM Keith CMD 6B 2.png
Hit
Total Damage 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.


6.D
MM Keith CMD 6D.png
Total Damage 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.


Dash Normals

66.A or 66.C
MM Keith 66P.png
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.


66.B or 66.D
MM Keith 66K.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
25 13 Special
Super
Mid 10 - - - - -

Air Unblockable.
Lower body invincible.

Misc Normals & Grabs

Grabs
MM Keith Grab.png
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.


Rage Explosion
MM Keith RageExplosion.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 N/A Mid 0 - - - - -

Air Unblockable.
On hit, launches into a juggle state. Can only be done by building one Stress Meter and is automatic.


Guard Cancel
MM Keith 5CD.png
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
MM Keith 214K.png
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.


214.D
MM Keith 214K.png
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.


Dash 214.B or 214.D
MM Keith Dash 214K.png
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
MM Keith 46A 1.png
First hit
MM Keith 46A 2.png
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
MM Keith 46A 1.png
First hit
MM Keith 46C 2.png
Second hit
MM Keith 46C 3.png
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
MM Keith 214P.png
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
MM Keith 236K 1.png
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
MM Keith 236K 1.png
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
MM Keith 236D 1.png
First hit
MM Keith 236D 2.png
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
MM Keith 236D 3.png
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
MM Keith 236D 4.png
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
MM Keith 236K 1.png
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
MM Keith 236K 1.png
First hit
MM Keith 236D 1.png
Second hit
MM Keith 236D 2.png
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
MM Keith 214236C1.png
First 3 hits
MM Keith 214236C2.png
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
MM Keith Dash 214K.png
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
MM Keith 236236C 1.png
First hit
MM Keith 236236C 2.png
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
Matrimelee
General FAQControlsMenusHUDSystem
Characters AnnyBuntaroChinnenClaraEliasHikaruJimmyJonesKanjiKeithLynnOlofPoochyReijiSaizoShintaroSissyTaneUmeWhite

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