Difference between revisions of "The King of Fighters XIV/Oswald"

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(Normals)
(Command Moves)
 
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Line 90: Line 90:
 
=Normals=
 
=Normals=
  
'''Standing'''
+
<div class="toccolours mw-collapsible mw-collapsed">'''Far Standing Normals'''
 +
<div class="mw-collapsible-content">
 +
{{MoveData
 +
|image=Oswald_Far_A.jpg
 +
|caption=
 +
|name=Far A
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=25
 +
|stun=30
 +
|startup=5
 +
|active=4
 +
|recovery=10
 +
|hitAdv=2
 +
|blockAdv=0
 +
|hitbox=[https://drive.google.com/drive/folders/1vNdgy2_bM1LQFNh67OD9DSwOITnsWZ9b Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
  
{| class="wikitable"
+
{{MoveData
!colspan="7"| Far A
+
|image=Oswald_Far_B.jpg
|-
+
|caption=
|rowspan="5"|[[File:Oswald_Far_A.jpg]]
+
|name=Far B
!rowspan="1"|Damage:
+
|data=
|rowspan="1"|25
+
{{AttackData-KOFXIV
!rowspan="1"|Stun:
+
|damage=30
|rowspan="1"|30
+
|stun=30
!rowspan="1"|Start-Up:
+
|startup=7
|rowspan="1"|5
+
|active=3
|-
+
|recovery=15
!rowspan="1"|Active:
+
|hitAdv=-3
|rowspan="1"|4
+
|blockAdv=-5
!rowspan="1"|Recovery:
+
|hitbox=[https://drive.google.com/drive/folders/1iQJeX0fwdcvalGv_1xwCxkOBFIP2nl5T Hitbox]
|rowspan="1"|10
+
|invul=  
!rowspan="1"|Hit Adv.:
+
|description=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.
|rowspan="1"|2
+
}}
|-
+
}}
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|0
 
!colspan="4"|[https://drive.google.com/drive/folders/1vNdgy2_bM1LQFNh67OD9DSwOITnsWZ9b Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.
 
  
 +
{{MoveData
 +
|image=Oswald_Far_C.jpg
 +
|caption=
 +
|name=Far C
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=70
 +
|stun=70
 +
|startup=8
 +
|active=6
 +
|recovery=21
 +
|hitAdv=-6
 +
|blockAdv=-8
 +
|hitbox=[https://drive.google.com/drive/folders/1hQ5aL3KV2_gkC4MvLa4Y0iNsZTmBpXdy Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
  
{| class="wikitable"
+
{{MoveData
!colspan="7"| Far B
+
|image=Oswald_Far_D.jpg
|-
+
|caption=
|rowspan="5"|[[File:Oswald_Far_B.jpg]]
+
|name=Far D
!rowspan="1"|Damage:
+
|data=
|rowspan="1"|30
+
{{AttackData-KOFXIV
!rowspan="1"|Stun:
+
|damage=80
|rowspan="1"|30
+
|stun=70
!rowspan="1"|Start-Up:
+
|startup=13
|rowspan="1"|7
+
|active=3
|-
+
|recovery=24
!rowspan="1"|Active:
+
|hitAdv=-6
|rowspan="1"|3
+
|blockAdv=-8
!rowspan="1"|Recovery:
+
|hitbox=[https://drive.google.com/drive/folders/1B16gMmgPW0idRIPytCn5RJibIvtdPYxK Hitbox]
|rowspan="1"|15
+
|invul=  
!rowspan="1"|Hit Adv.:
+
|description=More horizontal and vertical range than st. C, but a bit less start-up. More recovery though.
|rowspan="1"|-3
+
}}
|-
+
}}
!rowspan="1"|Guard Adv.:
+
</div>
|rowspan="1"|-5
+
</div>
!colspan="4"|[https://drive.google.com/drive/folders/1iQJeX0fwdcvalGv_1xwCxkOBFIP2nl5T Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.
 
  
  
{| class="wikitable"
+
<div class="toccolours mw-collapsible mw-collapsed">'''Close Standing Normals'''
!colspan="7"| Far C
+
<div class="mw-collapsible-content">
|-
+
{{MoveData
|rowspan="5"|[[File:Oswald_Far_C.jpg]]
+
|image=Oswald_Close_A.jpg
!rowspan="1"|Damage:
+
|caption=
|rowspan="1"|70
+
|name=Close A
!rowspan="1"|Stun:
+
|data=
|rowspan="1"|70
+
{{AttackData-KOFXIV
!rowspan="1"|Start-Up:
+
|damage=25
|rowspan="1"|8
+
|stun=30
|-
+
|startup=4
!rowspan="1"|Active:
+
|active=3
|rowspan="1"|6
+
|recovery=12
!rowspan="1"|Recovery:
+
|hitAdv=0
|rowspan="1"|21
+
|blockAdv=-2
!rowspan="1"|Hit Adv.:
+
|hitbox=[https://drive.google.com/open?id=1wZjw6eS3aZ8Fc2Huy-y-7JOFKGvJUHsB Hitbox]
|rowspan="1"|-6
+
|invul=  
|-
+
|description=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.
!rowspan="1"|Guard Adv.:
+
}}
|rowspan="1"|-8
+
}}
!colspan="4"|[https://drive.google.com/drive/folders/1hQ5aL3KV2_gkC4MvLa4Y0iNsZTmBpXdy Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Desription: 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.
 
