Oswald(KOFXI): Unterschied zwischen den Versionen

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Zeile 3: Zeile 3:
| 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 Punkte
|ratio_rank = 6 Points
|health = 112
|health = 112
|stun_gauge = 99
|stun_gauge = 99
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI Oswald S.jpg]]
|[[Datei:KOFXI Oswald S.jpg]]
Zeile 61: Zeile 61:
|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 ==
''Anm.: Danke an Rock für die Hit/Guard 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"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! 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;" | Anmerkung
! 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;" |gut als Anti-Air
| 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;" |wie 5A(c), nur ohne Cancel.
| 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;" |gut als Anti-Air
| 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;" |cancelt in 6A
| 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;" |bester Poke
| 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;" |weniger Pushback und schneller als 5C(c)
| 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;" |Poke
| 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;" |ab F4 unverwundbar auf den Beinen
| 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;" |6A danach geblockt, bis Karte verschwindet. Macht 0 Stun.
| 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;" |Combot nur aus schweren Angriffen, z.B. 5C(c) oder 2D(1). Macht 0 Stun.
| 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;" | Variante
! 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;" | Vorteil
! 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;" | Anmerkung
! 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;" |trifft tief
| 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;" |Relativ nutzlos
| 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;" |Trifft tief. Cancelt in 6A.
| 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;" | Trifft tief. *=falls 2D(1) nicht trifft.
| 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;" |Juggelt. Launcht. Special Cancel.
| 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;" |Combot auch aus leichten Angriffen. Kein Launch.
| 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;" | Variante
! 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;" | Anmerkung
! 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;" |gut als Jump-In z.B. bei Shift-in gegen geduckten Gegner. Geht als Instant Overhead.
| 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;" |air-to-air. *5=normal jump, 7=smalljump.
| 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;" |sehr guter Jump-In, kann auch crossup treffen
| 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;" |gute Priorität als Jump-In.
| 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:120px;background-color:#FFd800;" | Anmerkung
! 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;" |Andere Hitbox als 214C.
| 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;" |rennt langsamer als 214C. Gleiche Hitbox wie 214C(2).
| 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;" |Erster Hit (nah dran) mehr Range als 214A. Gleiche Hitbox wie 214A(2).
| 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;" |rennt schneller als 214A.
| 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 zu 214P. *=>214A/>214C
| 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 als Rekka-Followup. Hitbox ist anders als bei 214P(2)! *=>214A/>214C
| 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:120px;background-color:#FFd800;" | Anmerkung
! 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 zu 236P. *=2>36A/>236C
| 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 als Rekka-Followup. Gleiche Hitbox wie 236P. *=>236A/>236C
| 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:120px;background-color:#FFd800;" | Anmerkung
! 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 als letzter Rekka (sonst nicht).
| 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 als letzter Rekka (sonst nicht). Fliegt weiter als 214B.
| 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:120px;background-color:#FFd800;" | Anmerkung
! 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-lang Projektil-Reflect. F10-29 unverwundbar auf den Füßen (Pirouette).
| 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 als Followup. 15F-lang Projektil-Reflect. 27F unverwundbar auf den Füßen (Pirouette).
| 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-lang Projektil-Reflect. F14-33 unverwundbar auf den Füßen (Pirouette). Größere Projektil-Reflect Hitbox als 236B.
| 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 als Followup. 15F-lang Projektil-Reflect. 27F unverwundbar auf den Füßen (Pirouette).
| 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 zu 236B/D. Löst den Hit nur bei perfektem Treffer aus.
| 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:120px;background-color:#FFd800;" | Anmerkung
! 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 bestimmt die Reichweite. Projektil-Hitbox bereits 18F vor den Active Frames. *=A/B/C/D.
| 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- und High Counter.  F1-8 nur auf den Füßen verwundbar. B-Version nach hinten, D-Version nach hinten in die Luft.
| 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 bei allen Hits
| 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;" | Freeze auf F1. Button kann gehalten werden, so lange bleibt Oswald stehen und reflektiert Projektile. A-Version hat kleinere vertikale Hittable Box.
| 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 bei allen Hits
| 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;" | Freeze auf F1. Button kann gehalten werden, so lange bleibt Oswald stehen und reflektiert Projektile. Die C-Version bewegt Oswald weiter als die A-Version.
| 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;" |Freeze auf F2. 1F vor, ~15F nach Freeze unverwundbar. Counter Hit State in der Recovery.
| 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;" |Freeze auf F2. 1F unverwundbar. Nach Freeze auf den Beinen unverwundbar. Hat Juggle-anywhere Eigenschaft.
| style="background-color:#F9F9F9;" |1F invul. After freeze invul on legs. Has juggle-anywhere property.
|}
|}
== Specials & Supers (outdated) ==
'''Oswald's "Rekkas":''' Alle Moves mit 236 und 214 Motions können ineinander gecancelt werden (bis zu 2 Cancel, also 3 Rekkas), und ändern dann ihre Eigenschaften.
*'''236P ("Diamond"):''' Normaler "Slash". C ... ?
**'''Followups: 236K,214K,214P,236P(Ender)'''
*'''214P ("Spade"):''' Dash-Slash. C etwas langsamer und anderer Winkel.
**'''Followups:236K,214K,236P,214P(Ender),'''
*'''236K ("Heart):''' Launcher mit speziellem Followup. Nach der D-Version kann nicht weiter gechaint werden, dafür bewegt sie Oswald etwas nach hinten (nützlich für bestimmte Combos).
**'''Followups: 236P,214P,214K'''
**'''236E ("Ace"):''' Followup mit extrem hohem Scahden, das perfekt getimed werden muss (so wie Enja in Samurai Showdown). Es gibt jedoch spezielle Setups, die genaues Timing unnötig machen. Achtung: der Move ist selbst bei einem perfekten Treffer auf Hit unsafe.
*'''214K ("Club"):''' jump-chop. Guter Knockdown am Ende einer Rekka-String, danach Card Okizeme mit 623+Button.
*'''623+Button ("Queen"):''' Oswald wirft Karten. Button bestimmt den Winkel. Die Karten landen verspätet und können so auch für Okizeme eingesetzt werden.
*'''421K ("King"):''' Counter. B-Version bewegt hinter den Gegner, D-Version in die Luft hinter den Gegner.
----
*'''63214,63214P (Spade, Heart, Diamond, Club):''' Super mit viel Unverwundbarkeit. Kann auch als 63214, 6,63214,P eingegeben werden, um den Super aus dem Rennen zu machen.
*'''2363214P (Straight):''' Ranbu. A-Version ist schneller bzw. trifft früher. Super kann durch halten des Buttons verzögert werden, so lange reflektiert Oswald Projektile.
*'''[4],646E (Joker):''' ''[2 Stocks, Leader]'' Leader-Super. Hat juggle-anywhere Property.


