Matrimelee/Olof

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Olof Linderoth
Colors

Introduction

Perfect footwork and equipped with kicks that have several miles of range.

Olof is the bodyguard of Princess Sissy. He is asked to enter the tournament for her pleasure, to test himself. Even though one of his arms is wounded and bandaged, he is powerful enough to defeat opponents with only his legs. He is often calm and reserved, and he is very chivalrous toward women.

Overview

Strengths Weaknesses
  • Long normals to keep the opponent controlled.
  • Easy punish tools thanks to his super long limbs and fast 3.B.
  • Huge juggle potential. Rage Explosion becomes much more dangerous.
  • Great Air-to-Ground capabilities thanks to his 9.B
  • Extremely fast and safe 6.A overhead.
  • Big combo potential with his 4146.A super cancel.
  • Bad command normal, special, and super recovery time. Can easily be punished on block or whiff.
  • Struggles to get out of pressure without a Guard Cancel.
  • No reliable pressure or chipping tools.
  • Counter hit moves need to be deeply calculated, especially with Stress Shot.
  • Very tall hurtbox crouching. Some characters have specific combo loops on crouching Olof.
  • Both supers cannot be comboed into without 2.CD.
  • Ippatsu Ougi, 4146.C, can easily be avoided and has some glitches tied to it.
  • Long juggle combos are insanely situational.
  • 3.B can whiff on crouching characters if not spaced properly.
  • All the forms of his projectile are unsafe on whiff and on block point-blank.

Strategy

Olof is a character who bases his gameplan on a "Hit n' Run" playstyle. Olof specializes in baiting the opponent's approach to open them up for damage.

(Still building this section)

What to do:

  • Control the screen. Olof does not want anyone near him. Use your specials to deny an opponent's approach.
  • Catch jumping approaches. If your opponent commits to a jump-in use your 623.B/D or 236.D to punish them.
  • Punish projectiles with 236-3214.D. If spaced properly you'll move right through and hit during the opponent's recovery.
  • Use your 6.A overhead to open up defensive opponents. You'll want to use your 2.A or 2.B to keep them blocking low and then use your 6.A overhead to open them up. Try not to use it too often or your opponent will see through it.
  • Get Matchup Knowledge and be ready for your opponent's moves.

What to avoid:

  • Using 236.A/B/C/D point blank outside of a combo. They're extremely punishable on block.
  • Getting cornered. Olof struggles to get out of pressure without a Guard Cancel. If Olof doesn't have any Stress Meter for a Guard Cancel he'll have to rely on his normals to keep the aggressor at bay since his specials can easily be punished if read or baited.
  • Committing to raw 4146.C unless it's a known punish. It's very easy to punish and can easily be avoided by back dashing at the right moment.
  • Using raw 4146.A. Save your meter and only use 4146.A to cancel the recovery of normals to extend combos.


(Still building this section)

Normal Moves

Standing Normals

Note: Despite the appearances, none of the Olof's standing normals can be crouched.

5A

5.A
Matrimelee Olof 5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Special
Super
Mid - - - - - -

Air Unblockable.
Fast and has a nice range. Olof's main standing poke wich can be comboed into 214B or 236A easily.

5B

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

Air Unblockable.
Another good poke, it hits slightly higher and comes out a tiny bit slower than 5A but it causes double the damage. Can work as a late Anti-Air but Olof has better options.

5C

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

Air Unblockable.
This kick is pretty odd, comes out relatively fast, has a good range and hits upwards, but the recovery makes it pretty unsafe for throw it often as it can be jumped out and you will get punished for it. The best use for this one is to stop foward dashes or as a late Anti-Air.

5D

5.D
Matrimelee Olof 5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 10 Special
Super
Mid - - - - - -

Air Unblockable.
Another odd kick, shares the same problems as 5C but it can't be used as a late Anti-Air since it hits straight foward. Comes out kind of slow too, so you probably won't be using this one too much.

5CD

5.CD
Matrimelee Olof 5CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
26 13 Special
Super
Mid - - - - - -

Air Unblockable.
Comes out slow and the range is shorter than his other standing normals, but causes good damage and is wall slam as any 5CD, but is not that good so you won't be using this one outside punishes to prepare your 50/50.

