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:On range, throw cards with 623X to cover your approach or protect yourself. | :On range, throw cards with 623X to cover your approach or protect yourself. | ||
:To get in on the opponent, use smalljump j.E from max range. | :To get in on the opponent, use smalljump j.E from max range. | ||
:Far C is an excellent poke in neutral and good way to end blockstrings. | |||
:2D(1)>6A is also good in neutral and at the end of strings since it can lead to a full combo from a low hit with high range. Whiffing 2D enables a full punish, so this shouldn't be overused. | |||
'''Offense'''<br> | '''Offense'''<br> | ||
:Once close, attack with a mix of very early smalljump Cs and 2Bs / 2As to open up the opponent. | :Once close, attack with a mix of very early smalljump Cs and 2Bs / 2As to open up the opponent. | ||
:Smalljump & jump C is excellent as a crossup and should be used frequently. | :Smalljump & jump C is excellent as a crossup and should be used frequently. | ||
:Make sure to learn from which range Oswald's BnB still connects (2B>2A>214C>236C>214B). Do not use the full string on block, it can be punished before 214B. | :Make sure to learn from which range Oswald's BnB still connects (2B>2A>214C>236C>214B). Do not use the full string on block, it can be punished before 214B. | ||
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