== Combos ==
== Combos ==


===Häufig verwendete Combos===
===Basic Combos===
*'''[2B,2A] oder [C,6A] oder [2D(1 Hit),6A] oder [close 2B,2A,3A],214C,236C,214B''' Bread n Butter.
*'''[2B,2A] or [C,6A] or [2D(1 Hit),6A] or [close 2B,2A,3A], then:'''
**'''danach in der Ecke link 623A''' (für Okizeme)
**'''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.
*'''von weiter weg 2B>2A>3A>236A(whiff)>236A:''' falls man zu weit weg für die Bread n Butter Combo ist, aber mit 2B,2A.. trifft.
**'''Quick Shift''' immediately quick shifting after 3A is preferable when the combo was started from further away.


*'''Corner Crossup (z.B. nach Wurf) (j.C,\/,)2B,2A,(3A,)214C,236B/236D,236A (Whiff), (Gegner fliegt hinter einen zurück in die Ecke), 3A,...
*'''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.


*'''midscreen (am besten gegen back-turned Gegner nach Crossup) 2A,2B,214C(2),236D,236A (whiff), turn around 3A,214D,236A,214B.
*'''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 ===
*'''Gegner in der Ecke, Oswald etwas von ihm entfernt: 3A,236B,236A,236B,236E:''' Garantiertes Ace Setup, wird immer bei benommenem Gegner verwendet. Man kann davor auch noch 623A oder (623A > j.C > 3A..) machen.
*'''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 (am besten von weiter weg), [sofort 214A] oder [delay 214C],236B,236E:''' Garantiertes Ace Setup.
*'''Midscreen, 3A-Hit from further away, [immediate 214A] or [delay 214C],236B,236E:''' Guaranteed Ace setup.


*'''Midscreen j.C crossup,\/,5D oder [2B,2A,]214C(2 Hits),236D,236A, [delay 3A, delay 214C] oder [max delay 3A>214A],236B,236E'''
*'''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, landen, sofort 214C,236D,236A, turn around max delay 3A, [sofort 214A] oder [delay 214C],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''' der zweite 3A muss als 1A eingegeben (also mit 1, obwohl Oswald den Move dann in Richtung der Ecke macht, dank auto-turn). Außerdem muss dieser 1A so früh nach dem 236A Whiff eingegeben werden, wie es geht, sonst bekommt man 2A raus. Den 236B nach dem 1A gibt man normal ein (also wieder von der 1P-Seite aus). quelle: http://hartheon.web.fc2.com/character/oswald.html
*'''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


