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| |name=5M | | |name=5M |
| |image = Oath icon.png | | |image = Oath icon.png |
| |name2 = 5M-M<br/>my pressure tho | | |name2 = 5M-M |
| |image2 = Oath icon.png | | |image2 = Oath icon.png |
| | |caption2 = my pressure do be nasty though |
| |data= | | |data= |
| {{AttackData-ANS | | {{AttackData-ANS |
Revision as of 01:02, 26 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
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- 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 really good range on normals, while still having good framedata.
- Defense: Good abare, 623H starts combos on counterhit for high damage, and has a meterless actual invincible reversal in 623M.
- Varied Pressure: With 236H okizeme, -2 5M, comboable airthrow and 2L 5L frametrap, Oath has very varied pressure
- Projectiles: Oath has a good fireball that can buffed with 214X and 236S is a fullscreen punish tool.
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- Weak Mixup: Heavily reliant on 236H and 214X for any kind of mixups, meaning Oath needs meter or setup time for decent oki.
- Neutral pokes dont lead to pressure
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Sword Install(214X)
Oath's new special in RoFighters. Improves his attacks and removes all of his weaknesses while you have the sword up.
Move List
Normal Attacks
5L
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Damage
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Guard
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Startup
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Active
|
Recovery
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Hit Adv.
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Block Adv.
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5
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Mid
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8
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6
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-
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+7
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-3
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- The best jab in the game, use and abuse this.
Great reach move you should just throw out, kinda slow at 8f
- Your go-to abare for long range punishes
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|
5M 5M-M my pressure do be nasty though my pressure do be nasty though
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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5M
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7
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Mid
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12
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3
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-
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+9
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-2
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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
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5MM
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6
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Mid
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9
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6
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-
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-21
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-
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- A second slash with the sword that vacuums on hit and block.
- Use this for easy hitconfirms.
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|
5H
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Damage
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Guard
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Startup
|
Active
|
Recovery
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Hit Adv.
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Block Adv.
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10
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Mid
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14
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8
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-
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-3
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-4
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- High damage combo starter and blockstring ender
- Is your most reliable anti-air due to the arc hitbox and upper body invul. Buffer 5H 236M for an anti air hitconfirm.
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|
2L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
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Block Adv.
|
5
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mid
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6
|
2
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-
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+11
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-
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- Standard self-chaining crouch jab, you go-to abare at close range
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|
2M
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Damage
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Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
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Block Adv.
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7
|
low
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11
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4
|
-
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+5
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-
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- Your only real low, mix up with throw for a 50/50. Decent poke that leads to good damage, mostly used in otg pickups and pressure.
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|
2H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv.
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Block Adv.
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9
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Mid
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12
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3
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-
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+72
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-35
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- 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.
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|
j.L
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Damage
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Guard
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Startup
|
Active
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Recovery
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Hit Adv.
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Block Adv.
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6
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Mid
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6
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17
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-
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-4
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-
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- Godlike jump-in and iad button #1
- Your go-to button for safejumps, as it is Oath's only air normal that doesn't stall you in the air
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|
j.M
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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8
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High
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7
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14
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-
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+17
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-
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Oath's main air to air option.
- 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
- The move stalls you in the air and halts your prior momentum on use
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j.H
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Damage
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Guard
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Startup
|
Active
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Recovery
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Hit Adv.
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Block Adv.
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9
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Mid
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11
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9
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-
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+47
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-
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Good air to air and jump in by using it immediately after jumping.
- Juggles on hit, making it a godlike combo starter and combo filler
- The move stalls you in the air and halts your prior momentum on use
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Special Attacks
Wild Throw 5S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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15
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Throw
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-
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-
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-
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+47
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-
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- Go to combo ender, buffer 236H to setup oki.
- Unimpressive reward meterless, but can be comboed off of by delaying a move with superflash. (EG: 5S delay 63214S)
- Leads to really good damage if you have a sword up
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Wild Throw (Air) j.S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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18 (4.5x4)
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Throw
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-
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-
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-
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+27
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-
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Best airthrow in the game. Meterless comboable anti air, high damage at minimum scaling, setups burstbaits, etc.
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Oath Slide 2S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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5,7
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Mid,Low
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-
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-
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-
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+24
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-
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- 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.
- Has a followup with a summoned sword
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Oath Slide (Air) j.2S
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
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4,5
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High
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-
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-
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-
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+26
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-
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- Cheesy jump in.
- Oath's divekick, sees more use in combos
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|
Centro Slash 236L/M/H
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
|
L
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6
|
Mid
|
-
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-
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-
|
-21
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-
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- Very usefull projectile. Buffer a dash out of this and throw out another one for great ground control
- Meterless combos on counterhit
- All versions have a followup with sword summon
|
M
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6
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Mid
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-
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-
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-
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-21
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-
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- 236L but angled up, anti air fireball
- Juggles on air hit, combo from it with 2S or dash 2H
|
H
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4,4,4
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Mid
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-
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-
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-
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+36
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+28
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- This is a 50/50, you have to guess
- Multihit fireball you setup at the end of combos
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Dragon Slash 623L/M/H
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv.
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Block Adv.
|
L
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9
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Mid
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6
|
-
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-
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+46
|
-
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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.
|
M
|
12
|
Mid
|
-
|
-
|
-
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+40
|
-
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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
|
-
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Godlike DP, abuse this reversal until they start baiting.
- Fully invincible during startup
- High damage combo starter on counterhit
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|
Sword Summon 214L/M/H
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Version
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv.
|
Block Adv.
|
L
|
N/A
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N/A
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0.2s
|
-
|
0.4s
|
-
|
-
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- Oath summons a magical sword that follows him around. While this sword is active, connecting with specific attacks causes the sword to move near the opponent and perform and automatic attack.
- Taking damage or chip-damage removes all swords active
Followups:
5H, 2H, 236X, 2S and 5S
|
M
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
H
|
N/A
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N/A
|
0.15s
|
-
|
0.35
|
-
|
-
|
- Creates 2 sword summons and has a bit less endlag, allowing for new pressure and combo sequences.
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|
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.
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|
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.
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|
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.2S
Combos
Slide combo:
Realible BnB:
- 5L 5MM 2M 2H j.L j.M j.H 5MM 2M 5H 623L j.H 2H j.5S j.2S dash 2M 5MM 2H 236M dash 2LL 2M 5MM 2M 5H 2S
Colors
Color 1: Base
Color 2: Ky Kiske
Color 3(Secret): McDonalds