Oswald(KOFXI): Unterschied zwischen den Versionen
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| jcharname = オズワルド | | jcharname = オズワルド | ||
| portrait = [[Image:KOFXI oswald full.png]] | | portrait = [[Image:KOFXI oswald full.png]] | ||
|tier_rank = S | |tier_rank = A+ to S | ||
|ratio_rank = 6 | |ratio_rank = 6 Points | ||
|health = 112 | |health = 112 | ||
|stun_gauge = 99 | |stun_gauge = 99 | ||
Zeile 10: | Zeile 10: | ||
}} | }} | ||
== | == Colors == | ||
{| cellpadding="0" style="text-align: center;" | {| cellpadding="0" style="text-align: center;" | ||
|[[Datei:KOFXI Oswald S.jpg]] | |[[Datei:KOFXI Oswald S.jpg]] | ||
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|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D | |colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D | ||
|} | |} | ||
==Special Properties== | |||
*Oswald's throw pulls the opponent slightly out of the corner, which allows corner crossups. | |||
== Frame Data == | == Frame Data == | ||
'' | ''Note: Thanks to Rock for the Hit/Guard Data.'' | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+ | |+ Standing Attacks | ||
! style="width:100px;background-color:#D9D9D9;" | | ! style="width:100px;background-color:#D9D9D9;" | Attack | ||
! style="width:100px;background-color:#D9D9D9;" | Hitbox | ! style="width:100px;background-color:#D9D9D9;" | Hitbox | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
Zeile 73: | Zeile 77: | ||
! style="width:60px;background-color:#FFd800;" | Guard | ! style="width:60px;background-color:#FFd800;" | Guard | ||
! style="width:60px;background-color:#FFd800;" | Cancel | ! style="width:60px;background-color:#FFd800;" | Cancel | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5A(c)''' | | style="background-color:#F9F9F9;" |'''5A(c)''' | ||
Zeile 82: | Zeile 86: | ||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" |C,S | | style="background-color:#F9F9F9;" |C,S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |good Anti-Air | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5A(f)''' | | style="background-color:#F9F9F9;" |'''5A(f)''' | ||
Zeile 91: | Zeile 95: | ||
| style="background-color:#F9F9F9;" |-1 | | style="background-color:#F9F9F9;" |-1 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Same as 5A(c), just without cancel. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5B(c)''' | | style="background-color:#F9F9F9;" |'''5B(c)''' | ||
Zeile 109: | Zeile 113: | ||
| style="background-color:#F9F9F9;" |-2 | | style="background-color:#F9F9F9;" |-2 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Good Anti-Air | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5C(c)''' | | style="background-color:#F9F9F9;" |'''5C(c)''' | ||
Zeile 118: | Zeile 122: | ||
| style="background-color:#F9F9F9;" |-3 | | style="background-color:#F9F9F9;" |-3 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |cancels into 6A. More damage than 5D(c). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5C(f)''' | | style="background-color:#F9F9F9;" |'''5C(f)''' | ||
Zeile 127: | Zeile 131: | ||
| style="background-color:#F9F9F9;" |-6 | | style="background-color:#F9F9F9;" |-6 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |best Poke | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5D(c)''' | | style="background-color:#F9F9F9;" |'''5D(c)''' | ||
Zeile 136: | Zeile 140: | ||
| style="background-color:#F9F9F9;" |-4 | | style="background-color:#F9F9F9;" |-4 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Less pushback & faster than 5C(c) | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5D(f)''' | | style="background-color:#F9F9F9;" |'''5D(f)''' | ||
Zeile 145: | Zeile 149: | ||
| style="background-color:#F9F9F9;" |-11 | | style="background-color:#F9F9F9;" |-11 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''5E''' | | style="background-color:#F9F9F9;" |'''5E''' | ||
Zeile 154: | Zeile 158: | ||
| style="background-color:#F9F9F9;" |-26 | | style="background-color:#F9F9F9;" |-26 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |From F4 invul on feet | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''6A''' | | style="background-color:#F9F9F9;" |'''6A''' | ||
Zeile 163: | Zeile 167: | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Locked after use until card disappears. Deals 0 Stun. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''6A(cancel)''' | | style="background-color:#F9F9F9;" |'''6A(cancel)''' | ||
Zeile 172: | Zeile 176: | ||
| style="background-color:#F9F9F9;" |+3 | | style="background-color:#F9F9F9;" |+3 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Only combos from hard attacks, eg. 5C(c) or 2D(1). Deals 0 Stun. | ||
|- | |- | ||
|} | |} | ||
Zeile 178: | Zeile 182: | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+ Geduckte Angriffe | |+ Geduckte Angriffe | ||
! style="width:100px;background-color:#D9D9D9;" | | ! style="width:100px;background-color:#D9D9D9;" | Attack | ||
! style="width:100px;background-color:#D9D9D9;" | Hitbox | ! style="width:100px;background-color:#D9D9D9;" | Hitbox | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Adv | ||
! style="width:60px;background-color:#FFd800;" | Cancel | ! style="width:60px;background-color:#FFd800;" | Cancel | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2A''' | | style="background-color:#F9F9F9;" |'''2A''' | ||
Zeile 202: | Zeile 206: | ||
| style="background-color:#F9F9F9;" |+2 | | style="background-color:#F9F9F9;" |+2 | ||
| style="background-color:#F9F9F9;" |C | | style="background-color:#F9F9F9;" |C | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Low profile. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2C''' | | style="background-color:#F9F9F9;" |'''2C''' | ||
Zeile 211: | Zeile 215: | ||
| style="background-color:#F9F9F9;" |-15 | | style="background-color:#F9F9F9;" |-15 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Bad normal | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2D(1)''' | | style="background-color:#F9F9F9;" |'''2D(1)''' | ||
Zeile 220: | Zeile 224: | ||
| style="background-color:#F9F9F9;" |-34 | | style="background-color:#F9F9F9;" |-34 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Hits low. cancels into specials & 6A. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''2D(2)''' | | style="background-color:#F9F9F9;" |'''2D(2)''' | ||
Zeile 229: | Zeile 233: | ||
| style="background-color:#F9F9F9;" |-16 | | style="background-color:#F9F9F9;" |-16 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Hits low. Knockdown. *=if 2D(1) whiffs | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''3A''' | | style="background-color:#F9F9F9;" |'''3A''' | ||
Zeile 238: | Zeile 242: | ||
| style="background-color:#F9F9F9;" |-18 | | style="background-color:#F9F9F9;" |-18 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Juggles. Launches. Special Cancel. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''3A (cancel)''' | | style="background-color:#F9F9F9;" |'''3A (cancel)''' | ||
Zeile 247: | Zeile 251: | ||
| style="background-color:#F9F9F9;" |-7 | | style="background-color:#F9F9F9;" |-7 | ||
| style="background-color:#F9F9F9;" |S | | style="background-color:#F9F9F9;" |S | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Combos even from light attacks. No Launch. | ||
|- | |- | ||
|} | |} | ||
Zeile 253: | Zeile 257: | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+ Sprungangriffe | |+ Sprungangriffe | ||
! style="width:100px;background-color:#D9D9D9;" | | ! style="width:100px;background-color:#D9D9D9;" | Attack | ||
! style="width:100px;background-color:#D9D9D9;" | Hitbox | ! style="width:100px;background-color:#D9D9D9;" | Hitbox | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.A''' | | style="background-color:#F9F9F9;" |'''j.A''' | ||