*'''Gegner in der Ecke & Dizzy, Oswald etwas außerhalb der Ecke: 623A, sofort 3A-236C>(Karte trifft)>236B>236E:''' Styler-Setup, macht weniger Schaden als das normale Ace-Setup in dem Fall.
*'''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 der Ecke, dash under, 2B,2A,214C, delay 236B, 236A whiff, 2B(whiff), umdrehen 236B,236A,236B,236E:''' siehe [https://youtu.be/8VnC0a0g0jk?t=1583 hier].
*'''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, Rücken zur Kamera, Gegner springt über einen, 2B (back-turned),2A,214C, delay 236B,236E:''' [https://youtu.be/0oLnlxfOLsw?t=1081 Quelle: U-Rasia]
*'''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) (Karte trifft) link 3A>214A>236B>236E. [https://youtu.be/C9iYIdF2vaU?t=6912 Quelle: BZR @ port24]
*'''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, für Recovery)'''
*'''Preventive 3A > confirm > 214C, 214D, 236A(whiff, for Recovery cutting)'''


*'''5A/5B, LDM'''
*'''5A/5B, LDM'''
Zeile 594: Zeile 574:


===LDM Setups===
===LDM Setups===
*Entweder mit dem Gegner in der Ecke safety shift oder wenn man in der Ecke ist & back-turned safety Shift zu Oswald > Counter Hit > 3A>214B, [4],D>6A46E (LDM): [https://youtu.be/cACD28g_uNA?t=326 Quelle: k-tani]
*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 ===


'''Allgemein'''
'''Universal'''
*'''Corner Crossup j.C (z.B. nach DOWN), 2B,2A,3A,214C,236B/D,236A(whiff), turn around 3A>214B, dann:'''
*'''Corner Crossup j.C (eg. after DOWN), 2B,2A,3A,214C,236B/D,236A(whiff), turn around 3A>214B, then:'''
**'''2363214A, QS auf den 2. Hit für dizzy Combos''' [https://youtu.be/pKR6-ZreE0s?t=508 Beispiel: Spieler @ Playland Carnival]
**'''2363214A, QS on 2. Hit for Stun Combos''' [https://youtu.be/pKR6-ZreE0s?t=508 Example: player @ Playland Carnival]
**'''214C > QS für Juggle Anywhere Setups'''
**'''214C > QS for Juggle Anywhere Setups'''


*'''Corner 2B,2A,214C,236C, max delay 214C > QS:''' Sehr schweres quick shift setup wegen dem max delay 214C. Danach mit z.B. Vanessa oder K' j.D, landen, LDM.
*'''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 mit viel Abstand zur Ecke, QS Oswald, backdash, 214X>236B>236A(whiff), turn around 2C kara cancel 214X>236B>236E (ACE), [https://youtu.be/nwfvAj5wT40?t=4455 Quelle: K-Tani] oder [https://youtu.be/AQioI445IgU?t=335 playland carnival]
*'''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 mit viel Abstand zur Ecke, QS Oswald, backdash, 214X>236B>236A(whiff),
*'''Gato Combo in 236236P with a lot of distance to the corner, QS Oswald, backdash, 214X>236B>236A(whiff),


*''' Gato Combo in 236236P mit wenig Abstand zur Ecke, QS Oswald, backdash, 214X>236B>236A(whiff), turn around 2C/2D? kara cancel 214X>214B (Knockdown), [https://youtu.be/nwfvAj5wT40?t=5218 Quelle: K-Tani]
*''' 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 aus Korea]
*'''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 (Rücken zur Ecke) Super QS Oswald (crossup, kein Jump-in), \/, 3A,236B,236A,236B,236E'''
*'''Vanessa (Back to the corner) Super QS Oswald (crossup, no Jump-in), \/, 3A,236B,236A,236B,236E'''


*'''Vanessa (Rücken zur Ecke) 2C>[4],6A> QS Oswald (j.A whiff),\/, 5A whiff, 3A,214A,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, Corner, SRK loop, QS Oswald, backdash, 3A,236B,236A,236B,236E'''


*'''Vanessa, midscreen 236236P, QS Oswald, landen, 5D,214C(2 hits),236D,236A (whiff), max delay 236A-214A-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, landen, 5D(c)>6A>214B>236A>214A>236B>236E''' [Quelle: Port24 https://youtu.be/cKm0rlZQhps?t=1643]
*'''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:''' [https://www.youtube.com/watch?v=C9iYIdF2vaU Quelle: port24]
*'''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, durchrennen, turn around 236P>236B>236A(whiff), 2B(whiff) turn around 3A,214D>236C>214B. [https://youtu.be/C9iYIdF2vaU?t=6898 Quelle: BZR @ 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. [https://youtu.be/C9iYIdF2vaU?t=6898 Quelle: BZR @ port24]


'''Adelheid & Oswald'''
'''Adelheid & Oswald'''
*'''Adelheid, 236236D(1 Hit) QS Oswald (kein Jumpin, \/,) Crossup 5D...
*'''Adelheid, 236236D(1 Hit) QS Oswald (no Jumpin, \/,) Crossup 5D...




