(13 intermediate revisions by the same user not shown) | |||
Line 27: | Line 27: | ||
|range=3.5 | |range=3.5 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=On the slower end as far as jabs go but its range, active frames, and advantage | |description=On the slower end as far as jabs go, but its range, active frames, and frame advantage is crazy.}} | ||
}} | }} | ||
</div> | </div> | ||
Line 49: | Line 49: | ||
|range=4.4 | |range=4.4 | ||
|property=[[File:Launch.png]] | |property=[[File:Launch.png]] | ||
|stance= | |stance= | ||
|description=Due to its diagonal attack animation and airborne hitbox, this move loses more than half of its range against crouching players.}} | |description=Due to its diagonal attack animation and airborne hitbox, this move loses more than half of its range against crouching players.}} | ||
}} | }} | ||
Line 71: | Line 71: | ||
|range=0.4 | |range=0.4 | ||
|property=SUPER [[File:Launch.png]] | |property=SUPER [[File:Launch.png]] | ||
|stance= | |stance= | ||
|description=Character defining move. This attack is what makes all of Oddball's extended juggles possible, but it's not recommended you use it on its own due to its ''very'' poor range and recovery time.}} | |description=Character defining move. This attack is what makes all of Oddball's extended juggles possible, but it's not recommended you use it on its own due to its ''very'' poor range and recovery time.}} | ||
}} | }} | ||
Line 93: | Line 93: | ||
|range= | |range= | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=Does not offer any | |description=Does not offer any invincibility, however it's tiny hitbox and fast speed does make you difficult to hit, and you can perform a low/high mixup off of it. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=qc|c=1}}{{TKin|i=4}} - Flipped Out</br> | |||
{{TKin|i=l2+4}} - Spin Sweep From Crouch}} | |||
}} | }} | ||
</div> | </div> | ||
Line 115: | Line 119: | ||
|range=0.5<sup>u</sup> - 2.3 | |range=0.5<sup>u</sup> - 2.3 | ||
|property=[[File:Knockdown.png]] | |property=[[File:Knockdown.png]] | ||
|stance= | |stance= | ||
|description=Very silly command normal that can be blocked, doesn't interact with crouching players at all, and ends up with both you and your opponent on the ground with 0 advantage. | |description=Very silly command normal that can be blocked, doesn't interact with crouching players at all, and ends up with both you and your opponent on the ground with 0 advantage. Never, ever use this.}} | ||
}} | }} | ||
</div> | </div> | ||
Line 137: | Line 141: | ||
|range=2.2 | |range=2.2 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description= | |description=Your go-to low poke. With practice you can also use it to confirm into a ''Super Rising Shoulder'', but the timing is very annoying. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=f|c=1}}{{TKin|i=1}} - Rising Shoulder</br> | |||
{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}} - Super Rising Shoulder}} | |||
}} | }} | ||
</div> | </div> | ||
---- | ---- | ||
==={{TKin|i=2}} Back Punch=== | ==={{TKin|i=2}} Back Punch=== | ||
<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;"> | ||
Line 160: | Line 169: | ||
|range=3.0 | |range=3.0 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=Slow startup and poor recovery for a normal, but has tons of active frames.}} | |description=Slow startup and poor recovery for a normal, but has tons of active frames.}} | ||
}} | }} | ||
Line 182: | Line 191: | ||
|range=5.1 | |range=5.1 | ||
|property=[[File:Launch.png]] | |property=[[File:Launch.png]] | ||
|stance= | |stance= | ||
|description= | |description=On paper this move seems amazing with its great range and active frames, however Oddball's jumping hitbox tends to completely miss crouching players even though it hits mid, and sometimes even completely fails to land against certain characters such as Marukka or another Oddball. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=hc|c=1}}{{TKin|i=2}} - Head Case}} | |||
}} | }} | ||
</div> | </div> | ||
Line 204: | Line 216: | ||
