Difference between revisions of "The King of Fighters XIV/Oswald"
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=Normals= | =Normals= | ||
'''Standing''' | <div class="toccolours mw-collapsible mw-collapsed">'''Far Standing Normals''' | ||
<div class="mw-collapsible-content"> | |||
{{MoveData | {{MoveData | ||
|image=Oswald_Far_A.jpg | |image=Oswald_Far_A.jpg | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
</div> | |||
</div> | |||
'''Close''' | <div class="toccolours mw-collapsible mw-collapsed">'''Close Standing Normals''' | ||
<div class="mw-collapsible-content"> | |||
{{MoveData | {{MoveData | ||
|image=Oswald_Close_A.jpg | |image=Oswald_Close_A.jpg | ||
Line 251: | Line 251: | ||
}} | }} | ||
}} | }} | ||
</div> | |||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Crouching Normals''' | |||
'''Crouching''' | <div class="mw-collapsible-content"> | ||
{{MoveData | {{MoveData | ||
|image=Oswald_Crouch_A.jpg | |image=Oswald_Crouch_A.jpg | ||
Line 333: | Line 334: | ||
|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. | |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. | ||
}} | }} | ||
}} | }} | ||
</div> | |||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Jump Normals''' | |||
''' | <div class="mw-collapsible-content"> | ||
{{MoveData | {{MoveData | ||
|image=Oswald_Jump_A.jpg | |image=Oswald_Jump_A.jpg | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=Oswald_Jump_B.jpg | ||
|caption= | |caption= | ||
|name= | |name=Jump B | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|damage= | |damage=45 | ||
|stun=30 | |stun=30 | ||
|startup= | |startup=5 | ||
|active= | |active=11 | ||
|recovery=(Landing)+1 | |recovery=(Landing)+1 | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|hitbox=[https://drive.google.com/ | |hitbox=[https://drive.google.com/open?id=1y3oV4tK9WE-xgURM4K54GYn0V4Fzul7Q Hitbox] | ||
|invul= | |invul= | ||
|description=A | |description=A high aiming kick that is best for ground-to-air defensive situations. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=Oswald_Jump_C.jpg | ||
|caption= | |caption= | ||
|name=Jump | |name=Jump C | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|damage= | |damage=70 | ||
|stun= | |stun=70 | ||
|startup= | |startup=12 | ||
|active= | |active=6 | ||
|recovery=(Landing)+1 | |recovery=(Landing)+1 | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|hitbox=[https://drive.google.com/open?id= | |hitbox=[https://drive.google.com/open?id=1fIWTsQhAocUSwgYCoqP4R_j6vOFKcgbB Hitbox] | ||
|invul= | |invul= | ||
|description=A | |description= 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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=Oswald_Jump_D.jpg | ||
|caption= | |caption= | ||
|name= | |name=Jump D | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|damage= | |damage=70 | ||
|stun= | |stun=70 | ||
|startup= | |startup=11 | ||
|active= | |active=4 | ||
|recovery=(Landing)+1 | |recovery=(Landing)+1 | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|hitbox=[https://drive.google.com/ | |hitbox=[https://drive.google.com/open?id=1ei0pgBH6-jTwMGXWzgxjvifbaOjfiifn Hitbox] | ||
|invul= | |invul= | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }}</div> | ||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed">'''Hop Normals''' | |||
<div class="mw-collapsible-content"> | |||
{{MoveData | {{MoveData | ||
|image= | |image=Oswald_Hop_A.jpg | ||
|caption= | |caption= | ||
|name= | |name=Hop A | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|damage= | |damage=40 | ||
|stun= | |stun=30 | ||
|startup= | |startup=7 | ||
|active=6 | |active=6 | ||
|recovery=(Landing)+1 | |recovery=(Landing)+1 | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|hitbox=[https://drive.google.com/ | |hitbox=[https://drive.google.com/drive/folders/1dZ1c5rEvbLPt6sBGUCLQY4IjoZi1_Clb Hitbox] | ||