'''Gai & Oswald'''
'''Gai & Oswald'''
*'''Midscreen/Fullscreen Gai Rekkas in Upper, QS Oswald (kein Jumpin, \/,) 5B(close, whiff), 5B(close, whiff), 3A>-214A>236B-236E (ACE)''' [https://youtu.be/1zbK7qMUuHc?t=7355 Quelle: Rojar @ port24]
*'''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 quelle]
*'''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 (danke an nishikawaguchiterry)  
*'''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 Quelle: U-Rasia] Man muss mit dem Gegner in der Ecke sein beim "3A delay 214C"-Part, damit die Combo funktioniert.
*'''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 der Luft in der Ecke)j.A,5D,3A,214C,236D,236A, turn around 3A,214B,2363214A QS K', BnB > Stun
*'''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 Quelle: k-tani]
*'''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 ähm OK]
*[https://youtu.be/TrqRcPWzGn4?t=1093 WHAT]


'''Duck & Oswald'''
'''Duck & Oswald'''
*Duck 2A,2A,5B,6C, Shift os, j.A,\/,3A delay 214C,236B,236E. Das Zeitfenster für den QS ist 11F groß (damit der j.A noch trifft).
*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 os, backdash, 236A?,236B,236E: [https://www.youtube.com/watch?v=C9iYIdF2vaU BZR @port24]
*Duck Dance, 214214B > shift Oswald, backdash, 236A?,236B,236E: [https://www.youtube.com/watch?v=C9iYIdF2vaU BZR @port24]
*Duck corner Chain in 3D, Shift os,\/,236A(turn around),236B,236A(whiff), max delay 3A, max delay 214A,236B,(delay)236A(whiff),umdrehen, wieder zurück richtung Ecke rennen, 3A>214B,delay 236C>214B. Schwer wegen dem Corner turn around (braucht perfektes Timing beim Shift und beim 236A).
*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 Quelle: U-Rasia]
*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 Rolle > 3A> delay 214B link 3A>214B... [https://youtu.be/pKR6-ZreE0s?t=225 Quelle: u-rasia], Zitat: "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.
*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 gegen Adelheid: Corner DOWN! Kartenoki, crossup j.C (Karte trifft), 2B,2A,3A,214C(2 hits),236B,236A(whiff), turn around 3A>AB>3A>214B, link 3A>214B, delay 214C,214C (stun), Quelle: [https://youtu.be/CWJDfp9K2Y8?t=14535 u-rasia @por24]
*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), zurücklaufen 3A, langer delay 214A>236B>236A(whiff, Gegner fliegt über einen), etwas rennen, 3A>214B, dann:
*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 usw.
**link 2363214P, shift out etc.
**delay 214A, shift out usw.
**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 Quelle: U-Rasia]
*cornered 3A, delay 214C?>236B>236A(whiff), link 214C?>236B>214A?(whiff), link 236B? [https://youtu.be/0oLnlxfOLsw?t=5011 Source: U-Rasia]


== Strategie & Setups ==
== Strategy & Setups ==
'''Neutral'''<br>
'''Neutral'''<br>
Oswald will so nah wie möglich an den Gegner ran, da man mit ihm aus der nähsten Distanz den höchsten Combodamage rausholt, vor allem wenn man den Gegner back-turned erwischt. Letzteres macht man am besten durch j.C Crossups oder durch strategische AB-Rollen. Sollte man z.B. wegen eines schweren Matchups gezwungen sein, defensiver zu spielen, kann man sich mit den 623X-Karten absichern. Wenn der Gegner dann auf einen zu rennt, kann man mit AB durch ihn durchrollen und die Karte trifft ihn - danach gehen Combos. <br>
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>
Die wichtigsten Normals im Neutral sind:<br>
The most important normals in neutral are:<br>
far C: sehr guter Poke, gut am Ende von Blockstrings<br>
far C: excellent Poke, great to end blockstrings<br>
2B: low Profile, kann als Anti-Air benutzt werden, ist sehr schnell (5F) gibt außerdem +3 und führt zu Combos<br>
2B: low Profile, can be used as Anti-Air. Is also very fast(5F), gives +3 advantage and leads to combos.<br>
5A/2A: gute, schnelle Pokes. Vor allem 5A ist gut als Anti-Smalljump.<br>
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: Sehr starker Jumpin, trifft früh und weit unten, kann außerdem Crossen. Kann immer wieder sehr früh gedrückt aus Smalljumps benutzt werden (für Pressure).<br>
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: Vergleichsweise starker j.E, gute horizontale Hitbox, kann man benutzen um an den Gegner heranzukommen.
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. Sehr stark.
*2B: Low Profile.
*5B
*5B
*5A
*5A
*5D(c)(counter hit) > 3A: gegen Smalljumps
*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)
'''Allerlei Tricks'''
*'''Corner Throw > Corner Crossup''' (z.B. mit Normal Jump oder Rolle).
*'''far C > Quick Shift''' gut als Punish von weit weg oder zum abhauen, wenn man unter Druck ist.
*'''2B,2A>6A>214C:''' Frame Trap. Keine Zeit für Hit Confirm, den 214C muss man zwangsläufig mit eingeben.
*'''2B,2A, 2D>6A (Hit Confirm 214C):''' Frame Trap. Achtung: Gegner kann rausspringen und bestrafen.
*'''Jump-in auf Block, minimaler dash, smalljump j.C (crossup wenn Gegner duckt):''' Setup für eine Midscreen-Backturned Combo: j.C Cross,\/,5D,6A,214C(2 Hits),236D,236A, turn-around 3A, max delay 214C,236B,236E.
*'''Mit Rücken zur Ecke mit 2D > 6A poken, 214C (1-2 Hits), 236B/D (B bei 2 Hits von 214C, D bei einem), 236A (Whiff), Corner Combo






