Oswald(KOFXI): Unterschied zwischen den Versionen

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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 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.
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