Thrill Kill/Oddball/Strategy: Difference between revisions

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==The Basics==
==The Basics==
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*Both ''Escape Rolls'' ({{TKin|i=qc|c=1}}{{TKin|i=1}} and {{TKin|i=qc|c=1}}{{TKin|i=2}}) 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.
 Oddball is a hit and run character. The lack of any good reliable punish combos means you need to constantly use your fast dashes to scramble and look for openings to try a low/high mix.
:*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.
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:*''Flipped Out'' doesn't have bad disadvantage on block, so Roll > Flip is a pretty good pressure tool.
==Useful Moves==
*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 [[Thrill Kill/System#R-Canceling|r-canceling]] your counter-hit strings.
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*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.
:{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}} - '''Super Rising Shoulder''' - Oddball's super launcher ender, which enables his massively damaging juggles. While you do low profile high attacks during it's crouching startup, it's short range makes it so using it in neutral is not a viable option. Spending time to learn the tricky timing to string into it from {{TKin|i=l2+1|p=l}} is highly recommended.
*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.
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==Practical Combos==
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&emsp;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.
:{{TKin|i=qc|c=1}}{{TKin|i=1}} - '''Front Roll Escape''': Serves as a way to quickly roll in from a distance for a low/mid mixup. {{TKin|i=qc|c=1}}{{TKin|i=1|c=1}}{{TKin|i=l2+4|p=l}} deals 10%, and {{TKin|i=qc|c=1}}{{TKin|i=1|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=4|p=h}} can do 16~24% based on where you are. Both options have very good advantage, even on block.
 
 
===Getting A Launch===
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&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.
:{{TKin|i=3|p=h}} - '''Forward High Kick''': Your best high "get off me" move. {{TKin|i=3|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=3}} is very plus on hit (at least for this game) and can stuff a lot of attacks your opponent may throw at you.
 
 
=====Safe Strings=====
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&emsp;Oddball only has one basic safe launching string into ''Spinning Head Butt''.
:{{TKin|i=qc|c=1}}{{TKin|i=3|p=l}} - '''Suicide Drop''': This is a very useful special move as a movement tool to retreat. It hits low, can jump over some low attacks, and if you're feeling lucky you can string into ''Flipped Out'' for some good damage and added pressure.
<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=4|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=2}}
:[[File:Launch.png]] '''2 hits, 13 damage.'''
:You can use ''Spinning Heat Butt'' by itself, but this high string gives it bonus damage.
</div>
 