Zeile 263: | Zeile 267: | ||
| style="background-color:#F9F9F9;" |7 | | style="background-color:#F9F9F9;" |7 | ||
| style="background-color:#F9F9F9;" |6 | | style="background-color:#F9F9F9;" |6 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Good Jump-In for Shift-ins. Can be used as instant overhead. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.B''' | | style="background-color:#F9F9F9;" |'''j.B''' | ||
Zeile 269: | Zeile 273: | ||
| style="background-color:#F9F9F9;" |5/7* | | style="background-color:#F9F9F9;" |5/7* | ||
| style="background-color:#F9F9F9;" |12 | | style="background-color:#F9F9F9;" |12 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Air-to-air. *5=normal jump, 7=smalljump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.C''' | | style="background-color:#F9F9F9;" |'''j.C''' | ||
Zeile 275: | Zeile 279: | ||
| style="background-color:#F9F9F9;" |12 | | style="background-color:#F9F9F9;" |12 | ||
| style="background-color:#F9F9F9;" |6 | | style="background-color:#F9F9F9;" |6 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Great jump-In. Can crossup easily. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.D''' | | style="background-color:#F9F9F9;" |'''j.D''' | ||
Zeile 287: | Zeile 291: | ||
| style="background-color:#F9F9F9;" |14 | | style="background-color:#F9F9F9;" |14 | ||
| style="background-color:#F9F9F9;" |8 | | style="background-color:#F9F9F9;" |8 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Good hitbox as a jump-in from further away. | ||
|- | |- | ||
|} | |} | ||
Zeile 298: | Zeile 302: | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Adv | ||
! style="width:120px;background-color:#FFd800;" | | ! style="width:120px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214A(1) | | style="background-color:#F9F9F9;" |214A(1) | ||
Zeile 307: | Zeile 311: | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" |N/A | | style="background-color:#F9F9F9;" |N/A | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Different Hitbox as 214C. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214A(2) | | style="background-color:#F9F9F9;" |214A(2) | ||
Zeile 315: | Zeile 319: | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Runs slower than 214C. Same Hitbox as 214C(2). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214C(1) | | style="background-color:#F9F9F9;" |214C(1) | ||
Zeile 323: | Zeile 327: | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" |N/A | | style="background-color:#F9F9F9;" |N/A | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |First Hit has more range than 214A. Same Hitbox wie 214A(2). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214C(2) | | style="background-color:#F9F9F9;" |214C(2) | ||
Zeile 331: | Zeile 335: | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Runs faster than 214A. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214P>214P | | style="background-color:#F9F9F9;" |214P>214P | ||
Zeile 339: | Zeile 343: | ||
| style="background-color:#F9F9F9;" |4/5* | | style="background-color:#F9F9F9;" |4/5* | ||
| style="background-color:#F9F9F9;" |-18/-19* | | style="background-color:#F9F9F9;" |-18/-19* | ||
| style="background-color:#F9F9F9;" |Followup | | style="background-color:#F9F9F9;" |Followup to 214P. *=>214A/>214C | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |Rekka>214P | | style="background-color:#F9F9F9;" |Rekka>214P | ||
Zeile 347: | Zeile 351: | ||
| style="background-color:#F9F9F9;" |4/5* | | style="background-color:#F9F9F9;" |4/5* | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |214P | | style="background-color:#F9F9F9;" |214P as a Rekka-Followup. Hitbox is different than 214P(2)! *=>214A/>214C | ||
|- | |- | ||
Zeile 359: | Zeile 363: | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Adv | ||
! style="width:120px;background-color:#FFd800;" | | ! style="width:120px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |236P | | style="background-color:#F9F9F9;" |236P | ||
Zeile 376: | Zeile 380: | ||
| style="background-color:#F9F9F9;" |4/3* | | style="background-color:#F9F9F9;" |4/3* | ||
| style="background-color:#F9F9F9;" |-19/-17* | | style="background-color:#F9F9F9;" |-19/-17* | ||
| style="background-color:#F9F9F9;" |Followup | | style="background-color:#F9F9F9;" |Followup to 236P. *=2>36A/>236C | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |Rekka>236P | | style="background-color:#F9F9F9;" |Rekka>236P | ||
Zeile 384: | Zeile 388: | ||
| style="background-color:#F9F9F9;" |4/6* | | style="background-color:#F9F9F9;" |4/6* | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
| style="background-color:#F9F9F9;" |236P | | style="background-color:#F9F9F9;" |236P as a Rekka-Followup. Same Hitbox as 236P. *=>236A/>236C | ||
|- | |- | ||
|} | |} | ||
Zeile 395: | Zeile 399: | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Adv | ||
! style="width:120px;background-color:#FFd800;" | | ! style="width:120px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214B | | style="background-color:#F9F9F9;" |214B | ||
Zeile 404: | Zeile 408: | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" |-8 | | style="background-color:#F9F9F9;" |-8 | ||
| style="background-color:#F9F9F9;" |Hard Knockdown | | style="background-color:#F9F9F9;" |Hard Knockdown as last Rekka only. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |214D | | style="background-color:#F9F9F9;" |214D | ||
Zeile 412: | Zeile 416: | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" |-14 | | style="background-color:#F9F9F9;" |-14 | ||
| style="background-color:#F9F9F9;" |Hard Knockdown | | style="background-color:#F9F9F9;" |Hard Knockdown as last Rekka only. Flies further than 214B. | ||
|- | |- | ||
Zeile 422: | Zeile 426: | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Adv | ||
! style="width:120px;background-color:#FFd800;" | | ! style="width:120px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |236B | | style="background-color:#F9F9F9;" |236B | ||
Zeile 431: | Zeile 435: | ||
| style="background-color:#F9F9F9;" |4? | | style="background-color:#F9F9F9;" |4? | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |15F | | style="background-color:#F9F9F9;" |Negates projectiles for 15F. F10-29 invul on feet (Pirouette). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |Rekka>236B | | style="background-color:#F9F9F9;" |Rekka>236B | ||
Zeile 439: | Zeile 443: | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |236B | | style="background-color:#F9F9F9;" |236B as a followup. Negates projectiles for 15F. 27F invul on feet (Pirouette). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |236D | | style="background-color:#F9F9F9;" |236D | ||
Zeile 447: | Zeile 451: | ||
| style="background-color:#F9F9F9;" |4? | | style="background-color:#F9F9F9;" |4? | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |15F | | style="background-color:#F9F9F9;" |Negates projectiles for 15F. F14-33 invul on feet (Pirouette). Bigger projectile negation hitbox than 236B. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |Rekka>236D | | style="background-color:#F9F9F9;" |Rekka>236D | ||
Zeile 455: | Zeile 459: | ||
| style="background-color:#F9F9F9;" |5 | | style="background-color:#F9F9F9;" |5 | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |236D | | style="background-color:#F9F9F9;" |236D as a followup. Negates projectiles for 15F. 27F invul on feet (Pirouette). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |Ace(A)(236E) | | style="background-color:#F9F9F9;" |Ace(A)(236E) | ||
Zeile 463: | Zeile 467: | ||
