Thrill Kill/Oddball/Strategy: Difference between revisions

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 Here are some extensions you can do mid-stage against an opponent after you hit them with a normal launcher such as a ''Rising Shoulder'' or your low wakeup attack roll.
 Here are some extensions you can do mid-stage against an opponent after you hit them with a normal launcher such as a ''Rising Shoulder'' or your low wakeup attack roll.
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:...&ensp;->&ensp;{{TKin|i=3|c=1}}{{TKin|i=f|c=1}}{{TKin|i=3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4}}&ensp;->&ensp;{{TKin|i=qc|c=1}}{{TKin|i=3}}
:'''...&ensp;>&ensp;{{TKin|i=3|c=1}}{{TKin|i=f|c=1}}{{TKin|i=3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4}}&ensp;>&ensp;{{TKin|i=qc|c=1}}{{TKin|i=3}}'''
:[[File:Knockdown.png]] '''9 hits, 34 damage.'''
:[[File:Knockdown.png]] '''9 hits, 34 damage.'''
:A juggle that gets a bonus damage ''Psycho Sidekick'' and ''Flipped Out'' that normally wouldn't string on a grounded opponent. Timing the linkers takes a tiny bit of getting used to. The ''Suicide Drop'' is to create space afterwards and avoids wake-up attacks.
:A juggle that gets a bonus damage ''Psycho Sidekick'' and ''Flipped Out'' that normally wouldn't string on a grounded opponent. Timing the linkers takes a tiny bit of getting used to. The ''Suicide Drop'' is to create space afterwards and avoids wake-up attacks.
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:'''...&ensp;>&ensp;{{TKin|i=l2+1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}&ensp;>&ensp;({{TKin|i=f|c=1}}{{TKin|i=2}})&ensp;>&ensp;{{TKin|i=2|c=1}}{{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}'''
:[[File:Launch.png]] '''hits, damage.'''
:Using {{TKin|i=l2+1}} tends to be much more reliable than trying to go for a longer string after a rolling launcher.
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==Max Damage Combos==
==Max Damage Combos==
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Revision as of 13:50, 2 May 2023


The Basics


  • Both Escape Rolls (Quarter CircleTK-input-comma.pngSquare and Quarter CircleTK-input-comma.pngTriangle) seem like good movement options that duck high attacks, however the recovery time is quite high and dashing diagonally is arguably the better option if your goal is to evade an attack.
  • Also, the Forward Escape Roll can't roll past opponents and you'll simply push up against them. It's recommended you string either a Flipped Out or the Spin Sweep From Crouch string.
  • Flipped Out doesn't have bad disadvantage on block, so Roll > Flip is a pretty good pressure tool.
  • Oddball works best when you use his speed to your advantage. Dodge diagonally in and out to make your opponent's attack whiff, and practice r-canceling your counter-hit strings.
  • Your launchers (Rising Shoulder, Super Rising Shoulder, and Spinning Head Butt) all have terrible disadvantage on block, and poor range against crouching opponents. It's not advised you use them in neutral.
  • Your main goal is to deal at least 34 damage per launcher so you can win the round in 3 touches. This requires being very familiar with how far away certain launchers push your opponent away from you, and practicing timing landing the strings so that hits down whiff on a juggled opponent.


Practical Combos


 Because Oddball only has one safe launching string, he has to rely on getting single launching hits and mixing his opponent up with his blockstrings. His practical combos can be divided up into two major categories: How to get the launch, and then optimizing damage off of them.


Getting A Launch


 Oddball has multiple ways of scoring a launching hit: his one safe counter-hit string, a mixup string to use against a blocking opponent, and single low and mid attacks.


Safe Strings

 Oddball only has one basic safe launching string into Spinning Head Butt.

BackTK-input-comma.pngForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngForwardTK-input-comma.pngTriangle
Launch.png 2 hits, 13 damage.
You can use Spinning Heat Butt by itself, but this high string gives it bonus damage.


Mixup Strings

 Oddball's basic square button string is a fast high/low mixup string that can catch you opponent off guard. It's important to note that the first attack hits high, the second low, and your launcher of choice hits mid.

Square (High counterable)TK-input-comma.pngSquare (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
Launch.png 3 hits, 14 damage.
For starting a normal launch string.

Square (High counterable)TK-input-comma.pngSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
SUPER Launch.png 3 hits, 24 damage.
For starting a super launcher string.

L2PlusSquare (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
Launch.png 2 hits, 11 damage.
Launcher string from a crouch starter. The timing is a little frustrating as you need to release L2 before inputting the special move direction. If L2 is held down, it won't register the special move.

L2PlusSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
SUPER Launch.png 2 hits, 21 damage.
Super launcher from a crouch starter.


 If you want to score more damage while offering the same amount of counter opportunities, you can use these longer strings. These sacrifice speed for damage and gives your opponent more time to think about countering either the low head butt or the launcher.

Square (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquare (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
Launch.png 5 hits, 21 damage.

Square (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
Launch.png 5 hits, 31 damage.

Square (High counterable)TK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCross (Low counterable)TK-input-comma.pngCrossPlusCircle (High counterable)TK-input-comma.pngForwardTK-input-comma.pngTriangleTK-input-comma.pngHalf CircleTK-input-comma.pngTriangle -> SquarePlusTriangle
Launch.png 8 hits, 37 damage.
The Head Case is optional and really only for getting your opponent into the corner. Otherwise, juggling after the Spinning Head Butt will bag more damage.


Spinning Ax Kick can be great as a blockstring starter, or from a distance to purposefully whiff into the roll string for a low launcher.

ForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngCross (Low counterable)
This string attacks with your wake-up roll launcher.

ForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngSquareTK-input-comma.pngSquare (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
ForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngSquareTK-input-comma.pngSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
You can string your basic square combo after the Ax.


Mid-Stage Juggle Extensions


 Once you land a hit, you need to have the presence of mind to select the best option to cash out damage with. Not every hit is going to be in the corner, so here are some good strings to know.

Off Of A Regular Launcher

 Here are some extensions you can do mid-stage against an opponent after you hit them with a normal launcher such as a Rising Shoulder or your low wakeup attack roll.

... > CrossTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngQuarter CircleTK-input-comma.pngCircleTK-input-comma.pngCircle > Quarter CircleTK-input-comma.pngCross
Knockdown.png 9 hits, 34 damage.
A juggle that gets a bonus damage Psycho Sidekick and Flipped Out that normally wouldn't string on a grounded opponent. Timing the linkers takes a tiny bit of getting used to. The Suicide Drop is to create space afterwards and avoids wake-up attacks.

... > L2PlusSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > (ForwardTK-input-comma.pngTriangle) > TriangleTK-input-comma.pngSquareTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare
Launch.png hits, damage.
Using L2PlusSquare tends to be much more reliable than trying to go for a longer string after a rolling launcher.


Max Damage Combos


Triangle (High counterable)TK-input-comma.pngSquareTK-input-comma.pngSquare (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircleTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable)TK-input-comma.pngCircle (Low counterable)TK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable) -> (Quarter CircleTK-input-comma.pngCross) -> (Quarter CircleTK-input-comma.pngSquare) -> SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare -> (Quarter CircleTK-input-comma.pngCircle) -> SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare -> Half CircleTK-input-comma.pngTriangle
Hardknockdown.png 25 hits, 112 damage.
Corner combo. The moves in parenthesis are buffered moves that purposefully miss in order to time the juggles. Does 120 to characters with larger hitboxes.


TK Navigation

General
Controls and Notation
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TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka