White Buffalo
Introduction
White Buffalo is a pure-hearted man who appreciates the little things in life. He does not speak much, so people write him off as serious and stoic. But, in reality, he is naive and clumsy which is why he prefers not to speak much. White is also an avid collector of shiny and interesting objects such as jewelry, shiny objects, wooden carvings, etc. White entered the Matrimelee tournament in hopes of earning a bride and adding new objects to his collection.
Overview
White is a very hard-hitting defensive charge character. Although he hits like a train, he moves like a turtle thanks to his super slow walk and run speed. White does have the highest health out of the cast and highest raw normal damage.
Strengths |
Weaknesses
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- Big combo damage.
- Stress Shot super is a terrific anti-air.
- Arrow shot is an excellent projectile that can go over some projectiles.
- Extremely long and damaging D normals.
- 66.D is an excellent poke tool with big damage. Pair it up with 6.B and it can catch guard cancels.
- Buffalo Storm destroys active projectiles and remains active until it is off-screen.
- Buffalo Storm's release kick can be timed as an anti-air.
- Instant overhead 9.B that can be canceled into heavy Flying Elbow or a landing grab. Keeps the opponents guessing.
- 5.CD is an excellent anti-jump in normal thanks to its slight pullback on startup.
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- Extremely slow walk and run speed.
- Very slow recovery on all attacks.
- All heavy normals, supers and specials are unsafe on block.
- Projectiles can be easily rolled, jumped over, or ignored by invincibility frames.
- Can easily be stuffed out by faster attacks.
- Both versions of tackle blow are unsafe on block.
- Only heavy tackle blow's 623.C follow-up is safe on block.
- Buffalo storm takes a while to start-up.
- Stress Shot needs to be used on a hard read and can easily be punished on whiff and block.
- Arrow shot is unsafe point-blank thanks to its big recovery.
- Struggles to make a quick comeback thanks to his predictable approaches.
- Ippatsu Ougi command grab is very difficult to land raw due to its very short activation range.
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Strategy
White is not the best 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 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 White's attacks he is VERY MINUS on block for all special attacks and supers.
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 a very heavy hitter with simple combos. But, he's super slow, very unsafe on block, and lacks solid approach options; if your opponent doesn't know the matchup it'll be easy. If they do, expect a difficult time winning.
Normal Moves
Far Standing Normals
5.A
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Total Damage
|
Permanent Damage
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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
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4
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2
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Special Super Rapid Chain
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Mid
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-
|
-
|
-
|
-
|
-
|
-
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Your best friend. Use this to combo into light tackle blow.
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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
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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
|
Block Adv
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12
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6
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Overshadowed by 2.B and cl.5B. Not used often besides for a special or super confirm.
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5.C
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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
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20
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10
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Special Super
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Mid
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-
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-
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-
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-
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-
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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
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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
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22
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11
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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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
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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
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27
|
27
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Hard WallSlam Excellent to catch jump-ins thanks to it's slight pullback.
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Close Stand Normals
cl.5A
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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
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5
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2
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Self Special Super
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Mid
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-
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-
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-
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-
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-
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-
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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
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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
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10
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5
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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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 1st hit 1st hit 2nd hit 2nd 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
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20
|
10
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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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
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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
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20
|
10
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Special Super
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Mid
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-
|
-
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-
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-
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-
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-
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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
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Active
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Recovery
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Hit Adv
|
Block Adv
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5
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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.
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2.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
|
Recovery
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Hit Adv
|
Block Adv
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10
|
5
|
Special Super
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Low
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-
|
-
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-
|
-
|
-
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-
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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
|
Active
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Recovery
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Hit Adv
|
Block Adv
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20
|
10
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Special Super
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Mid
|
-
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-
|
-
|
-
|
-
|
-
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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
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Active
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Recovery
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Hit Adv
|
Block Adv
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22
|
11
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Special Super
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Low
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-
|
-
|
-
|
-
|
-
|
-
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Very long but slow sweep. Cancel the recovery using 6.B or Light Buffalo Storm.
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2.CD
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Total Damage
|
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
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20
|
10
|
Special Super
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Low
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-
|
-
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-
|
-
|
-
|
-
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Very slow Great Attack. Not used much at all but can create a juggle.
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Dashing Normals
66.P
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Total Damage
|
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
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Block Adv
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20
|
10
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
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-
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Not used often outside of Rage Explosion juggles. Links into 3.A and into specials or supers.
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66.K
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Total Damage
|
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
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26
|
13
|
Special Super
|
Mid
|
-
|
-
|
-
|
-
|
-
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-
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Very big range normal. Can be paired with Light Buffalo Storm or 6.B to cancel recovery and bait guard cancels.
