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- The Health system in Matrimelee is a recoverable health one, where nearly all damage done to you reduces your permanent health and leaves you with some recoverable health. While many players are already familiar with such a system at its basic, there are many intricacies to be aware of in Matrimelee's health system.
- Recoverable Health and Recovering Health
- Most all attacks, including chip damage, will leave you with recoverable health. After you stop taking damage there is a brief period of (? second(s)) where your health will not recover, but soon it will recover with a sliver at about a rate of ? second(s).
- If you are forced to block, your recovery is briefly halted while you are in block stun. Seemingly, the timer for regaining a sliver of health runs while in blockstun, but doesn't apply and start recovering a new sliver until you leave blockstun. Because of this, health recovery in Matrimeleee may feel a bit faster than other games.
- The other way to recover red health is to get a Stress Scream, which will recover all your red health at once. Stress Scream automatically happens when a character fills up a full bar of meter, though we'll go more into detail with that in the next section.
- Losing Recoverable Health
- One of the more important things to be aware of in Matrimelee is that there are two ways you can completely lose all your recoverable health.
- The first way is simply get hit or thrown while you have some recoverable health. Any possible recoverable damage from the previous hit or combo is immediately erased.
- The second is if you don't do a recovery roll on a knockdown. There are many pokes and many combo enders in Matrimelee that end on a knockdown. If you don't recovery roll this knockdown, you will lose any recoverable health produced from the hit or combo. The timing for rolling may be difficult at first, but it is very important that you recovery roll every knockdown to save your red health. Recovery Rolls will be covered in greater detail in a later section.
- Attacks that Leave no Recoverable Health
- It should be noted that some attacks leave no recoverable health. Notably, any attack that causes a wall slam, such as the CD attacks, create an untechable knockdown. Other than that there are a few moves, such as Annie's throw super, which simply only deal permanent damage.
- It is hardly the most common or simple thing to do, but there are some situations where its possible to end your combo with a wall slam attack, leaving the opponent with no recoverable health.
- In Matrimelee you can hold up to 3 bars of Super Meter at once. The game internally recognizes it as '80 points = 1 bar Meter', and you can hold exactly up to exactly 240 points of Meter.
- One of the most unique things about Matrimelee, is every time a character fills one bar of meter they will automatically preform a Stress Scream. This is one of the most disorienting features for new players, and will be covered extensively in the next section.
- Uses of Meter
- There is only two ways of spending your meter:
- Doing a Super Move (can spend between 1 to 3 bars of meter)
- Doing a Guard Cancel (press C+D while you are blocking)
- There is only two ways of spending your meter:
- Gaining Meter
- There is five different ways to gain meter:
- The aggressor's normal and special attacks being blocked.
- Taking damage from normal and special attacks. The amount of meter gained here is the same that the attacker would gain from having their attacks blocked.
- Taunting fills a little over 1/3 of a bar (27 points exactly).
- Supers sometimes give 1/3 to 1/2 of a single bar. The amount can also go less than that or not gain any back at all in some cases, and the value sometimes changes depending on whether it is guarded or connected. Nothing is regained on whiff. If you fill up a bar of meter in this method you will not Stress Scream.
- Blocked Guard Cancels also regain meter but this needs to be more thoroughly tested to see if it is similar to Super Moves being blocked.
- what about Taunt battle?
- hitting Kuroko? shield Kuroko and Kuroko toss?
- There is five different ways to gain meter:
- Meter building in Matrimelee tends to end up favoring either a losing player or a evenly played match. No attack gives you meter on a successful hit, so if you are simply destroying your opponent you can find yourself at the end of the match with not 1 point of Meter built. On the other hand, Meter can build at an amazing rate in an even match with a lot of back and forth, to the point you may have trouble knowing what to do with it all.
- One of the core features of the game, and the one new players tend to understand least is the Stress Scream. It only activates in one way, when a character completely fills up one bar of meter. When that happens, they will have a giant wave of energy burst from them, while instantly re-filling all of their red life. During the Stress Scream you are completely immobile, but have complete invincibility until your immobility ends. If the opponent makes contact with the Stress Scream Burst without blocking, it will do some damage and they will be launched up into the air in a free to juggle state.
- its good to not have full meter so you still gain meter for a Stress Scream which gives your health immediately back
- Stress Scream Activation
- The Stress Scream won't actually activate until the character that fills the bar of meter is in their next completely neutral state. By that it means if they are being combo'd, they will not Stress Scream in the middle of it as a type of combo breaker. They will wait until the combo ends and then Stress Scream at the next neutral frame. If the combo ends in a knockdown, they will Stress Scream immediately upon wake-up. Even further than that, if a character builds a bar of meter and loses the round, at the start of the next round they will immediately Stress Scream.
