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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. | ||
: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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