Oswald(KOFXI): Unterschied zwischen den Versionen

(4 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 171: Zeile 171:
| '''63214,63214P''' || 9|| 10|| KD||<span style="color: red;">-30/-28</span>*|| 33|| 0|| 0|| 0||F+L||JA||JA||Negates projectiles. F1-17 invul. A-Version F18-79 counterhit state + F80-99 regular recovery. C-Version F18-77 counterhit-state + F78-97 regular recovery. *=A/C Version.
| '''63214,63214P''' || 9|| 10|| KD||<span style="color: red;">-30/-28</span>*|| 33|| 0|| 0|| 0||F+L||JA||JA||Negates projectiles. F1-17 invul. A-Version F18-79 counterhit state + F80-99 regular recovery. C-Version F18-77 counterhit-state + F78-97 regular recovery. *=A/C Version.
|-
|-
| '''[4],646E''' || 2|| 36|| KD||<span style="color: red;"> -27 </span>|| 57|| 0|| 0|| 0||JA||/||/||1F invul. F2-37 invul on legs.  Has juggle-anywhere property.
| '''[4],646E''' || 2|| 36|| KD||<span style="color: red;"> -27 </span>|| 57|| 0|| 0|| 0||JA||/||/||1F invul. F2-37 invul on legs.  Has juggle-anywhere property. 40F charge time.
|-
|-
|}
|}
Zeile 733: Zeile 733:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-27
| style="background-color:#F9F9F9;" |-27
| style="background-color:#F9F9F9;" |1F invul. F2-37 invul on legs. Has juggle-anywhere property.
| style="background-color:#F9F9F9;" |1F invul. F2-37 invul on legs. Has juggle-anywhere property. 40F charge time.
|}
|}


Zeile 830: Zeile 830:
*'''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..
*'''From further away 2B>2A>3A>236A(whiff)>236A:''' fancy situational combo that is rarely seen. Used in case you are too far away for the BnB, but hit with 2B,2A..


=== Ace Setups ===
== Ace Setups ==
*'''Enemy cornered, Oswald slightly outside of corner: 3A,236B,236A,236B,236E:''' Guaranteed Ace setup, is always used on stunned opponents. Can use 623A or (623A > j.C > 3A..) before for added damage.
*'''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.


Zeile 882: Zeile 882:
*2P Corner: to the left of the brighter line of tiles on the stage floor
*2P Corner: to the left of the brighter line of tiles on the stage floor


===Anti-Air===
==Anti-Air==
*'''Preventive 3A > confirm > 214C, 214D (>236A whiff, for meter building)'''
*'''Preventive 3A > confirm > 214C, 214D (>236A whiff, for meter building)'''


Zeile 910: Zeile 910:




'''Gato & Oswald'''
===Gato & Oswald===
*Gato Combo in 236236P with a lot of distance to the corner, QS Oswald, backdash (input: 46, not 44!), 214A>236B>236A(whiff), turn around 2D kara cancel 214C>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 with a lot of distance to the corner, QS Oswald, backdash (input: 46, not 44!), 214A>236B>236A(whiff), turn around 2D kara cancel 214C>236B>236E (ACE): [https://youtu.be/nwfvAj5wT40?t=4455 Source: K-Tani] or [https://youtu.be/AQioI445IgU?t=335 playland carnival]


Zeile 922: Zeile 922:
*Senga Loop into Ace: 214B-B loop, then let the opponent fall into 236236A, QS oswald, j.A whiff, land, dash (minimum time), backdash, 236B>236A>236B>236E. Found by SenseiEnrique, [https://twitter.com/SenseiEnrique98/status/1695103149231452585 video]
*Senga Loop into Ace: 214B-B loop, then let the opponent fall into 236236A, QS oswald, j.A whiff, land, dash (minimum time), backdash, 236B>236A>236B>236E. Found by SenseiEnrique, [https://twitter.com/SenseiEnrique98/status/1695103149231452585 video]