- On this same note, if the character builds the meter while putting the opponent in a block string, they will immediately Stress Scream when the block string ends and they recover from the last attack. Because of the chain combos possible in Matrimelee, you can sometimes do a long block string before being forced to Stress Scream. If you end your block string on an unsafe move and are punished for it, you will still Stress Scream when that hit or combo ends.
- There is also activation by Taunting, which lets you delay start up of the Stress Scream. Furter details of that are covered below.
- Occasionally Stress Scream does not happen at all when it should. Usually this is after a knockdown situation. Reasons for this are still being explored.
- Stress Scream on Hit (Detailed)
- describe outcomes from various ways of contact and how and when you can combo
- the Stress Scream cannot KO
- Does Stress Scream kill momentum?
- Stress Scream can hurt momentum in certain situations, but once you learn how to work with it instead of just letting it happen, you can cut down on that by a lot.
- If you are on the offense, stress scream from a block string, you may feel like it hurt your offensive momentum. Against an opponent that doesn't watch your meter gain, they may try to poke at you after your block string but will get hit with the Stress Scream Burst, though that is hardly something to rely on.
- However, if you are on the offensive and knock the opponent down, and they are going to stress scream on their wakeup, there is an answer for this. Simply walk next to them and block the stress scream before they stand up.
- Blocking the Stress Scream
- One of the strongest tactics available against the Stress Scream Burst is to block it. The Stress Scream Burst only has one active hitbox, and after you block it you have free movement around a completely immobile opponent.
- enough to get a crossup after blocking?
- Offensive Stress Scream
- from taunting on opponents knockdown
- If you achieve Stress Scream by Taunting, you can hold up on the last taunt to jump, and delay the rage burst. You can hold the rage burst for a very long time this way. You can do a jump in attack, land and finish a combo, where you'd rage burst at the end of it. (can you hold up if you are going to rage burst from blocking or hit to delay it that way too?)
- Activating Stress Scream on your own terms
- On Arcade, press start during the match to Taunt
- Builds 1/3 of a bar every Taunt
- You cannot cancel the Taunt animation
- a good option to do on knockdown
- I got no clue
Counter Hit and Double Counter Hit
- counter hit happens when hit out of specials (does it happen with normals?)
- damage boost from this is decent
- double counter hit happens when hit out of a forward dash (anything else?) (think i may have seen it with super start up)
- damage boost from this is very high
- dashing gives counter hit
- dashing attack gives double counter hit
- specials gives counter hit
- x1.5 damage for Counter Hit
- x2.0 damage for Double Counter Hit
- Counter Hit does not change meter gain.
- can you get x3.0 from anything?
- Annie, Jimmy, Elias, Jones and Lynn don't get counter hit from a dash? (must test)
- Jimmy, Elias, Jones, and Lynn don't get counter hit from other stuff? (must test)
- There are exceptions. "ポチ does not become counter attacks hit even eat in one B Ga~uru ~! Ground" or. (例外も存在。「ポチは地上Ｂガゥル～ワン！中に攻撃を喰らってもカウンターヒットにならない」とか。) plz translate
- In the first round characters start at a set distance away from each other
- In all following rounds you have completely free movement before the round starts
- 2nd and 3rd rounds have a surprising long amount of time after the 'round start' graphic disappears before you can attack
- Stress Scream from the end of one round carries over to the next
- The timer on normal speed moves far to fast and results in many time overs
- standard play should be done on the slowest timer speed
Normals and Command Normals
- Normal Attacks
- All normal attacks, command normals, dash normals, CD attacks, and chains can be canceled into Special and Super moves.
- 5.A can be whiff canceled into rolls. (double check how this works, and if it works with other attacks.)
- Command Normals
- On the ground these are attacks like 6.A, or 3.B. Basically when attacking while holding any direction outside of a 5 or 2 gives a non-standard normal.
- You can cancel every normal attack (including dash normals, CD attacks, chains) into a Command Normal, outside of another Command Normal.
- Use of command normals can vary between something meant to be a combo extension, to a standing overhead, or in some cases both.
- Some command normals also have auto-guard properties.
- Dash Normals
- Preformed with 66.A or 66.B
- Every character has two dash normals, either from pressing punch or kick while dashing. Both attacks have standard uses, and positives and negatives.
