Matrimelee/White

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White Buffalo
Colors

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
  • 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.
  • 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.

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

Your best friend. Use this to combo into light tackle blow.


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

Overshadowed by 2.B and cl.5B. Not used often besides for a special or super confirm.


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

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


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

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


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

Hard WallSlam
Excellent to catch jump-ins thanks to it's slight pullback.

Close Stand Normals

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

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


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

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


cl.5C
MM White cl5C 1sthit.png
1st hit
1st hit
White CL5C.png
2nd hit
2nd hit
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 Special
Super
Mid - - - - - -

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


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

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

Crouching Normals

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

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


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

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


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

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


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

Very long but slow sweep. Cancel the recovery using 6.B or Light Buffalo Storm.


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

Very slow Great Attack. Not used much at all but can create a juggle.

Dashing Normals

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

Not used often outside of Rage Explosion juggles. Links into 3.A and into specials or supers.


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

Very big range normal. Can be paired with Light Buffalo Storm or 6.B to cancel recovery and bait guard cancels.

Command Normals

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

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


6.B
White 6B Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
20 10 N/A Mid - - - - - -

High counter command normal. Extremely slow start-up and quick active frames. Can also be used to cancel long recovery moves, like 2.D.

Jumping Normals

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

Use 8.B or 8.D


8.B
White J 8B.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
12 6 Air Special High - - - - - -

Good air to air or to use for a hop instant overhead into heavy flying elbow. (9.B xx j.236.C)


8.C
White J 8C.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
16 8 Air Special High - - - - - -

Has less pushback compared to 8.D and has a decent downward hitbox.


8.D
White J 8D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Air Special High - - - - - -

Excellent Air to Air.


7/9.D
White J 9D.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
18 9 Air Special High - - - - - -

Extremely strong cross-up normal. This is your main tool for jump-ins.

Misc Normals & Grabs

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

Requires 1 Stress Meter to active. Air unblockable; creates a juggle on hit.


Throw (Grounded/Air)
White NormalGrab.png
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 - - - - - -

SUPLEX!!


Guard Cancel
White 3A Command.png
Total Damage Permanent Damage Cancel Guard Gauge Startup Active Recovery Hit Adv Block Adv
8 8 N/A Mid - - - - - -

Requires 1 Stress Meter. Can only be done on block.

Special Moves

Arrow Shot

236.A/C
White S 236P.png
Arrow Shot
Arrow Shot
Total Damage Permanent Damage Cancel 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.

Tackle Blow

[4]6.A
White S 46P hit1.png
Light Tackle Blow
Light Tackle Blow
White S 46P hit2.png
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.


[4]6.C
White S 46P hit1.png
Heavy Tackle Blow
Heavy Tackle Blow
White S 46P hit2.png
Second hit
Second hit
White S 46K 623Followup.png
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.

Buffalo Storm

[4]6.B/D
White S 46K.png
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.

Flying Elbow

j.214.A/C
White S J214B.png
Light Flying Elbow
Light Flying Elbow
White S 214D.png
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.

Super Moves

Stress Shot

236-3214.C
White SS 2363214C.png
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
White SS 63214C.png
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.

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.


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