 
=====Mixup Strings=====
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&emsp;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.
:{{TKin|i=f|c=1}}{{TKin|i=4|p=h}} - '''Spinning Ax Kick''': Very fast mid knockdown move for 10% damage.
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:{{TKin|i=1|c=1|p=h}}{{TKin|i=1|c=1|p=l}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:[[File:Launch.png]] '''3 hits, 14 damage.'''
:For starting a normal launch string.
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:{{TKin|i=1|c=1|p=h}}{{TKin|i=1|c=1|p=l}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:{{TKin|i=qc|c=1}}{{TKin|i=4|p=h}} - '''Flipped Out''': While not as good as Belladonna's ''Forward Cartwheel'', this cartwheel also features invincible startup and good frame data. When canceled into it deals quite a lot of damage.
:'''SUPER [[File:Launch.png]] 3 hits, 24 damage.'''
:For starting a super launcher string.
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:{{TKin|i=l2+1|c=1|p=l}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:{{TKin|i=fc|c=1}}{{TKin|i=4|p=l}} - '''Windmill''': Invincible startup, and you can roll out of it with {{TKin|i=qc|c=1}}{{TKin|i=1}}. Its plenty of active frames can even attack through other invincible moves if you feel a dash attack is coming.
:'''[[File: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.
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:{{TKin|i=l2+1|c=1|p=l}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:''Oddball's Rolling Launcher'': While not a special move, Oddball's rolling launcher attack is great as it hits low, travels well, and generally trades favourably against other attacks. However, it's startup is quite slow allowing your opponent to crouch block it if they're expecting it, and having to cancel another attack to use it telegraphs it somewhat for your opponent. Here are the different ways you can attack with it:
:'''SUPER [[File:Launch.png]] 2 hits, 21 damage.'''
:* {{TKin|i=l2+1|c=1|p=l}}{{TKin|i=l2+1|p=l}} - Your crouching headbutt strings into it. Use this as your low mixup when fishing for super launchers.
:Super launcher from a crouch starter.
:* {{TKin|i=f|c=1}}{{TKin|i=4|p=h|c=1}}{{TKin|i=3|p=l}} - ''Spinning Ax Kick'' strings into it, however use it from range as the kick will cause a knockdown.
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:* {{TKin|i=qc|c=1}}{{TKin|i=4|p=h|c=1}}{{TKin|i=3+4|p=l}} - ''Flipped Out'' strings into it, but doing so misses out on two extra hits on the cartwheel, allowing your opponent to crouch block it even if they get hit by the ''Flipped Out''.
:* {{TKin|i=2+3|c=1}}'''{{TKin|i=1|p=l}}/{{TKin|i=2|p=l}}/{{TKin|i=3|p=l}}/{{TKin|i=4|p=l}}''' - You can cancel your taunt into the roll using any button. Use {{TKin|i=2+3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=4|p=h}} as a mid mixup.
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&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.
==Punish Combos==
<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.'''
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:{{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}}
&emsp;These combo strings are used to punish an opponent after they make a mistake. Since they don't change from low to high or high to low, they cannot be countered after the first hit.
:[[File:Launch.png]] '''5 hits, 31 damage.'''
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
:{{TKin|i=3|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3}}
:'''3 hits, 12 damage.'''
:A high poke combo to hit opponents out of attacks with. Great frame advantage, and pushes your opponent slightly away.
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:{{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}}
:{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=2}}
:[[File:Launch.png]] '''8 hits, 37 damage.'''
:[[File:Launch.png]] '''2 hits, 13 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.
:This is the best Oddball has as far as damaging punish strings go. A pitiful ''9<sup>f</sup>'' startup (which only punishes the most unsafe of attacks), and it has a tendancy to whiff even if the ''Psycho Spin'' connects. However, the reward is starting a juggle that can easily surpass 50% damage.
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&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.
==Mixup Combos==
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
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:{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=3|p=l}}
&emsp;These combo strings are used to get around blocking players by quickly switching between low and high attacks. The downside is doing so opens up opportunities for your opponent to counter out of the combo every time the string switches from high/mid to low or low to high/mid.
:This string attacks with your wake-up roll launcher.
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
:{{TKin|i=l2+1|c=1|p=l}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}
:'''SUPER [[File:Launch.png]] 2 hits, 21 damage.'''
:Very tricky timing, but a very important combo since it's the best way to string into ''Super Rising Shoulder''. {{TKin|i=1|p=h|c=1}}{{TKin|i=1|p=l|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}} also works, and you can stagger with {{TKin|i=1|p=h|c=1}}{{TKin|i=1|p=l}} to bait high counters.
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:{{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=l2+1|c=1|p=l}}{{TKin|i=l2+1|p=l}}
:{{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}}
:[[File:Launch.png]] '''1+1 hits, 8 damage.'''
:You can string your basic square combo after the ''Ax''.
:Your low mixup to the above combo.
</div>
</div>
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===Juggle Extensions===
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&emsp;Once you land a hit, you need to have the presence of mind to select the best option to cash out damage with. Here are some good strings to know.
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=====Anywhere, Spinout Launcher=====
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&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;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]].
==Juggle Combos==
 
 
=====Mid-Stage, Regular Launcher=====
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
&emsp;Oddball relies on juggle combos for a majority of his damage. While he struggles to gain damage scrambling with special moves, converting ''Super Rising Shoulder'' and roll launchers into damage is very important.
:'''...&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}}'''
<br/><br/>
:[[File:Knockdown.png]] '''9 hits, 34 damage.'''
==={{TKin|i=f|c=1}}{{TKin|i=2}} Spinning Head Butt / Roll Launcher Starter===
: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.
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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}}'''
&emsp;Both ''Spinning Head Butt'' and Oddball's rolling launcher result in the same combo gravity, so any combo listed here should be able to be used with either of those moves.
:[[File:Launch.png]] '''hits, damage.'''
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:Using {{TKin|i=l2+1}} tends to be much more reliable than trying to go for a longer string after a rolling launcher.
=====Mid-Stage=====
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
:...&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=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=m}}&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}}&ensp;>&ensp;{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=3}}
:'''6 hits, 41 damage.'''
[[File:Oddball_bfCfT_BNB.mp4|250px]]
</div>
</div>
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</br>