===Matchupspezifische Strategie===
'''Special Setups'''
*'''Corner Throw > Corner Crossup''' (eg. with AB-Roll>2B or j.C crossup).


'''gegen Kula:'''
*'''far C > Quick Shift''' good to punish from further away or to escape under pressure.
*Gegen reversal Ray Spin: einfach delayed 5D>3A als Okizeme machen, der 5D trifft dann auf Counter Hit und combot in den 3A, danach gehen Followups z.B. mit 214P / 214K usw.


*'''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.


'''gegen Gato:'''
*'''2B,2A, 2D>6A (Hit Confirm 214C):''' Frame Trap. Note: enemy can jump out & punish.
*Gegen Gatos 236236P nach dem Superfreeze 421D>j.A>214C>combo oder 63214,63214C machen.
*Point Blank gegen Gatos 236236A (block) link 236236A frame trap einfach reversal 2B machen, der stufft den zweiten 236236A bevor er rauskommt.


*'''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.


'''Gegen Ryo:'''
*'''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
*Ryo LDM auf block mit 2D>6A... bestrafen, ansonsten nach dem Superfreeze, aber vor dem Hit handeln (z.B. 421D oder 63214,63214P).


'''Gegen Oswald (Mirror):'''
*Oswald Rekka string auf block: vor dem letzten (214B) Hit einfach 421B/D Counter machen > punish
'''Gegen Jazu'''
*Jazu's 632146P Super kann man nach dem Super Freeze mit 2D>6A (oder 5D(c)) bestrafen, bevor er rauskommt.
'''Gegen Ash'''
*Smalljump B geht über Ashs Projektile.


== Blockstrings & Okizeme ==
== Blockstrings & Okizeme ==
Zeile 743: Zeile 700:
===Blockstrings===
===Blockstrings===
*2B,2A,5C
*2B,2A,5C
*2B,(2A,),2D (achtung: Gegner kann rausspringen)
*2B,(2A,),2D (note: opponent can jump out)


*2B,2A, 5D(c): Wenn der Gegner den 2B GC-Rollt, trifft der 5D(c) Meaty (auf block)
*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, Rolle: links/rechts Okizeme
**dash, roll,attack: left/right Okizeme
**mini-dash, superjump j.C: Crossup
**mini-dash, superjump j.C: Crossup
**kurz warten, dash, hyperhop j.C Crossup: nur gegen Adelheid, Athena, Mary, Ralf, Ryo, Whip
**short pause, dash, hyperhop j.C Crossup: only vs Adelheid, Athena, Mary, Ralf, Ryo, Whip




*Corner Combo in 214B (knockdown) > 623A, dann:
*Corner Combo in 214B (knockdown) > 623A, then:
**2B (Karte trifft)> vorlaufen, 5D>3A...
**2B (card hits)> walk forward, 5D>3A...
**Smalljump Back instant j.A (Karte trifft), 2D>6A>214C... (Achtung: Charakterspezifisch, geht nicht gegen: Kula, Kim, ....)
**Smalljump Back instant j.A (card hits), 2D>6A>214C... (Note: character specific, does not work vs: Kula, Kim, ....)
**Smalljump up/nach vorne instant j.C (Karte trifft), \/, 2B,2A...
**Smalljump up/forward instant j.C (card hits), \/, 2B,2A...
**Smalljump up/nach vorne instant j.C > Gegner ist nach vorne gerollt > landen, 5D(c),214C,236B/D,236A(whiff), turn around 3A.. usw
**Smalljump up/forward instant j.C > opponent rolled forward > land, 5D(c),214C,236B/D,236A(whiff), turn around 3A.. etc
**Block oder Rolle (Gegner macht was und Karte trifft in der Luft) > 3A>214B...
**Block or roll (Opponent attempted a reversal, card hits in air) > 3A>214B...