'''Vanessa & Oswald'''
===Vanessa & Oswald===
*Vanessa (Back to the corner) Super QS Oswald (crossup, no Jump-in), \/, 3A,236B,236A,236B,236E
*Vanessa (Back to the corner) Super QS Oswald (crossup, no Jump-in), \/, 3A,236B,236A,236B,236E


Zeile 941: Zeile 941:
*Vanessa > Oswald Ace Setup from [https://twitter.com/dagun7676/status/1564752886181273600 Dagun]
*Vanessa > Oswald Ace Setup from [https://twitter.com/dagun7676/status/1564752886181273600 Dagun]


'''Adelheid & Oswald'''
*Vanessa 2141236P > QS oswald > \/, 3A>214A>236B>236E. No delay after 3A. works on hits 3,7,8 (hit 3 only from 2141236A).
 
===Adelheid & Oswald===
*Adelheid, 236236D(1 Hit) QS Oswald (no 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 (no Jumpin, \/,) 5B(close, whiff), 5B(close, whiff), 3A>-214A>236B-236E (ACE) [https://youtu.be/1zbK7qMUuHc?t=7355 Source: 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, \/, 214C?,236B,236E (ACE) [https://youtu.be/cKm0rlZQhps?t=12258 Source: Port24 ]
*Midscreen Gai Deadly Rave, QS Oswald, \/, 214C?,236B,236E (ACE) [https://youtu.be/cKm0rlZQhps?t=12258 Source: 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 Source]
*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 strange Setup]
*[https://youtu.be/Ut6uAF_rJtA?t=2945 strange Setup]
Zeile 956: Zeile 958:




'''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 (thanks to nishikawaguchiterry!)  
*Oswald Corner Combo in 214C>236B>236A QS K',\/, LDM (thanks to nishikawaguchiterry!)  
Zeile 967: Zeile 969:
*K' DOWN! in the corner, crossup 214K-214K QS Oswald, \/, 3A,... leads to a juggle combo, see [https://youtu.be/URz7ayqcCnk?t=4093 miekazu]
*K' DOWN! in the corner, crossup 214K-214K QS Oswald, \/, 3A,... leads to a juggle combo, see [https://youtu.be/URz7ayqcCnk?t=4093 miekazu]


'''Ryo & Oswald'''
===Ryo & Oswald===
*Ryo 646P, QS Oswald, Rolle, 3A>214P>236B>236E(ACE): [https://youtu.be/GwZuhu396_c?t=270 Source: 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===
*Corner Side switch from Oswald to ash LDM & back to Oswald, by [https://youtu.be/TrqRcPWzGn4?t=1093 k-tani]
*Corner Side switch from Oswald to ash LDM & back to Oswald, by [https://youtu.be/TrqRcPWzGn4?t=1093 k-tani]




'''Duck & 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 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: [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]
Zeile 981: Zeile 983:




'''Terry & Oswald'''
===Terry & Oswald===
*Midscreen into corner ace setup from [https://youtu.be/6uvTEztyPLY?t=221 Nishikawaguchi Terry]
*Midscreen into corner ace setup from [https://youtu.be/6uvTEztyPLY?t=221 Nishikawaguchi Terry]




'''Kula & Oswald'''
===Kula & Oswald===
*Midscreen Kula combo into 214B-6D QS Oswald,\/, 5A (whiff) 3A>214A>236B>236E
*Midscreen Kula combo into 214B-6D QS Oswald,\/, 5A (whiff) 3A>214A>236B>236E
*Corner Kula combo into 214B-6D QS Oswald,\/, backdash, 236B,236A,236B,236E, see [https://youtu.be/Lx0Qyp5UHPA?t=3049 here]
*Corner Kula combo into 214B-6D QS Oswald,\/, backdash, 236B,236A,236B,236E, see [https://youtu.be/Lx0Qyp5UHPA?t=3049 here]