| style="background-color:#F9F9F9;" |14+1? | | style="background-color:#F9F9F9;" |14+1? | ||
| style="background-color:#F9F9F9;" |minus | | style="background-color:#F9F9F9;" |minus | ||
| style="background-color:#F9F9F9;" |Followup | | style="background-color:#F9F9F9;" |Followup to 236B/D. Only triggers on perfectly timed hit. | ||
|- | |- | ||
|} | |} | ||
Zeile 474: | Zeile 478: | ||
! style="width:60px;background-color:#FFd800;" | Startup | ! style="width:60px;background-color:#FFd800;" | Startup | ||
! style="width:60px;background-color:#FFd800;" | Active | ! style="width:60px;background-color:#FFd800;" | Active | ||
! style="width:60px;background-color:#FFd800;" | | ! style="width:60px;background-color:#FFd800;" | Adv | ||
! style="width:120px;background-color:#FFd800;" | | ! style="width:120px;background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |Queen(623X) | | style="background-color:#F9F9F9;" |Queen(623X) | ||
Zeile 483: | Zeile 487: | ||
| style="background-color:#F9F9F9;" |13/13/14/17* | | style="background-color:#F9F9F9;" |13/13/14/17* | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" |Button | | style="background-color:#F9F9F9;" |Button determines range. Projectile hitbox appears 18F before the Active Frames. *=A/B/C/D. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |King(421K) | | style="background-color:#F9F9F9;" |King(421K) | ||
Zeile 491: | Zeile 495: | ||
| style="background-color:#F9F9F9;" |16 | | style="background-color:#F9F9F9;" |16 | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |- | ||
| style="background-color:#F9F9F9;" |Mid- | | style="background-color:#F9F9F9;" |Mid- & High Counter. F1-8 only invul on feet. B-Version teleports behind, D-Version behind & in the air. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |♠♦♥♣(2363214A) | | style="background-color:#F9F9F9;" |♠♦♥♣(2363214A) | ||
| style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_2363214A(1).png|100px]][[Bild:kofxi_oswald_2363214A(2).png|100px]][[Bild:kofxi_oswald_2363214C hold.png|150px]] | | style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_2363214A(1).png|100px]][[Bild:kofxi_oswald_2363214A(2).png|100px]][[Bild:kofxi_oswald_2363214C hold.png|150px]] | ||
| style="background-color:#F9F9F9;" |67/71px | | style="background-color:#F9F9F9;" |67/71px for all hits | ||
| style="background-color:#F9F9F9;" |3 | | style="background-color:#F9F9F9;" |3 | ||
| style="background-color:#F9F9F9;" |23+1 | | style="background-color:#F9F9F9;" |23+1 | ||
| style="background-color:#F9F9F9;" |-8 | | style="background-color:#F9F9F9;" |-8 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Button can be held to spin in place & reflect projectiles. A-Version has a smaller vertical hitbox. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |♠♦♥♣(2363214C) | | style="background-color:#F9F9F9;" |♠♦♥♣(2363214C) | ||
| style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_2363214C(1).png|100px]][[Bild:kofxi_oswald_2363214C(2).png|100px]][[Bild:kofxi_oswald_2363214C hold.png|150px]] | | style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_2363214C(1).png|100px]][[Bild:kofxi_oswald_2363214C(2).png|100px]][[Bild:kofxi_oswald_2363214C hold.png|150px]] | ||
| style="background-color:#F9F9F9;" |71px | | style="background-color:#F9F9F9;" |71px for all hits | ||
| style="background-color:#F9F9F9;" |11 | | style="background-color:#F9F9F9;" |11 | ||
| style="background-color:#F9F9F9;" |23+1 | | style="background-color:#F9F9F9;" |23+1 | ||
| style="background-color:#F9F9F9;" |-8 | | style="background-color:#F9F9F9;" |-8 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Button can be held to spin in place & reflect projectiles. C-Version moves Oswald further than A-Version. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |10JQKA(63214,63214P) | | style="background-color:#F9F9F9;" |10JQKA(63214,63214P) | ||
Zeile 515: | Zeile 519: | ||
| style="background-color:#F9F9F9;" |10 | | style="background-color:#F9F9F9;" |10 | ||
| style="background-color:#F9F9F9;" |-27 | | style="background-color:#F9F9F9;" |-27 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |1F before, ~15F after freeze invul (needs doublecheck!). Counter Hit State during recovery. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |JOKER([4],646E) | | style="background-color:#F9F9F9;" |JOKER([4],646E) | ||
Zeile 523: | Zeile 527: | ||
| style="background-color:#F9F9F9;" |36 | | style="background-color:#F9F9F9;" |36 | ||
| style="background-color:#F9F9F9;" |-26 | | style="background-color:#F9F9F9;" |-26 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |1F invul. After freeze invul on legs. Has juggle-anywhere property. | ||
|} | |} | ||
== Combos == | == Combos == | ||
=== | ===Basic Combos=== | ||
*'''[2B,2A] | *'''[2B,2A] or [C,6A] or [2D(1 Hit),6A] or [close 2B,2A,3A], then:''' | ||
**''' | **'''214C,236C,214B:''' Bread n Butter. the 214C only connects of the combo was started from fairly close. Can link 623A after in corner for Okizeme. | ||
**'''214C(2), Quick Shift''' only when started from close range. | |||
*''' | **'''Quick Shift''' immediately quick shifting after 3A is preferable when the combo was started from further away. | ||
*''' | *'''midscreen crossup (eg. j.C,2B,)2A,214C(2),236D,236A (whiff), turn around delay 3A, then: | ||
**'''214A/C,214D,236A(whiff):''' Basic midscreen crossup setup into knockdown. The 236A at the end is to cut recovery and build meter. | |||
**'''214D,236A/C,214B:''' Midscreen-into-corner setup. Can start card Okizeme after. | |||
**'''delay 214C,236B,236E:''' Ace Setup with tricky timing. The combo must not end in the corner for this to work. | |||
*''' | *'''Corner Crossup (after throw or on incoming) (j.C,\/,)2B,2A,(3A,)214C,236B/236D,236A (Whiff), (Opponent flies back into the corner), 3A>214B,then: | ||
**delay 236C,214B, start card Okizeme | |||
**2363214A, immediately quickshift or kill with the super | |||
*'''From further away 2B>2A>3A>236A(whiff)>236A:''' fancy situational combo that is rarely seen. Used in case you are too far away for the BnB, but hit with 2B,2A.. | |||
=== Ace Setups === | === Ace Setups === | ||
*''' | *'''Enemy cornered, Oswald slightly outside of corner: 3A,236B,236A,236B,236E:''' Guaranteed Ace setup, is always used on stunned opponents. Can use 623A or (623A > j.C > 3A..) before for added damage. | ||
*'''Midscreen, 3A-Hit | *'''Midscreen, 3A-Hit from further away, [immediate 214A] or [delay 214C],236B,236E:''' Guaranteed Ace setup. | ||
*'''Midscreen j.C crossup,\/,5D | *'''Midscreen j.C crossup,\/,5D or [2B,2A,]214C(2 Hits),236D,236A, [delay 3A, delay 214C] or [max delay 3A>214A],236B,236E''' | ||
*'''Midscreen counter, j.A, | *'''Midscreen counter, j.A, land, immediate 214C,236D,236A, turn around, [max delay 3A + immediate 214A] or [slight delay 3A, delay 214C],236B,236E''' | ||
*'''Corner Cross j.C,2B,2A,3A,214C,236B,236A(whiff), 3A,236B whiff,236A,236B,236E''' | *'''Corner Cross j.C,2B,2A,3A,214C,236B,236A(whiff), 3A,236B whiff,236A,236B,236E''' the second 3A has to be put in as 1A (with 1, even though Oswald is then doing the attack in the direction of the corner becauseof the auto turn!). The 1A also has to be done as soon as possible after the 236A whiff, otherwise 2A will come out. The 236B after 1A is put in normally(from the 1P-side). Source: http://hartheon.web.fc2.com/character/oswald.html | ||
*''' | *'''Opp. in Corner & Dizzy, Oswald slightly outside of corner: 623A, immediatey 3A-236C>(Card hits)>236B>236E:''' Stylish setup that deals less damage than the regular ace setup. | ||
*'''Incoming in | *'''Incoming in corner, dash under, 2B,2A,214C, delay 236B, 236A whiff, 2B(whiff), turn around 236B,236A,236B,236E:''' see [https://youtu.be/8VnC0a0g0jk?t=1583 here]. | ||
*'''Midscreen, | *'''Midscreen, back to camera, opponent jumps over you, 2B (back-turned),2A,214C, delay 236B,236E:''' Crazy setup from [https://youtu.be/0oLnlxfOLsw?t=1081 U-Rasia] | ||
*'''Midscreen 623A, 5D(c) ( | *'''Midscreen 623A, 5D(c) (card hits) link 3A>214A>236B>236E. [https://youtu.be/C9iYIdF2vaU?t=6912 Source: BZR @ port24] | ||
===Anti-Air=== | ===Anti-Air=== | ||
*'''Preventive 3A > confirm > 214C, 214D, 236A(whiff, | *'''Preventive 3A > confirm > 214C, 214D, 236A(whiff, for Recovery cutting)''' | ||
*'''5A/5B, LDM''' | *'''5A/5B, LDM''' | ||
Zeile 594: | Zeile 574: | ||
===LDM Setups=== | ===LDM Setups=== | ||
* | *Either safety shift to Oswald with cornered opponent, OR safety shift while back-turned & cornered > safety shift hits on Counter hit > 3A>214B, [4],D>6A46E (LDM): [https://youtu.be/cACD28g_uNA?t=326 Source: k-tani] | ||
=== Team Combos === | === Team Combos === | ||
''' | '''Universal''' | ||
*'''Corner Crossup j.C ( | *'''Corner Crossup j.C (eg. after DOWN), 2B,2A,3A,214C,236B/D,236A(whiff), turn around 3A>214B, then:''' | ||
**'''2363214A, QS | **'''2363214A, QS on 2. Hit for Stun Combos''' [https://youtu.be/pKR6-ZreE0s?t=508 Example: player @ Playland Carnival] | ||
**'''214C > QS | **'''214C > QS for Juggle Anywhere Setups''' | ||
*'''Corner 2B,2A,214C,236C, max delay 214C > QS:''' | *'''Corner 2B,2A,214C,236C, max delay 214C > QS:''' Very difficult quick shift setup because of the max delay 214C. Afterwards, eg. Vanessa oder K' j.D, land, LDM. | ||
'''Gato & Oswald''' | '''Gato & Oswald''' | ||
*'''Gato Combo in 236236P | *'''Gato Combo in 236236P with a lot of distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff), turn around 2C kara cancel 214X>236B>236E (ACE), [https://youtu.be/nwfvAj5wT40?t=4455 Source: K-Tani] or [https://youtu.be/AQioI445IgU?t=335 playland carnival] | ||
*'''Gato Combo in 236236P | *'''Gato Combo in 236236P with a lot of distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff), | ||
*''' Gato Combo in 236236P mit | *''' Gato Combo in 236236P mit very little distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff), turn around 2C/2D? kara cancel 214X>214B (Knockdown), [https://youtu.be/nwfvAj5wT40?t=5218 Source: K-Tani] | ||
*'''Gato Incoming j.B,2B,236236A, QS Oswald, backdash, 3A>214B>236A?>236B>236E (ACE):''' [https://youtu.be/qhC5xw_MRtY?t=570 Quelle: Pie | *'''Gato Incoming j.B,2B,236236A, QS Oswald, backdash, 3A>214B>236A?>236B>236E (ACE):''' [https://youtu.be/qhC5xw_MRtY?t=570 Quelle: Pie from Korea] | ||
'''Vanessa & Oswald''' | '''Vanessa & Oswald''' | ||
*'''Vanessa ( | *'''Vanessa (Back to the corner) Super QS Oswald (crossup, no Jump-in), \/, 3A,236B,236A,236B,236E''' | ||
*'''Vanessa ( | *'''Vanessa (Back to the corner) 2C>[4],6A> QS Oswald (j.A whiff),\/, 5A whiff, 3A,214A,236B,236E''' | ||
*'''Vanessa, Corner, SRK loop, QS Oswald, backdash, 3A,236B,236A,236B,236E''' | *'''Vanessa, Corner, SRK loop, QS Oswald, backdash, 3A,236B,236A,236B,236E''' | ||
*'''Vanessa, midscreen 236236P, QS Oswald, | *'''Vanessa, midscreen 236236P, QS Oswald, land, 5D,214C(2 hits),236D,236A (whiff), max delay 236A-214A-236B-236E''' | ||
*'''Vamessa, midscreen 236236P, QS Oswald, | *'''Vamessa, midscreen 236236P, QS Oswald, land, 5D(c)>6A>214B>236A>214A>236B>236E''' [Quelle: Port24 https://youtu.be/cKm0rlZQhps?t=1643] | ||
*'''Vanessa cornered, wakeup ranbu, shift | *'''Vanessa cornered, wakeup ranbu, shift Oswald, turn around 3A,236B,236A,236B,236E:''' [https://www.youtube.com/watch?v=C9iYIdF2vaU Quelle: port24] | ||
*'''Vanessa j.C,\/,C,[4],6A QS Oswald whiff j.A, | *'''Vanessa j.C,\/,C,[4],6A QS Oswald whiff j.A, run through, turn around 236P>236B>236A(whiff), 2B(whiff) turn around 3A,214D>236C>214B. [https://youtu.be/C9iYIdF2vaU?t=6898 Quelle: BZR @ port24] | ||
'''Adelheid & Oswald''' | '''Adelheid & Oswald''' | ||
*'''Adelheid, 236236D(1 Hit) QS Oswald ( | *'''Adelheid, 236236D(1 Hit) QS Oswald (no Jumpin, \/,) Crossup 5D... | ||
'''Gai & Oswald''' | '''Gai & Oswald''' | ||
*'''Midscreen/Fullscreen Gai Rekkas in Upper, QS Oswald ( | *'''Midscreen/Fullscreen Gai Rekkas in Upper, QS Oswald (no Jumpin, \/,) 5B(close, whiff), 5B(close, whiff), 3A>-214A>236B-236E (ACE)''' [https://youtu.be/1zbK7qMUuHc?t=7355 Source: Rojar @ port24] | ||
*'''Midscreen Gai Deadly Rave, QS Oswald, landen, 214C?,236B,236E (ACE)''' [https://youtu.be/cKm0rlZQhps?t=12258 Quelle: Port24 ] | *'''Midscreen Gai Deadly Rave, QS Oswald, landen, 214C?,236B,236E (ACE)''' [https://youtu.be/cKm0rlZQhps?t=12258 Quelle: Port24 ] | ||
'''Elisabeth & Oswald''' | '''Elisabeth & Oswald''' | ||
*'''Elisabeth combo in upper super, QS Oswald (j.D whiff, \/,) 2C(whiff cancel)214A/C (whiff), turn around link 3A>214A>236B>236E [https://youtu.be/DVyL96Fhss0?t=739 | *'''Elisabeth combo in upper super, QS Oswald (j.D whiff, \/,) 2C(whiff cancel)214A/C (whiff), turn around link 3A>214A>236B>236E [https://youtu.be/DVyL96Fhss0?t=739 Source] | ||
*'''[https://youtu.be/Ut6uAF_rJtA?t=2945 seltsames Setup]''' | *'''[https://youtu.be/Ut6uAF_rJtA?t=2945 seltsames Setup]''' | ||
Zeile 647: | Zeile 627: | ||
'''Oswald & K''' | '''Oswald & K''' | ||
*'''Oswald Corner Combo in 214C>236A QS K' j.D,\/, backdash, LDM | *'''Oswald Corner Combo in 214C>236A QS K' j.D,\/, backdash, LDM | ||
*'''Oswald Corner Combo in 214C>236B>236A QS K',\/, LDM ( | *'''Oswald Corner Combo in 214C>236B>236A QS K',\/, LDM (thanks to nishikawaguchiterry!) | ||
*'''Oswald midscreen crossup combo in 214C,236D,236A(whiff), turn around 3A delay 214C>236B>214A (whiff, auto turn), link C(f), QS K' j.C(whiff),\/, LDM''' [https://youtu.be/4A7epGmhbSI?t=261 | *'''Oswald midscreen crossup combo in 214C,236D,236A(whiff), turn around 3A delay 214C>236B>214A (whiff, auto turn), link C(f), QS K' j.C(whiff),\/, LDM''' [https://youtu.be/4A7epGmhbSI?t=261 Source: U-Rasia] You have to be in the corner together with the opponent during the "3A delay 214C"-Part for the combo to work. | ||
*'''Oswald corner 421D, (in | *'''Oswald corner 421D, (in air in corner)j.A,5D,3A,214C,236D,236A, turn around 3A,214B,2363214A QS K', BnB > Stun | ||
'''Ryo & Oswald''' | '''Ryo & Oswald''' | ||
*'''Ryo 646P, QS Oswald, Rolle, 3A>214P>236B>236E(ACE):''' [https://youtu.be/GwZuhu396_c?t=270 | *'''Ryo 646P, QS Oswald, Rolle, 3A>214P>236B>236E(ACE):''' [https://youtu.be/GwZuhu396_c?t=270 Source: k-tani] | ||
'''Ash & Oswald''' | '''Ash & Oswald''' | ||
*[https://youtu.be/TrqRcPWzGn4?t=1093 | *[https://youtu.be/TrqRcPWzGn4?t=1093 WHAT] | ||
'''Duck & Oswald''' | '''Duck & Oswald''' | ||
*Duck 2A,2A,5B,6C, Shift | *Duck 2A,2A,5B,6C, Shift Oswald, j.A,\/,3A delay 214C,236B,236E. The time window for the QS is 11F (for the j.A to still hit). | ||
*Duck Dance, 214214B > shift | *Duck Dance, 214214B > shift Oswald, backdash, 236A?,236B,236E: [https://www.youtube.com/watch?v=C9iYIdF2vaU BZR @port24] | ||
*Duck corner Chain in 3D, Shift | *Duck corner Chain in 3D, Shift Oswald,\/,236A(turn around),236B,236A(whiff), max delay 3A, max delay 214A,236B,(delay)236A(whiff), turn around, run back towards corner, 3A>214B,delay 236C>214B. Hard combo because of the corner crossup (needs perfect shift & 236A timing). | ||
=== Sonstige Combos === | === Sonstige Combos === | ||
*Cornered 2B>2A>214C>236D>214B, turn around 236B>236A/C>214B [https://youtu.be/Ij0XThlVZTc?t=3560 | *Cornered 2B>2A>214C>236D>214B, turn around 236B>236A/C>214B [https://youtu.be/Ij0XThlVZTc?t=3560 Source: U-Rasia] | ||