  
  
{| class="wikitable"
+
{{MoveData
!colspan="7"| Far D
+
|image=Oswald_Close_B.jpg
|-
+
|caption=
|rowspan="5"|[[File:Oswald_Far_D.jpg]]
+
|name=Close B
!rowspan="1"|Damage:
+
|data=
|rowspan="1"|80
+
{{AttackData-KOFXIV
!rowspan="1"|Stun:
+
|damage=30
|rowspan="1"|70
+
|stun=30
!rowspan="1"|Start-Up:
+
|startup=6
|rowspan="1"|13
+
|active=5
|-
+
|recovery=6
!rowspan="1"|Active:
+
|hitAdv=4
|rowspan="1"|3
+
|blockAdv=2
!rowspan="1"|Recovery:
+
|hitbox=[https://drive.google.com/open?id=1ExvHmAoTL4MxXK4ed09NSWdx6v87HkHb Hitbox]
|rowspan="1"|24
+
|invul=  
!rowspan="1"|Hit Adv.:
+
|description=Looks like st. B but uses his knee instead. Plus 2F on block. Special cancel-able.
|rowspan="1"|-6
+
}}
|-
+
}}
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|-8
 
!colspan="4"|[https://drive.google.com/drive/folders/1B16gMmgPW0idRIPytCn5RJibIvtdPYxK Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Desription: More horizontal and vertical range than st. C, but a bit less start-up. More recovery though.
 
  
  
'''Close'''
+
{{MoveData
 +
|image=Oswald_Close_C.jpg
 +
|caption=
 +
|name=Close C
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=70
 +
|stun=70
 +
|startup=9
 +
|active=5
 +
|recovery=19
 +
|hitAdv=-3
 +
|blockAdv=-5
 +
|hitbox=[https://drive.google.com/open?id=1Eh5iAW4NjmQPtmk8uPQd4T4a_OzmCVmE Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
  
{| class="wikitable"
 
!colspan="7"| Close A
 
|-
 
|rowspan="5"|[[File:Oswald_Close_A.jpg]]
 
!rowspan="1"|Damage:
 
|rowspan="1"|25
 
!rowspan="1"|Stun:
 
|rowspan="1"|30
 
!rowspan="1"|Start-Up:
 
|rowspan="1"|4
 
|-
 
!rowspan="1"|Active:
 
|rowspan="1"|3
 
!rowspan="1"|Recovery:
 
|rowspan="1"|12
 
!rowspan="1"|Hit Adv.:
 
|rowspan="1"|0
 
|-
 
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|-2
 
!colspan="4"|[https://drive.google.com/open?id=1wZjw6eS3aZ8Fc2Huy-y-7JOFKGvJUHsB Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.
 
  
 +
{{MoveData
 +
|image=Oswald_Close_D.jpg
 +
|caption=
 +
|name=Close D
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=80
 +
|stun=70
 +
|startup=5
 +
|active=4
 +
|recovery=18
 +
|hitAdv=-1
 +
|blockAdv=-3
 +
|hitbox=[https://drive.google.com/open?id=13nHtNwD8n8Qju4UYOkHFtek1BTiEwmt9 Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
 +
</div>
 +
</div>
  
{| class="wikitable"
 
!colspan="7"| Close B
 
|-
 
|rowspan="5"|[[File:Oswald_Close_B.jpg]]
 
!rowspan="1"|Damage:
 
|rowspan="1"|30
 
!rowspan="1"|Stun:
 
|rowspan="1"|30
 
!rowspan="1"|Start-Up:
 
|rowspan="1"|6
 
|-
 
!rowspan="1"|Active:
 
|rowspan="1"|5
 
!rowspan="1"|Recovery:
 
|rowspan="1"|6
 
!rowspan="1"|Hit Adv.:
 
|rowspan="1"|4
 
|-
 
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|2
 
!colspan="4"|[https://drive.google.com/open?id=1ExvHmAoTL4MxXK4ed09NSWdx6v87HkHb Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: Looks like st. B but uses his knee instead. Plus 2F on block. Special cancel-able.
 
  
 +
<div class="toccolours mw-collapsible mw-collapsed">'''Crouching Normals'''
 +
<div class="mw-collapsible-content">
 +
{{MoveData
 +
|image=Oswald_Crouch_A.jpg
 +
|caption=
 +
|name=Crouching A
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=25
 +
|stun=30
 +
|startup=7
 +
|active=4
 +
|recovery=8
 +
|hitAdv=3
 +
|blockAdv=1
 +
|hitbox=[https://drive.google.com/drive/folders/1tNPuRZpRrVMjTZiV9eCyA58vBdfGX6iP Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
  
{| class="wikitable"
 
!colspan="7"| Close C
 
|-
 
|rowspan="5"|[[File:Oswald_Close_C.jpg]]
 
!rowspan="1"|Damage:
 
|rowspan="1"|70
 
!rowspan="1"|Stun:
 
|rowspan="1"|70
 
!rowspan="1"|Start-Up:
 
|rowspan="1"|9
 
|-
 
!rowspan="1"|Active:
 
|rowspan="1"|5
 
!rowspan="1"|Recovery:
 
|rowspan="1"|19
 
!rowspan="1"|Hit Adv.:
 
|rowspan="1"|-3
 
|-
 
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|-5
 
!colspan="4"|[https://drive.google.com/open?id=1Eh5iAW4NjmQPtmk8uPQd4T4a_OzmCVmE Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.
 
