Movelist
(*) = EX OK
(!) = MAX OK
Throws
2 - close / +
3 - close / +
Command Normals
10 - +
J - +
Special Moves
Queen - + / / / (*)
King - + / (*)
Spade - + / (*)
- (follow up) - + /
Diamond - + / (*)
- (follow up) - + /
Club - + / (*)
Heart - + / (*)
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
JOKER - +
Quick Combo Reference
Quick Combo Reference
Notation Key
(place notation here)
0 Meter
|
Anywhere
Low, Anywhere
Low, Anywhere
|
(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg
|
1 Meter
|
Corner
Anywhere
Low, Anywhere
|
(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg
|
2 Meters
|
Anywhere
|
(Combo 1) = (damage number here) dmg
|
Gameplay Overview
Health: 950
Normals
Standing
Far A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
25
|
30
|
5
|
4
|
10
|
2
|
0
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
30
|
7
|
3
|
15
|
-3
|
-5
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
8
|
6
|
21
|
-6
|
-8
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
70
|
13
|
3
|
24
|
-6
|
-8
|
Hitbox
|
-
|
More horizontal and vertical range than st. C, but a bit less start-up. More recovery though.
|
|
Close
Close A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
25
|
30
|
4
|
3
|
12
|
0
|
-2
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
30
|
6
|
5
|
6
|
4
|
2
|
Hitbox
|
-
|
Looks like st. B but uses his knee instead. Plus 2F on block. Special cancel-able.
|
|
Close C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
9
|
5
|
19
|
-3
|
-5
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
70
|
5
|
4
|
18
|
-1
|
-3
|
Hitbox
|
-
|
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
Crouching A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
25
|
30
|
7
|
4
|
8
|
3
|
1
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
30
|
5
|
3
|
8
|
4
|
2
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
13
|
6
|
22
|
-7
|
-9
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
40 + 40
|
40 + 30
|
9
|
4(7)4
|
33
|
SKD (2nd Hit Only)
|
-18
|
Hitbox
|
-
|
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
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
45
|
30
|
7
|
8
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
|
|
Hop A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
40
|
30
|
7
|
6
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
|
|
Jump B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
45
|
30
|
5
|
11
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
A high aiming kick that is best for ground-to-air defensive situations.
|
|
Hop B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
40
|
30
|
5
|
9
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
A high aiming kick that is best for ground-to-air defensive situations.
|
|
Jump C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
12
|
6
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
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.
|
|
Hop C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
12
|
6
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
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.
|
|
Jump D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
11
|
4
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
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.
|
|
Hop D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
11
|
3
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
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
Standing CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
75
|
100
|
13
|
8
|
26
|
HKD (Gnd)/ SKD (Air)
|
-11
|
Hitbox
|
Low: 5 to 30 (26 Frames)
|
Whiff cancel-able and crushes low and evades ground skimming projectiles. Hits behind him.
|
|
Jump CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
90
|
80
|
14
|
7
|
(Landing)+1
|
SKD
|
-
|
Hitbox
|
-
|
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.
|
|
Hop CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
80
|
14
|
5
|
(Landing)+1
|
SKD
|
-
|
Hitbox
|
-
|
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 - (close, ← or → + C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
100
|
0
|
1
|
1
|
0
|
HKD
|
Unblockable
|
Hitbox
|
-
|
- Oswald grabs the opponent, then slashes them with a card. The opponent falls to their knees right in front of Oswald.
- Can be broken
|
|
3 - (close, ← or → + D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
100
|
0
|
1
|
1
|
0
|
HKD
|
Unblockable
|
Hitbox
|
-
|
- Pretty much the same as his f+C throw, but places the opponent behind him.
- Can be broken
- Both throws get you LP Q into a mixup guaranteed due to the hard knockdown.
|
|
Command Moves
10 - (↘ + A)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70/ 30
|
60
|
10
|
4
|
32
|
SKD(Without Cancel)/- (With Cancel)
|
-17
|
Hitbox-Without Cancel / [Hitbox - With Cancel]
|
-
|
(Without Cancel Version):
- Oswald will launch the opponent into the air. This version can be followed by Hk ♣ (↓↙← + D), EX ♣ (↓↙← + BD), or any version of Q.
(With Cancel Version):
- Oswald can confirm into 10 from cr. A or cl. A.
|
|
J - (→ + A)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70 (Without Cancel) / 40 (With Cancel)
|
60 (Without Cancel) / 40 (With Cancel)
|
39 (Without Cancel) / 15 (With Cancel)
|
1 (Without Cancel) / 3 (With Cancel)
|
30 (Without Cancel) / 28 (With Cancel)
|
2
|
0
|
Hitbox-Without Cancel / Hitbox - With Cancel
|
-
|
Oswald throws a card to the ground. On hit, there is enough hitstun to connect any version of ♣ to hit the opponent on the ground.
(Without Cancel Version):
- Oswald performs a low attack.
(With Cancel Version):
- Oswald performs a mid attack attack.
|
|
Special Moves
Queen - (dp + A/B/C/D)
EX: (description here)
King - (rdp + B/D)
EX: (description here)
Spade - (qcb + A/C)
EX: (description here)
- (follow up) - (qcb + A or C)
Diamond - (qcf + A/C)
EX: (description here)
- (follow up) - (qcf + A or C)
Club - (qcb + B/D)
EX: (description here)
Club - (qcb + B/D)
EX: (description here)
Heart - (qcf + B/D)
EX: (description here)
Ace - [Heart (Derivation)] (qcf + C+D)
Super Special Moves
Four Suits (Spade, Heart, Diamond, Club) - (qcf, hcb + A/C) HOLD OK
Max:
Royal Flush (10, Jack, Queen, King, Ace) - (hcbx2 + A or C)
Climax Super Special Moves
JOKER - (qcf, qcf + A+C)
Combos
- (any special information about the character combos if needed)
Notation
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
Anywhere
- cr. B, cr. A, qcb+A, delay qcf+C, qcb+B = (154 dmg)
- cr. B, cr. A, df+A, qcb+A, delay qcf+C, qcb+B = (175 dmg)
- cr. B, cr. A, df+A, qcb+A, qcf+C, qcb+C, qcb+C = (182 dmg)
- cr. D (1 hit), f+A, qcb+B, qcf+C, 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, delay qcf+C, 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+C, 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, delay qcb+C, 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+C, qcb+C, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (406 dmg)
- 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)
- 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)
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)
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)
- cr. B, cr. A, df+A, (BC), cr. D (1 hit), f+A, qcb+BD, df+A, qcb+D, delay qcb+C, qcf+C, qcf+C (SC), qcf, hcb+AC = (502 dmg)
1500 Max Mode/ 3rd Positions/ 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)
1500 Max Mode/ 3rd Positions/ 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)
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 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, delay qcf+A, delay qcf+C (SC), qcf(X2)+AC = (707 dmg)
Misc
Frame Data
Oswald KOFXIV Frama Data Link
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:
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Discussion Threads
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