- Dashing Punch keeps the opponent grounded, and allows you to cancel into special moves or command normals for an extended combo. Dash Punch usually has a not as good hitbox as kick, and do slightly less damage.
- Dashing Kick sends the opponent flying backward in a knockdown(techable) on hit. Generally dash kick attacks have better hitboxes, do a bit more damage, and can sometimes go over low attacks.
- A few characters can link other attacks from a Dash Punch
- You cannot attack out of a back dash
- C+D Attacks
Chains and Combos
- Self Chains
- When and A or B attack is able to cancel into itself.
- A few A or B attacks seem as if they may cancel into themselves such as Lynn's 2.B, but they are just linking.
- Natural Chains
- Character specific normals that cancel into each other such as '2.C > C' or '5.C > D' or '2.B > B > D'.
- CPS1 Chains
- A bug that lets you cancel Self Chaining A and B attacks into any other 5.A/B/C/D or 2.A/B/C/D attack (with one exception). It preformed very similarly to the CPS1 chains in SF2 games.
- You can CPS1 chain into 5.CD or 2.CD attacks as well
- Just because you can cancel one normal into another doesn't mean it will combo
- This is very very important to the BnB combos of a few characters, such as Kanji. In others it may prove to be a little useful to not at all.
- To preform, you must hit at least once with a Self Chaining A or B attack, and after hit you must change your stand/crouching stance to the opposite and press A or B once more, plus whatever other attack you want to chain into.
- for example "5.A hits, you crouch and press 2.A + D at the same time, at which point 5.A will cancel into 2.D"
- This trick is harder to do from 2.B to 5.C, because you will get a Kuroko call unless you do it into 5.A and kara it into the 5.C. (is that actually whats going on there? need to test it a bit more, but it works.)
- Not very common. A few characters have links from a command normal, a bit more have links from a 2.B or a 66.P. Some can even link after a fireball.
- Juggling and Juggle State
- Normal versions of A and B attacks put the opponent into and air reset and you lose all juggle options. (this does not apply to command normals used from A or B attacks)
- C and D attacks always put the opponent in a juggle state
- some special moves allow juggling after use
- 66.P allows juggling, but 66.K does not
- Stress Scream always puts the opponent in a juggle state
- Some characters seem to fall differently and thus sometimes juggle differently
- On most characters, they will fall out of the juggle state(?) after a certain amount of time on some hits (typically regular C and D attacks). Chinnen and Saizo can continue to be juggled until they hit the ground.
- Infinite Protection
- this activates as soon as you do 10 individual attacks in a combo. If a move does 2 hits, it generally counts as 1 attack. So you can have a 30 hit combo before the 10 attack limit kicks in and the opponent pops out.
- this activates by launching the opponent with your 10th attack into a non-jugglable knockdown. This knockdown can be tech rolled.
- Typical Style of Combos Found in Matrimelee
- Preformed with either 4.C or 6.C
- Throw teching is done the same
- You can basically throw tech at any point in the middle of a move, making throwing an awful punish since they can just tech it. The only time I've found where you can't throw tech is during a roll.
- a successful tech, leaves you rather close to the opponent
- In the corner this can be a difficult situation as you can get stuck throw teching the opponent several times over if they are pushing in at the cornered opponent.
- Ground throw range looks to be about a distance of about 60+ (must test further)
- Throwing directly from a jump in C or D tends to be brutal with the hit/block stun timing in this game
- !!must test throw speed (feels relatively instant)
- !!must test throw invul from situations such as waking up, and recovering from block or hit stun (feels as if there is either low or no invul in these situations)
- Air Throws
- only works with directly 6.C
- Jimmy, Elias, and Sissy cannot air throw
- can preform aerial actions afterwards (double jump, attack)
- you cannot throw tech the immediate air throw to stop the damage (you can still tech roll though)
- some air combo states will not allow you to hit the opponent, but instead throw them
- Command Throws
- Not very common
- Can (always/sometimes?) combo into
- Damage is about the same? (Reiji's is the same as his normal throw, puts him at much much worse oki)
- Have whiff throw animations unlike regular throws, thus riskier to use
- Are these throw techable? Precedent of Super Move Command Throws being able to be teched. (specifically Anny's, haven't tested White)
Special and Super Moves
- Dash Specials
- Ground Blocking
- Air to Air (Chicken Guard)
- Air to Ground
- Ground to Air (Guard Break)
- Guard Cancel
- Guard Crush
- You take no guard damage in the air.
- Wake Up
- are the wakeup timings between every character the same?
- Call and Return
- you can immediately attack after a successful guard with kuroko
- looks funny
- Banned? (not available in every stage)