*Corner Backturned knockdown, dann:
*Corner Backturned knockdown, then:
**623A, Rolle durch Gegner (crossup) > Oswald steht außerhalb der Ecke > 5D>3A>214A....
**623A, Roll through Opponent (crossup) > Oswald stands outside of the corner > 5D>3A>214A....


===Wurf Oki===
===Throw Oki===


'''Ecke:'''<br>
'''Corner:'''<br>
*Rolle oder Superjump > Crossup
*Roll or Superjump > Crossup
*Etwas nach vorne laufen, dann Rolle: pseudo-50/50 links/rechts Mixup, da man den Gegner in die Ecke drückt durch das Laufen
*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 der Ecke gegen viele Charaktere möglich, z.B. gegen Kula: Wurf > 5A whiff, dann smalljump j.C oder hyperhop j.C (50/50 links rechts).<br>
*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 über den Gegner in die Ecke > smalljump zurück j.C (crossup gegen crouch): geht gegen Kim, ....
*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>
*Wurf > zurücklaufen > Hyperhop j.C geht als Crossup gegen:
*Throw> walk back> Hyperhop j.C works as a crossup against:
**Adelheid, Athena, Mary, Ralf, Ryo, Whip (einfach)
**Adelheid, Athena, Mary, Ralf, Ryo, Whip (easy)
**Kim (schwer, weit zurücklaufen, spät springen)
**Kim (difficult, walk back far, jump late)




*Wurf, dann:
*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, früher j.C Crossup (Athena)
*5A whiff, smalljump, early j.C Crossup (Athena)


=== Okizeme bei DOWN (Gegner tot) ===
=== Okizeme on DOWN (KOed opponent) ===
*Nach ACE-Kill etwas zurück aus der Ecke, dann meaty 3A > 236B > 236A > 236B > 236E: unblockable Bug Setup into Ace. '''Verboten in Turnieren.'''
*After ACE-Kill walk slightly back, then meaty 3A > 236B > 236A > 236B > 236E: unblockable Bug Setup into Ace. '''Tourney banned.'''


*nach ACE-Kill in der Ecke: 5A whiffen, smalljump j.C - trifft meaty und führt bei treffer zu 2B,2B,2A,3A, shiftout combo.
*After ACE-Kill in corner: whiff 5A, smalljump j.C - fake crossup. Hits meaty & leads to 2B,2B,2A,3A, shiftout combo.


*nach ACE-Kill in der Ecke: kleiner delay, hyperhop j.C Trifft crossup. Danach 2B,2A,214C(2 hits),236B/D, 236A(whiff), turn around 3A,214B... usw
*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


*nach 2363214P Kill in der Ecke: sofort 623A, instant smalljump j.C: sieht nicht ganz meaty aus, aber ermöglicht eine Combo. [https://youtu.be/WnGyaxllhp4?t=2180 Quelle: u-rasia]
*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]


*Verrücktes run-over Okizeme von Tori: [https://youtu.be/fo8gDtqlSGE?t=244 Link]
*Crazy run-over Okizeme from Tori: [https://youtu.be/fo8gDtqlSGE?t=244 Link]


'''Setups für Meaty Karte:'''
'''Setups for Meaty Card:'''
*Corner Kill mit 236Chit, z.B. 5D>3A>214C>236C(kill), link 623A > Rolle durch Gegner (links/rechts Oki) oder instant smalljump C(Karte trifft), Combo
*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 mit 214B hit, z.B. aus 5D>3A>214C>236C>214B(kill), 2A(whiff),5E~kara cancel 623A > Rolle durch Gegner (links/rechts Oki) oder instant smalljump C(Karte trifft), 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 mit 214B(Juggle) Hit> cancel in 214P(whiff)>236P(whiff), 623A, instant smalljump j.A > Karte trifft > Combo. [https://youtu.be/WnGyaxllhp4?t=2453 Quelle:u-rasia]  
*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 genau vor die Leiche des Gegners rennen, 623A Karte, dann: [https://youtu.be/wmWwJini6sE?t=327 Quelle: U-Rasia]
*Midscreen run right in front of corpse, 623A, then: [https://youtu.be/wmWwJini6sE?t=327 Source: U-Rasia]
**Rolle durch den Gegner
**Roll through opponent
**Jump over j.C
**Jump over j.C
**einfach warten
**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.


===Sonstiges===
*Trifft man den Gegner back-turned in der Ecke, kann man die Combo mit 214B beenden, dann backdash > superjump j.C (trifft dann meaty crossup).