  
 +
{{MoveData
 +
|image=Oswald_Crouch_B.jpg
 +
|caption=
 +
|name=Crouch B
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=30
 +
|stun=30
 +
|startup=5
 +
|active=3
 +
|recovery=8
 +
|hitAdv=4
 +
|blockAdv=2
 +
|hitbox=[https://drive.google.com/open?id=1ZEwCOCsnPA7SlgZA_9PtCFlvEYWHPAj1 Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
 +
  
{| class="wikitable"
+
{{MoveData
!colspan="7"| Close D
+
|image=Oswald_Crouch_C.jpg
|-
+
|caption=
|rowspan="5"|[[File:Oswald_Close_D.jpg]]
+
|name=Crouch C
!rowspan="1"|Damage:
+
|data=
|rowspan="1"|80
+
{{AttackData-KOFXIV
!rowspan="1"|Stun:
+
|damage=70
|rowspan="1"|70
+
|stun=70
!rowspan="1"|Start-Up:
+
|startup=13
|rowspan="1"|5
+
|active=6
|-
+
|recovery=22
!rowspan="1"|Active:
+
|hitAdv=-7
|rowspan="1"|4
+
|blockAdv=-9
!rowspan="1"|Recovery:
+
|hitbox=[https://drive.google.com/open?id=1tULIw9ekotPU_Ar4chPRbrmC8W324_LS Hitbox]
|rowspan="1"|18
+
|invul=  
!rowspan="1"|Hit Adv.:
+
|description=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.  
|rowspan="1"|-1
+
}}
|-
+
}} 
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|-3
 
!colspan="4"|[https://drive.google.com/open?id=13nHtNwD8n8Qju4UYOkHFtek1BTiEwmt9 Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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'''
+
{{MoveData
 +
|image=Oswald_Crouch_D.jpg
 +
|caption=
 +
|name=Crouch D
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=40 + 40
 +
|stun=40 + 30
 +
|startup=9
 +
|active=4(7)4
 +
|recovery=33
 +
|hitAdv=SKD (2nd Hit Only)
 +
|blockAdv=-18
 +
|hitbox=[https://drive.google.com/open?id=1k---BwEATl8KIFOrVGzFVlDlYbVxciRe Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
 +
</div>
 +
</div>
  
{| class="wikitable"
 
!colspan="7"| Crouch A
 
|-
 
|rowspan="5"|[[File:Oswald_Crouch_A.jpg]]
 
!rowspan="1"|Damage:
 
|rowspan="1"|25
 
!rowspan="1"|Stun:
 
|rowspan="1"|30
 
!rowspan="1"|Start-Up:
 
|rowspan="1"|7
 
|-
 
!rowspan="1"|Active:
 
|rowspan="1"|4
 
!rowspan="1"|Recovery:
 
|rowspan="1"|8
 
!rowspan="1"|Hit Adv.:
 
|rowspan="1"|3
 
|-
 
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|1
 
!colspan="4"|[https://drive.google.com/open?id=1tNPuRZpRrVMjTZiV9eCyA58vBdfGX6iP Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.
 
  
 +
<div class="toccolours mw-collapsible mw-collapsed">'''Jump Normals'''
 +
<div class="mw-collapsible-content">
 +
{{MoveData
 +
|image=Oswald_Jump_A.jpg
 +
|caption=
 +
|name=Jump A
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=45
 +
|stun=30
 +
|startup=7
 +
|active=8
 +
|recovery=(Landing)+1
 +
|hitAdv=
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=1tJMDConFVpr6OKZ90sa9QKuXXxFaIXRT Hitbox]
 +
|invul=
 +
|description=A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
 +
}}
 +
}} 
  
{| class="wikitable"
+
{{MoveData
!colspan="7"| Crouch B
+
|image=Oswald_Jump_B.jpg
|-
+
|caption=
|rowspan="5"|[[File:Oswald_Crouch_B.jpg]]
+
|name=Jump B
!rowspan="1"|Damage:
+
|data=
|rowspan="1"|30
+
{{AttackData-KOFXIV
!rowspan="1"|Stun:
+
|damage=45
|rowspan="1"|30
+
|stun=30
!rowspan="1"|Start-Up:
+
|startup=5
|rowspan="1"|5
+
|active=11
|-
+
|recovery=(Landing)+1
!rowspan="1"|Active:
+
|hitAdv=
|rowspan="1"|3
+
|blockAdv=
!rowspan="1"|Recovery:
+
|hitbox=[https://drive.google.com/open?id=1y3oV4tK9WE-xgURM4K54GYn0V4Fzul7Q Hitbox]
|rowspan="1"|8
+
|invul=  
!rowspan="1"|Hit Adv.:
+
|description=A high aiming kick that is best for ground-to-air defensive situations.
|rowspan="1"|4
+
}}
|-
+
}}  
!rowspan="1"|Guard Adv.:
 
|rowspan="1"|2
 
!colspan="4"|[https://drive.google.com/open?id=1ZEwCOCsnPA7SlgZA_9PtCFlvEYWHPAj1 Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.
 
