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== 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.<br> | |||
'''Neutral'''<br> | |||
: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'''<br> | |||
: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'''<br> | |||
:Against smalljumps, use 5A/5B (can be followed by LDM) | |||
:Against higher jumps, Use low profile 2B or a very early 3A>combo or jump up j.D | |||
: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 == | == Colors == | ||