*incoming smalljump j.C crossup,2B,2A,3A,214C,236B,236A(whiff), turn around 3A>AB cancel | *incoming smalljump j.C crossup,2B,2A,3A,214C,236B,236A(whiff), turn around 3A>AB roll cancel > 3A> delay 214B link 3A>214B... [https://youtu.be/pKR6-ZreE0s?t=225 Source: u-rasia], Quote: "This combo's second 3A is very important .This 3A , you enter the command 1A.Left and right reversed . It is the fastest command until second 214B. | ||
And this stun combo is only Adelheid ,Jazu and hayate." | And this stun combo is only Adelheid ,Jazu and hayate." | ||
*Solo stun | *Solo stun vs Adelheid: Corner DOWN! Card Okizeme, crossup j.C (card hits), 2B,2A,3A,214C(2 hits),236B,236A(whiff), turn around 3A>AB>3A>214B, link 3A>214B, delay 214C,214C (stun), Source: [https://youtu.be/CWJDfp9K2Y8?t=14535 u-rasia @por24] | ||
*Cornered 2B>2A>214C>236D>236A(whiff), | *Cornered 2B>2A>214C>236D>236A(whiff), walk back 3A, long delay 214A>236B>236A(whiff, opp. flies over Oswald), run for a bit, 3A>214B, then: | ||
**236C>214B | **236C>214B | ||
**link 2363214P, shift out | **link 2363214P, shift out etc. | ||
**delay 214A, shift out | **delay 214A, shift out etc. | ||
*cornered 3A, delay 214C?>236B>236A(whiff), link 214C?>236B>214A?(whiff), link 236B? [https://youtu.be/0oLnlxfOLsw?t=5011 | *cornered 3A, delay 214C?>236B>236A(whiff), link 214C?>236B>214A?(whiff), link 236B? [https://youtu.be/0oLnlxfOLsw?t=5011 Source: U-Rasia] | ||
== | == Strategy & Setups == | ||
'''Neutral'''<br> | '''Neutral'''<br> | ||
Oswald | Oswald wants to get in as close as possible to make the most out of j.C pressure and to maximize his combo opportunities, particularly from crossups. The latter is best achieved by j.C crossups against crouching opponents, strategic AB-rolls or by using 2B as an anti-air against badly-spaced jumps. If you are forced to play more defensively due to hard matchups, turtling behind the 623X-cards is a valid strategy, particularly when rolling forward as they would hit (which can lead to crossups).<br> | ||
The most important normals in neutral are:<br> | |||
far C: | far C: excellent Poke, great to end blockstrings<br> | ||
2B: low Profile, | 2B: low Profile, can be used as Anti-Air. Is also very fast(5F), gives +3 advantage and leads to combos.<br> | ||
5A/2A: | 5A/2A: good, fast pokes. 2A can be confirmed into 3A if mashed, and 5A ist good as an anti-smalljump attack.<br> | ||
j.C: | j.C: Very strong jump in, hits early and reaches far down and also has a great crossup hitbox. Can be done right at the start of a smalljump, repeatedly, to exert a lot of pressure.<br> | ||
j.E: | j.E: comparatively strong but slightly slow j.E, good horizontal Hitbox which is useful to get in on the opponent. | ||
'''Anti-Air''' | '''Anti-Air''' | ||
*2B: Low Profile | *2B: Low Profile. | ||
*5B | *5B | ||
*5A | *5A | ||
*5D(c)(counter hit) > 3A: | *5D(c)(counter hit) > 3A: vs Smalljumps | ||
*j.D (strong air-to-air, has to be done early, will stop almost anything) | |||
*63214,63214P (langsam aber stark) | *63214,63214P (langsam aber stark) | ||
'''Special Setups''' | |||
*'''Corner Throw > Corner Crossup''' (eg. with AB-Roll>2B or j.C crossup). | |||
''' | *'''far C > Quick Shift''' good to punish from further away or to escape under pressure. | ||
*'''2B,2A>6A>214C:''' Frame Trap. There is no time to hit confirm the 214C, but enough time to decide what rekka to do after in case the opponent has blocked. | |||
''' | *'''2B,2A, 2D>6A (Hit Confirm 214C):''' Frame Trap. Note: enemy can jump out & punish. | ||
*'''Jump-in on Block, micro dash, smalljump j.C (crossup if opp. crouched):''' Setup for a midscreen backturned combo: j.C Cross,\/,5D,6A,214C(2 Hits),236D,236A, turn-around 3A, max delay 214C,236B,236E. | |||
''' | *'''With back to wall poke with 2D > 6A, confirm into 214C (1-2 Hits), 236B/D (B if 2 Hits of 214C hit, D if 1 hits), 236A (Whiff), Corner Combo | ||
== Blockstrings & Okizeme == | == Blockstrings & Okizeme == | ||
Zeile 743: | Zeile 700: | ||
===Blockstrings=== | ===Blockstrings=== | ||
*2B,2A,5C | *2B,2A,5C | ||
*2B,(2A,),2D ( | *2B,(2A,),2D (note: opponent can jump out) | ||
*2B,2A, 5D(c): | *2B,2A, 5D(c): if opponent GC-rolls the 2B the 5D(c) hits Meaty (on block) | ||
===Standard-Oki=== | ===Standard-Oki=== | ||
*Midscreen Combo in 214B (knockdown), | *Midscreen Combo in 214B (knockdown), | ||
**dash, | **dash, roll,attack: left/right Okizeme | ||
**mini-dash, superjump j.C: Crossup | **mini-dash, superjump j.C: Crossup | ||
** | **short pause, dash, hyperhop j.C Crossup: only vs Adelheid, Athena, Mary, Ralf, Ryo, Whip | ||
*Corner Combo in 214B (knockdown) > 623A, | *Corner Combo in 214B (knockdown) > 623A, then: | ||
**2B ( | **2B (card hits)> walk forward, 5D>3A... | ||
**Smalljump Back instant j.A ( | **Smalljump Back instant j.A (card hits), 2D>6A>214C... (Note: character specific, does not work vs: Kula, Kim, ....) | ||
**Smalljump up/ | **Smalljump up/forward instant j.C (card hits), \/, 2B,2A... | ||
**Smalljump up/ | **Smalljump up/forward instant j.C > opponent rolled forward > land, 5D(c),214C,236B/D,236A(whiff), turn around 3A.. etc | ||
**Block | **Block or roll (Opponent attempted a reversal, card hits in air) > 3A>214B... | ||
*Corner Backturned knockdown, | *Corner Backturned knockdown, then: | ||
**623A, | **623A, Roll through Opponent (crossup) > Oswald stands outside of the corner > 5D>3A>214A.... | ||
=== | ===Throw Oki=== | ||
''' | '''Corner:'''<br> | ||
* | *Roll or Superjump > Crossup | ||
* | *Walk forward slightly, then Roll: pseudo-50/50 left/right Mixup, since the opponent is pushed into the corner (or not) by the walking | ||
*In | *In corner, possible against several characters, eg. Kula: Throw > 5A whiff, then smalljump j.C oder hyperhop j.C (50/50 left right).<br> | ||
*Corner Throw > smalljump | *Corner Throw > smalljump over opponent into corner > smalljump back j.C (crossup vs crouch): works against Kim, .... | ||
'''Midscreen Smalljump Crossups:'''<br> | '''Midscreen Smalljump Crossups:'''<br> | ||
* | *Throw> walk back> Hyperhop j.C works as a crossup against: | ||
**Adelheid, Athena, Mary, Ralf, Ryo, Whip ( | **Adelheid, Athena, Mary, Ralf, Ryo, Whip (easy) | ||
**Kim ( | **Kim (difficult, walk back far, jump late) | ||
* | *Throw, then: | ||
*5A-5A chain whiff, smalljump j.C Crossup (Kim) | *5A-5A chain whiff, smalljump j.C Crossup (Kim) | ||
*5A whiff, smalljump j.C Crossup (Adel, Mary,Ralf, Ryo, Whip) | *5A whiff, smalljump j.C Crossup (Adel, Mary,Ralf, Ryo, Whip) | ||
*5A whiff, smalljump, | *5A whiff, smalljump, early j.C Crossup (Athena) | ||
=== Okizeme | === Okizeme on DOWN (KOed opponent) === | ||
* | *After ACE-Kill walk slightly back, then meaty 3A > 236B > 236A > 236B > 236E: unblockable Bug Setup into Ace. '''Tourney banned.''' | ||
* | *After ACE-Kill in corner: whiff 5A, smalljump j.C - fake crossup. Hits meaty & leads to 2B,2B,2A,3A, shiftout combo. | ||
* | *After ACE-Kill in corner: small delay, hyperhop j.C - hits crossup. Afterwards do 2B,2A,214C(2 hits),236B/D, 236A(whiff), turn around 3A,214B... etc | ||
* | *After 2363214P Kill in corner: immediate 623A, instant smalljump j.C: does not look meaty, but enables a combo. [https://youtu.be/WnGyaxllhp4?t=2180 Source: u-rasia] | ||
* | *Crazy run-over Okizeme from Tori: [https://youtu.be/fo8gDtqlSGE?t=244 Link] | ||
'''Setups | '''Setups for Meaty Card:''' | ||
*Corner Kill | *Corner Kill with 236Chit, z.B. 5D>3A>214C>236C(kill), link 623A > Roll through Opponent (left/right Oki) or instant smalljump C(card hits), Combo | ||
*Corner Kill | *Corner Kill with 214B hit, eg. from 5D>3A>214C>236C>214B(kill), 2A(whiff),5E~kara cancel 623A > Rolle through opponent (left/right Oki) or instant smalljump C(card hits), Combo | ||
*Corner Kill | *Corner Kill with 214B(Juggle) Hit> cancel in 214P(whiff)>236P(whiff), 623A, instant smalljump j.A > card hits > Combo. [https://youtu.be/WnGyaxllhp4?t=2453 Source:u-rasia] | ||
*Midscreen | *Midscreen run right in front of corpse, 623A, then: [https://youtu.be/wmWwJini6sE?t=327 Source: U-Rasia] | ||
** | **Roll through opponent | ||
**Jump over j.C | **Jump over j.C | ||
** | **wait | ||
===Other Stuff=== | |||
*On a back-turned BnB combo that ends in the corner, you can use backdash > superjump j.C, which then hits as meaty crossup. For a mixup, delay the j.C to trigger a fake crossup. | |||
== Matchups == | == Matchups == | ||
''' | '''Good'''<br> | ||
Maxima, ... | Maxima, ... | ||
''' | '''Bad'''<br> | ||
..., Gato ( | ..., Gato (Quote: "it is necessary to be gentle to grandfather"), Kula | ||
=== | === Vs Kula === | ||
*Vs reversal Ray Spin: use a delayed 5D>3A as Okizeme. The 5D hits on Counter Hit and then combos into 3A which leads into followup combos such as 214P / 214K etc. | |||
Note by ATG: I asked u-rasia about this matchup, because he plays it exceptionally well. This is the original quote on this:<br> | |||
''VS kura''<br> | ''VS kura''<br> | ||
''①Little 8JE is so important action .''<br> | ''①Little 8JE is so important action .''<br> | ||
Zeile 828: | Zeile 788: | ||
=== | === Vs Gato === | ||
Very difficult matchup. | |||
*Gato cannot be crossed up by smalljump j.C, since his collision is too high, Oswald will remain on the side he jumped from. | |||
*Vs Gato's 236236A, use 421D or 63214,63214P during the Super Freeze. | |||
*Point Blank vs Gato's 236236A (block) > link 236236A frame trap, use reversal 2B. The 2B beats the next 236236A. | |||
*To beat reversal 236236A, you can also do a meaty smalljump attack that hits at the apex of the small jump, this goes over 236236's hitbox. | |||
== | === Vs Ryo === | ||
*Punish Ryo LDM on block with 2D>6A>combo. You can also act after the super freeze and before the hit since the attack is so slow, eg. with a very late 421D or 63214,63214P. | |||
''' | === Vs Oswald (mirror) === | ||
*Oswald Rekka string on block: before the last hit (214B) usw 421B/D Counter > punish | |||
=== Vs Adelheid === | |||
:If Adelheid is cornered & uses LDM on block, it can be punished with 5C(f) > QS. | |||
===Vs Jazu === | |||
*Jazu's 632146P Super can be punished after the super freeze with 2D>6A (or 5D(c)) before it even comes out. | |||
===Vs Ash=== | |||
*Smalljump B goes over Ash's projectiles. | |||
== Universal Strategy against Oswald == | |||
'''Oswald's Card Throw(623A/B/C/D)''' | |||
Oswald auf Distanz ist zunächst einmal harmlos - er kann kein Meter bauen und auch keine überraschenden Angriffe ausführen. Allerdings kann Oswald auf Distanz sicher seine Karten werfen, die besonders dann gefährlich werden, wenn entweder Oswald ihnen hinterherrennt, oder man selbst in Oswald und eine Karte rennt. In beiden Situationen muss man damit Rechnen, von der Karte getroffen zu werden, falls Oswald den eigenen Angriff blockt (im Fall wenn man selbst der Angreifer ist) oder dass die Karte trifft weil Oswald z.B. durch einen durchrollt oder einen schnellen Overhead macht (falls er der Karte hinterherrennt und der Angreifer ist).<br> | Oswald auf Distanz ist zunächst einmal harmlos - er kann kein Meter bauen und auch keine überraschenden Angriffe ausführen. Allerdings kann Oswald auf Distanz sicher seine Karten werfen, die besonders dann gefährlich werden, wenn entweder Oswald ihnen hinterherrennt, oder man selbst in Oswald und eine Karte rennt. In beiden Situationen muss man damit Rechnen, von der Karte getroffen zu werden, falls Oswald den eigenen Angriff blockt (im Fall wenn man selbst der Angreifer ist) oder dass die Karte trifft weil Oswald z.B. durch einen durchrollt oder einen schnellen Overhead macht (falls er der Karte hinterherrennt und der Angreifer ist).<br> | ||
Außerdem sollte man vorsichtig sein, nicht zu dreist zu springen, wenn die Karte geworfen wurde - bei einem Air Hit kann Oswald relativ leicht in eine Knockdown Combo konvertieren.<br> | Außerdem sollte man vorsichtig sein, nicht zu dreist zu springen, wenn die Karte geworfen wurde - bei einem Air Hit kann Oswald relativ leicht in eine Knockdown Combo konvertieren.<br> | ||
Sobald keine Karte mehr auf dem Screen ist, kann man sich Oswald wieder nähern. | Sobald keine Karte mehr auf dem Screen ist, kann man sich Oswald wieder nähern. | ||
''' | '''Oswald's Pressure''' | ||
Oswald benutzt eine Mischung aus sehr frühen j.Cs, die weit nach unten treffen und durch das frühe Ausführen schwer zu schlagen sind, und 2B, der schnell ist und 3F Vorteil Gibt. Diese 2 Moves in Kombination sind dazu gedacht, den Gegner unter Druck zu setzen, bis er falsch blockt. Man wehrt sich am besten in dieser Situation, in dem man bei einem geblockten frühen j.C mit dem schnellsten Normal zurückschlägt, den man zur Verfügung hat. Die Schwierigkeit hierbei besteht darin, zu erkennen, ob der j.C früh genug gemacht wurde oder nicht. | Oswald benutzt eine Mischung aus sehr frühen j.Cs, die weit nach unten treffen und durch das frühe Ausführen schwer zu schlagen sind, und 2B, der schnell ist und 3F Vorteil Gibt. Diese 2 Moves in Kombination sind dazu gedacht, den Gegner unter Druck zu setzen, bis er falsch blockt. Man wehrt sich am besten in dieser Situation, in dem man bei einem geblockten frühen j.C mit dem schnellsten Normal zurückschlägt, den man zur Verfügung hat. Die Schwierigkeit hierbei besteht darin, zu erkennen, ob der j.C früh genug gemacht wurde oder nicht. | ||
== Videos == | == Videos == |
Version vom 19. Mai 2020, 20:45 Uhr
Oswald オズワルド | |
Tiers & Ranking | |
Tier: | A+ to S |
Ratio Cost: | 6 Points |
Properties | |
Damage Modifier: | 112 |
Stun Modifier: | 99 |
Crouch height (Tier): | F |
Colors
⃞ | X | △ | ⃝ |
A | B | C | D |
R1 +⃞ | R1 + X | R1 + △ | R1 + ⃝ |
E+A | E+B | E+C | E+D |
L1 +⃞ | L1 + X | L1 + △ | L1 + ⃝ |
Start+A | Start+B | Start+C | Start+D |
Special Properties
- Oswald's throw pulls the opponent slightly out of the corner, which allows corner crossups.
Frame Data
Note: Thanks to Rock for the Hit/Guard Data.
Name | Hitbox | Dmg | Startup | Active | Adv | Note |
---|---|---|---|---|---|---|
214B | 18px | 26 | 4 | -8 | Hard Knockdown as last Rekka only. | |
214D | 20px | 32 | 5 | -14 | Hard Knockdown as last Rekka only. Flies further than 214B. |
Combos
Basic Combos
- [2B,2A] or [C,6A] or [2D(1 Hit),6A] or [close 2B,2A,3A], then:
- 214C,236C,214B: Bread n Butter. the 214C only connects of the combo was started from fairly close. Can link 623A after in corner for Okizeme.
- 214C(2), Quick Shift only when started from close range.
- Quick Shift immediately quick shifting after 3A is preferable when the combo was started from further away.
- midscreen crossup (eg. j.C,2B,)2A,214C(2),236D,236A (whiff), turn around delay 3A, then:
- 214A/C,214D,236A(whiff): Basic midscreen crossup setup into knockdown. The 236A at the end is to cut recovery and build meter.
- 214D,236A/C,214B: Midscreen-into-corner setup. Can start card Okizeme after.
- delay 214C,236B,236E: Ace Setup with tricky timing. The combo must not end in the corner for this to work.
- Corner Crossup (after throw or on incoming) (j.C,\/,)2B,2A,(3A,)214C,236B/236D,236A (Whiff), (Opponent flies back into the corner), 3A>214B,then:
- delay 236C,214B, start card Okizeme
- 2363214A, immediately quickshift or kill with the super
- From further away 2B>2A>3A>236A(whiff)>236A: fancy situational combo that is rarely seen. Used in case you are too far away for the BnB, but hit with 2B,2A..
Ace Setups
- Enemy cornered, Oswald slightly outside of corner: 3A,236B,236A,236B,236E: Guaranteed Ace setup, is always used on stunned opponents. Can use 623A or (623A > j.C > 3A..) before for added damage.
