Line 883:
Line 883:
* 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)- [https://youtu.be/ji1DPAE-Vq0 27]
* 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)- [https://youtu.be/ji1DPAE-Vq0 27]
* 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) - [https://youtu.be/JfV71jjiCzY 28]
* 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) - [https://youtu.be/hk_cBYYR0qI 28] **
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, 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
Frame Data
Oswald KOFXIV Frama Data Link
Videos
Contributors
External Links
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