AquaPazza/Oboro
Introduction
A momentum-based speed character, Oboro is in some ways similar to Chipp Zanuff of Guilty Gear. He is widely felt to be the worst character in the game, but can be quite fun to use.
Partners
Mizuki
Satsuki
Strategy
Be annoying and hype.
In all seriousness, Oboro moves very fast, but his mix-ups are surprisingly weak after a little bit of match-up experience, and his defensive options aren't that great as well. Most importantly, his damage output is very low in comparison to other characters. Your best strategy is to be in your opponents face as much as you can and not get out. Learn to bait Resist Smashes and how to utilize fundamental mix-ups, like empty jump lows/throws and frame traps. Utilize assists that let you get in and stay in, like Ma-Ryan fireworks or Satsuki gunshots.
Combos
Target Combos
5A/5B chain/reverse beat into each other so long as you make contact with the opponent's hitbox, allowing for special or super confirms.
66B is a cancelable run attack, and is normally the only way to combo into his flip grab move (63214x, in this case the C version). So then, standard combos will resemble the following standard:
(j.C optional) (5A > 5B or vice versa)xN > 5C/2C/623x/236236A+B
Of course, you should end any 5A/5B chain with a 5B to allow a cancel window for what you wish to do.
Assist Combos
Mizuki:
See above standard combo, and insert 2C > 5D at the end. Depending on screen position, your will have to use 5D as early as the B in your chain or on the first hit of 2C - experiment with screen positioning to get a feel for this. On hit with the assist, you will:
j.BB > land > 623B
Other combos:
Air to air: (optional CH j.A) > j.BB > land > 623B > 6D on second hit > j.BB > 623B, and corner alternate after the 6D > 63214A after waiting for wall bounce > 623B
6D assist works for combos off of any 623x in similar fashion, as well as regular throw. 5D works after a 63214x.
To give an idea of the potential of the assist, here's another example, 8k damage in the corner with normal emotion:
5B or 66B > B+C > 63214A > 623B > 6D on second hit > 63214A > 623B.
Satsuki:
End standard combo with 5C, then 5D > 66B > 63214C > 623B.
Ma-ryan:
(In corner) 5A > 5B > B+C > 63214+A > 623+B > 6+D > j. BB > 623+B
Move List
Normal Moves
5A
Relatively fast horizontal. Chains into 5B and back indefinitely.
|
5B
Similar in function to 5A, but slower and with more range and a larger hitbox. Chains into every normal except 2B, including B+C.
|
5C
Longer-ranged, X-shaped swipe with both swords. Staggers a good bit on hit, and for a long while on CH. Unless with choice assists however, you likely will not be combo-ing into this move.
|
2A
A quick "low short" style move, chains into itself and higher level normals.
|
2B
Attack with both swords on either side.
|
2C
A "Guile" sweep, two hits: the first a short ranged mid that is super-cancelable and the second reaching much farther and a low. Good for confirming into assist combos, safer than the average sweep on the second hit if blocked.
|
B+C
A hopkick blowback attack that will combo from 5B. In the corner, the wall bounce can lead to a 63214A. Has some airborne frames so it will avoid throw attacks.
|
JA
Fast, small hitbox normal aiming up and forward, similar in function to j.BB and angled more to meet jumpers at higher heights.
|
JB
Excellent air to air attack - his hitbox shrinks and the slash travels far - a second j.B is possible after the first hit, similar to a Ryu j.MP, setting up a juggle or hard knockdown.
|
JC
A spinning somersault slash, a la Nakoruru (or Zero). Two hits, can cross up, good for approaching but the hitbox is not strong for other purposes. |
4 or 6+C
Standard throw. Assist combos possible. 214214A+B super can also add OTG damage for kills if an assist is not available. |
Special Actions
Suihei-giri 「水平斬り」 - 66A
|
Kasane-giri 「重ね斬り」 - 66B
|
Haneagari-giri 「跳ね上げ斬り」 - 66C
|
Kageha 「影刃」 - When standing B connects hit A
|
Tobi Kageha 「飛影刃」 - When jumping B connects hit B
|
Special Moves
Tsumuji-giri 「旋斬り(つむじぎり)」 - 623+[Attack]
|
Koubegari 「首刈り(こうべがり)」 - 63214+[Attack]
|
Kagero 「陽炎(かげろう)」 - 421+[Attack]
|
Hikuusatsu 「飛空殺(ひくうさつ)」 - 214+[Attack] [In air]
|
Kagerozan 「陽炎斬(かげろうざん)」 - [Attack] during Kagero
|
Super Moves
Enmetsu Midare-giri 「炎滅乱れ斬り(えんめつみだれぎり)」 - 236236+AB
|
Genro Renbu 「幻朧連舞(げんろうれんぶ)」 - 2363214+AB [In Air]
|
Pin Them Down! 「ヤツの動きを止めろ!」 - 214214+AB
|
Splash Arts
Kagenui Bakumetsudan 「影縫い爆滅弾(かげぬいばくめつだん)」 - 6428 + BC
|