Oswald(KOFXI): Unterschied zwischen den Versionen

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===Other Stuff===
===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.
*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.
 
*Corner cross 2B,2A,214C,236B,236A(whiff), turn around 3A>214B with fastest timing is an auto-timed 3A relaunch setup.


== Matchups ==
== Matchups ==

Version vom 5. Juli 2020, 00:21 Uhr

Oswald
オズワルド
KOFXI oswald full.png
Tiers & Ranking
Tier: A+ to S
Ratio Cost: 6 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.02
Crouch height (Tier): F

Quick Guide

Oswald is a strong but very technical character that has high damage and shift potential, but from very situational hits.
He has strong offense, okizeme and mixups, but has a hard time dealing with pressure.
He is played as a point character, for his strong shift synergy, or as a Leader, for his powerful LDM (2F startup, juggle anywhere).

Neutral

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.

Offense

Once close, attack with a mix of very early smalljump Cs and 2Bs / 2As to open up the opponent.
far C is an excellent poke and good to end blockstrings with
Smalljump & jump C is excellent as a crossup and should be used frequently.
2D(1)>6A is also good at the end of strings or in neutral 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.
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.

Defense

Against smalljumps, use 5A/5B (can be followed by LDM)
Against higher jumps, Use low profile 2B or jump up j.D or a very early 3A>combo
To escape from strings, use 2B/2A or 2-frame jump j.A away. Using the 421K-counter or rolling through the opponent is risky but rewarding, since it can lead to back-turned combos.
For reversals, use counter (421K) or 63214,63214P or LDM. It is advised to not overuse Oswald's reversals, as they are not particularly great (other than LDM, which is pricey).

