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 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
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- 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
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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
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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 10f
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5M
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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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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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5H
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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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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 filler.
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2L
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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
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Low
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8
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2
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-
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+11
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-
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- 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
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2M
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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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7
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Mid
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12
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4
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-
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+5
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-
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A lot like 5M but you walk back during the move, making it a a defensive poke.
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2H
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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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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
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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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6
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Mid
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-
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-
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-
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-4
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-
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|
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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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-
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-
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-
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+17
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-
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- 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
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j.H
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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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9
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Mid
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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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|
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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 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)
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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.
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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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- Not a godlike jump in. Oath's divekick, rather slow, sees more use in combos or as a slow instant overhead.
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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.
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L
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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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- Very usefull projectile. Buffer a dash out of this and throw out another one for great ground control
- Meterless combos on counterhit
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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
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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.
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L
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9
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Mid
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6
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-
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-
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+46
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-
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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.
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M
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12
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Mid
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-
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-
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-
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+40
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-
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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.
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H
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15
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Mid
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-
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-
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-
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+20
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-
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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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Level 1 Ultimate Attack
Linked Barrage 236S
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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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23(6x6)
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Mid
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-
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-
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-
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+34
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-
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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
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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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36
|
Mid
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-
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-
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-
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+71
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-
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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.S
Combos
Colors
Color 1: Base
Color 2: Ky Kiske
Color 3(Secret): McDonalds