Introduction
Not Glen Matlock, but Guile's British punker cousin, who has pretty similar moves and a few of his own.
Matlok was always considered a low tier in FHD for a reason. With trashy normals, a poor reversal, and barebones combos, Matlok plays similar to classic SF2 Guile. Overhead Kick is a strong way to mix up his pressure, and the excellent Spinning Wave, his Sonic Boom-type fireball, allows him to do a simple (and lame) zoning and keepaway game. But not much else...
Weak Spot
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Frame count | - | 2 | 2 | - |
Matlok's headphones and sunglasses easily avoid many grounded attacks and special moves while standing, so use stance shift to your advantage. But they're still susceptible to some higher attacks and especially jump-ins. The fact that his cr.HP, aka intended anti-air normal, more puts weakpoint at big risk rather than doing it's job doesn't help. Matlok's weak spot is also pretty safe mid-air with most of his air normals (except when he does a somersault while performing empty diagonal jumps). All in all, better just don't crouch when being comboed and you'll be ok.
Color Options
Punch | Kick |
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Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing LP (Close): activation range = 39
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Can't be crouched, so hope you get this instead of far st.LP.
- Standing LP (Far):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Has less range than it might look, but good as an early jump stopper. Sometimes works better as anti-air than intended normals tho. Can be crouched.
- Crouching LP:
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Better range than st.LP, and slightly longer range than cr.LK (on 2px to be exact), so use this instead if you want to use his ground LP. Chains into itself and is cancelable.
- Jumping LP (Diagonal):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 3 | ∞ |
Matlok jumps with his head first, stays out until he lands, has pretty good priority. Can be used as crossup, but it puts your weak spot in danger. Better use j.LK instead.
- Jumping LP (Neutral):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 3 | ∞ |
Awesome air-to-air, not many normals can beat this one.
Heavy Punch 
- Standing HP (Close): activation range = 55
Damage | 28 | Startup | ![]() |
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Recovery |
Chain cancel | no | |||||
Special cancel | yes | |||||
On hit | -3 | |||||
On block | -8 | |||||
Frame count | 4 (1) | 3 | 3 | 18 |
Headbutt, can be linked into from cr.LK, hits once. Could be used against crossups with some effort. But for combos better use cl.HK instead.
- Standing HP (Far):
Damage | 28 | Startup | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | yes | ||||
On hit | -1 | ||||
On block | -6 | ||||
Frame count | 12 | 4 | (6) 18 |
Matlok throws a fierce backfist. Good range, but pretty slow so not much use for as an general poke, but good during strings or when your opponent blocked a fireball and such. Cancelable.
- Crouching HP:
Damage | 28 | Startup | ![]() |
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Landing |
Chain cancel | no | ||||||
Special cancel | yes | ||||||
On hit | -8 | ||||||
On block | -13 | ||||||
Frame count | 3 | 1 | 3 | 8 | 11 | 6 |
Matlok does a weird lunge up to the air, so it can avoid some lows. Works poorly as anti-air, it trades alot and usually your weakpoint gets damaged, unless you manage to time it's 1st active frame that is actually good. Cancelable during the first part, but not once Matlok has fully extended himself and is off the ground.
This attack has a glitch technically similar to Karnov's teleport, so-called Kara-hop. By inputing Charge ,
~
+
Matlok will do cr.HP without mid-air part and move himself forward a bit. The move will have only first 4 frames of active part.
- Jumping HP (Diagonal):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 3 | 6 | ∞ |
An elbow drop, pretty standart for jumping heavy normal. Does a better job hitting weak spots with deep jump-ins than j.HK. Landing it can convert into 1-hit cl.HK xx LK Overhead kick combo, but only if jump-in was close enough. Also better don't hit deep with j.HP for that combo, landing air normals higher helps to fight pushback in this game.
- Jumping HP (Neutral):
Damage | 32 | Startup | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | no | ||||
Frame count | 3 | 3 | 3 | ∞ |
A weird upward swing, can easily hit opponents jumping over your head, but nothing more than that.
Light Kick 
- Standing LK (Close): activation range = 39
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +5 | |||
On block | +6 | |||
Frame count | 2 | 3 | 4 |
Good against some weak spots. Although activation range isn't great, you could get only two of these at best.
- Standing LK (Far):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Helps with hitting specific weak spots (particularly Lee's), but nothing else.
- Crouching LK:
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Finally, a good normal! Good range, fast, chains into itself, cancelable, use it. His main combo tool.
- Jumping LK (Diagonal):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 3 | ∞ |
Knee drop, another crossup. Unlike diagonal j.LP it doesn't puts weak spot at risk. Use it instead.