  
 +
{{MoveData
 +
|image=Oswald_Jump_C.jpg
 +
|caption=
 +
|name=Jump C
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=70
 +
|stun=70
 +
|startup=12
 +
|active=6
 +
|recovery=(Landing)+1
 +
|hitAdv=
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=1fIWTsQhAocUSwgYCoqP4R_j6vOFKcgbB Hitbox]
 +
|invul=
 +
|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.
 +
}}
 +
}}
  
{| class="wikitable"
+
{{MoveData
!colspan="7"| Crouch C
+
|image=Oswald_Jump_D.jpg
|-
+
|caption=
|rowspan="5"|[[File:Oswald_Crouch_C.jpg]]
+
|name=Jump D
!rowspan="1"|Damage:
+
|data=
|rowspan="1"|70
+
{{AttackData-KOFXIV
!rowspan="1"|Stun:
+
|damage=70
|rowspan="1"|70
+
|stun=70
!rowspan="1"|Start-Up:
+
|startup=11
|rowspan="1"|13
+
|active=4
|-
+
|recovery=(Landing)+1
!rowspan="1"|Active:
+
|hitAdv=
|rowspan="1"|6
+
|blockAdv=
!rowspan="1"|Recovery:
+
|hitbox=[https://drive.google.com/open?id=1ei0pgBH6-jTwMGXWzgxjvifbaOjfiifn Hitbox]
|rowspan="1"|22
+
|invul=  
!rowspan="1"|Hit Adv.:
+
|description=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.
|rowspan="1"|-7
+
  }}
|-
+
}}</div>
!rowspan="1"|Guard Adv.:
+
</div>
|rowspan="1"|-9
 
!colspan="4"|[https://drive.google.com/open?id=1tULIw9ekotPU_Ar4chPRbrmC8W324_LS Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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.   
 
  
  
{| class="wikitable"
+
<div class="toccolours mw-collapsible mw-collapsed">'''Hop Normals'''
!colspan="7"| Crouch C
+
<div class="mw-collapsible-content">
|-
+
{{MoveData
|rowspan="5"|[[File:Oswald_Crouch_C.jpg]]
+
|image=Oswald_Hop_A.jpg
!rowspan="1"|Damage:
+
|caption=
|rowspan="1"|70
+
|name=Hop A
!rowspan="1"|Stun:
+
|data=
|rowspan="1"|70
+
{{AttackData-KOFXIV
!rowspan="1"|Start-Up:
+
|damage=40
|rowspan="1"|13
+
|stun=30
|-
+
|startup=7
!rowspan="1"|Active:
+
|active=6
|rowspan="1"|6
+
|recovery=(Landing)+1
!rowspan="1"|Recovery:
+
|hitAdv=
|rowspan="1"|22
+
|blockAdv=
!rowspan="1"|Hit Adv.:
+
|hitbox=[https://drive.google.com/drive/folders/1dZ1c5rEvbLPt6sBGUCLQY4IjoZi1_Clb Hitbox]
|rowspan="1"|-7
+
|invul=  
|-
+
|description=A short-ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
!rowspan="1"|Guard Adv.:
+
  }}
|rowspan="1"|-9
+
}}  
!colspan="4"|[https://drive.google.com/open?id=1tULIw9ekotPU_Ar4chPRbrmC8W324_LS Hitbox]
 
|-
 
!rowspan="1"|Invincibility:
 
|colspan="5"|None
 
|}
 
* Description: 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 finishHowever, good spacing is needed as on whiff this move is extremely punishable.  
 
  
 +
{{MoveData
 +
|image=Oswald_Hop_B.jpg
 +
|caption=
 +
|name=Hop B
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=40
 +
|stun=30
 +
|startup=5
 +
|active=9
 +
|recovery=(Landing)+1
 +
|hitAdv=
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/drive/folders/1FhQxqs28VqCcWD0CzeJgYz7L9MfNpHSG Hitbox]
 +
|invul=
 +
|description=A high aiming kick that is best for ground-to-air defensive situations.
 +
}}
 +
}} 
  
'''Jumping'''
+
{{MoveData
 +
|image=Oswald_Hop_C.jpg
 +
|caption=
 +
|name=Hop C
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=70
 +
|stun=70
 +
|startup=12
 +
|active=6
 +
|recovery=(Landing)+1
 +
|hitAdv=
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=17lHPlP_ZVUSQTzi5MQY6vJjenh16lnx- Hitbox]
 +
|invul=
 +
|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. A: A short ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
+
{{MoveData
 +
|image=Oswald_Hop_D.jpg
 +
|caption=
 +
|name=Hop D
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=70
 +
|stun=70
 +
|startup=11
 +
|active=3
 +
|recovery=(Landing)+1
 +
|hitAdv=
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=1ML-X2pKuvrrkszu_Fw7HRPFpGmFivfqr Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}</div>
 +
</div>
  
* j. B: A high aiming kick that is best for ground-to-air defensive situations.
 
