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The King of Fighters XIV/Oswald

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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: 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.


Jump B
Damage: 45 Stun: 30 Start-Up: 5
Active: 11 Recovery: (Landing)+1 Hit Adv.: -
Guard Adv.: - Hitbox
Invincibility: None
  • Description: A high aiming kick that is best for ground-to-air defensive situations.


Jump C
Damage: 70 Stun: 70 Start-Up: 12
Active: 6 Recovery: (Landing)+1 Hit Adv.: -
Guard Adv.: - Hitbox
Invincibility: None
  • 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.
  • 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)

Notation

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

Oswald KOFXIV Frama Data Link

Videos

Contributors

External Links

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Discussion Threads

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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