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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
(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 - (f+A)
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Special Moves
Queen - (dp + A/B/C/D)
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King - (rdp + B/D)
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Spade - (qcb + A/C)
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(follow up) - (qcb + A or C)
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Diamond - (qcf + A/C)
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(follow up) - (qcf + A or C)
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Club - (qcb + B/D)
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Club - (qcb + B/D)
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Heart - (qcf + B/D)
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Ace - [Heart (Derivation)] (qcf + C+D)
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Super Special Moves
Four Suits (Spade, Heart, Diamond, Club) - (qcf, hcb + A/C) HOLD OK
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Max:
Royal Flush (10, Jack, Queen, King, Ace) - (hcbx2 + A or C)
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Climax Super Special Moves
JOKER - (qcf, qcf + A+C)
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Combos
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