|invul= | |invul= | ||
|description= A | |description=A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=Oswald_Hop_B.jpg | ||
|caption= | |caption= | ||
|name=Hop | |name=Hop B | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|damage= | |damage=40 | ||
|stun= | |stun=30 | ||
|startup= | |startup=5 | ||
|active= | |active=9 | ||
|recovery=(Landing)+1 | |recovery=(Landing)+1 | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|hitbox=[https://drive.google.com/ | |hitbox=[https://drive.google.com/drive/folders/1FhQxqs28VqCcWD0CzeJgYz7L9MfNpHSG Hitbox] | ||
|invul= | |invul= | ||
|description=A | |description=A high aiming kick that is best for ground-to-air defensive situations. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=Oswald_Hop_C.jpg | ||
|caption= | |caption= | ||
|name= | |name=Hop C | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|damage=70 | |damage=70 | ||
|stun=70 | |stun=70 | ||
|startup= | |startup=12 | ||
|active= | |active=6 | ||
|recovery=(Landing)+1 | |recovery=(Landing)+1 | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|hitbox=[https://drive.google.com/open?id= | |hitbox=[https://drive.google.com/open?id=17lHPlP_ZVUSQTzi5MQY6vJjenh16lnx- Hitbox] | ||
|invul= | |invul= | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|description=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. | |description=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. | ||
}} | }} | ||
}} | }}</div> | ||
</div> | |||
'''Blowback''' | <div class="toccolours mw-collapsible mw-collapsed">'''Blowback''' | ||
<div class="mw-collapsible-content"> | |||
{{MoveData | {{MoveData | ||
|image=Oswald_Standing_CD.jpg | |image=Oswald_Standing_CD.jpg | ||
Line 519: | Line 519: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 539: | Line 538: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 558: | Line 556: | ||
|description=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. | |description=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. | ||
}} | }} | ||
}} | }}</div> | ||
</div> | |||
=Throws= | =Throws= |
Revision as of 02:10, 20 May 2020
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
Throws
2 - (close, ← or → + C) |
---|
3 - (close, ← or → + D) |
---|
Command Moves
10 - (↘ + A) |
---|
J - (→ + A) |
---|
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
Anywhere
- cr. B, cr. A, qcb+A, qcf+A, qcb+B = (154 dmg) - 1, Queen Follow-up **
- cr. B, cr. A, df+A, qcb+A, delay qcf+A, qcb+B = (175 dmg)
- cr. B, cr. A, df+A, qcb+A, qcf+A, qcb+C, qcb+C = (182 dmg)
- cr. D (1 hit), f+A, qcb+B, qcf+A, qcb+C, qcb+C = (204 dmg)
Midscreen Only
- cr. B, cr. A, df+A, qcb+A, qcf+B, qcb+B = (183 dmg)
- cr. B, cr. A, df+A, qcb+A, qcf+A, qcf+D, qcf+CD = (262 dmg) - 6
Corner
- cr. D (1 hit), f+A, qcb+B, qcb+C, qcf+C, qcf+C = (220 dmg)
1 meter
1000 Max Mode and up/ All Positions/ Anywhere
- cr. B, cr. A, df+A, qcb+A, qcf+A, qcb+C, qcb+C (SC), qcf, hcb+A/C = (301 dmg) - 8
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, qcf+BD, qcf+CD = (306 to 308 dmg)
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcb+D, qcf+A, qcb+D = (297 dmg)
- cr. B, cr. A, df+A, (BC), cl. D, df+A, qcb+AC, qcf+BD, qcf+CD = (322 dmg)
- cr. B, cr. A, df+A, (BC), cl. D, f+A, qcb+AC, qcf+BD, qcf+CD = (339 to 341 dmg)
1000 Max Mode and up/ All Positions/ Midscreen Only
- cr. B, cr. A, df+A, qcb+A, qcf+D, qcf+C (SC), qcf, hcb+A/C (Hold and Release) = (306 to 310 dmg)
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, qcf+BD, delay df+A, qcb+D, delay qcb+C, qcb+D = (320 dmg) - 14
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcf+BD, qcf+CD = (336 dmg)