=====Mid-Stage, Super Launcher=====
==={{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}} Super Rising Shoulder Starter===
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
&emsp;''Super Rising Shoulder'' starters are where you'll get the bulk of your damage.
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=====Mid-Stage=====
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
:...&ensp;>&ensp;{{TKin|i=qc|c=1}}{{TKin|i=3|p=m}}&ensp;>&ensp;{{TKin|i=qc|c=1}}{{TKin|i=4|c=1|p=m}}&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|p=m}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}&ensp;>&ensp;{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2}}
:'''9 hits, 40 damage.'''
[[File:TK_Oddball_SuperBnB.mp4|250px]]
</div>
</div>
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</br>
=====Corner, Regular Launcher=====
 
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=====Directly In Corner=====
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
:...&ensp;>&ensp;{{TKin|i=qc|c=1}}{{TKin|i=3|p=m}}&ensp;>&ensp;{{TKin|i=qc|c=1}}{{TKin|i=1}}&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=qc|c=1}}{{TKin|i=4|p=m}}&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|p=m}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}&ensp;>&ensp;{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}&ensp;>&ensp;{{TKin|i=qc|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3+4|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=2}}
:'''21 hits, 96 damage.'''
[[File:TK_Oddball_Corner_Superjuggle.mp4|250px]]
:Landing a ''Super Rising Shoulder'' mixup in the corner should mean certain death for your opponent as long as they're rubbing up against a wall or directly in the corner. Doesn't work on Mammoth.
</div>
</div>
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</br>
=====Corner, Super Launcher=====
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:'''...&ensp;>&ensp;({{TKin|i=qc|c=1}}{{TKin|i=3}})&ensp;>&ensp;({{TKin|i=qc|c=1}}{{TKin|i=1}})&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=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=hc|c=1}}{{TKin|i=2}}'''
:[[File:Hardknockdown.png]] '''15 hits, 53 damage.'''
:Basically the same combo from the Spinout Launcher section, only without the starting ''Super Rising Shoulder''.
</div>
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==Max Damage Combos==
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:{{TKin|i=2|c=1|p=h}}{{TKin|i=1|c=1}}{{TKin|i=1|c=1|p=l}}{{TKin|i=3|c=1}}{{TKin|i=3+4|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=4|c=1|p=l}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|p=h}}&ensp;->&ensp;({{TKin|i=qc|c=1}}{{TKin|i=3}})&ensp;->&ensp;({{TKin|i=qc|c=1}}{{TKin|i=1}})&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=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=hc|c=1}}{{TKin|i=2}}
:[[File: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.
:[[File:TK_Oddball_MaxDamage_SuperJuggle.mp4|250px]]
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{{NavboxTK}}
{{NavboxTK}}
[[Category:Thrill Kill]]
[[Category:Thrill Kill]]
[[Category:Oddball]]
[[Category:Oddball]]

Latest revision as of 23:54, 10 April 2024


The Basics


 Oddball is a hit and run character. The lack of any good reliable punish combos means you need to constantly use your fast dashes to scramble and look for openings to try a low/high mix.

Useful Moves


BackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable) - Super Rising Shoulder - Oddball's super launcher ender, which enables his massively damaging juggles. While you do low profile high attacks during it's crouching startup, it's short range makes it so using it in neutral is not a viable option. Spending time to learn the tricky timing to string into it from L2PlusSquare (Low counterable) is highly recommended.

Quarter CircleTK-input-comma.pngSquare - Front Roll Escape: Serves as a way to quickly roll in from a distance for a low/mid mixup. Quarter CircleTK-input-comma.pngSquareTK-input-comma.pngL2PlusCircle (Low counterable) deals 10%, and Quarter CircleTK-input-comma.pngSquareTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable) can do 16~24% based on where you are. Both options have very good advantage, even on block.

Cross (High counterable) - Forward High Kick: Your best high "get off me" move. Cross (High counterable)TK-input-comma.pngForwardTK-input-comma.pngCross is very plus on hit (at least for this game) and can stuff a lot of attacks your opponent may throw at you.

Quarter CircleTK-input-comma.pngCross (Low counterable) - Suicide Drop: This is a very useful special move as a movement tool to retreat. It hits low, can jump over some low attacks, and if you're feeling lucky you can string into Flipped Out for some good damage and added pressure.

ForwardTK-input-comma.pngCircle (High counterable) - Spinning Ax Kick: Very fast mid knockdown move for 10% damage.

Quarter CircleTK-input-comma.pngCircle (High counterable) - Flipped Out: While not as good as Belladonna's Forward Cartwheel, this cartwheel also features invincible startup and good frame data. When canceled into it deals quite a lot of damage.

