Oswald(KOFXI): Unterschied zwischen den Versionen

Zeile 1.142: Zeile 1.142:
Difficult matchup. Oswald has trouble approaching Kensou due to his fireballs, anti-airs, dive & lunge punch.
Difficult matchup. Oswald has trouble approaching Kensou due to his fireballs, anti-airs, dive & lunge punch.
:(smalljump) j.E is generally the best attack used to approach from the air, but can still lose against Kensou's attacks. Oswald's air attacks tend to lose to Kensou's various anti-airs, which is one of the key problems in this matchup.
:(smalljump) j.E is generally the best attack used to approach from the air, but can still lose against Kensou's attacks. Oswald's air attacks tend to lose to Kensou's various anti-airs, which is one of the key problems in this matchup.
:you can use smalljump j.D or j.B to go over projectiles without having to block them. This starts a mindgame of whether you will do this, roll or simply block in the last minute.
:you can use smalljump j.D or j.B to go over projectiles without having to block them. This starts a mindgame of whether you will do this roll / superjump or simply block in the last minute.
:Oswald's j.D is excellent at doding other pokes from Kensou as well, particularly if you are up close: you can smalljump early j.D to "pull in" your legs and dodge some attacks, then land > 2B>2A.. etc.
:j.D is also better than you would think when jumping in on Kensou: j.C and j.E often lose against his pokes, but the extra range of j:D and the lack of a hurtbox on the feet can help beating his anti airs (occasionally).
:Kensou's shoryuken is annoying: it has some invul, hits late and causes hard knockdown. You can actually throw it during startup however, so try to use throw option selects whenever you jump in on him, particularly during okizeme.
:Kensou's A-Version Lunge Punch can be punished more easily on block than the C-Version, the latter only if spaced badly. If Kensou is out of range of 5D(c), 214C is the preferred punish. Also, you can try rolling forward on a guess to make the lunge punch whiff, then punish with 2B or 2D > combo. Another option is to smalljump straight up and use j.D, that way the A-lunge punch will whiff completely, enabling a punish, but this is only possible as a guess, not on reaction.
:Kensou's A-Version Lunge Punch can be punished more easily on block than the C-Version, the latter only if spaced badly. If Kensou is out of range of 5D(c), 214C is the preferred punish. Also, you can try rolling forward on a guess to make the lunge punch whiff, then punish with 2B or 2D > combo. Another option is to smalljump straight up and use j.D, that way the A-lunge punch will whiff completely, enabling a punish, but this is only possible as a guess, not on reaction.
:Kensou is tall when crouching. Use instant smalljump A during Card Okizeme for an overhead that is quicker than instant smalljump C.
:Kensou is tall when crouching. Use instant smalljump A during Card Okizeme for an overhead that is quicker than instant smalljump C.
Zeile 1.148: Zeile 1.151:
:Against Kensou's dive, either do an early jump up -> land on top of him with either j.C or j.E (depending on distance), or roll back on reaction -> punish (eg. with 5D(c) or 214C).
:Against Kensou's dive, either do an early jump up -> land on top of him with either j.C or j.E (depending on distance), or roll back on reaction -> punish (eg. with 5D(c) or 214C).
:Be careful to not overabuse 2D, Kensous can jump out of your pressure and punish it on reaction with a dive.
:Be careful to not overabuse 2D, Kensous can jump out of your pressure and punish it on reaction with a dive.
:After blocking a sweep, you can roll > confirm that Kensou used a fireball > use 236321A, or use the 2363214A right away and hold down the button to reflect the projectile, then follow it up with the super by releasing the button.
:After blocking a sweep, you can roll > confirm that Kensou used a fireball > use 236321A, or use the 2363214A right away and hold down the button to reflect the projectile, then follow it up with the super by releasing the button. This is a costly and somehwat dangerous strategy however and should be used sparingly.
:Kensou's smalljumps are so high that it is best to use 5A against them instead of eg. 5D(counter hit) > 3A, since the latter will whiff.
:Kensou's smalljumps are so high that it is best to use 5A against them instead of eg. 5D(counter hit) > 3A, since the latter will whiff.


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