'''Silber & Oswald'''
===Silber & Oswald===
*Midscreen combo into Silber Super, QS Oswald, walk back 3A,214A,236B,236E (ACE), Source: [https://youtu.be/rgMX0pYgfcg?t=1297 Ryoji]
*Midscreen combo into Silber Super, QS Oswald, walk back 3A,214A,236B,236E (ACE), Source: [https://youtu.be/rgMX0pYgfcg?t=1297 Ryoji]




'''Kensou & Oswald'''
===Kensou & Oswald===
*[https://twitter.com/SenseiEnrique98/status/1437404384980312071 corner ace setup from SenseiEnrique]
*[https://twitter.com/SenseiEnrique98/status/1437404384980312071 corner ace setup from SenseiEnrique]


=== Other Combos ===
== Other Combos ==
*Cornered 2B>2A>214C>236D>214B, turn around 236B>236A/C>214B [https://youtu.be/Ij0XThlVZTc?t=3560 Source: U-Rasia]
*Cornered 2B>2A>214C>236D>214B, turn around 236B>236A/C>214B [https://youtu.be/Ij0XThlVZTc?t=3560 Source: U-Rasia]


Zeile 1.007: Zeile 1.009:
**link 2363214P, shift out etc.
**link 2363214P, shift out etc.
**delay 214A, shift out etc.
**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 Source: 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]


== Strategy & Setups ==
= Strategy & Setups =
'''Neutral'''<br>
'''Neutral'''<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>
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>
Zeile 1.028: Zeile 1.029:
*j.D (strong air-to-air, has to be done early, will stop almost anything)
*j.D (strong air-to-air, has to be done early, will stop almost anything)
*63214,63214P (slow but strong)
*63214,63214P (slow but strong)


'''Special Setups'''
'''Special Setups'''
Zeile 1.060: Zeile 1.059:
**mini-dash, superjump j.C: Crossup / fake crossup. To prevent your opponent from rolling this mixup, you can use 2D>6A after the j.C, the 2D will automatically beat the roll.
**mini-dash, superjump j.C: Crossup / fake crossup. To prevent your opponent from rolling this mixup, you can use 2D>6A after the j.C, the 2D will automatically beat the roll.
**short pause, dash, hyperhop j.C Crossup: only vs 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, then:
*Corner Combo in 214B (knockdown) > 623A, then:
Zeile 1.071: Zeile 1.069:
**backdash, superjump j.C: auto-timing for a crossup. If you delay the button press, it will be a fake crossup. This setup also works without the backdash but needs manual timing (which isn't too hard).
**backdash, superjump j.C: auto-timing for a crossup. If you delay the button press, it will be a fake crossup. This setup also works without the backdash but needs manual timing (which isn't too hard).


===Throw Oki===
===Throw Okizeme===
'''Midscreen:'''
'''Midscreen:'''
*Throw, smalljump j.C: simple safe jump.
*Throw, smalljump j.C: simple safe jump.
Zeile 1.082: Zeile 1.080:
*Throw, 5A whiff, then smalljump j.C oder hyperhop j.C (50/50 left right). This only works against characters with lower vertical hitbox while rising, eg. Kula, Kim, Adelheid, Whip, Mary etc.<br>
*Throw, 5A whiff, then smalljump j.C oder hyperhop j.C (50/50 left right). This only works against characters with lower vertical hitbox while rising, eg. Kula, Kim, Adelheid, Whip, Mary etc.<br>
*Corner Throw > smalljump over opponent into corner > smalljump back j.C (crossup vs crouch): a (silly) variation to the above, works against Kim (stands up very slowly), possibly also others.
*Corner Throw > smalljump over opponent into corner > smalljump back j.C (crossup vs crouch): a (silly) variation to the above, works against Kim (stands up very slowly), possibly also others.


