Oswald(KOFXI): Unterschied zwischen den Versionen

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===Vs Kensou===
===Vs Kensou===
Difficult matchup. Oswald has trouble approaching Kensou due to his fireballs, anti-airs, dive & lunge punch.
Difficult matchup. Oswald has trouble approaching Kensou due to his fireballs, anti-airs, dive & lunge punch.
:(smalljump) j.E is generally the best attack used to approach from the air. Oswald's air attacks tend to lose to Kensou's various anti-airs, which is one of the key problems in this matchup.
:(smalljump) j.E is generally the best attack used to approach from the air, but can still lose against Kensou's attacks. Oswald's air attacks tend to lose to Kensou's various anti-airs, which is one of the key problems in this matchup.
:you can use smalljump j.D or j.B to go over projectiles without having to block them. This starts a mindgame of whether you will do this, roll or simply block in the last minute.
:Kensou's A-Version Lunge Punch can be punished more easily on block than the C-Version, the latter only if spaced badly. If Kensou is out of range of 5D(c), 214C is the preferred punish. Also, you can try rolling forward on a guess to make the lunge punch whiff, then punish with 2B or 2D > combo. Another option is to smalljump straight up and use j.D, that way the A-lunge punch will whiff completely, enabling a punish, but this is only possible as a guess, not on reaction.
:Kensou is tall when crouching. Use instant smalljump A during Card Okizeme for an overhead that is quicker than instant smalljump C.
:Kensou is tall when crouching. Use instant smalljump A during Card Okizeme for an overhead that is quicker than instant smalljump C.
:Kensou has higher stun than normal. Keep this in mind when planning shift combos to stun.
:Kensou has higher stun than normal. Keep this in mind when planning shift combos to stun.
:Against Kensou's dive, either do an early jump up -> land on top of him with either j.C or j.E (depending on distance), or roll back on reaction -> punish (eg. with 5D(c) or 214C).
:Against Kensou's dive, either do an early jump up -> land on top of him with either j.C or j.E (depending on distance), or roll back on reaction -> punish (eg. with 5D(c) or 214C).
:Be careful to not overabuse 2D, Kensous can jump out of your pressure and punish it on reaction with a dive.
:Be careful to not overabuse 2D, Kensous can jump out of your pressure and punish it on reaction with a dive.
:Kensou's A-Version Lunge Punch can be punished if spaced badly. If Kensou is out of range of 5D(c), 214C is the preferred punish.
:After blocking a sweep, you can roll > confirm that Kensou used a fireball > use 236321A, or use the 2363214A right away and hold down the button to reflect the projectile, then follow it up with the super by releasing the button.
:After blocking a sweep, you can roll > confirm that Kensou used a fireball > use 236321A, or use the 2363214A right away and hold down the button to reflect the projectile, then follow it up with the super by releasing the button.
:Kensou's smalljumps are so high that it is best to use 5A against them instead of eg. 5D(counter hit) > 3A, since the latter will whiff.
:Kensou's smalljumps are so high that it is best to use 5A against them instead of eg. 5D(counter hit) > 3A, since the latter will whiff.
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