  
* j. C: 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.
+
<div class="toccolours mw-collapsible mw-collapsed">'''Blowback'''
 +
<div class="mw-collapsible-content">
 +
{{MoveData
 +
|image=Oswald_Standing_CD.jpg
 +
|caption=
 +
|name=Standing CD
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=75
 +
|stun=100
 +
|startup=13
 +
|active=8
 +
|recovery=26
 +
|hitAdv=HKD (Gnd)/ SKD (Air)
 +
|blockAdv=-11
 +
|hitbox=[https://drive.google.com/open?id=1KQy-V6iTfyJonTGmB0kU7iM2H9sgBglD Hitbox]
 +
|invul=Low: 5 to 30 (26 Frames)
 +
  |description=Whiff cancel-able and crushes low and evades ground skimming projectiles. Hits behind him.
 +
}}
 +
}}
  
* 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.
+
{{MoveData
 +
|image=Oswald_Jump_CD.jpg
 +
|caption=
 +
|name=Jump CD
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=90
 +
|stun=80
 +
|startup=14
 +
|active=7
 +
|recovery=(Landing)+1
 +
|hitAdv=SKD
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=135O_xUUZ24iPHYsH5E_CUUOw9doFk1VK Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}
  
 
+
{{MoveData
'''Blowback'''
+
|image=Oswald_Hop_CD.jpg
 
+
|caption=
* st. CD: Whiff cancel-able and crushes low and evades ground skimming projectiles. Hits behind him.
+
|name=Hop CD
 
+
|data=
* 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.
+
{{AttackData-KOFXIV
 +
|damage=80
 +
|stun=80
 +
|startup=14
 +
|active=5
 +
|recovery=(Landing)+1
 +
|hitAdv=SKD
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=1OPjsZI9Yeb7YhGpCLo99MqWwbY0T2sTg Hitbox]
 +
|invul=
 +
|description=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.
 +
}}
 +
}}</div>
 +
</div>
  
 
=Throws=
 
=Throws=
 +
<div class="toccolours mw-collapsible mw-collapsed">'''Normal Throws'''
 +
<div class="mw-collapsible-content">
 +
{{MoveData
 +
|image=Oswald_2_Grab.jpg
 +
|caption=
 +
|name=2 - (close, ← or → + C)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=100
 +
|stun=0
 +
|startup=1
 +
|active=1
 +
|recovery=0
 +
|hitAdv=HKD
 +
|blockAdv=Unblockable
 +
|hitbox=[https://drive.google.com/open?id=13_VGG6L_p0t3TaYT59Dy97Au68zf9uIK Hitbox]
 +
|invul=
 +
|description=*Oswald grabs the opponent, then slashes them with a card. The opponent falls to their knees right in front of Oswald.
 +
*Can be broken
 +
}}
 +
}}
  
'''2''' - (b/f+C) close
+
{{MoveData
 
+
|image=Oswald_3_Grab.jpg
* Oswald grabs the opponent, then slashes them with a card. The opponent falls to their knees right in front of Oswald.
+
|caption=
* Can be broken
+
|name=3 - (close, ← or → + D)
* Hard knockdown
+
|data=
 
+
{{AttackData-KOFXIV
 
+
|damage=100
'''3''' - (b/f+D) close
+
|stun=0
 
+
|startup=1
* Pretty much the same as his f+C throw, but places the opponent behind him.
+
|active=1
 +
|recovery=0
 +
|hitAdv=HKD
 +
|blockAdv=Unblockable
 +
|hitbox=[https://drive.google.com/open?id=1RjuWIRmffcxes23SCFxzmgzhGpWWopKT Hitbox]
 +
|invul=
 +
|description=* Pretty much the same as his f+C throw, but places the opponent behind him.
 
* Can be broken
 
* Can be broken
* Hard knockdown
 
 
* Both throws get you LP Q into a mixup guaranteed due to the hard knockdown.
 
* Both throws get you LP Q into a mixup guaranteed due to the hard knockdown.
 +
}}
 +
}}</div>
 +
</div>
  
 
=Command Moves=
 
=Command Moves=
  
'''10''' - (df+A)
+
<div class="toccolours mw-collapsible mw-collapsed">'''Command Moves'''
* (description here)
+
<div class="mw-collapsible-content">
 
+
{{MoveData
'''J''' - (f+A)
+
|image=XIV_Oswald_10.jpg
 
+
|caption=
* (description here)
+
|name=10 - (+ A)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|version=Without Cancel
 +
|damage=70
 +
|stun=60
 +
|startup=10
 +
|active=4
 +
|recovery=32
 +
|hitAdv= SKD
 +
|blockAdv=-17
 +
|hitbox=[https://drive.google.com/open?id=1xJdtanaPNpgq3Oiw6NhxhsMLUALsWI3Z Hitbox]
 +
|invul=
 +
|description=*Oswald will launch the opponent into the air. This version can be followed by Hk ♣ (↓↙← + D), EX ♣ (↓↙← + BD), or any version of Q.
 +
}}
 +
{{AttackData-KOFXIV
 +
|version=With Cancel
 +
|damage=30
 +
|stun=30
 +
|startup=7
 +
|active=2
 +
|recovery=25
 +
|hitAdv=-6
 +
|blockAdv=-8
 +
|hitbox=[https://drive.google.com/open?id=1ugpTtN88iMKeJAbX76WWCWnsY85kZvXM Hitbox]
 +
|invul=
 +
|description= *Oswald can confirm into 10 from cr. A or cl. A.
 +
}}
 +
}}
  
