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.
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.
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.
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.
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.