Colors

KOFXI Oswald S.png KOFXI Oswald X.png KOFXI Oswald T.png KOFXI Oswald C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Oswald R1S.png KOFXI Oswald R1X.png KOFXI Oswald R1T.png KOFXI Oswald R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Oswald L1S.png KOFXI Oswald L1X.png KOFXI Oswald L1T.png KOFXI Oswald L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Blk Dmg Stn G-Dmg Gauge Note
5A(c) 5 2 +0 -1 4 7 7 8
5A(f) 5 2 +0 -1 4 9 9 8
5B(c) 7 6 +4 +3 5 9 7 8
5B(f) 7 6 -1 -2 5 9 9 8
5C(c) 8 8 -2 -3 9 14 13 14
5C(f) 8 6 -5 -6 11 17 14 14
5D(c) 5 8 -3 -4 9 17 15 14
5D(f) 12 4 -10 -11 11 20 17 14
5E 14 8 KD -25 16 12 14 16
2A 7 5 +4 +3 4 9 9 8
2B 5 6 +4 +3 4 9 7 8
2C 13 8 -13 -14 11 14 13 14
2D(1) 9 8 -33 -34 5 6 7 14 Conq. Guide combines dmg+stun+g-dmg, but not gauge gain
2D(2) 27* 8 KD -16 5 6 7 14 *If first hit whiffs.
6A 39 5 +4 +3 6 0 0 12
6A(can) 16 4 +4 +3 6 0 0 12
3A 10 9 KD -16 12 8 7 14
3A(can) 7 2 -5 -6 8 9 7 7
small A 7 6 / / 5 8 8 8 Identical to j.A except stun & guard dmg
j.A 7 6 / / 5 9 9 8
small B 7 12 / / 6 8 8 8
j.B 5 12 / / 6 9 9 8
j.C 12 6 / / 10 17 14 14
j.D 11 2 / / 10 17 15 14
j.E 14 8 KD / 14 10 10 16
214A(1) 5 1 / / Smaller hitbox than 214C(1).
214A(2) 13 4 -16 -17 11 11 10 4+6/8 Runs slower than 214C(2). Dmg,Stun etc. data is hit 1+2.
214C(1) 5 1 / / Bigger hitbox than 214A(1).
214C(2) 14 5 -23 -24 12 11 10 5+4/6 Runs faster than 214A(2). Dmg,Stun etc. data is hit 1+2.
214P(2)>214A 6 4 KD -19 5 5 5 6/4 Startup starts after 214P(2) active time.
214P(2)>214C 8 5 KD -20 6 5 5 6/4 Startup starts after 214P(2) active time.
Rekka 214A 12* 4 KD -17 6 5 5 4+6/4 Has only 1 hit. *=fastest possible startup.
Rekka 214C 13* 5 KD -24 8 5 5 5+6/4 Has only 1 hit. *=fastest possible startup.
236A 11 5 -19 -20 8 8 10 4/8 Super Cancel.
236C 13 6 -26 -27 8 8 10 4/8 Super Cancel.
236P>236A 6 4 KD -22 6 3 5 6/4 Followup to 236P. Same hitbox as 236P>236C.
236P>236C 8 3 KD -18 7 3 5 6/4 Followup to 236P. Same hitbox as 236P>236A.
Rekka>236A 8 4 KD -12 236A as a Rekka-Followup. Same Hitbox as 236P.
Rekka>236C 11 6 KD -27 236C as a Rekka-Followup. Same Hitbox as 236P.
214B 26 4 -8 -9 9 12 13 4/8 Overhead. Airborne from F13.
214D 32 5 -14 -15 10 13 14 4/8 Overhead. Airborne from F16. Flies further than 214B.
Rekka>214B 26 4 KD -12 Overhead. Airborne from F13.
Rekka>214D 32 5 KD -18 Overhead. Flies further than 214B. Airborne from F16.
236B 6 4 -31 -32 6 10 12 4/8 Negates projectiles for 15F. F10-29 invul on feet.
236D 10 4 KD -36 8 10 13 4/8 Moves backwards. Negates projectiles for 15F. F14-33 invul on feet.
Rekka>236B 10 4 KD -75 Negates projectiles for 15F. F14-40 invul on feet.
Rekka>236D 14 5 KD -109 Moves backwards. Negates projectiles for 15F. F19-44 invul on feet.
236K>236E 4 14+1 KD -113 39 0 0 7/13 Ace. Needs perfect timing or specific setup.
623A 58/63* 13 + + 8 0 1 0/18 *=F57=active over Oswald, F63 hits vs standing Kyo.
623B 52/57* 13 + + 8 0 1 0/18 *F52=active over Oswald, F57 hits vs standing Kyo.
623C 55/60* 14 + + 8 0 1 0/18 *F55=active over Oswald, F60 hits vs standing Kyo.
623D 49/56* 17 + + 8 0 1 4/18 *F55=active over Oswald, F56 hits vs standing Kyo.
421K 4 17 / / F1-8 only invul on feet. B teleports behind, D behind & in the air.
2363214A 3 25+1 KD -9 33 0 0 0 F1 invul. Button can be held to spin in place & reflect projectiles.
2363214C 11 23+1 KD -9 37 0 0 0 F1 invul. Button can be held to spin in place & reflect projectiles.
63214,63214P 9 10 KD -30 33 0 0 0 F1-18 invul. Negates projectiles. Counter Hit State during recovery.
[4],646E 2 36 KD -27 57 0 0 0 1F invul. F2-37 invul on legs. Has juggle-anywhere property.
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 -25 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.
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi oswald 2A.png 7 5 +4 +3 C,S
2B Kofxi oswald 2B.png 5 6 +4 +3 C Low profile.
2C Kofxi oswald 2C.png 13 8 -13 -14 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 -14 - Hits low. Knockdown. *=if 2D(1) whiffs
3A Kofxi oswald 3A.png 10 9 KD -16 S Juggles. Launches. Special Cancel.
3A (cancel) Kofxi oswald 3Ac.png 7 2 -5 -6 S Combos even from light attacks. No Launch.
Jump Attacks
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 Startup Active Hit Guard Note
