Difference between revisions of "The King of Fighters XIV/Oswald"
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'''Jumping''' | '''Jumping''' | ||
* | {| class="wikitable" | ||
!colspan="7"| Jump A | |||
|- | |||
|rowspan="5"|[[File:Oswald_Jump_A.jpg]] | |||
!rowspan="1"|Damage: | |||
|rowspan="1"|45 | |||
!rowspan="1"|Stun: | |||
|rowspan="1"|30 | |||
!rowspan="1"|Start-Up: | |||
|rowspan="1"|7 | |||
|- | |||
!rowspan="1"|Active: | |||
|rowspan="1"|8 | |||
!rowspan="1"|Recovery: | |||
|rowspan="1"|(Landing)+1 | |||
!rowspan="1"|Hit Adv.: | |||
|rowspan="1"|- | |||
|- | |||
!rowspan="1"|Guard Adv.: | |||
|rowspan="1"|- | |||
!colspan="4"|[https://drive.google.com/open?id=1tJMDConFVpr6OKZ90sa9QKuXXxFaIXRT Hitbox] | |||
|- | |||
!rowspan="1"|Invincibility: | |||
|colspan="5"|None | |||
|} | |||
* Description: A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people. | |||
* j. B: A high aiming kick that is best for ground-to-air defensive situations. | * j. B: A high aiming kick that is best for ground-to-air defensive situations. |
Revision as of 02:10, 4 April 2019
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Ace - [Heart (Derivation)] +
+
Super Special Moves
Four Suits (Spade, Heart, Diamond, Club) - ,
+
/
HOLD OK (!)
Royal Flush (10, Jack, Queen, King, Ace) -
+
/
(!)
Climax Super Special Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Health: 950
Normals
Standing
Far A | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 25 | Stun: | 30 | Start-Up: | 5 |
Active: | 4 | Recovery: | 10 | Hit Adv.: | 2 | |
Guard Adv.: | 0 | Hitbox | ||||
Invincibility: | None |
- Description: Quick jab with a playing card. Whiffs on crouching opponents, Decent horizontal range and speed to stop incoming hops. In 3.1, recovery is much quicker (4f), and is your go-to hop check.
Far B | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 30 | Stun: | 30 | Start-Up: | 7 |
Active: | 3 | Recovery: | 15 | Hit Adv.: | -3 | |
Guard Adv.: | -5 | Hitbox | ||||
Invincibility: | None |
- Description: This high kick can stop random forward jumps directly in front of Oswald. Whiffs on crouching opponents. Hitbox is deceptively high, so hops are effective against this move, although it is a potent tool against jumps.
Far C | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 70 | Stun: | 70 | Start-Up: | 8 |
Active: | 6 | Recovery: | 21 | Hit Adv.: | -6 | |
Guard Adv.: | -8 | Hitbox | ||||
Invincibility: | None |
- Desription: A fierce card slash. Good amount of push-back if blocked. Almost interchangeable with st. D, MAX mode starter if you aren’t in range for close C.
Far D | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 80 | Stun: | 70 | Start-Up: | 13 |
Active: | 3 | Recovery: | 24 | Hit Adv.: | -6 | |
Guard Adv.: | -8 | Hitbox | ||||
Invincibility: | None |
- Desription: More horizontal and vertical range than st. C, but a bit less start-up. More recovery though.
Close
Close A | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 25 | Stun: | 30 | Start-Up: | 4 |
Active: | 3 | Recovery: | 12 | Hit Adv.: | 0 | |
Guard Adv.: | -2 | Hitbox | ||||
Invincibility: | None |
- Description: A quick close card slash that can be chained into cr. A, cl. B, cr. B. Special cancel-able as well. Also a nice move to stop hops, but not as effective as far A.
Close B | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 30 | Stun: | 30 | Start-Up: | 6 |
Active: | 5 | Recovery: | 6 | Hit Adv.: | 4 | |
Guard Adv.: | 2 | Hitbox | ||||
Invincibility: | None |
- Description: Looks like st. B but uses his knee instead. Plus 2F on block. Special cancel-able.
Close C | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 70 | Stun: | 70 | Start-Up: | 9 |
Active: | 5 | Recovery: | 19 | Hit Adv.: | -3 | |
Guard Adv.: | -5 | Hitbox | ||||
Invincibility: | None |
- Description: Looks like Mature’s and Iori’s close C. You will be using this as a confirm in his heavy standing combos, usually into J (or 3A, usure of notation we want here) You can also use this to stop opponents from re-hopping in from of your face, or trying to jump over you if they want to escape out of the corner.
Close D | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 80 | Stun: | 70 | Start-Up: | 5 |
Active: | 4 | Recovery: | 18 | Hit Adv.: | -1 | |
Guard Adv.: | -3 | Hitbox | ||||
Invincibility: | None |
- Description: Faster start-up than cl.C, and less negative frames on block but has less multi-purpose use as cl. C. Not as useful due to less anti-air properties, but does 10 more damage, so if you’re 9000% sure a jumpin will connect, use this instead of cl.C.