Full CircleTK-input-comma.pngCircle (Low counterable) - Windmill: Invincible startup, and you can roll out of it with Quarter CircleTK-input-comma.pngSquare. Its plenty of active frames can even attack through other invincible moves if you feel a dash attack is coming.

Oddball's Rolling Launcher: While not a special move, Oddball's rolling launcher attack is great as it hits low, travels well, and generally trades favourably against other attacks. However, it's startup is quite slow allowing your opponent to crouch block it if they're expecting it, and having to cancel another attack to use it telegraphs it somewhat for your opponent. Here are the different ways you can attack with it:
  • L2PlusSquare (Low counterable)TK-input-comma.pngL2PlusSquare (Low counterable) - Your crouching headbutt strings into it. Use this as your low mixup when fishing for super launchers.
  • ForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngCross (Low counterable) - Spinning Ax Kick strings into it, however use it from range as the kick will cause a knockdown.
  • Quarter CircleTK-input-comma.pngCircle (High counterable)TK-input-comma.pngCrossPlusCircle (Low counterable) - Flipped Out strings into it, but doing so misses out on two extra hits on the cartwheel, allowing your opponent to crouch block it even if they get hit by the Flipped Out.
  • CrossPlusTriangleTK-input-comma.pngSquare (Low counterable)/Triangle (Low counterable)/Cross (Low counterable)/Circle (Low counterable) - You can cancel your taunt into the roll using any button. Use CrossPlusTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable) as a mid mixup.


Punish Combos


 These combo strings are used to punish an opponent after they make a mistake. Since they don't change from low to high or high to low, they cannot be countered after the first hit.

Cross (High counterable)TK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngCross
3 hits, 12 damage.
A high poke combo to hit opponents out of attacks with. Great frame advantage, and pushes your opponent slightly away.

BackTK-input-comma.pngForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngForwardTK-input-comma.pngTriangle
Launch.png 2 hits, 13 damage.
This is the best Oddball has as far as damaging punish strings go. A pitiful 9f startup (which only punishes the most unsafe of attacks), and it has a tendancy to whiff even if the Psycho Spin connects. However, the reward is starting a juggle that can easily surpass 50% damage.


Mixup Combos


 These combo strings are used to get around blocking players by quickly switching between low and high attacks. The downside is doing so opens up opportunities for your opponent to counter out of the combo every time the string switches from high/mid to low or low to high/mid.

L2PlusSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
SUPER Launch.png 2 hits, 21 damage.
Very tricky timing, but a very important combo since it's the best way to string into Super Rising Shoulder. Square (High counterable)TK-input-comma.pngSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable) also works, and you can stagger with Square (High counterable)TK-input-comma.pngSquare (Low counterable) to bait high counters.

L2PlusSquare (Low counterable)TK-input-comma.pngL2PlusSquare (Low counterable)
Launch.png 1+1 hits, 8 damage.
Your low mixup to the above combo.


Juggle Combos


 Oddball relies on juggle combos for a majority of his damage. While he struggles to gain damage scrambling with special moves, converting Super Rising Shoulder and roll launchers into damage is very important.

ForwardTK-input-comma.pngTriangle Spinning Head Butt / Roll Launcher Starter


 Both Spinning Head Butt and Oddball's rolling launcher result in the same combo gravity, so any combo listed here should be able to be used with either of those moves.

Mid-Stage
... > L2PlusSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngSquare (Empty move) > SquareTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngCross
6 hits, 41 damage.


BackTK-input-comma.pngForwardTK-input-comma.pngSquare Super Rising Shoulder Starter


Super Rising Shoulder starters are where you'll get the bulk of your damage.

Mid-Stage
... > Quarter CircleTK-input-comma.pngCross (Empty move) > Quarter CircleTK-input-comma.pngCircle (Empty move)TK-input-comma.png > SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > Square (Empty move)TK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngTriangle
9 hits, 40 damage.


Directly In Corner
... > Quarter CircleTK-input-comma.pngCross (Empty move) > 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 (Empty move) > SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > Square (Empty move)TK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngSquare > Quarter CircleTK-input-comma.pngCircleTK-input-comma.pngCrossPlusCircleTK-input-comma.pngHalf CircleTK-input-comma.pngTriangle
21 hits, 96 damage.

Landing a Super Rising Shoulder mixup in the corner should mean certain death for your opponent as long as they're rubbing up against a wall or directly in the corner. Doesn't work on Mammoth.


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