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Oswald (XIV)

514 bytes added, 4 April
Normals
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* Description: A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
 
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* Description: A high aiming kick that is best for ground-to-air defensive situations.
 {| class="wikitable"!colspan="7"| Jump C|-|rowspan="5"|[[File:Oswald_Jump_C.jpg]]!rowspan="1"|Damage:|rowspan="1"|70!rowspan="1"|Stun:|rowspan="1"|70!rowspan="1"|Start-Up:|rowspan="1"|12|-!rowspan="1"|Active:|rowspan="1"|6!rowspan="1"|Recovery:|rowspan="1"|(Landing)+1!rowspan="1"|Hit Adv.:|rowspan="1"|-|-!rowspan="1"|Guard Adv.:|rowspan="1"|-!colspan="4"|[https://drive.google.com/open?id=1fIWTsQhAocUSwgYCoqP4R_j6vOFKcgbB Hitbox]|-!rowspan="1"|Invincibility:|colspan="5"|None|}* j. CDescription: 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.
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