 +
{{MoveData
 +
|image=XIV_Oswald_J.jpg
 +
|caption=
 +
|name=J - (→ + A)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|version=Without Cancel
 +
|damage=70
 +
|stun=60
 +
|startup=39
 +
|active=1
 +
|recovery=30
 +
|hitAdv= 2
 +
|blockAdv= 0
 +
|hitbox=[https://drive.google.com/open?id=1hppFNSwlYAYLOmHYZlHTH7mQXvsHXbeY Hitbox]
 +
|invul=
 +
|description= * 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.
 +
* Oswald performs a low attack.
 +
}}
 +
{{AttackData-KOFXIV
 +
|version=With Cancel
 +
|damage=40
 +
|stun=40
 +
|startup=15
 +
|active=3
 +
|recovery=28
 +
|hitAdv= 2
 +
|blockAdv= -6 (point blank)/ -4 (furthest after cl. C/D and cr. C)
 +
|hitbox=[https://drive.google.com/open?id=1tsE1s3dSbVpgdFiXSqC5gjY00kHXj1Hc Hitbox]
 +
|invul=
 +
|description= * 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.
 +
* Oswald performs a mid attack attack.
 +
}}
 +
}}</div>
 +
</div>
  
 
=Special Moves=
 
=Special Moves=
  
'''Queen''' - (dp + A/B/C/D)
+
{{MoveData
 
+
|image=
* (description here)
+
|caption=
 
+
|name=Queen (→↓↘ + A/B/C/D)
* (description here)
+
|data=
 
+
{{AttackData-KOFXIV
* (description here)
+
|version= A/B
 +
|damage=40
 +
|stun=40
 +
|startup=57
 +
|active= 14
 +
|recovery=Recovers 8 frames before activation
 +
|hitAdv=34:(Earliest) to 42:(Latest)
 +
|blockAdv=32:(Earliest) to 40:(Latest)
 +
|hitbox=[https://drive.google.com/open?id=1gAblYp0Ofqni1DAbtWVz8GzHm1GExFel Hitbox - A Version] / [https://drive.google.com/open?id=1DwsJyPda2WNa-Fmdx1bG4Hoq5o6w4-Ht Hitbox - B Version] 
 +
|invul=
 +
|description=
 +
}}
 +
{{AttackData-KOFXIV
 +
|version= C/D
 +
|damage=40
 +
|stun=40
 +
|startup=66
 +
|active= 14
 +
|recovery=Recovers 8 frames before activation
 +
|hitAdv=41:(Earliest) to 48:(Latest)
 +
|blockAdv=39:(Earliest) to 46:(Latest)
 +
|hitbox=[https://drive.google.com/open?id=1uEEtgPMSAUWyKiEfHJPHBUxKs1CUuF7Q Hitbox - C Version] / [https://drive.google.com/open?id=1RrdtoSkxq-TrHpBX3WRYK67TSvruSLTt Hitbox - D Version] 
 +
|invul=
 +
|description=
 +
}}
 +
}}
  
'''EX:''' (description here)
 
  
 +
{{MoveData
 +
|image=
 +
|caption=
 +
|name=EX Queen (→↓↘ + AC/BD)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=40 (x4)
 +
|stun=0
 +
|startup=53
 +
|active= 23
 +
|recovery=Recovers 22 frames before activation
 +
|hitAdv=48:(Earliest) to 65:(Latest)
 +
|blockAdv=46:(Earliest) to 63:(Latest)
 +
|hitbox=[https://drive.google.com/open?id=19RyFj6Md7d026LjR5xym15vBmhxWqrfp Hitbox - AC Version] / [https://drive.google.com/open?id=1U8C0LP9ZQa4JjKFZHZoDNPRMdGj9DyY7 Hitbox - BD Version] 
 +
|invul=
 +
|description=
 +
}}
 +
}}
  
'''King''' - (rdp + B/D)
 
  
* (description here)
+
{{MoveData
 +
|image=
 +
|caption=
 +
|name=King (←↓↙ + B/D)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=
 +
|stun=
 +
|startup=5
 +
|active=12 (Counter Window)
 +
|recovery=34
 +
|hitAdv=Upper Body Counter
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=1wyxCIWRX2oou-AbaU-RStoE6B-n6NoTX Hitbox] 
 +
|invul=
 +
|description= *When the counter activates for the B version, Oswald appears behind opponent on the ground.
 +
*When the counter activates for the D version, Oswald appears behind opponent in the air.
 +
}}
 +
}}
  
* (description here)
 
  
* (description here)
+
{{MoveData
 +
|image=
 +
|caption=
 +
|name=EX King (←↓↙ + BD)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|damage=
 +
|stun=
 +
|startup=3
 +
|active=16 (Counter Window)
 +
|recovery=24
 +
|hitAdv=Upper Body Counter
 +
|blockAdv=
 +
|hitbox=[https://drive.google.com/open?id=1E2-PEFTW7Z8pc5raC_mz1RNl-oloiW-4 Hitbox] 
 +
|invul=Full: 1 to 2 (2 Frames)
 +
|description= *When the counter activates, Oswald appears behind opponent on the ground.
 +
}}
 +
}}
  