'''Midscreen Smalljump Crossups:'''<br>
'''Midscreen Smalljump Crossups:'''<br>
*Throw> walk back> Hyperhop j.C works as a crossup against:
*Throw> walk back> Hyperhop j.C works as a crossup against:
**Adelheid, Athena, Mary, Ralf, Ryo, Whip (easy)
**Adelheid, Athena, Mary, Ralf, Ryo, Whip (easy)
**Kim (difficult, walk back far, jump late)
**Kim (easy if you whiff 2Ax2 before the smalljump more difficult, less telegraphed: walk back far, jump late)
 


*Throw, then:
*Throw, then:
Zeile 1.119: Zeile 1.115:
*Corner cross 2B,2A,214C,236B,236A(whiff), turn around 3A>214B with fastest timing is an auto-timed 3A relaunch setup.
*Corner cross 2B,2A,214C,236B,236A(whiff), turn around 3A>214B with fastest timing is an auto-timed 3A relaunch setup.


== Matchups ==
= Matchups =
=== Vs Kula ===
=== Vs Kula ===
Note by ATG: I asked u-rasia about this matchup, because he plays it exceptionally well. This is the original quote on this:<br>
Note by ATG: I asked u-rasia about this matchup, because he plays it exceptionally well. This is the original quote on this:<br>
Zeile 1.190: Zeile 1.186:
===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 the attack of choice used to approach from the air, but will still lose very often 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.
:Jumping in on Kensou is extremely hard with Oswald due to Kensou's hurtbox when throwing a fireball (leans backwards) and his strong anti-air normals.
:This is also true in situations when you are closer: attempting to smalljump in on Kensou when pressuring him will often lead to you getting anti-aired by his normals, pushing you back into his fireball game again.
:Instead, try to approach on the ground, by dashing up, and by only reacting to fireballs at the last second (eg. very late block, or late roll, or smalljump B/D over them, see below).
:On the ground, 5C(f) is very useful against Kensou, as it can beat many of his annoying pokes, eg. 5B(f), 5A(f)
: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 / superjump or simply block in the last minute.
: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 / superjump or simply block in the last minute.
:Oswald's j.D is excellent at dodging other pokes from Kensou as well, particularly if you are up close: you can smalljump early j.D to "pull in" your legs and dodge some attacks, then land > 2B>2A.. etc.
:Oswald's j.D is excellent at dodging other pokes from Kensou as well, particularly if you are up close: you can smalljump early j.D to "pull in" your legs and dodge some attacks, then land > 2B>2A.. etc.
:j.D is also better than you would think when jumping in on Kensou: j.C and j.E often lose against his pokes, but the extra range of j:D and the lack of a hurtbox on the feet can help beating his anti airs (occasionally).
:j.D is also better than you would think when jumping in on Kensou: j.C and j.E often lose against his pokes, but the extra range of j:D and the lack of a hurtbox on the feet can help beating his anti airs (occasionally).
:Kensou's 421D shoryuken is annoying: it has some invul, hits late and causes hard knockdown. You can actually throw it during startup however, so try to use throw option selects whenever you jump in on him, particularly during okizeme.
:Kensou's 421D shoryuken is annoying: it has some invul, hits late and causes hard knockdown. You can actually throw it during startup however, so try to use throw option selects whenever you jump in on him, particularly during okizeme.
:If you go into the BnB ending with 214B > A card and Kensou uses a wakeup 421D, you will be at +4 only if you block it and he gets hit by the card, which isn't enough to combo after. If you have a read, you can try and roll forward (~+22) or backdash (~+26) to bait it, see [https://youtu.be/yDjOKZPFmzQ?t=17654 here] for a clip. The latter option is also safe against reversal command grab super and leaves you space and time to punish forward roll.
:If you go into the BnB ending with 214B > A-card and Kensou uses a wakeup 421D, you will be at +4 only if you block it and he gets hit by the card, which isn't enough to combo after. If you have a read, you can try and roll forward (~+22) or backdash (~+26) to bait it, see [https://youtu.be/yDjOKZPFmzQ?t=17654 here] for a clip. The latter option is also safe against reversal command grab super and leaves you space and time to punish forward roll.
: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'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).
:Kensou's dive is a very dangerous punish against Oswald's blockstring>2D. To punish 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.
: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. This is a costly and somehwat dangerous strategy however and should be used sparingly.
: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. This is a costly and somehwat dangerous strategy however and should be used sparingly.
: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.
19.065

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