Close Standing Normals

cl.5A

cl.5A
Matrimelee Olof cl.5A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 4 Self-Cancel
Rapid Chain
Special
Super
Low - - - - - -

Comes out quick, reaches surprisingly far for a close normal and hits low, this last detail is great because you can get a really easy High/Low after a blocked jumping attack. Despite that, this move is outclased by cl.B as a combo tool.

cl.5B

cl.5B
Matrimelee Olof cl.5B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Self-Cancel
Special
Super
Mid - - - - - -

Air Unblockable. Natrually chains into 5.B.
Olof's 2nd main combo tool. Comes out really fast, can be chained into itself up to 4 times and does nice damage. You want to use this each time you are close to the opponent.

cl.5C

cl.C
Matrimelee Olof cl.5C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Special
Super
Mid - - - - - -

Air Unblockable. Natrually Chains into cl.5D.
Nice close anti-air that's excellent for juggles but hard to use for anything else.

cl.5D

cl.D
Matrimelee Olof cl.5D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Special
Super
Mid - - - - - -

Air Unblockable. Gains a knockdown if chained from cl.5C.
Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range.

Crouching Normals

2A

2.A
Matrimelee Olof 2A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
6 3 Special
Super
Low - - - - - -

5.A with a slightly more range and slower start-up. Too slow to actually combo into anything.

2B

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

Olof's main crouching normal, fast and has nice range that can lead into basic combos. Thanks to it's range 2.B is used for low/high mix-ups with 6.A.

2C

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

Sliding kick. Pretty usefull during combos and 50/50s. Not useful for anti-airs but is very useful for juggles.

2D

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

Long range sweep. Excellent punish tool that completely outranges most sweeps.

2CD

2.CD
Matrimelee Olof 2CD.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
19 9 Special
Super
Low - - - - - -

Air Unblockable.
Slow and has almost no horizontal range. However it has great vertical range, is an excellent anti-air and sets-up Olof's super combos or juggle loops. Shares the same start-up animation as his 2.D.

Jumping Normals

j.A

8.A
Matrimelee Olof 9A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

This normal has a short range in comparsion to the other Olof's jumping normals, but is active for pretty much the entire jump and allows really easy Air-to-Ground combos but is kinda outclassed by j.B.

j.B

8.B
Matrimelee Olof 9B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 5 Air Special High - - - - - -

From where I should start? This is a great jumping normal, comes out almost instantly, has a great active period, is the Olof's main crossup and is a good all-round air to air normal. Is also safe on block so spam away.

8C

8.C
Matrimelee Olof 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Air Special High - - - - - -

This one has the same uses as j.C, but even more limited since it hits almost straight upwards.

8D

8.D
Matrimelee Olof 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
17 8 Air Special High - - - - - -

Pretty much a straight version of j.C.

j.C

7.C or 9.C
Matrimelee Olof 9C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
14 7 Air Special High - - - - - -

Comes out fast and does good damage, but it hits upwards so is only usefull during certain air to air situations or for juggles. Good normal but its limited on his uses.

j.D

7.D or 9.D
Matrimelee Olof 9D.png
First kick
Matrimelee Olof 9D 2.png
Second kick
(7/9.D > D)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 7 Air Special
Self-Chain
High - - - - - -

Olof's oddest normal by far. It comes out with delay so it requires good timing to be used on air to ground combos or air to air. Self Chains by pressing D again, see below. if you hit the D button again after the j.D connects he will do a 2nd kick with almost the same properties but coming out faster enough to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, especially against short characters like Oume.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
21 10 Air Special High - - - - - -

Chains off of 7.D or 9.D. Increases the damage of the jump-in but can easily whiff on short characters like Ume, Tane, Hikaru, etc. Damage is a total of both hits.

Dashing Normals

66P

66.A or 66.C
Matrimelee Olof 66A-C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
19 9 Special
Super
Mid - - - - - -

This kick comes out slow which makes it not very useful, as any dashing punch it can combo into the dashing normals, and if connects you can cancel it into 4146A for a combo, but that rarely happens so you won't be using this one too much.

66K

66.B or 66.D
Matrimelee Olof 66B-D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
26 13 Special
Super
Mid - - - - - -

Air Unblockable.
Comes out kind of fast wich makes it a good punish option if you can't get anything else. It can be countered easely on reaction so be carefull about that.

Command Normals

6A

6.A
Matrimelee Olof 6A.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 Special
Super
High - - - - - -

Air Unblockable.
Overhead Axe Kick with a good amount of stun that allows you to combo into 623B from close range or 214C from far range. It comes out kind of slow but is safe on block. Part of the Ippatsu Ougi Setup.

5A

3.B
Matrimelee Olof 3C.png
First kick
Matrimelee Olof 3C 2.png
Second Kick
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
11 1st
5 2nd
5 1st
2 2nd
Special
Super (Both kicks)
Mid - - - - - -

Air Unblockable.
This move is Olof's main combo tool, You will be using this move very often due to how good of a tool it is. It's basically a multi-tool used for special cancels, juggles, etc. (See Combos for examples.) If blocked, 3.B can be canceled into 236.B to be made safe by the projectile's pushback. Since it is a multi-hit command normal, the 2nd kick can be used for gimmicks such as baiting the opponent's Guard Cancel and then canceling into Stress Shot to punish.

