Thrill Kill/Oddball/Strategy: Difference between revisions

From SuperCombo Wiki
Line 14: Line 14:
==Practical Combos==
==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.
&emsp;Because Oddball only has one unreliable 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.<br/>
 
<br/>
 
===Getting A Launch===
===Getting A Launch===
----
----
&emsp;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.
&emsp;Oddball has multiple ways of scoring a launching hit: his one uncounterable punish string, a mixup string to use against a blocking opponent, and single low and mid attacks.<br/>
 
<br/>
 
=====Single Hit Launchers=====
----
&emsp;Here is a list of good attacks that can lead to juggle conversions:<br/>
- {{TKin|i=2+3|c=1}}{{TKin|i=4|p=l}}<br/>
<br/>
=====Safe Strings=====
=====Safe Strings=====
----
----
Line 30: Line 33:
:Annoyingly, this is the best that Oddball has as far as safely stringing into a launcher goes. ''Spinning Head Butt'' is an odd one, since it actually sends your opponent slowly ''towards'' you, and can result in some annoying situations where your follow-up juggles can whiff. On top of that, ''Psycho Spin'' has a sluggish 9<sup>f</sup> of startup and not great range.
:Annoyingly, this is the best that Oddball has as far as safely stringing into a launcher goes. ''Spinning Head Butt'' is an odd one, since it actually sends your opponent slowly ''towards'' you, and can result in some annoying situations where your follow-up juggles can whiff. On top of that, ''Psycho Spin'' has a sluggish 9<sup>f</sup> of startup and not great range.
</div>
</div>
 
<br/>
=====Mixup Strings=====
=====Mixup Strings=====
----
----
Line 50: Line 53:
:'''[[File:Launch.png]] 2 hits, 11 damage.'''
:'''[[File:Launch.png]] 2 hits, 11 damage.'''
:A normal launcher string from a crouch starter.  
:A normal launcher string from a crouch starter.  
</div>
<br/>
&emsp;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.
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:{{TKin|i=1|c=1|p=h}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=1|c=1|p=l}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:[[File:Launch.png]] '''5 hits, 21 damage.'''
----
:{{TKin|i=1|c=1|p=h}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=1|c=1|p=l}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:[[File:Launch.png]] '''5 hits, 31 damage.'''
----
:{{TKin|i=1|c=1|p=h}}{{TKin|i=3|c=1}}{{TKin|i=f|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3|c=1|p=l}}{{TKin|i=3+4|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=2|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=2}}&ensp;->&ensp;{{TKin|i=1+2}}
:[[File: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.
</div>
<br/>
&emsp;''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.
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=3|p=l}}
:This string attacks with your wake-up roll launcher.
----
:{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=1|c=1}}{{TKin|i=1|c=1|p=l}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=1|c=1}}{{TKin|i=1|c=1|p=l}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:You can string your basic square combo after the ''Ax''.
</div>
</div>
<br/>
<br/>
Line 81: Line 61:
<br/>
<br/>
<br/>
<br/>
=====Anywhere, Spinout Launcher=====
=====Oddball's "Spinout Launcher"=====
----
----
&emsp;A spinout launcher is any of Oddball's attacks that causes their opponent to spin out high into the air. This mostly pertains to Oddball's roll attack that he can do out of a low wake-up, from a ''Spinning Ax Kick'', or from his ''Sitting Delirious Stance''. You'll only get the spinout animation on a grounded opponent: hitting an airborne opponent with a spinout move will juggle them normally.
&emsp;A "spinout launcher" is any of Oddball's attacks that causes their opponent to corkscrew high into the air. This mostly pertains to Oddball's roll attack that he can do out of a low wake-up, from a ''Spinning Ax Kick'', or from his ''Sitting Delirious Stance''. You'll only get the spinout animation on a grounded opponent: hitting an airborne opponent with a spinout move will juggle them normally.