- Jumping LK (Neutral):
Damage | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 3 | ∞ |
Heavy Kick 
- Standing HK (Close): activation range = 47
Damage | 28 total | Startup | ![]() |
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Recovery | |
Chain cancel | no/no | ||||||
Special cancel | yes/yes | ||||||
On hit | -/0 | ||||||
On block | -/-5 | ||||||
Frame count | 4 | 2 | 1 | 3 | (6) 18 |
Two-hit kick, has the wonky property of hitting either two times to the mid part or once to mid, then to the head of your opponent. Good news anyway when it comes to hitting weak spots. Linkable from c.LK, both hits are cancelable. Use in combos.
- Standing HK (Far):
Damage | 28 | Startup | ![]() |
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Recovery |
Chain cancel | no | |||||
Special cancel | yes | |||||
On hit | -2* | |||||
On block | -7* | |||||
Frame count | 5 (3) | 3 | 4 | 16 |
*Frame advantage is measured relatively from the first hitbox
This one really lacks range, but can be used as an anti-air at specific range. Still bad overall.
- Crouching HK:
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | kd | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Mediocre sweep with the 2nd worst range in the game. Though it hits weak spots well. One of your main tools. Yeah, it's shitty, but you gonna use it alot.
- Jumping HK (Diagonal):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 3 | 6 | ∞ |
Good ol' drop kick. In contrast with j.HP it has better horisontal reach and priority. Great for punishing opponents' fireballs and meeting them in air.
- Jumping HK (Neutral):
Damage | 28 | Startup | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | no | ||||
Frame count | 3 | 1 | 6 | ∞ |
Command Normals
Damage | Light 12 Heavy 16 |
Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | Light | 2 | ∞ | - |
Heavy | 2 | 6 | ∞ |
DANCER! Matlok does a weird dance maneuver during the air and stomps the opponent and then jumps again. Think it as Chun's +MK from SF2. LK version stays out until he lands but does less damage, HK version only hits during the start but does more damage. Has an instant start-up, so you can do this very close to the ground and it'll still hit. Matlok can act before landing on the ground after the move hits or is blocked, so you can do some wonky combos like deep LK Press and then j.HP. You can also steer Matlok a little in the air after he jumps again by holding the joystick either forward or back.
Throws
Damage | 32 | ![]() |
Range (From pushbox) |
34 |
Matlok tosses the opponent back to the other end of the screen with a traditional judo throw. Who says punks don't know martial arts? Anyway, useful if you want the opponent off you so you can start spamming projectiles at them.
Special Moves
Damage | 16 | Startup | ![]() |
Recovery |
On hit | +17 | |||
On block | +12 | |||
Frame count | 15 | 1 | 16 |
SPIT IN WAY! Matlok throws a Sonic Boom. Button determines how fast the projectile flies. Has a pretty small charge time, think SvC Guile. Pretty fast start-up and recovery too, your main zoning tool that compensates for your shitty normals, so throw a lot of these. Becomes very deadly in the corner because of the small charge time when used in conjunction with normals like c.lp, c.lk or s.hp to keep the pressure on.
Damage | 32 | Startup, grounded | Startup, in air |
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Recovery | Landing |
On hit | Light/Heavy +6 | |||||
On block | Light/Heavy +1 | |||||
Frame count | Light | 2 | 16 | 2 | 3 | 10 |
Heavy | 2 | 22 | 3 | 2 | 10 |
OVERHEAD KICK! Matlok jumps into the air and does an upside-down Flash Kick. As it's name implies, it's an overhead. LK version is pretty fast but goes a shorter distance, HK version is slower but goes a longer distance. Neither version knocks down. The LK version can be comboed off close heavy normals, so use that instead. Can also be used to close the gap between your opponent, like after a hit sweep.
Damage | Light 24 Heavy 48 total |
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Recovery | Landing |
On hit | Light kd Heavy -27/-23/kd | |||||||||
On block | Light -23/-19/-15 Heavy -32/-28/-24 | |||||||||
Frame count | Light | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 24 | 6 |
Heavy | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 33 | 6 |
HURRICANE! Matlok starts spinning on his head legs a-flailing like a break dancer. LK version is one hit and always knocks down, HK version is three hits of which only the last hit knocks down and has trouble getting all of the three hits to actually hit, so stick with the LK version. Both are pretty punishable on block, HK version even on hit if the last hit whiffs, so make it count. LK version is good as an anti-air, if you have the charge, and pretty much your only good reversal, alhtough it can trade with stuff. You could also try to use it to escape the corner and such as the move throws you quite a bit forward at the end.
Hidden Move
Input note: after inputting CD you can tap one of the kick buttons instead of both.
Startup:
Damage (first two hits) |
36 total | ![]() |
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Frame count | 2 | 1 | 3 | 1 | 1 | 2 |
Main part:
Damage | 24 per hit | ![]() |
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Recovery | |||
On hit | - | ||||||||
On block | - | ||||||||
Frame count | 1 | 3 | 1 | 3 | 1 | 3 | 1 | 3 | |
Loop cycle | 16 |
Recovery:
Recovery | Landing | |
Frame count | 27 | 6 |
Hands down the worst special move in the entire game. Startup is identical to normal Road Hurricane, but instead of the 3rd hit Matlok begins to spin while swinging with his legs. Due to huge puchback, pretty much nothing connects in this move. 1st and 2nd hits at startup and that's it. If you'll land both startup hits at point-blank range the next intended hitbox will never connect. And even if you'll manage to hit opponent with one of loop's attacks, enemy can easily block the next. This move is always punishable with ease. Just NEVER use it.