At a distance, 3.B can also whiff on crouching Tane, Ume, Clara, and Hikaru. You will need to adjust combos for these characters when they're crouching.

A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam.
In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo.

Special Moves

Counter Trick

Counter Trick
Matrimelee Olof Auto counter.png
Stance when counter is ready
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
35 17 Special
Super
High - - - - - -

To trigger this counter you must stand idle for 4 long seconds. This Mid counter has very limited uses and isn't great thanks to it's time requirement. It can easily counter hit one hit specials or dash moves but falls short to low attacks or rapid multi-hit attacks. It's only real use is tricking someone new into triggering it...

Battle

236.A/B/C/D
Matrimelee Olof 236A-C.png
A Sends the projectile straight foward, C version is faster
Matrimelee Olof 236B.png
B Sends the projectile downards, expands when touches the ground
Matrimelee Olof 236D.png
D Sends the projectile upwards with a 35° angle aproximately.
Battle (Битва)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
15 7 N/A Mid - - - - - -

All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.

  • 236.B is used in his 50/50 set-ups.
  • 236.D is used to read and deny jump-ins.

Sanctions

623.B or 623.D
Matrimelee Olof 623C-D.png
First hit
MM Olof 623K Overhead.png
Final hit
Sanctions (санкций)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
10 10 N/A Mid/High - - - - - -

Decent DP with a tricky overhead landing attack. Mostly used to end combos and occasionally used to anti-air jump-ins.
623.B comes out a little quicker but has the worst vertical range. Hits twice, second hit is an overhead.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 11 N/A Mid/High - - - - - -

623.D has much more vertical range and is slightly slower. Hits three times, 3rd hit is an overhead.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
30 30 N/A Mid/High - - - - - -

Dash 623.K has the best vertical range and a ton of air time. Hits 5 times, 5th hit is an overhead.

Sudden Attack

214.B or 214.D
Matrimelee Olof 214A-C.png
First Kick
Matrimelee Olof 214A-C 2.png
Second Kick
Sudden Attack (внезапное нападение)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

First hit is air unblockable.
The light version is the fastest and can combo off of most normals; but is a Soft WallSlam on hit, which allows the opponent to recovery roll after the WallSlam.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
22 22 N/A Mid - - - - - -

First hit is air unblockable.
Just like 214.B but faster, does slightly more damage and actually creates a Hard WallSlam on hit. However, it's a little harder to combo into.

Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
30 30 N/A Mid - - - - - -

Air Unblockable.
Dash Enhanced 214.K strengthens the move, adding an additional kick and creates a Hard WallSlam on hit. It is much harder to combo into.

By The Squares

j.214.B or j.214.D
Matrimelee Olof J.214B-D.png
First Kick
Matrimelee Olof J.214B-D 2.png
Second Kick
By The Squares (По Квадратам)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

The air version of 214.K but with different properties. This move launches the opponent for a juggle instead of causing a Hard WallSlam.
The first kick is horizontal, so it's very easy to catch the opponent with. However, this move is really hard to use against grounded because the 2nd kick will miss if executed too soon.

  • The light version does the same amount of damage but doesn't launch as high as the heavy version nor does it have a follow-up.
  • The heavy version is faster, launches higher, and has a follow-up which is listed below.
j.214.D > 214.D
MM Olof J214D Followup.png
Follow-up to j.214.D
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
27 13 N/A Mid - - - - - -

Follow-up to J.214.D Just input 214.D immediately after to do an extra kick that fires an upward projectile, knocking the opponent out of the air.
Damge is totaled with j.214.D.

Super Moves

Stress Shot

236-3214.D
Matrimelee Olof Stress Shot.png
Dashing
Matrimelee Olof cl.5D.png
First hit
Blockade (Блокада)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
50 25 N/A Mid - - - - - -

Air Unblockable.

After the super flash, Olof dashes up with a kick similar to his cl.5D. If the kick connects, Olof will throw his sunglasses into the air and unleash a 14 hit storm of kicks and finish with a launching kick. Olof will then catch his sunglasses, putting them back on. The starting dash is start-up invincible and can be used as a great mid-ranged punish tool, however, his invincibility ends when the first starting kick comes out. Easily one of the coolest supers in the game. Landing this requires hard read or a set-up using 2.CD.