214A(1) Kofxi oswald 214A(1).png 5 1 / / Different Hitbox as 214C.
214A(2) Kofxi oswald 214A(3).png 13* 4 -16 -17 Activates on proximity. Runs slower than 214C. Super Cancel. Same Hitbox as 214C(2). *=if first hit whiffs + fastest activation.
214C(1) Kofxi oswald 214C(1).png 5 1 / / First Hit has more range than 214A. Same Hitbox as 214A(2).
214C(2) Kofxi oswald 214C(3).png 14* 5 -23 -24 Activates on proximity. Runs faster than 214A. Super Cancel. Same Hitbox as 214A(2). *=if first hit whiffs + fastest activation.
214P>214A Kofxi oswald 214P,214P.png 6 4 KD -19 Startup starts after 214P active time ends. Same hitbox as 214P>214C.
214P>214C Kofxi oswald 214P,214P.png 8 5 KD -20 Startup starts after 214P active time ends. Same hitbox as 214P>214A.
Rekka>214A Kofxi oswald 214P(followup).png 12* 4 KD -17 214A-ender as a Rekka-Followup. Hitbox is different than 214P(2). *=fastest possible startup (runs close before activation).
Rekka>214C Kofxi oswald 214P(followup).png 13* 5 KD -24 2214A-ender as a Rekka-Followup. Hitbox is different than 214P(2). *=fastest possible startup (runs close before activation).
Diamond(♦)
Name Hitbox Startup Active Hit Guard Note
236A Kofxi oswald 236P.png 11 5 -19 -20 Super Cancel.
236C Kofxi oswald 236P.png 13 6 -26 -27 Super Cancel.
236P>236A Kofxi oswald 236P,236P.png 6 4 KD -22 Followup to 236P. Same hitbox as 236P>236C.
236P>236C Kofxi oswald 236P,236P.png 8 3 KD -18 Followup to 236P. Same hitbox as 236P>236A. Startup starts late after 236P active time.
Rekka>236A Kofxi oswald 236P.png 8 4 KD -12 236A as a Rekka-Followup. Same Hitbox as 236P.
Rekka>236C Kofxi oswald 236P.png 11 6 KD -27 236C as a Rekka-Followup. Same Hitbox as 236P.
Club(♣)
Name Hitbox Startup Active Hit Guard Note
214B Kofxi oswald 214B.png 26 4 -8 -9 Overhead. Airborne from F13.
Rekka>214B Kofxi oswald 214B.png 26 4 KD -12 Overhead. Airborne from F13. Juggle as second Rekka. Hard Knockdown on ground hit or as last Rekka on juggle.
214D Kofxi oswald 214D.png 32 5 -14 -15 Overhead. Airborne from F16. Flies further than 214B.
Rekka>214D Kofxi oswald 214D.png 32 5 KD -18 Overhead. Flies further than 214B. Airborne from F16. Juggle as second Rekka. Hard Knockdown on ground hit or as last Rekka on juggle.
Heart(♥)
Name Hitbox Startup Active Hit Guard Note
236B Kofxi oswald 236B.pngKofxi oswald 236K 2.png 6 4 -31 -32 Negates projectiles for 15F. F10-29 invul on feet (Pirouette).
Rekka>236B Kofxi oswald 236B(followup).png 10 4 KD -75 236B as a followup. Wall Bounce. Negates projectiles for 15F. F14-40 invul on feet (Pirouette).
236D Kofxi oswald 236D.pngKofxi oswald 236K 2.png 10 4 KD -36 Negates projectiles for 15F. Moves backwards. F14-33 invul on feet (Pirouette). Bigger projectile negation hitbox than 236B.
Rekka>236D Kofxi oswald 236D(followup).png 14 5 KD -109 236D as a followup. Moves backwards. Wall Bounce. Negates projectiles for 15F. F19-44 invul on feet (Pirouette).
Ace(A)(236E) Kofxi oswald ace(1).pngKofxi oswald ace(2).png 4 14+1 KD -113* Followup to Rekka>236B/D. Airborne from F1. Only triggers on perfectly timed hit. *=if 236B was blocked.
Other Specials & Supers
Name Hitbox Startup Active Hit Guard Note
Queen(623A) Kofxi oswald 623X 1.pngKofxi oswald 623P(2).png 58*/63* 13 + + *=F57=active over Oswald, F63 hits vs standing Kyo.
Queen(623B) Kofxi oswald 623B 1.pngKofxi oswald 623B 2.png 52*/57* 13 + + *=F52=active over Oswald, F57 hits vs standing Kyo.
Queen(623C) Kofxi oswald 623C 1.pngKofxi oswald 623C 2.png 55*/60* 14 + + *=F55=active over Oswald, F60 hits vs standing Kyo.
Queen(623D) Kofxi oswald 623D 1.pngKofxi oswald 623D 2.png 49*/56* 17 + + *=F49=active over Oswald, F56 hits vs standing Kyo. Builds 4 meter on whiff, unlike the other versions.
King(421K) Kofxi oswald 421K.pngKofxi oswald 421K 2.png 4 17 / / 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 3 25+1 KD -9 F1 invul. 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 11 23+1 KD -9 F1 invul. Button can be held to spin in place & reflect projectiles. C-Version moves Oswald further than A-Version & has bigger hurtbox.
10JQKA(63214,63214P) Kofxi oswald 63214,63214P.png 9 10 KD -30 F1-18 invul. Negates projectiles. Counter Hit State during recovery.
JOKER([4],646E) Kofxi oswald 4646E.png 2 36 KD -27 1F invul. F2-37 invul on legs. Has juggle-anywhere property.