The Basics
Matlok is a charge character, so your main idea is to sit on your ass and throw Spinning Waves 'till your opponent jumps, that's when you peg them off the air with c.hp or lk hurricane, or they get pushed to the corner and you can start pressuring. His weak point is on his head, the sunglasses and the headphones, so watch your head!
Combos
- cr.LK x3~5, cr.HK
- Most basic one. Jump-in with light normal is optional, replace with cr.LP's if you need a bit more range. Cancel cr.HK into a special for shenanigans and such.
- Overhead Kick, cr.LP, cr.HK
- After well landed Overhead Kick while pressuring opponent you can link it into a crouching light and sweep. Works better in corner.
- cl.HK (2 hits) xx LK Overhead Kick, cr.HK
- Your go-to combo on dizzied opponent, it's the most damaging one you have. cr.HK is a 1-frame link on P1 side, 2-frame link on P2 side, though sometimes it might not connect due to poor range. Also cl.HK can be replaced with cr.HP if you prefer it that way.
- (Corner only) Spinning Wave, cl.HK (2 hits) x LK Overhead Kick, cr.HK
- Same as above, but you can add Sonic Boom at the start if opponent is cornered.
- deep j.LK, cl.HK (1 hit) xx LK Overhead Kick, cr.HK
- Variation of a bnb from a jump-in.
- j.HP, cl.HK (1 hit) xx LK Overhead Kick
- Conversion from j.HP, unfortunately without knockdown. Jump-in should be done close enough and landing j.HP higher in air will help against pushback.
- (Corner only) Spinning Wave, Spinning Wave, Spinning Wave, ...
- Matlok's infinite with Sonic Booms. You've got only 2(?) frame window to nail it. Trick requires to use input leniency frames (11 frame window) before throwing first Sonic Boom to pull it off.
Advanced Strategy
Couple of old match videos of Jap Matlok players, this is probably how you should be playing him: [1] [2] [3]
(Why is the Matlok player throwing out rapid fire s.lp and s.lk in the second match? I don't know, promixity blocking shenanigans maybe?)
Match-ups
Ray | Lee | Zaz | Kar | Jea | Miz | Sam | Yun | Mat | Clo | Fei | Mar | Ryo | |
Matlok | - | - | - | - | - | - | - | - | - | - | - | - | - |
Vs. Clown:
Vs. Jean:
Chargie matchup, you had a bit disadvangate but better normal, Rondato its the equivalent of your Overhead Kick, if he use it will be your opportunity to punish
Vs. Ryoko:
Vs. Karnov:
Vs. Lee:
Keep this stinker away from yourself with sonic booms and stop his lunge punches with rapid cr.lp's, all as usual. In this matchup you've got an edge with your cr.hk (aka one of your main tools) that hits Lee's weak spot with ease, so you have decent chances to dizzy him. Also stance shifting comes very handy: most of the Lee's moves hits to the chest, while Matlok's weakpoint is on the head. Always shift to the standing position while being comboed to defend your weak spot and avoid extra damage.
Vs. Feilin:
Vs. Yungmie:
Vs. Marstorius:
You want to keep this mofo out, and lucky for you his ass doesn't leave the ground too far when he jumps, he walks slow and generally has no way to approach your barrage of LP Waves without taking risks, so throw that 'till he's either dead or starts using Rising Knee to go over them, that's when you smack him out of the air with LK Hurricane and turtle it up again. If you fuck up and he gets close, you're dead.
Vs. Matlok (self):
Grab your popcorn cause it's an all around turtle fest that echoes a Guile mirror match from ST.
Vs. Mizoguchi:
"Get hit = Die" matchup. Both Mizo's DP and HK Tatsus obliterates your weakspot, stance shift is useless there. Play ultra safe, otherwise any failed block will lead you to dizzy. And then Mizo gonna rob your remaining health with tatsu loops. Chances of survival after that are minimal...
Vs. Ray:
Be careful against Ray. Don't throw sonic booms at mid-range, or you'll recieve a Wheel Kick in your face. Use stance shift to save weakpoint from Ray's combos and multi-hit tackle. The rest of the gameplan is the same.
Vs. Samchay:
Vs. Zazie:
Sucks. Zazie can Duck through your Spinning Waves and then retaliate with Hellfire, plus his normals are far better than yours, so you can't play your normal zoning game, or he can just lock you down in the corner with Hellfire and you can't do shit about it because none of your specials are invincible or your normals good enough to stop him. Just ragequit if you get matched against Zazie.