Ippatsu Ougi

4146.C
Matrimelee Olof Ippatsu Ougi.png
Very extreme punch
(really big punch)
In An Extreme Case (Крайний Случай)
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
90 45 N/A Unblockable - - - - - -

Olof punches you really hard.
This move is extremely hard to land and requires special set-ups. Thanks to its massive amount of invincibility frames and extreme length, it can be used as a tool to read oncoming attacks. There are a few drawbacks to this super:

  • On hit, Olof takes 40 points of damage. This health is recoverable and it cannot KO Olof.
  • Easy to avoid. All back dashes have invincibility frames and can easily be avoided raw.
  • This super puts his hitbox in a very weird state and is sort of a pseudo-jump. When Olof recovers, he must always recover to the same spot making weird scenarios. Here is an example of the move teleporting Hikaru to the other side of the screen.

Olof also has a fake-out version of this super that allows him to cancel the recovery of moves.

  • Input 4146.A to use his fake-out version. This only consumes 1 Stress Meter.
  • Used for his Advanced combos. Super stylish combos utilize this tool

Combos

Combo Total Damage Permanant Damage Notes
BnB Combos
cl.5a > cl.5a > cl.5a xx 214.B 30T 15P
cl.5A > cl.5A > cl.5A > 3.B xx 214.D 35T 35P Cancel on the first hit of 3.B.
cl.5b > cl.5b > cl.5b > 5.B > 3.B xx 214.D 33T 33P Cancel on the first hit of 3.B.
6.A xx 214.D 32T 32P
9.B >> cl.5B > 5.B xx 214.B 30T 15P
9.B >> cl.5B xx 623.D 31T 15P
9.B >> cl.5C > 3.B xx 214.D 38T 38P Cancel on first hit of 3.B.
2.CD xx 2363214.D 62T 31P Requires 1 Stress Meter.
2.CD xx 4146.C 80T 40P Requires 2 Stress Meter.
Intermediate Combos
cl.5A > cl.5A >> 2.B xx 214.B 32T 16P cl.5A >> 2.B requires a CPS1 Chain.
cl.5A > cl.5A >> 2.C xx 214.B 34T 17P 5.A >> 2.C requires a CPS1 Chain.
cl.5A > cl.5A >> 2.C > 3.B xx 214.D 41T 41P 5.A >> 2.C requires a CPS1 Chain. Cancel on 1st hit of 3.B.
cl.5A >> 2.C > 6.A xx 214.D 43T 41P 5.A >> 2.C requires a CPS1 Chain.
Cross-up 9.B >> 5.A > 5.A >> 2.C xx 623.D 39T 19P 5.A >> 2.C requires a CPS1 Chain.
Cross-up 9.B >> cl.5B > cl.5B > 5.B > 3.B xx 214.D 39T 39P Cancel on 1st hit of 3.B.
6.A >> 2.B xx 214.B 37T 18P 6.A >> 2.B is a low frame link.
6.A >> 2.B > 3.B xx 214.D 39T 39P 6.A >> 2.B is a low frame link.
(Corner Only) 9.D > D xx J.214.D >> 623.D 47T 23P
(Corner Only) 9.D > D xx J.214.D >> cl.C, 3.B xx 623.D 63T 31P cl.C must be delayed. Cancel 3.B on the first hit.
(Corner Only) 9.D > D >> 2.C, 6.A xx 214.D 44T 22P
9.D > D >> 2.CD xx 2363214.D 72T 36P Requires 1 Stress Meter.
Advanced Combos
(juggle) 9.C > j.214.D >> 9.C > j.214.D >> 5.C > 3.B xx 623.D T P J.214.D must launch high enough. Must corner carry.
9.D > D >> cl.5A >> 2.B > 3.B xx 214.D T P cl.5A >> 2.B requires a CPS1 Chain. Cancel 3.B on the 1st hit.
(Corner only) 9.D > D > j.214.D > cl.5C > 3.B xx 623.D T P Cancel 3.B on the 1st hit.
(Corner Only) 9.D >> 2.CD xx 4146.A >> Dashing 623.K T P Must instantly dash to connect 623.K Requires 1 Stress Meter.
6[6].A xx 4146.A >> 2.C > 3.B xx 4146.A >> 2.B > 3.B xx 236.C T P Cancel all 3.B's on the first hit. Requires 2 Stress Meter.
9.b >> cl.5B > cl.5B > 5.B xx 4146.A >> 2.C > 3.B xx 4146.A >> 2.C > 3.B xx 214.D T P Cancel all 3.B's on the first hit. Requires 2 Stress meter.


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Characters AnnyBuntaroChinnenClaraEliasHikaruJimmyJonesKanjiKeithLynnOlofPoochyReijiSaizoShintaroSissyTaneUmeWhite

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