&emsp;Because of how the animation works when an opponent spins out, they're not technically in the air. You can land either a normal or super launcher and get the same gravity as if you started the juggle with that move. Most of the time, you'll hit your opponent with a ''Super Rising Shoulder''. If that's the case, please refer to the super lancher strings below if you're [[#Mid-Stage, Super Launcher|mid-stage]] or [[#Corner, Super Launcher|in the corner]].
&emsp;Because of how the animation works when an opponent spins out, they're not technically in the air. You can land either a normal or super launcher and get the same gravity as if you started the juggle with that move. Most of the time, you'll hit your opponent with a ''Super Rising Shoulder''. If that's the case, please refer to the super lancher strings below if you're [[#Mid-Stage, Super Launcher|mid-stage]] or [[#Corner, Super Launcher|in the corner]].<br/>
<br/>


=====Mid-Stage, Super Launcher=====
----
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:...{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}&ensp;>&ensp;({{TKin|i=qc|c=1}}{{TKin|i=3}})&ensp;>&ensp;({{TKin|i=qc|c=1}}{{TKin|i=4}})&ensp;>&ensp;{{TKin|i=1|c=1}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}&ensp;>&ensp;{{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}
:<nowiki/>*Parenthesis indicates that the move is intended to whiff to help with timing the juggle. Buffer these moves so that they come out the first frame they can.
</div>
<br/>


=====Mid-Stage, Regular Launcher=====
=====Mid-Stage, Regular Launcher=====
Line 97: Line 85:
<br/>
<br/>


=====Mid-Stage, Super Launcher=====
----
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
</div>
<br/>
=====Corner, Regular Launcher=====
=====Corner, Regular Launcher=====
----
----

Revision as of 22:30, 14 October 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 50 damage per launcher so you can win the round in 2 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 unreliable 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 uncounterable punish string, a mixup string to use against a blocking opponent, and single low and mid attacks.

Single Hit Launchers

 Here is a list of good attacks that can lead to juggle conversions:
- CrossPlusTriangleTK-input-comma.pngCircle (Low counterable)

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.
Annoyingly, this is the best that Oddball has as far as safely stringing into a launcher goes. Spinning Head Butt is an odd one, since it actually sends your opponent slowly towards you, and can result in some annoying situations where your follow-up juggles can whiff. On top of that, Psycho Spin has a sluggish 9f of startup and not great range.


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.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
SUPER Launch.png 3 hits, 24 damage.
One of your two go-to mixup strings. For starting a super launcher string.

L2PlusSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
SUPER Launch.png 2 hits, 21 damage.
Your other go-to mixup string - a super launcher from a crouch starter. Very hard for your opponent to react to and counter. 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.

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.

L2PlusSquare (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
Launch.png 2 hits, 11 damage.
A normal launcher string from a crouch starter.


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.

Oddball's "Spinout Launcher"

 A "spinout launcher" is any of Oddball's attacks that causes their opponent to corkscrew high into the air. This mostly pertains to Oddball's roll attack that he can do out of a low wake-up, from a Spinning Ax Kick, or from his Sitting Delirious Stance. You'll only get the spinout animation on a grounded opponent: hitting an airborne opponent with a spinout move will juggle them normally.

 Because of how the animation works when an opponent spins out, they're not technically in the air. You can land either a normal or super launcher and get the same gravity as if you started the juggle with that move. Most of the time, you'll hit your opponent with a Super Rising Shoulder. If that's the case, please refer to the super lancher strings below if you're mid-stage or in the corner.

Mid-Stage, Super Launcher

...BackTK-input-comma.pngForwardTK-input-comma.pngSquare > (Quarter CircleTK-input-comma.pngCross) > (Quarter CircleTK-input-comma.pngCircle) > SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > SquareTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare
*Parenthesis indicates that the move is intended to whiff to help with timing the juggle. Buffer these moves so that they come out the first frame they can.


Mid-Stage, Regular Launcher

... > 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. You want to start this juggle on reaction to seeing your opponent start falling to get every hit from the Flipped Out. The Suicide Drop is to create space afterwards and avoids wake-up attacks.


Corner, Regular Launcher


Corner, Super Launcher

... > (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 15 hits, 53 damage.


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
System
Tier List
FAQ
Characters
TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka