RoFighters/Oath: Difference between revisions

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|data=
|data=
   {{AttackData-ANS
   {{AttackData-ANS
  | version=5M
   | damage=7
   | damage=7
   | guard=Mid
   | guard=Mid
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   | blockAdv=-2
   | blockAdv=-2
   | description= Good poke that leads to good damage, your main pressure tool: Only -2 on block, hitconfirm 2L 5M then either do 2L, 5H or dash 5S
   | description= Good poke that leads to good damage, your main pressure tool: Only -2 on block, hitconfirm 2L 5M then either do 2L, 5H or dash 5S
  }}
  {{AttackData-ANS
  | header=no
  | version=5MM
  | damage=6
  | guard=Mid
  | startup=9
  | active=6
  | recovery=-
  | hitstun=-
  | hitAdv=-21
  | blockAdv=-
  | description= A second slash with the sword that vacuums on hit.
   }}
   }}
  }}
  }}

Revision as of 20:32, 24 June 2023

Introduction

Being the epitome of a British soldier, Oath is RoFighter's original shoto character, boasting strong normals, projectiles, and a DP.


Strengths Weaknesses
  • Ace of All Trades: Oath is extremely versatile with strong tools for every situation, and is strong at every style of play.
  • Range: Oath has the longest range on normals in the game
  • Heavy DP: Combos on counterhit for 50%, actual invincible reversal unlike most
  • Varied Pressure: With 236H okizeme, -2 5M, comboable airthrow and 2L 5L frametrap, Oath has very varied pressure
  • Projectiles: Oath has a good fireball and 236S is a fullscreen punish tool
  • Weak Mixup: Heavily reliant on 236H for any kind of mixups, meaning Oath needs meter for decent oki and if you block the mix, all Oath can do is weak strike/throw with 5M > 2L or 5M dash 5S
  • Neutral pokes dont lead to peessure

Move List

Normal Attacks

5L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5 Mid 8 6 - +7 -3
  • The best jab in the game, use and abuse this.
    Great reach move you should just throw out, kinda slow at 10f


5M
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5M 7 Mid 12 3 - +9 -2

Good poke that leads to good damage, your main pressure tool: Only -2 on block, hitconfirm 2L 5M then either do 2L, 5H or dash 5S

5MM 6 Mid 9 6 - -21 -

A second slash with the sword that vacuums on hit.


5H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
10 Mid 14 8 - -3 -4
  • High damage combo starter and blockstring filler.


2L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5 Low 8 2 - +11 -
  • Your only real low, mix up with throw for a 50/50. Decent poke thst leads to okay damage, mostly used in otg pickups and pressure.
  • Your fastest move but not a go to reversal normal


2M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 Mid 12 4 - +5 -

A lot like 5M but you walk back during the move, making it a a defensive poke.


2H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 Mid 12 3 - +72 -35
  • Launcher, one of the best pokes and abare moves in the game.
    *Gives you a year to confirm on hit.
  • Has almost no blockstun, hope they don't react fast enough to punish.


j.L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
6 Mid - - - -4 -
  • Godlike jump-in #1


j.M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
8 High - - - +17 -
  • Godlike jump-in #2.
  • Massive hitbox, one of your 2 overhead. Used as a jump in or/and air to air poke and in 236H pressure.

On hit, can be chained back into j.L or itself


j.H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 Mid - - - +47 -

Godlike jump in #3

Special Attacks

Wild Throw
5S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
15 Throw - - - +47 -
  • Go to combo ender, buffer backdash 236H to setup your strong oki.
  • Unimpressive reward meterless, but can be comboed off of by delaying a move with superflash. (EG: 5S delay 63214S)


Wild Throw (Air)
j.S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
18 (4.5x4) Throw - - - +27 -

Best airthrow in the game. Meterless comboable anti air, high damage at minimum scaling, setups burstbaits, etc.


Oath Slide
2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5,7 Mid,Low - - - +24 -
  • Last hit is a low, will catch people offguard.
  • Very punishable on block, but a very good neutral poke if you have meter to make it safe or/and combo from it.
  • Leads to a weak knockdown but can be a good combo ender from far away hits.


Oath Slide (Air)
j.2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
4,5 High - - - +26 -
  • Not a godlike jump in. Oath's divekick, rather slow, sees more use in combos or as a slow instant overhead.


Centro Slash
236L/M/H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 6 Mid - - - -21 -
  • Very usefull projectile. Buffer a dash out of this and throw out another one for great ground control
  • Meterless combos on counterhit
M 6 Mid - - - -21 -
  • 236L but angled up, anti air fireball
  • Juggles on air hit, combo from it with 2S or dash 2H
H 4,4,4 Mid - - - +36 +28
  • This is a 50/50, you have to guess
  • Multihit fireball you setup at the end of combos


Dragon Slash
623L/M/H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 9 Mid 6 - - +46 -

Your fastest attack and best anti-air. You can link air normals or an airdash out of this, making it also a useful combo tool.

  • Not invincible.
M 12 Mid - - - +40 -

Oath's meterless reversal. VERY invulnerable, but as with all DP reversals it's minus a million when blocked so don't do that.

  • Cannot combo no matter what, but the opponent is still left near you so you can start pressure once they get up.
H 15 Mid - - - +20 -

Godlike DP, abuse this reversal until they start baiting.

  • Fully invincible during startup
  • High damage combo starter on counterhit

Level 1 Ultimate Attack

Linked Barrage
236S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
23(6x6) Mid - - - +34 -

A flurry of 6 sword projectiles. Swiss army knife of a move for the low low cost of 100 meter. Can be used in neutral to win projectile wars or approach safely, useful as a pressure reset, and it's even useful as a reversal due to its insanely low startup.

  • You can use this move during the active frames of 2S. Doing so causes the swords to appear differently, and also allows you to combo afterwards meterlessly.
  • Can combo into itself anywhere, and can be combo extended from in the corner.

Level 3 Ultimate Attack

Faith
63214S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
36 Mid - - - +71 -

A high damaging hitgrab for ending combos. Not very good to use raw because of its pitiful range.

Strategy

  • 236L if they on the ground, 236M of they on the air, spam dashing normals and airdash j.L/j.M/j.H/j.S

Combos

  • lol

Colors

Color 1: Base

Color 2: Ky Kiske

Color 3(Secret): McDonalds


General
FAQ
Controls
HUD
System
Characters
Oath
Gaunt
Geovana
Mai
Eppo