'''EX:''' (description here)
 
  
 +
{{MoveData
 +
|image=
 +
|caption=
 +
|name=Spade (↓↙← + A/C)
 +
|data=
 +
{{AttackData-KOFXIV
 +
|version=A
 +
|damage=40
 +
|stun=30
 +
|startup=13
 +
|active=12 (Proximity Box Detection) / 5 (Active Attack)
 +
|recovery=25 (Proximity Box Whiff) / 31 (After Active Attack)
 +
|hitAdv=-15 (As Rekka Starter) / SKD (As 2nd or 3rd hit of Rekka)
 +
|blockAdv=-17
 +
|hitbox=[https://drive.google.com/open?id=19b5p-j2kghri8SlTGqqa4EAirBv4arhh Hitbox - Proximity Box Whiff] / [https://drive.google.com/open?id=1tGNGfLR_4fV9C5fT1KUEwoWbR8eVpD45 Hitbox - Active Attack] 
 +
|invul=
 +
|description=
 +
}}
 +
{{AttackData-KOFXIV
 +
|version=C
 +
|damage=72
 +
|stun=30(x2)
 +
|startup=6
 +
|active=2 (27 :(Proximity Box Detection)) / 2 (7) 5:(Active Attack)
 +
|recovery=25:(Proximity Box Whiff) / 33 :(After Active Attack)
 +
|hitAdv=-17 (As Rekka Starter) / SKD (As 2nd or 3rd hit of Rekka)
 +
|blockAdv=-19
 +
|hitbox=[https://drive.google.com/open?id=1Y4ocY7oli6H7kEC3rfUQa22utaSzmVIh Hitbox - Proximity Box Whiff] / [https://drive.google.com/open?id=1Xqt6K3gMbRp4IrqmBkTNz_kwSf4Dxc7I Hitbox - Active Attack] 
 +
|invul=
 +
|description=
 +
}}
 +
}}
  
  
Line 568: Line 876:
  
 
* (description here)
 
* (description here)
 
  
 
=Super Special Moves=
 
=Super Special Moves=
Line 617: Line 924:
 
==0 meter==
 
==0 meter==
  
* (place combo here) = (place damage amount here)
+
'''Anywhere'''
(place combo description here)
+
* cr. B, cr. A, qcb+A, qcf+A, qcb+B = (154 dmg) - [https://youtu.be/XkRxdBglJIM 1], [https://youtu.be/L3CLo3OGQQI Queen Follow-up] **
 +
 
 +
* 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) - [https://youtu.be/9OsxM0qf3Kw 6]
 +
 
 +
 
 +
'''Corner'''
 +
 
 +
* cr. D (1 hit), f+A, qcb+B, qcb+C, qcf+C, qcf+C = (220 dmg)
  
 
==1 meter==
 
==1 meter==
  
* (place combo here) = (place damage amount here)
+
'''1000 Max Mode and up/ All Positions/ Anywhere'''
(place combo description here)
+
* cr. B, cr. A, df+A, qcb+A, qcf+A, qcb+C, qcb+C (SC), qcf, hcb+A/C = (301 dmg) - [https://youtu.be/vRZImv74O3A 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) - [https://youtu.be/HZHXTnmewX8 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) - [https://youtu.be/ZkasXh46r_I 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) - [https://youtu.be/mmiI1gbfWGg 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) - [https://youtu.be/FtcILM4RdAo 21]
  
 
==2 meters==
 
==2 meters==
  
* (place combo here) = (place damage amount here)
+
'''1000 Max Mode and up/ All Positions/ Anywhere'''
(place combo description here)
+
 
 +
* cr. B, cr. A, df+A, qcb+A, qcf+A/C, qcb+C, qcf+C (SC), qcf, hcb+AC (Hold and Release) = (406 dmg) - [https://youtu.be/gdj-tKtMxAY 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) - [https://youtu.be/Cf_FUDI_1NQ 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) - [https://youtu.be/J7EQ8z1IAfI 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) - [https://youtu.be/JfV71jjiCzY 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)- [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+A, qcf+C (SC), qcf, hcb+AC = (502 dmg) - [https://youtu.be/hk_cBYYR0qI 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) - [https://youtu.be/K2Q1UyomlyU 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) - [https://youtu.be/c5l_Q0faZvQ 30]
  
 
==3 meters==
 
==3 meters==
Line 642: Line 1,034:
 
==5 meters==
 
==5 meters==
  
* (place combo here) = (place damage amount here)
+
1500 Max Mode/ 3rd Position/ Corner
(place combo description here)
+
 
 +
* 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) - [https://youtu.be/MfAibEsLlM8 Link]
  
 
=Misc=
 
=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.
  
