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Fighter's History Dynamite/Ox
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.
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.
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.
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.
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.
|Move name||(Recommended) Input||Nickname||Note|
|Far Standing Attack||Far or Crouching /||poke|
|Close Standing Attack||Close or Crouching||anti-air|
|Jumping Punch||(in air) /|
|Jumping Kick||(in air) /|
|Toss||+||throw, the only reversal|
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).
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.
*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.
The only potential use of this one is as a crossup, but without a combo follow-up.
Your best aerial attack. A LOT of downward priority, thus perfect to punish fireballs. But mediocre as an air-to-air.
Ox tosses opponent full screen away backwards with it's horns. This throw is your only hope for a reversal.
n o t h i n g
a l s o
n o t h i n g
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.