Special Attributes & Bugs

  • Has no collision on back ukemi (can run through)
  • Oswald's throw pulls the opponent slightly out of the corner, which allows corner crossups.
  • Oswald's 3A is unblockable if done meaty (tourney-banned).

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), delay 3A>214B,then:
    • delay 236C,214B, start card Okizeme
    • 2363214A, immediately quickshift or kill with the super
    • link 3A>214B>236C>214B: hard combo that requires the very first 3A>214B to hit as high as possible.
    • link 236B>236A>214B: hard combo that can be done if the very first 3A>214B hits high, but not high enough for another 3A. The "link 236B" part is hard because it cannot be pre-buffered (doing it early will result in the 214B still becoming part of the rekka chain from before) - try pushing the button for the motion once your opponent is very low already, about the height of Oswald's head or even lower.
  • 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


Saving Shift > LDM Setups

  • Either Saving Shift to Oswald with cornered opponent, OR Saving Shift while back-turned & cornered > Saving Shift hits on Counter hit > 3A>214B, [4],D>6A46E (LDM): Source: k-tani
  • Cornered Saving Shift (Counter Hit), 3A,delay 214A/C,236B, delay 214A/C (the other way, back into the corner), link LDM. Source: Okinawa-Kaz


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).

Other 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.
  • Corner cross 2B,2A,214C,236B,236A(whiff), turn around 3A>214B with fastest timing is an auto-timed 3A relaunch setup.

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) While Oswald is mostly harmless on distance, he can use his cards to protect himself from attempts to get in on him, or cover his own approach. The cards do not disappear if Oswald blocks, so it important to not get too greedy when you jump or run in on Oswald and saw him throw a card in the meantime. Oswalds also like to roll through you at the very last moment while they are having a card out, forcing a crossup. The best way to approach is to wait for the card to land, Oswald cannot immediately use another one for a short time.

Oswald's Pressure Oswald usually attempts to open the opponent up with a mix of very early j.Cs that hit almost as an instant overhead and 2B, which is a quick low poke with +3F advantage. The best way to escape from this pressure is to wait for oswald to a particularly high j.C and block it. afterwards, both you and your opponent will recover at about the same time, which should allow you to use a quick poke to break free. Judging when the j.C was high enough for this to become possible is an important skill that can also be used against the smalljump pressure of other characters.

Videos

Oswald Guide from U-Rasia, part 1
Oswald Guide from U-Rasia, part 2
Ace Setups for particular Teams

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