Oswald(KOFXI): Unterschied zwischen den Versionen

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===Vs Kensou===
===Vs Kensou===
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 the attack of choice used to approach from the air, but will still lose very often 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 / superjump 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.
:Oswald's j.D is excellent at dodging 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).
: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 421D 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 421D 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.
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