  
Line 671: Line 1,093:
  
 
{{Navbox XIV}}
 
{{Navbox XIV}}
 +
 
[[Category:The King of Fighters XIV]]
 
[[Category:The King of Fighters XIV]]
 +
[[Category:Oswald]]

Latest revision as of 00:11, 22 May 2020

Charaimg oswald.png


Movelist

(*) = EX OK

(!) = MAX OK

Throws

2 - close Bk.gif / Fd.gif + C.gif

3 - close Bk.gif / Fd.gif + D.gif

Command Normals

10 - Df.gif + A.gif

J - Fd.gif + A.gif

Special Moves

Queen - Dp.gif + A.gif / B.gif /C.gif / D.gif (*)

King - Rdp.gif + B.gif / D.gif (*)

Spade - Qcb.gif + A.gif / C.gif (*)

(follow up) - Qcb.gif + A.gif / C.gif

Diamond - Qcf.gif + A.gif / C.gif (*)

(follow up) - Qcf.gif + A.gif / C.gif

Club - Qcb.gif + B.gif/D.gif (*)

Heart - Qcf.gif + B.gif/D.gif (*)

Ace - [Heart (Derivation)] Qcf.gif + C.gif+D.gif

Super Special Moves

Four Suits (Spade, Heart, Diamond, Club) - Qcf.gif, Hcb.gif + A.gif/C.gif HOLD OK (!)

Royal Flush (10, Jack, Queen, King, Ace) - Hcb.gif Hcb.gif + A.gif / C.gif (!)

Climax Super Special Move

JOKER - Qcf.gif Qcf.gif + A.gif C.gif

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

Far Standing Normals
Far A
Oswald Far A.jpg
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
Oswald Far B.jpg
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
Oswald Far C.jpg
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
Oswald Far D.jpg
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 Standing Normals
Close A
Oswald Close A.jpg
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
Oswald Close B.jpg
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
Oswald Close C.jpg
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
Oswald Close D.jpg
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 Normals
Crouching A
Oswald Crouch A.jpg
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
Oswald Crouch B.jpg
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
Oswald Crouch C.jpg
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
Oswald Crouch D.jpg
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.


Jump Normals
Jump A
Oswald Jump A.jpg
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.

Jump B
Oswald Jump B.jpg
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.

Jump C
Oswald Jump C.jpg
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
Oswald Jump D.jpg
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 Normals
Hop A
Oswald Hop A.jpg
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.

Hop B
Oswald Hop B.jpg
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.

Hop C
Oswald Hop C.jpg
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 D
Oswald Hop D.jpg
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
Oswald Standing CD.jpg
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
Oswald Jump CD.jpg
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
Oswald Hop CD.jpg
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

Normal Throws
2 - (close, ← or → + C)
Oswald 2 Grab.jpg
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)
Oswald 3 Grab.jpg
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

Command Moves
10 - (↘ + A)
XIV Oswald 10.jpg
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
Without Cancel 70 60 10 4 32 SKD -17 Hitbox -
  • Oswald will launch the opponent into the air. This version can be followed by Hk ♣ (↓↙← + D), EX ♣ (↓↙← + BD), or any version of Q.
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
With Cancel 30 30 7 2 25 -6 -8 Hitbox -
  • Oswald can confirm into 10 from cr. A or cl. A.
J - (→ + A)
XIV Oswald J.jpg
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
Without Cancel 70 60 39 1 30 2 0 Hitbox -
  • 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.
  • Oswald performs a low attack.
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
With Cancel 40 40 15 3 28 2 -6 (point blank)/ -4 (furthest after cl. C/D and cr. C) Hitbox -
  • 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.
  • Oswald performs a mid attack attack.

Special Moves

Queen (→↓↘ + A/B/C/D)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
A/B 40 40 57 14 Recovers 8 frames before activation 34:(Earliest) to 42:(Latest) 32:(Earliest) to 40:(Latest) Hitbox - A Version / Hitbox - B Version -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
C/D 40 40 66 14 Recovers 8 frames before activation 41:(Earliest) to 48:(Latest) 39:(Earliest) to 46:(Latest) Hitbox - C Version / Hitbox - D Version -


EX Queen (→↓↘ + AC/BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
40 (x4) 0 53 23 Recovers 22 frames before activation 48:(Earliest) to 65:(Latest) 46:(Earliest) to 63:(Latest) Hitbox - AC Version / Hitbox - BD Version -


King (←↓↙ + B/D)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
- - 5 12 (Counter Window) 34 Upper Body Counter - Hitbox -
  • When the counter activates for the B version, Oswald appears behind opponent on the ground.
  • When the counter activates for the D version, Oswald appears behind opponent in the air.


EX King (←↓↙ + BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
- - 3 16 (Counter Window) 24 Upper Body Counter - Hitbox Full: 1 to 2 (2 Frames)
  • When the counter activates, Oswald appears behind opponent on the ground.


Spade (↓↙← + A/C)
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
A 40 30 13 12 (Proximity Box Detection) / 5 (Active Attack) 25 (Proximity Box Whiff) / 31 (After Active Attack) -15 (As Rekka Starter) / SKD (As 2nd or 3rd hit of Rekka) -17 Hitbox - Proximity Box Whiff / Hitbox - Active Attack -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
C 72 30(x2) 6 2 (27 :(Proximity Box Detection)) / 2 (7) 5:(Active Attack) 25:(Proximity Box Whiff) / 33 :(After Active Attack) -17 (As Rekka Starter) / SKD (As 2nd or 3rd hit of Rekka) -19 Hitbox - Proximity Box Whiff / Hitbox - Active Attack -


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

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

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.


Frame Data

Oswald KOFXIV Frama Data Link

Videos

Contributors

External Links

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina