Oswald (XIV)

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Revision as of 01:09, 4 April 2019 by AmedoS310 (talk | contribs) (Normals)

Charaimg oswald.png


Contents

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: 25 Stun: 30 Start-Up: 5
Active: 4 Recovery: 10 Hit Adv.: 2
Guard Adv.: 0 Hitbox
Invincibility: 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.


Far B
  Damage: 30 Stun: 30 Start-Up: 7
Active: 3 Recovery: 15 Hit Adv.: -3
Guard Adv.: -5 Hitbox
Invincibility: 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.


Far C
  Damage: 70 Stun: 70 Start-Up: 8
Active: 6 Recovery: 21 Hit Adv.: -6
Guard Adv.: -8 Hitbox
Invincibility: 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.


Far D
  Damage: 80 Stun: 70 Start-Up: 13
Active: 3 Recovery: 24 Hit Adv.: -6
Guard Adv.: -8 Hitbox
Invincibility: None
  • Desription: More horizontal and vertical range than st. C, but a bit less start-up. More recovery though.


Close

Close A
  Damage: 25 Stun: 30 Start-Up: 4
Active: 3 Recovery: 12 Hit Adv.: 0
Guard Adv.: -2 Hitbox
Invincibility: 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.


Close B
  Damage: 30 Stun: 30 Start-Up: 6
Active: 5 Recovery: 6 Hit Adv.: 4
Guard Adv.: 2 Hitbox
Invincibility: None
  • Description: Looks like st. B but uses his knee instead. Plus 2F on block. Special cancel-able.


Close C
  Damage: 70 Stun: 70 Start-Up: 9
Active: 5 Recovery: 19 Hit Adv.: -3
Guard Adv.: -5 Hitbox
Invincibility: 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.


Close D
  Damage: 80 Stun: 70 Start-Up: 5
Active: 4 Recovery: 18 Hit Adv.: -1
Guard Adv.: -3 Hitbox
Invincibility: 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

Crouch A
  Damage: 25 Stun: 30 Start-Up: 7
Active: 4 Recovery: 8 Hit Adv.: 3
Guard Adv.: 1 Hitbox
Invincibility: 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.


Crouch B
  Damage: 30 Stun: 30 Start-Up: 5
Active: 3 Recovery: 8 Hit Adv.: 4
Guard Adv.: 2 Hitbox
Invincibility: 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.


Crouch C
  Damage: 70 Stun: 70 Start-Up: 13
Active: 6 Recovery: 22 Hit Adv.: -7
Guard Adv.: -9 Hitbox
Invincibility: 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.


Crouch C
  Damage: 70 Stun: 70 Start-Up: 13
Active: 6 Recovery: 22 Hit Adv.: -7
Guard Adv.: -9 Hitbox
Invincibility: 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 finish. However, good spacing is needed as on whiff this move is extremely punishable.


Jumping

  • j. A: A short ranged diagonal downward card slash. Good for air-to-ground approaches at hop height, also great for tick throwing people.
  • 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.
  • 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

Videos

Contributors

External Links

Discussion Threads