== Matchups ==
== Matchups ==
'''Gut'''<br>
'''Good'''<br>
Maxima, ...
Maxima, ...


'''Schlecht'''<br>
'''Bad'''<br>
..., Gato (Zitat: "it is necessary to be gentle to grandfather"), Kula
..., Gato (Quote: "it is necessary to be gentle to grandfather"), Kula


=== Gegen Kula ===
=== Vs Kula ===
Wir haben den weltbesten Spieler u-rasia nach diesem Matchup gefragt, weil er es besonders gut spielt. Es folgt das original-Zitat:<br>
*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:




=== Gegen Gato ===
=== Vs Gato ===
Sehr schweres matchup.
Very difficult matchup.
:Gato kann nicht mit Smalljump j.C gecrosst werden, man bleibt auf der Ausgangsseite (zu hohe Kollision)
*Gato cannot be crossed up by smalljump j.C, since his collision is too high, Oswald will remain on the side he jumped from.
:Im Superfreeze von Gato's 236236A einfach 421D benutzen, dann j.D,5D.. usw
*Vs Gato's 236236A, use 421D or 63214,63214P during the Super Freeze.
:Gegen 236236A gehen auch Jump-ins, bei denen man den Angriff auf dem Höhepunkt des Sprungs drückt (auch aus Smalljump)
*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.


=== Gegen Adelheid ===
:Wenn Adelheid in der Ecke ist und LDM macht und man diesen blockt, kann man mit 5C(f) > QS bestrafen.


== Strategie gegen Oswald ==
=== 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.


'''Oswalds Karte (623A/B/C/D)'''
=== 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.


'''Oswalds Pressure'''
'''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
KOFXI oswald full.png
Tiers & Ranking
Tier: A+ to S
Ratio Cost: 6 Points
Properties
Damage Modifier: 112
Stun Modifier: 99
Crouch height (Tier): F

Colors

KOFXI Oswald S.jpg KOFXI Oswald X.jpg KOFXI Oswald T.jpg KOFXI Oswald C.jpg
X
A B C D
KOFXI Oswald R1S.jpg KOFXI Oswald R1X.jpg KOFXI Oswald R1T.jpg KOFXI Oswald R1C.jpg
R1 +⃞ R1 + X R1 + △ R1 + ⃝
E+A E+B E+C E+D
KOFXI Oswald L1S.jpg KOFXI Oswald L1X.jpg KOFXI Oswald L1T.jpg KOFXI Oswald L1C.jpg
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.

Standing Attacks
Attack Hitbox Startup Active Hit Guard Cancel Note
5A(c) Kofxi oswald 5A.png 5 2 0 -1 C,S good Anti-Air
5A(f) Kofxi oswald 5A(f).png 5 2 0 -1 - Same as 5A(c), just without cancel.
5B(c) Kofxi oswald 5B(c).png 7 6 +4 +3 C,S
5B(f) Kofxi oswald 5B(f).png 7 6 -1 -2 - Good Anti-Air
5C(c) Kofxi oswald 5C(c).png 8 8 -2 -3 S cancels into 6A. More damage than 5D(c).
5C(f) Kofxi oswald 5C(f).png 8 6 -5 -6 - best Poke
5D(c) Kofxi oswald 5D(c).png 5 8 -3 -4 S Less pushback & faster than 5C(c)
5D(f) Kofxi oswald 5D(f).png 12 4 -10 -11 -
5E Kofxi oswald 5E.png 14 8 KD -26 S From F4 invul on feet
6A Kofxi oswald 6A.png 39 5 +4 +3 - Locked after use until card disappears. Deals 0 Stun.
6A(cancel) Kofxi oswald 6A(cancel).png 16 4 +4 +3 S Only combos from hard attacks, eg. 5C(c) or 2D(1). Deals 0 Stun.
Geduckte Angriffe
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi oswald 2A.png 7 5 +3 +2 C,S
2B Kofxi oswald 2B.png 5 6 +3 +2 C Low profile.
2C Kofxi oswald 2C.png 13 8 -14 -15 S Bad normal
2D(1) Kofxi oswald 2D(1).png 9 8 -33 -34 S Hits low. cancels into specials & 6A.
2D(2) Kofxi oswald 2D(2).png 27* 8 KD -16 - Hits low. Knockdown. *=if 2D(1) whiffs
3A Kofxi oswald 3A.png 10 9 KD -18 S Juggles. Launches. Special Cancel.
3A (cancel) Kofxi oswald 3Ac.png 7 2 -6 -7 S Combos even from light attacks. No Launch.
Sprungangriffe
Attack Hitbox Startup Active Note
j.A Kofxi oswald j.A.png 7 6 Good Jump-In for Shift-ins. Can be used as instant overhead.
j.B Kofxi oswald j.B.png 5/7* 12 Air-to-air. *5=normal jump, 7=smalljump.
j.C Kofxi oswald j.C.png 12 6 Great jump-In. Can crossup easily.
j.D Kofxi oswald j.D.png 11 2 air-to-air
j.E Kofxi oswald j.E.png 14 8 Good hitbox as a jump-in from further away.
Spade(♠)
Name Hitbox Dmg Startup Active Adv Note
214A(1) Kofxi oswald 214A(1).png 14px(1 Hit) 5 1 N/A Different Hitbox as 214C.
214A(2) Kofxi oswald 214A(3).png 20px(1+2) N/A 4 minus Runs slower than 214C. Same Hitbox as 214C(2).
214C(1) Kofxi oswald 214C(1).png 16px(1 Hit) 5 1 N/A First Hit has more range than 214A. Same Hitbox wie 214A(2).
214C(2) Kofxi oswald 214C(3).png 24px(1+2) 5 minus Runs faster than 214A.
214P>214P Kofxi oswald 214P,214P.png N/N+1* 4/5* -18/-19* Followup to 214P. *=>214A/>214C
Rekka>214P Kofxi oswald 214P(followup).png N/N+1* 4/5* minus 214P as a Rekka-Followup. Hitbox is different than 214P(2)! *=>214A/>214C
Diamond(♦)
Name Hitbox Dmg Startup Active Adv Note
236P Kofxi oswald 236P.png 16px 11/13* 5/6* -19/-26* Super Cancel. *=236A/236C.
236P>236P Kofxi oswald 236P,236P.png 12/14px* - 4/3* -19/-17* Followup to 236P. *=2>36A/>236C
Rekka>236P Kofxi oswald 236P.png N/N+2* 4/6* 236P as a Rekka-Followup. Same Hitbox as 236P. *=>236A/>236C
Club(♣)
Name Hitbox Dmg Startup Active Adv Note
214B Kofxi oswald 214B.png 18px 26 4 -8 Hard Knockdown as last Rekka only.
214D Kofxi oswald 214D.png 20px 32 5 -14 Hard Knockdown as last Rekka only. Flies further than 214B.
Heart(♥)
Name Hitbox Dmg Startup Active Adv Note
236B Kofxi oswald 236B.pngKofxi oswald 236K 2.png 14px 6 4? minus Negates projectiles for 15F. F10-29 invul on feet (Pirouette).
Rekka>236B Kofxi oswald 236B(followup).png 9? 4 minus 236B as a followup. Negates projectiles for 15F. 27F invul on feet (Pirouette).
236D Kofxi oswald 236D.pngKofxi oswald 236K 2.png 16px 10 4? minus Negates projectiles for 15F. F14-33 invul on feet (Pirouette). Bigger projectile negation hitbox than 236B.
Rekka>236D Kofxi oswald 236D(followup).png 14? 5 minus 236D as a followup. Negates projectiles for 15F. 27F invul on feet (Pirouette).
Ace(A)(236E) Kofxi oswald ace(1).pngKofxi oswald ace(2).png ??absurd 4 14+1? minus Followup to 236B/D. Only triggers on perfectly timed hit.
Sonstige Specials & Supers
Name Hitbox Dmg Startup Active Adv Note
Queen(623X) Kofxi oswald 623X 1.pngKofxi oswald 623P(2).png 16px 65~ 13/13/14/17* - Button determines range. Projectile hitbox appears 18F before the Active Frames. *=A/B/C/D.
King(421K) Kofxi oswald 421K.pngKofxi oswald 421K 2.png - 4 16 - Mid- & High Counter. F1-8 only invul on feet. B-Version teleports behind, D-Version behind & in the air.
♠♦♥♣(2363214A) Kofxi oswald 2363214A(1).pngKofxi oswald 2363214A(2).pngKofxi oswald 2363214C hold.png 67/71px for all hits 3 23+1 -8 Button can be held to spin in place & reflect projectiles. A-Version has a smaller vertical hitbox.
♠♦♥♣(2363214C) Kofxi oswald 2363214C(1).pngKofxi oswald 2363214C(2).pngKofxi oswald 2363214C hold.png 71px for all hits 11 23+1 -8 Button can be held to spin in place & reflect projectiles. C-Version moves Oswald further than A-Version.
10JQKA(63214,63214P) Kofxi oswald 63214,63214P.png 62/64px 9 10 -27 1F before, ~15F after freeze invul (needs doublecheck!). Counter Hit State during recovery.
JOKER([4],646E) Kofxi oswald 4646E.png 108px 2 36 -26 1F invul. After freeze invul on legs. Has juggle-anywhere property.

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

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:
  • 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


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
  • 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


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

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