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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 well enough. There's some issues, look for them below. 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. | 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 well enough. There's some issues, look for them below. 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. | ||
Ox is the most | Ox is the most bizarre 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 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 hurtboxes don't change by switching between stand and crouch. Only weak spot does; | ||
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<td align="center">no</td></tr> | <td align="center">no</td></tr> | ||
<tr> <td align="center">On hit</td> | <tr> <td align="center">On hit</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#007D00">kd</td></tr> | ||
<tr> <td align="center">On block</td> | <tr> <td align="center">On block</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#7D0000">-16</td></tr> | ||
<tr> <td align="center" colspan="2">Frame count</td> | <tr> <td align="center" colspan="2">Frame count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">8</td> | ||
<td align="center">24</td></tr> | <td align="center">24</td></tr> | ||
</table> | </table> | ||
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<td align="center">no</td></tr> | <td align="center">no</td></tr> | ||
<tr> <td align="center">On hit</td> | <tr> <td align="center">On hit</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#007D00">kd</td></tr> | ||
<tr> <td align="center">On block</td> | <tr> <td align="center">On block</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#7D0000">-10</td></tr> | ||
<tr> <td align="center" colspan="2">Frame count</td> | <tr> <td align="center" colspan="2">Frame count</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">2</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">6</td> | ||
<td align="center">18</td></tr> | <td align="center">18</td></tr> | ||
</table> | </table> | ||
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<td align="center">no</td></tr> | <td align="center">no</td></tr> | ||
<tr> <td align="center">On hit</td> | <tr> <td align="center">On hit</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#007D00">kd*</td></tr> | ||
<tr> <td align="center">On block</td> | <tr> <td align="center">On block</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#7D0000">-10*</td></tr> | ||
<tr> <td align="center" colspan="2">Frame count</td> | <tr> <td align="center" colspan="2">Frame count</td> | ||
<td align="center">18</td> | <td align="center">18</td> | ||
<td align="center">21</td> | <td align="center">21</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">2</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">2</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">10</td> | ||
<td align="center">18</td></tr> | <td align="center">18</td></tr> | ||
</table> | </table> | ||
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<tr> <td align="center" colspan="2">Frame count</td> | <tr> <td align="center" colspan="2">Frame count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">∞</td></tr> | ||
</table> | </table> | ||
The only potential use of this one is as a crossup, but without a combo follow-up. | The only potential use of this one is as a crossup, but without a combo follow-up. | ||
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<tr> <td align="center" colspan="2">Frame count</td> | <tr> <td align="center" colspan="2">Frame count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="# | <td align="center" bgcolor="#00007D">∞</td></tr> | ||
</table> | </table> | ||
Your best aerial attack. A LOT of downward priority, thus perfect to punish fireballs. But mediocre as an air-to-air. | Your best aerial attack. A LOT of downward priority, thus perfect to punish fireballs. But mediocre as an air-to-air. | ||
== Throws == | == Throws == | ||
*'''Toss:''' [[File:B.png]]/[[File:F.png]] + [[File:Snka.gif]] / [[File:Snkc.gif]] / [[File:Snkd.gif]] | |||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | <table border="1em" cellspacing="0" style="border: 1px solid #999;"> | ||
<tr> <td align="center" width="91">Damage</td> | <tr> <td align="center" width="91">Damage</td> | ||
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<td align="center" width="30">24</td></tr> | <td align="center" width="30">24</td></tr> | ||
</table> | </table> | ||
Ox tosses opponent full screen away backwards with it's horns. This throw is your only hope for a reversal. | Ox tosses opponent full screen away backwards with it's horns. This throw is your only hope for a reversal. | ||
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= Matchups = | = Matchups = | ||
Ox doesn't have any favorable matchups in this game because of how much he's lacking. You're going to try to go for crossups with j.P on knockdown and play a whiff punish game which can drag the pace of the match. In the corner, his collision leads to bizarre interactions where the opponent going for a crossup will teleport back in front of Ox so that needs to be accounted for in defense. | |||
{{Template:Fighter's History Dynamite}} | {{Template:Fighter's History Dynamite}} | ||
[[Category:Fighter's History Dynamite]] | [[Category:Fighter's History Dynamite]] |
Latest revision as of 21:55, 16 May 2024
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 well enough. There's some issues, look for them below. 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.
Ox is the most bizarre 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 | - |
Bull's weak spot is actually not bad. It's safe from fireballs and jump-ins, not easy to hit while in the air, especially if Ox does it's air attacks. But still, weak spot is easily hittable in combos and it barely moves by stance shifting.
Color Options
Default |
![]() |
Of course bull doesn't have alternative colors, it never was intended to be playable.
Hacking Issues (Necessary to read!!)
Okay, let me explain issues bull has. Depending by what opponent Ox is against, some inputs messes up. Here's two groups:
- Messed up throw - Vs. Ray, Feilin, Ryoko, Matlok, Samchay, Lee, Jean, Yungmie, Clown.
Intended input for a throw is /
+
/
/
and messed up input is
+
/
/
. Due to this bug Ox can't throw these characters backwards. To avoid confusion use
+
input to perform a throw.
- Messed up close attack - Vs. Ox, Mizoguchi, Marstorius, Zazie, Karnov.
As you may see in "Moves List" section, supposed close attack is the second listed one. But against these characters, close ,
and
attack starts to behave as the first listed one. To avoid confusion use
for standing attacks.
Moves List
Yes, the whole Ox's moveset is five normals and one throw. All 5 normals deals great damage on hit, chip damage on block and none of them hits low.
Quick Reference
Normal Moves
Damage | 32 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
On hit | kd | |||
On block | -16 | |||
Frame count | 4 | 8 | 24 |
Your main poke. Great priority, but unsafe on block. Use it to punish from farther distance and do walk in pokes (your walk speed allows it to do it well).
Damage | 32 | Startup | ![]() |
![]() |
Recovery |
Chain cancel | no | ||||
Special cancel | no | ||||
On hit | kd | ||||
On block | -10 | ||||
Frame count | 2 | 2 | 6 | 18 |
Your main anti-air. Both hits deals knockdown. Again, great priority. First hitbox comes out faster, so it can be used as a faster punish up close.
Damage | 32 | 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
After a bit of a startup, Ox charges forward (faster than it's walk speed!) a full screen and does a 2-hit attack. The first hitbox is THE ONLY hit in it's entire moveset that does NOT knockdown, thus making this move the only combo Ox has (well, technically). Okay, jokes aside. This move have it's uses. First, this is the best move to deal damage on dizzied opponents. Second, it's the quickest option to close the distance and punish. Third, you can catch backward jumps with it.
Damage | 32 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
The only potential use of this one is as a crossup, but without a combo follow-up.
Damage | 32 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Your best aerial attack. A LOT of downward priority, thus perfect to punish fireballs. But mediocre as an air-to-air.
Throws
Damage | 32 | ![]() |
Range (From pushbox) |
24 |
Ox tosses opponent full screen away backwards with it's horns. This throw is your only hope for a reversal.
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.
Matchups
Ox doesn't have any favorable matchups in this game because of how much he's lacking. You're going to try to go for crossups with j.P on knockdown and play a whiff punish game which can drag the pace of the match. In the corner, his collision leads to bizarre interactions where the opponent going for a crossup will teleport back in front of Ox so that needs to be accounted for in defense.