- Midscreen, 3A-Hit from further away, [immediate 214A] or [delay 214C],236B,236E: Guaranteed Ace setup.
- Midscreen j.C crossup,\/,5D or [2B,2A,]214C(2 Hits),236D,236A, [delay 3A, delay 214C] or [max delay 3A>214A],236B,236E
- Midscreen counter, j.A, land, immediate 214C,236D,236A, turn around, [max delay 3A + immediate 214A] or [slight delay 3A, delay 214C],236B,236E
- Corner Cross j.C,2B,2A,3A,214C,236B,236A(whiff), 3A,236B whiff,236A,236B,236E the second 3A has to be put in as 1A (with 1, even though Oswald is then doing the attack in the direction of the corner becauseof the auto turn!). The 1A also has to be done as soon as possible after the 236A whiff, otherwise 2A will come out. The 236B after 1A is put in normally(from the 1P-side). Source: http://hartheon.web.fc2.com/character/oswald.html
- Opp. in Corner & Dizzy, Oswald slightly outside of corner: 623A, immediatey 3A-236C>(Card hits)>236B>236E: Stylish setup that deals less damage than the regular ace setup.
- Incoming in corner, dash under, 2B,2A,214C, delay 236B, 236A whiff, 2B(whiff), turn around 236B,236A,236B,236E: see here.
- Midscreen, back to camera, opponent jumps over you, 2B (back-turned),2A,214C, delay 236B,236E: Crazy setup from U-Rasia
- Midscreen 623A, 5D(c) (card hits) link 3A>214A>236B>236E. Source: BZR @ port24
Anti-Air
- Preventive 3A > confirm > 214C, 214D, 236A(whiff, for Recovery cutting)
- 5A/5B, LDM
LDM Setups
- Either safety shift to Oswald with cornered opponent, OR safety shift while back-turned & cornered > safety shift hits on Counter hit > 3A>214B, [4],D>6A46E (LDM): Source: k-tani
Team Combos
Universal
- Corner Crossup j.C (eg. after DOWN), 2B,2A,3A,214C,236B/D,236A(whiff), turn around 3A>214B, then:
- 2363214A, QS on 2. Hit for Stun Combos Example: player @ Playland Carnival
- 214C > QS for Juggle Anywhere Setups
- Corner 2B,2A,214C,236C, max delay 214C > QS: Very difficult quick shift setup because of the max delay 214C. Afterwards, eg. Vanessa oder K' j.D, land, LDM.
Gato & Oswald
- Gato Combo in 236236P with a lot of distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff), turn around 2C kara cancel 214X>236B>236E (ACE), Source: K-Tani or playland carnival
- Gato Combo in 236236P with a lot of distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff),
- Gato Combo in 236236P mit very little distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff), turn around 2C/2D? kara cancel 214X>214B (Knockdown), Source: K-Tani
- Gato Incoming j.B,2B,236236A, QS Oswald, backdash, 3A>214B>236A?>236B>236E (ACE): Quelle: Pie from Korea
Vanessa & Oswald
- Vanessa (Back to the corner) Super QS Oswald (crossup, no Jump-in), \/, 3A,236B,236A,236B,236E
- Vanessa (Back to the corner) 2C>[4],6A> QS Oswald (j.A whiff),\/, 5A whiff, 3A,214A,236B,236E
- Vanessa, Corner, SRK loop, QS Oswald, backdash, 3A,236B,236A,236B,236E
- Vanessa, midscreen 236236P, QS Oswald, land, 5D,214C(2 hits),236D,236A (whiff), max delay 236A-214A-236B-236E
- Vamessa, midscreen 236236P, QS Oswald, land, 5D(c)>6A>214B>236A>214A>236B>236E [Quelle: Port24 https://youtu.be/cKm0rlZQhps?t=1643]
- Vanessa cornered, wakeup ranbu, shift Oswald, turn around 3A,236B,236A,236B,236E: Quelle: port24
- Vanessa j.C,\/,C,[4],6A QS Oswald whiff j.A, run through, turn around 236P>236B>236A(whiff), 2B(whiff) turn around 3A,214D>236C>214B. Quelle: BZR @ port24
Adelheid & Oswald
- Adelheid, 236236D(1 Hit) QS Oswald (no Jumpin, \/,) Crossup 5D...
Gai & Oswald
- Midscreen/Fullscreen Gai Rekkas in Upper, QS Oswald (no Jumpin, \/,) 5B(close, whiff), 5B(close, whiff), 3A>-214A>236B-236E (ACE) Source: Rojar @ port24
- Midscreen Gai Deadly Rave, QS Oswald, landen, 214C?,236B,236E (ACE) Quelle: Port24
Elisabeth & Oswald
- Elisabeth combo in upper super, QS Oswald (j.D whiff, \/,) 2C(whiff cancel)214A/C (whiff), turn around link 3A>214A>236B>236E Source
- seltsames Setup
Oswald & K
- Oswald Corner Combo in 214C>236A QS K' j.D,\/, backdash, LDM
- Oswald Corner Combo in 214C>236B>236A QS K',\/, LDM (thanks to nishikawaguchiterry!)
- Oswald midscreen crossup combo in 214C,236D,236A(whiff), turn around 3A delay 214C>236B>214A (whiff, auto turn), link C(f), QS K' j.C(whiff),\/, LDM Source: U-Rasia You have to be in the corner together with the opponent during the "3A delay 214C"-Part for the combo to work.
- Oswald corner 421D, (in air in corner)j.A,5D,3A,214C,236D,236A, turn around 3A,214B,2363214A QS K', BnB > Stun
Ryo & Oswald
- Ryo 646P, QS Oswald, Rolle, 3A>214P>236B>236E(ACE): Source: k-tani
Ash & Oswald
Duck & Oswald
- Duck 2A,2A,5B,6C, Shift Oswald, j.A,\/,3A delay 214C,236B,236E. The time window for the QS is 11F (for the j.A to still hit).
- Duck Dance, 214214B > shift Oswald, backdash, 236A?,236B,236E: BZR @port24
- Duck corner Chain in 3D, Shift Oswald,\/,236A(turn around),236B,236A(whiff), max delay 3A, max delay 214A,236B,(delay)236A(whiff), turn around, run back towards corner, 3A>214B,delay 236C>214B. Hard combo because of the corner crossup (needs perfect shift & 236A timing).
Sonstige Combos
- Cornered 2B>2A>214C>236D>214B, turn around 236B>236A/C>214B Source: U-Rasia
- incoming smalljump j.C crossup,2B,2A,3A,214C,236B,236A(whiff), turn around 3A>AB roll cancel > 3A> delay 214B link 3A>214B... Source: u-rasia, Quote: "This combo's second 3A is very important .This 3A , you enter the command 1A.Left and right reversed . It is the fastest command until second 214B.
And this stun combo is only Adelheid ,Jazu and hayate."
- Solo stun vs Adelheid: Corner DOWN! Card Okizeme, crossup j.C (card hits), 2B,2A,3A,214C(2 hits),236B,236A(whiff), turn around 3A>AB>3A>214B, link 3A>214B, delay 214C,214C (stun), Source: u-rasia @por24
- Cornered 2B>2A>214C>236D>236A(whiff), walk back 3A, long delay 214A>236B>236A(whiff, opp. flies over Oswald), run for a bit, 3A>214B, then:
- 236C>214B
- link 2363214P, shift out etc.
- delay 214A, shift out etc.
- cornered 3A, delay 214C?>236B>236A(whiff), link 214C?>236B>214A?(whiff), link 236B? Source: U-Rasia
Strategy & Setups
Neutral
Oswald wants to get in as close as possible to make the most out of j.C pressure and to maximize his combo opportunities, particularly from crossups. The latter is best achieved by j.C crossups against crouching opponents, strategic AB-rolls or by using 2B as an anti-air against badly-spaced jumps. If you are forced to play more defensively due to hard matchups, turtling behind the 623X-cards is a valid strategy, particularly when rolling forward as they would hit (which can lead to crossups).
The most important normals in neutral are:
far C: excellent Poke, great to end blockstrings
2B: low Profile, can be used as Anti-Air. Is also very fast(5F), gives +3 advantage and leads to combos.
5A/2A: good, fast pokes. 2A can be confirmed into 3A if mashed, and 5A ist good as an anti-smalljump attack.
j.C: Very strong jump in, hits early and reaches far down and also has a great crossup hitbox. Can be done right at the start of a smalljump, repeatedly, to exert a lot of pressure.
j.E: comparatively strong but slightly slow j.E, good horizontal Hitbox which is useful to get in on the opponent.
Anti-Air
- 2B: Low Profile.
