RoFighters/Oath

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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 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.
  • 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
  • British


Move List

Gatling Tree

•2L-L 5L 2M 5M-M 2M 5H/2H

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 8f
  • Your go-to abare for long range punishes


5M
Oath icon.png
5M-M
Oath icon.png
my pressure do be nasty though
my pressure do be nasty though
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 and block.
  • Use this for easy hitconfirms.


5H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
10 Mid 14 8 - -3 -4
  • 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.


2L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5 mid 6 2 - +11 -
  • Standard self-chaining crouch jab, you go-to abare at close range


2M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 low 11 4 - +5 -
  • 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.


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 6 17 - -4 -
  • 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


j.M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
8 High 7 14 - +17 -

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


j.H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 Mid 11 9 - +47 -

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

Special Attacks

Wild Throw
5S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
15 Throw - - - +47 -
  • 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


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.
  • Has a followup with a summoned sword


Oath Slide (Air)
j.2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
4,5 High - - - +26 -
  • Cheesy jump in.
  • Oath's divekick, sees more use in combos


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
  • All versions have a followup with sword summon
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 -

Oath rises into the air with a slash.

  • Your fastest attack and go-to 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.
  • 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 -
  • EX DP. The move has a lengthier startup but Oath is invulnerable for all of it. Additionally, you can link normals after it on counterhit.


Sword Summon ver. β
214L/M/H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L/M N/A N/A 12 - 24 - -

Oath summons a magical sword that follows him around. While this sword is active, connecting with specific attacks causes the sword to teleport near the opponent and fly through them for an extra hit.

  • The moves that trigger follow-up attacks are 5H, 2H, Throw, Airthrow and all versions of Centro Slash (236X).
  • Getting hit or blocking an attack will cause all summoned swords to disappear.
H N/A N/A 9 - 21 - -

Oath summons 2 swords instead. The move is also faster, allowing it to be used in combos where 214L/M would not recover quickly enough.

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 (fake) 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.2S

Combos

Slide combo:

  • 2S 236S dash 2S

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

Crafter_Paragon (Oath Voice Actor) Combo:

  • 2L 2L 5L 2M 5MM 2M 2H j.L j.M j.H jump j.L j.M j.H 2L 2L 5L 2M 5MM 2M 2H j.5S 5L 2M 5MM 2H j.M j.H jump j.M j.H 5MM 5H 2S 63214S

Colors

Color 1: Base

Color 2: Ky Kiske

Color 3(Secret): McDonalds


General
FAQ
Controls
HUD
System
Characters
Oath
Gaunt
Geovana
Mai
Eppo