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcf+BD, qcb+C, qcf+D, qcf+CD = (374 dmg) - 16
1000 Max Mode and up/ All Positions/ Corner
- cr. D (1 hit), f+A, qcb+B, qcb+C, qcf+C, qcf+C (SC), qcf, hcb+A/C (Hold and Release) = (352 to 360 dmg)
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcf+AC, qcb+BD, df+A, qcb+D, qcf+C, qcb+B = (305 dmg)
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, dp+AC, qcb+C, qcf+C, qcb+B = (320 dmg) - 19
1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, delay qcb+AC, qcb+BD, df+A, qcb+D, delay qcb+C, qcb+B = (313 dmg)
1250 Max Mode and up/ 2nd and 3rd Positions/ Midscreen Only
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, delay qcb+AC, qcb+BD, df+A, qcb+D, qcf+D, qcf+CD = (382 dmg) - 21
2 meters
1000 Max Mode and up/ All Positions/ Anywhere
- cr. B, cr. A, df+A, qcb+A, qcf+A/C, qcb+C, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (406 dmg) - 22
- cr. D (1 hit), f+A, qcb+B, qcf+C, qcb+C, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (446 to 448 dmg) - 23
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcb+D, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (475 to 479 dmg)
1000 Max Mode and up/ All Positions/ Corner
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, dp+C (SC), hcb(x2)+AC, qcf+A, qcb+C, qcb+B = (443 dmg) - 25
1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcb+D, delay qcb+C, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (486 to 490 dmg) - 26
1250 Max Mode and up/ 2nd and 3rd Positions/ Corner
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, dp+AC, hcb(x2)+AC, qcb+C, qcf+C, qcb+B = (472 dmg)- 27
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcb+D, delay qcb+C, qcf+A, qcf+C (SC), qcf, hcb+AC = (502 dmg) - 28 **
1500 Max Mode/ 3rd Position/ Midscreen Only
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+AC, qcf+BD, df+A, qcb+D, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (511 dmg) - 29
1500 Max Mode/ 3rd Position/ Corner
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcf+BD, df+A, dp+BD, qcf+B, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (517 dmg) - 30
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
1500 Max Mode/ 3rd Position/ Corner
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, dp+AC, hcb(x2)+AC, qcb+C, delay qcf+A, delay qcf+C (SC), qcf(X2)+AC = (707 dmg) - Link
Misc
Oswald’s Rekka Routes
Outside of Max Mode, Oswald has four moves that chain together in combination up to 3. Meaning that he can perform up to three moves, in one rekka route with some conditions: A move can be used twice in a rekka route only as the starter and ender.
a. The starter will never knockdown. It can be used as a juggle after raw df+A.
b. Mid and Ender will always knockdown with their intended effects:
- qcb+K will hard knockdown.
- qcf+K will wall bounce. Its follow-up, qcf+CD can be used as an ender or as the fourth move after qcf+K ender.
- qcb+P and qcf+P will soft knockdown but can juggle as well. Their follow-ups, (qcb+P, qcb+P) or (qcf+P, qcf+P), are considered enders and can be used as fourth moves.
EX Rekka
Inside Max Mode, Oswald has access to EX versions of his rekka moves, which he can perform a combination up to 3 EX moves followed by a combination up 3 normal rekka moves in one route. These are the conditions applied to EX moves in an EX rekka route:
- An EX move can be used twice in an EX route only as the start and ender.
- Starter EX moves will always knockdown with the intended effects.
- EX rekka route will end immediately after performing a normal rekka move.
- EX rekka move follow-ups can be used as fourth moves in EX rekka routes.
- The first normal rekka, after ex rekkas, will knockdown.
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