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Command Normals
3.A
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
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Block Adv
|
18
|
9
|
Special Super
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Mid
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-
|
-
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-
|
-
|
-
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-
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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
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Permanent Damage
|
Cancel
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Guard
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Gauge
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Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
|
20
|
10
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N/A
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Mid
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-
|
-
|
-
|
-
|
-
|
-
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High counter command normal. Extremely slow start-up and quick active frames. Can also be used to cancel long recovery moves, like 2.D.
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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
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Gauge
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Startup
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Active
|
Recovery
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Hit Adv
|
Block Adv
|
10
|
5
|
Air Special
|
High
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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
|
Recovery
|
Hit Adv
|
Block Adv
|
12
|
6
|
Air Special
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High
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-
|
-
|
-
|
-
|
-
|
-
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Good air to air or to use for a hop instant overhead into heavy flying elbow. (9.B xx j.236.C)
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8.C
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Has less pushback compared to 8.D and has a decent downward hitbox.
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|
8.D
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
18
|
9
|
Air Special
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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. This is your main tool for jump-ins.
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Misc Normals & Grabs
Rage Explosion
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
6
|
3
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Requires 1 Stress Meter to active. Air unblockable; creates a juggle on hit.
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Throw (Grounded/Air) 6/4.C or j.6C 6/4.C or j.6C
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Grab
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Guard Cancel
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
8
|
8
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Requires 1 Stress Meter. Can only be done on block.
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Special Moves
Arrow Shot
236.A/C Arrow Shot Arrow Shot
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Total Damage
|
Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
16
|
8
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Great projectile that can go over other projectiles. Recovery on both versions are slow but it still has it's uses.
- 236.A's arrow speed is slower but is more useful at closer ranges.
- 236.C's arrow speed is much faster and is more useful at longer ranges.
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Tackle Blow
[4]6.A Light Tackle Blow Light Tackle Blow Second hit Second hit
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
23
|
23
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Hard WallSlam; Air Unblockable.
Great for ending combos but is very unsafe on block.
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[4]6.C Heavy Tackle Blow Heavy Tackle Blow Second hit Second hit Optional 623.C Follow-up Optional 623.C Follow-up
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
25
|
25
|
Special
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Hard Wall Slam; Air Unblockable.
Just like the A version but a little slower and has more damage. Has a follow-up listed below.
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
5
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable.
To use the 623.C follow-up you must input it right after the first hit of heavy tackle blow. On hit, it launches and sets up for an air grab for extra damage.
- Use [4]6.C > 623.C to make block strings safe thanks to its big pushback. However, it is punishable on whiff.
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Buffalo Storm
[4]6.B/D Buffalo Storm Buffalo Storm
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
White's main pressure tool and can be buffered out of many attacks to keep the pressure going.
- [4]6.B is air unblockable, but does less damage and has less speed. This version is used the most to keep opponents pressured.
- [4]6.D is NOT air unblockable, but can be held for additional damage and speed.
Buffalo Storm's release kick is air unblockable and is a terrific anti-air. You just have to time it correctly.
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Flying Elbow
j.214.A/C Light Flying Elbow Light Flying Elbow Heavy Flying Elbow Heavy Flying Elbow
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
24
|
12
|
N/A
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Can be used as a surprise overhead. Hop 9.B xx j.236.C is the best use of Flying Elbow but don't' use 236.A for it'll miss. Can only combo when used off of an air-to-air.
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Super Moves
Stress Shot
236-3214.C Tornado Pole Tornado Pole
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
60
|
30
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Very good anti-air read. Can also be used to finish combos for great damage.
|
|
Ippatsu Ougi
63214-63214.C Guardian Bomb Guardian Bomb
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
89
|
45
|
N/A
|
Command Grab
|
-
|
-
|
-
|
-
|
-
|
-
|
Soft Wall Slam. Very short-range activation, but deals massive damage raw or at the end of a combo. It is important to time it so the opponent doesn't have a rage explosion after recovering so they do not regain health back.
- Whiffing close will flash the Ippatsu Ougi super flash with an animation. Whiffing it long-ranged will immediately deplete Stress Meter without any super flash or animation.
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Combos
Combo
|
Total Damage
|
Permanent Damage
|
Notes
|
Basic Combos
|
2.A > 2.A xx [4]6.A
|
T
|
P
|
|
2.B xx [4]6.A
|
T
|
P
|
|
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 [4]6.A
|
51T
|
51P
|
|
9.D >> cl.5C > 3.A xx 236.P
|
T
|
P
|
|
9.D >> cl.5D > D xx 236.P
|
T
|
P
|
|
9.D >> cl.5C > 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
|
(Cross-up)9.D >> cl.5A > cl.5A > 5.A xx [4]6.A
|
T
|
P
|
|
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.
|