- 5B
- 5A
- 5D(c)(counter hit) > 3A: vs Smalljumps
- j.D (strong air-to-air, has to be done early, will stop almost anything)
- 63214,63214P (langsam aber stark)
Special Setups
- Corner Throw > Corner Crossup (eg. with AB-Roll>2B or j.C crossup).
- far C > Quick Shift good to punish from further away or to escape under pressure.
- 2B,2A>6A>214C: Frame Trap. There is no time to hit confirm the 214C, but enough time to decide what rekka to do after in case the opponent has blocked.
- 2B,2A, 2D>6A (Hit Confirm 214C): Frame Trap. Note: enemy can jump out & punish.
- Jump-in on Block, micro dash, smalljump j.C (crossup if opp. crouched): Setup for a midscreen backturned combo: j.C Cross,\/,5D,6A,214C(2 Hits),236D,236A, turn-around 3A, max delay 214C,236B,236E.
- With back to wall poke with 2D > 6A, confirm into 214C (1-2 Hits), 236B/D (B if 2 Hits of 214C hit, D if 1 hits), 236A (Whiff), Corner Combo
Blockstrings & Okizeme
Blockstrings
- 2B,2A,5C
- 2B,(2A,),2D (note: opponent can jump out)
- 2B,2A, 5D(c): if opponent GC-rolls the 2B the 5D(c) hits Meaty (on block)
Standard-Oki
- Midscreen Combo in 214B (knockdown),
- dash, roll,attack: left/right Okizeme
- mini-dash, superjump j.C: Crossup
- short pause, dash, hyperhop j.C Crossup: only vs Adelheid, Athena, Mary, Ralf, Ryo, Whip
- Corner Combo in 214B (knockdown) > 623A, then:
- 2B (card hits)> walk forward, 5D>3A...
- Smalljump Back instant j.A (card hits), 2D>6A>214C... (Note: character specific, does not work vs: Kula, Kim, ....)
- Smalljump up/forward instant j.C (card hits), \/, 2B,2A...
- Smalljump up/forward instant j.C > opponent rolled forward > land, 5D(c),214C,236B/D,236A(whiff), turn around 3A.. etc
- Block or roll (Opponent attempted a reversal, card hits in air) > 3A>214B...
- Corner Backturned knockdown, then:
- 623A, Roll through Opponent (crossup) > Oswald stands outside of the corner > 5D>3A>214A....
Throw Oki
Corner:
- Roll or Superjump > Crossup
- Walk forward slightly, then Roll: pseudo-50/50 left/right Mixup, since the opponent is pushed into the corner (or not) by the walking
- In corner, possible against several characters, eg. Kula: Throw > 5A whiff, then smalljump j.C oder hyperhop j.C (50/50 left right).
- Corner Throw > smalljump over opponent into corner > smalljump back j.C (crossup vs crouch): works against Kim, ....
Midscreen Smalljump Crossups:
- Throw> walk back> Hyperhop j.C works as a crossup against:
- Adelheid, Athena, Mary, Ralf, Ryo, Whip (easy)
- Kim (difficult, walk back far, jump late)
- Throw, then:
- 5A-5A chain whiff, smalljump j.C Crossup (Kim)
- 5A whiff, smalljump j.C Crossup (Adel, Mary,Ralf, Ryo, Whip)
- 5A whiff, smalljump, early j.C Crossup (Athena)
Okizeme on DOWN (KOed opponent)
- After ACE-Kill walk slightly back, then meaty 3A > 236B > 236A > 236B > 236E: unblockable Bug Setup into Ace. Tourney banned.
- After ACE-Kill in corner: whiff 5A, smalljump j.C - fake crossup. Hits meaty & leads to 2B,2B,2A,3A, shiftout combo.
- After ACE-Kill in corner: small delay, hyperhop j.C - hits crossup. Afterwards do 2B,2A,214C(2 hits),236B/D, 236A(whiff), turn around 3A,214B... etc
- After 2363214P Kill in corner: immediate 623A, instant smalljump j.C: does not look meaty, but enables a combo. Source: u-rasia
- Crazy run-over Okizeme from Tori: Link
Setups for Meaty Card:
- Corner Kill with 236Chit, z.B. 5D>3A>214C>236C(kill), link 623A > Roll through Opponent (left/right Oki) or instant smalljump C(card hits), Combo
- Corner Kill with 214B hit, eg. from 5D>3A>214C>236C>214B(kill), 2A(whiff),5E~kara cancel 623A > Rolle through opponent (left/right Oki) or instant smalljump C(card hits), Combo
- Corner Kill with 214B(Juggle) Hit> cancel in 214P(whiff)>236P(whiff), 623A, instant smalljump j.A > card hits > Combo. Source:u-rasia
- Midscreen run right in front of corpse, 623A, then: Source: U-Rasia
- Roll through opponent
- Jump over j.C
- wait
Other Stuff
- On a back-turned BnB combo that ends in the corner, you can use backdash > superjump j.C, which then hits as meaty crossup. For a mixup, delay the j.C to trigger a fake crossup.
Matchups
Good
Maxima, ...
Bad
..., Gato (Quote: "it is necessary to be gentle to grandfather"), Kula
Vs Kula
- Vs reversal Ray Spin: use a delayed 5D>3A as Okizeme. The 5D hits on Counter Hit and then combos into 3A which leads into followup combos such as 214P / 214K etc.
Note by ATG: I asked u-rasia about this matchup, because he plays it exceptionally well. This is the original quote on this:
VS kura
①Little 8JE is so important action .
Kuras J action lose this action so so .
②Oswalds 5C range is so long .
You have to keep separation 5C hit and kuras 5B does not hit .
③Let's hit JE(counter) and hit 3A + ace !
But It's hard for Oswald to beat Kura .
If you receive damage Kuras 2B or JC or JE , Subsequent developments require reading .
Good lack .
Vs Gato
Very difficult matchup.
- Gato cannot be crossed up by smalljump j.C, since his collision is too high, Oswald will remain on the side he jumped from.
- Vs Gato's 236236A, use 421D or 63214,63214P during the Super Freeze.
- Point Blank vs Gato's 236236A (block) > link 236236A frame trap, use reversal 2B. The 2B beats the next 236236A.
- To beat reversal 236236A, you can also do a meaty smalljump attack that hits at the apex of the small jump, this goes over 236236's hitbox.
Vs Ryo
- Punish Ryo LDM on block with 2D>6A>combo. You can also act after the super freeze and before the hit since the attack is so slow, eg. with a very late 421D or 63214,63214P.
Vs Oswald (mirror)
- Oswald Rekka string on block: before the last hit (214B) usw 421B/D Counter > punish
Vs Adelheid
- If Adelheid is cornered & uses LDM on block, it can be punished with 5C(f) > QS.
Vs Jazu
- Jazu's 632146P Super can be punished after the super freeze with 2D>6A (or 5D(c)) before it even comes out.
Vs Ash
- Smalljump B goes over Ash's projectiles.
Universal Strategy against Oswald
Oswald's Card Throw(623A/B/C/D)
Oswald auf Distanz ist zunächst einmal harmlos - er kann kein Meter bauen und auch keine überraschenden Angriffe ausführen. Allerdings kann Oswald auf Distanz sicher seine Karten werfen, die besonders dann gefährlich werden, wenn entweder Oswald ihnen hinterherrennt, oder man selbst in Oswald und eine Karte rennt. In beiden Situationen muss man damit Rechnen, von der Karte getroffen zu werden, falls Oswald den eigenen Angriff blockt (im Fall wenn man selbst der Angreifer ist) oder dass die Karte trifft weil Oswald z.B. durch einen durchrollt oder einen schnellen Overhead macht (falls er der Karte hinterherrennt und der Angreifer ist).
Außerdem sollte man vorsichtig sein, nicht zu dreist zu springen, wenn die Karte geworfen wurde - bei einem Air Hit kann Oswald relativ leicht in eine Knockdown Combo konvertieren.
Sobald keine Karte mehr auf dem Screen ist, kann man sich Oswald wieder nähern.
Oswald's Pressure Oswald benutzt eine Mischung aus sehr frühen j.Cs, die weit nach unten treffen und durch das frühe Ausführen schwer zu schlagen sind, und 2B, der schnell ist und 3F Vorteil Gibt. Diese 2 Moves in Kombination sind dazu gedacht, den Gegner unter Druck zu setzen, bis er falsch blockt. Man wehrt sich am besten in dieser Situation, in dem man bei einem geblockten frühen j.C mit dem schnellsten Normal zurückschlägt, den man zur Verfügung hat. Die Schwierigkeit hierbei besteht darin, zu erkennen, ob der j.C früh genug gemacht wurde oder nicht.
Videos
Oswald Guide von U-Rasia, part 1
Oswald Guide von U-Rasia, part 2
Ace Setups für bestimmte Teams
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber