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= Moves List = | = Moves List = | ||
== Normal Moves == | == Normal Moves == | ||
*'''Standing (Far) [[File:Snka.gif]] [[File:Snkb.gif]] [[File:Snkc.gif]] [[File:Snkd.gif]] , Crouching LK [[File:Snkc.gif]]:''' | |||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>21</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-ox-stand-far-attack.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#32CD32">kd</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-16</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">8</td> | |||
<td align="center">24</td></tr> | |||
</table> | |||
*'''Standing (Close) [[File:Snka.gif]] [[File:Snkb.gif]] [[File:Snkc.gif]] [[File:Snkd.gif]] , Crouching Punch [[File:Snka.gif]] [[File:Snkb.gif]]:''' | |||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>21/21</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-ox-stand-close-attack-1.png]]</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-ox-stand-close-attack-2.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#32CD32">kd</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-10</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">2</td> | |||
<td align="center" bgcolor="#0000FF">2</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
*'''Crouching HK [[File:Snkd.gif]]:''' | |||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>21/9/21</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" width="75" rowspan="5">Run frames</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-ox-stand-far-attack.png]]</td> | |||
<td align="center" width="75" rowspan="5"></td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-ox-stand-close-attack-1.png]]</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-ox-stand-close-attack-2.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#32CD32">kd*</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-10*</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">18</td> | |||
<td align="center">21</td> | |||
<td align="center" bgcolor="#0000FF">2</td> | |||
<td align="center">2</td> | |||
<td align="center" bgcolor="#0000FF">2</td> | |||
<td align="center" bgcolor="#0000FF">10</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
''*Frame advantage is measured from the '''second''' hit'' | |||
*'''Jumping Punch (Diagonal/Neutral):''' [[File:Snka.gif]] [[File:Snkb.gif]] | *'''Jumping Punch (Diagonal/Neutral):''' [[File:Snka.gif]] [[File:Snkb.gif]] | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | <table border="1em" cellspacing="0" style="border: 1px solid #999;"> |
Revision as of 13:23, 20 June 2020
Introduction
A litteral bull...
Okay, well. Ox is a secret extra boss in FHD that can be fought after defeating Karnov only if you didn't lose a single round. Originally it's supposed to be an easter egg, referencing other Data East's more influential game, Karate Champ, where ox is an orthodox final opponent. The bull never was supposed to be controlled by player, but via hacking turns out that it works just fine without issues. So, why this character even got it's own page on SRK wiki if he not even selectable normally? The main odd reason is that it present in 2003 matchup chart, you can view it on FHD's main page. It's not really clear how players found the way to play as Ox back in early 00's, but the fact stays. Other reason is simply curiosity.
So, if you want to try out this character, here's an option: this video from YouTube. Look in the video's description for further instructions.
Ox is the most bizzare character in FHD due to it's secret boss nature. It got a lot of unique attributes:
- Ox is massive. It has the widest hurtbox and pushbox in the game;
- Ox is the only character whose hurtboxes don't change by switching between stand and crouch. Only weak spot does;
- Ox is the only character whose weak spot moves while walking and while dizzied;
- Ox's forward and backward walk speed are differs drastically, this difference is the largest in the game;
- Backward walk is slow, but forward walk is the fastest in the game;
- All Ox's attacks knocksdown on hit;
- That means that Ox can't do any combos;
- Ox is the only character whose normal attacks deals chip damage;
- Ox is the only character who doesn't has any attack that must be blocked low;
- Ox is the only character who has a throw that tosses opponent backwards;
- Ox doesn't have any special moves;
- That means that Ox doesn't has any reversals beside throw.
Weak Spot
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Frame count | - | 2 | 2 | - |
Color Options
Default |
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Of course bull doesn't have alternative colors, it never was intended to be playable.
Moves List
Normal Moves
Damage | 21 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
On hit | kd | |||
On block | -16 | |||
Frame count | 4 | 8 | 24 |
Damage | 21/21 | Startup | ![]() |
![]() |
Recovery |
Chain cancel | no | ||||
Special cancel | no | ||||
On hit | kd | ||||
On block | -10 | ||||
Frame count | 2 | 2 | 6 | 18 |
Damage | 21/9/21 | Startup | Run frames | ![]() |
![]() |
![]() |
Recovery | |
Chain cancel | no | |||||||
Special cancel | no | |||||||
On hit | kd* | |||||||
On block | -10* | |||||||
Frame count | 18 | 21 | 2 | 2 | 2 | 10 | 18 |
*Frame advantage is measured from the second hit
Damage | 21 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Damage | 21 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Throws
Damage | 21 | ![]() |
Range (From pushbox) |
24 |
Ox tosses opponent backwards with it's horns.
Special Moves
n o t h i n g
Combos
a l s o
n o t h i n g
¯\_(ツ)_/¯
Strategy
The most important attributes from the list in the "Introduction" section are: having knockdowns on all attacks and having the fastest forward walk speed. These two facts makes Ox's strategy drastically different from the rest of the cast. Bull's game plan focuses on poking and punishing opponent's mistakes... well, because there's nothing else it can do. But actually Ox can accomplish these tasks with it's good priority moves and fast forward walk.
Okay, let's talk about bull's shortcomings. First, Ox's grounded normals have plenty of recovery frames, making them unsafe and punishable on block. Second, lack of a good reversal really hurts. The only option bull has is a throw, but it's reach is pretty low. Also slow backward walk may be an issue at first galnce. But don't forget that bull still has a quick back step to retreat. Back jump also good for retreating. Unlike Marstorius, Ox have a very good jump.