Crouching
Crouch A | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 25 | Stun: | 30 | Start-Up: | 7 |
Active: | 4 | Recovery: | 8 | Hit Adv.: | 3 | |
Guard Adv.: | 1 | Hitbox | ||||
Invincibility: | None |
- Description: A chain-able long range crouching jab. About as long as his far A, this will be part of your light confirms, usually into 3A.
Crouch B | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 30 | Stun: | 30 | Start-Up: | 5 |
Active: | 3 | Recovery: | 8 | Hit Adv.: | 4 | |
Guard Adv.: | 2 | Hitbox | ||||
Invincibility: | None |
- Description: Decent range for a crouching light kick. Can chain into cr.A. Your main low starter, typically into cr.A, although it links into itself. You can’t cancel this directly into 3A, so cr.A cr.B is better overall.
Crouch C | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 70 | Stun: | 70 | Start-Up: | 13 |
Active: | 6 | Recovery: | 22 | Hit Adv.: | -7 | |
Guard Adv.: | -9 | Hitbox | ||||
Invincibility: | None |
- Description: Oswald slashes the opponent’s shins. Decent horizontal range. Doesn’t hit low. Special and super cancel-able. Mostly obsoleted by cr.D due to its range, but safer on whiff although it’s a mid.
Crouch D | |||||||
---|---|---|---|---|---|---|---|
![]() |
![]() |
Damage: | 40+40 | Stun: | 40+30 | Start-Up: | 9 |
Active: | 4(7)4 | Recovery: | 33 | Hit Adv.: | SKD (2nd Hit Only) | ||
Guard Adv.: | -18 | Hitbox | |||||
Invincibility: | None |
- Description: Hits low twice. The first hit doesn’t knock down, while the second hit causes a soft knockdown. Great horizontal vertical range and can be canceled into his df+A command normal. -18F on block. A wonderful MAX starter on the first hit (even when blocked), a very long sweep if you let it finish. However, good spacing is needed as on whiff this move is extremely punishable.
Jumping
Jump A | ||||||
---|---|---|---|---|---|---|
![]() |
Damage: | 45 | Stun: | 30 | Start-Up: | 7 |
Active: | 8 | Recovery: | (Landing)+1 | Hit Adv.: | - | |
Guard Adv.: | - | Hitbox | ||||
Invincibility: | None |
- Description: A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
- j. B: A high aiming kick that is best for ground-to-air defensive situations.
- j. C: A super deep cross-up slash, buffed in 3.10 to serve as a good air-to-ground with its increased horizontal range. This button is oswald’s main jump-in when the opponent’s on defense, although j.A and j.CD have their merits too.
- j. D: Good horizontal range to use as an air-to-air attack. Although j.CD gets the CH juggle properties, jump back j.D is good for when you need to challenge a jump-in but you either don’t trust K or they’re too close for 3A to work.
Blowback
- st. CD: Whiff cancel-able and crushes low and evades ground skimming projectiles. Hits behind him.
- j. CD: Same angle as j.A but longer and deeper horizontal and vertical range. Best used to build up guard gauge/blockstun as a hop normal, particularly to put you in range for a hop C left/right during a blockstring.
Throws
2 - (b/f+C) close
- Oswald grabs the opponent, then slashes them with a card. The opponent falls to their knees right in front of Oswald.
- Can be broken
- Hard knockdown
3 - (b/f+D) close
- Pretty much the same as his f+C throw, but places the opponent behind him.
- Can be broken
- Hard knockdown
- Both throws get you LP Q into a mixup guaranteed due to the hard knockdown.
Command Moves
10 - (df+A)
- (description here)
J - (f+A)
- (description here)
Special Moves
Queen - (dp + A/B/C/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
King - (rdp + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
Spade - (qcb + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- (follow up) - (qcb + A or C)
- EX: (description here)
Diamond - (qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- (follow up) - (qcf + A or C)
- EX: (description here)
Club - (qcb + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
Club - (qcb + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
Heart - (qcf + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
Ace - [Heart (Derivation)] (qcf + C+D)
- (description here)
- (description here)
- (description here)
Super Special Moves
Four Suits (Spade, Heart, Diamond, Club) - (qcf, hcb + A/C) HOLD OK
- (description here)
- (description here)
- (description here)
Max:
Royal Flush (10, Jack, Queen, King, Ace) - (hcbx2 + A or C)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
JOKER - (qcf, qcf + A+C)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Frame Data
Videos
Contributors
External Links
Help improve this wiki by adding suggestions and comments to this google doc: https://docs.google.com/document/d/1DgNAKi7BnhMa1R5DgvMtrdCG7_EFzLHA6riyZ9Zaz2Y/edit
Twitter feed: https://docs.google.com/spreadsheets/d/12zWIWuEvZ6gpWk6tShej9erCI26I-80Oawhkoh-5oGk/edit#gid=1230529347
Discussion Threads
Discuss at http://dreamcancel.com/forum/index.php/board,171.0.html