|range=2.1<sup>u</sup> - 12.2 | |range=2.1<sup>u</sup> - 12.2 | ||
|property=[[File:Knockdown.png]] | |property=[[File:Knockdown.png]] | ||
|stance= | |stance=Grounded | ||
|description=''Very'' far reach and good for an extra OTG hit after a juggle, but it having a minimum range makes it tricky to use.}} | |description=''Very'' far reach and good for an extra OTG hit after a juggle, but it having a minimum range makes it tricky to use.}} | ||
}} | }} | ||
Line 226: | Line 238: | ||
|range= | |range= | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=Exactly the same as ''Front Roll Escape'', but rolling backwards.}} | |description=Exactly the same as ''Front Roll Escape'', but rolling backwards. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=l2+3}} - Straight Kick From Crouch}} | |||
}} | }} | ||
</div> | </div> | ||
Line 248: | Line 263: | ||
|range=-0.2 | |range=-0.2 | ||
|property=[[File:Hardknockdown.png]] | |property=[[File:Hardknockdown.png]] | ||
|stance= | |stance= | ||
|description=Oddball's corner juggle ender. You move backwards quite a lot during the startup, hence the move's negative range stat. You can press {{TKin|i=1+2}} to cancel the move, which also rolls you forward some distance.}} | |description=Oddball's corner juggle ender. You move backwards quite a lot during the startup, hence the move's negative range stat. You can press {{TKin|i=1+2}} to cancel the move, which also rolls you forward some distance.}} | ||
}} | }} | ||
Line 266: | Line 281: | ||
|active=2 | |active=2 | ||
|recovery=9 | |recovery=9 | ||
|advantage=-4 / +51 | |advantage=-4 / +51 ({{Tooltip | text=+9 | hovertext=How much advantage you get against a player with perfect mashing.}}) | ||
|damage=5/hit | |damage=5/hit | ||
|range=1.4 | |range=1.4 | ||
|property=[[File:Dzzy.png]] | |property=[[File:Dzzy.png]] | ||
|stance= | |stance= | ||
|description=Great startup and recovery for a stun. One of the few crouching moves | |description=Great startup and recovery for a stun, and you have a whopping +9 frame advantage. One of the few crouching moves that hits high. Bit of an odd one.}} | ||
}} | }} | ||
</div> | </div> | ||
Line 292: | Line 307: | ||
|range=16.9 | |range=16.9 | ||
|property=[[File:Hardknockdown.png]] | |property=[[File:Hardknockdown.png]] | ||
|stance= | |stance=Grounded | ||
|description=Very easy to spot with its long startup and it ends with you grounded, but has very good advantage and you can tap a direction to immediately move afterwards.}} | |description=Very easy to spot with its long startup and it ends with you grounded, but has very good advantage and you can tap a direction to immediately move afterwards.}} | ||
}} | }} | ||
</div> | </div> | ||
----- | ----- | ||
==={{TKin|i=3}} Front Kick=== | ==={{TKin|i=3}} Front Kick=== | ||
<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;"> | ||
Line 315: | Line 331: | ||
|range=2.3 | |range=2.3 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description= | |description=You best poke button to get offense off of you. Short ranged. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=f|c=1}}{{TKin|i=3}} - Psycho Sidekick</br> | |||
{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} - Psycho Spin}} | |||
}} | }} | ||
</div> | </div> | ||
Line 337: | Line 357: | ||
|range=4.7 | |range=4.7 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description= | |description=Your poke with the most frame advantage, usually strung into after a ''Forward High Kick'' as your "get off me" combo. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=qc|c=1}}{{TKin|i=4}} - Flipped Out}} | |||
}} | }} | ||
</div> | </div> | ||
Line 359: | Line 382: | ||
|range=5.5 | |range=5.5 | ||
|property=[[File:Knockdown.png]] | |property=[[File:Knockdown.png]] | ||
|stance= | |stance= | ||
|description=Unlike most other slow knockdown moves that other characters have, Ax Kick has | |description=Unlike most other slow knockdown moves that other characters have, Ax Kick has good range and great damage, and its advantage is pretty good even on block.}} | ||
}} | }} | ||
</div> | </div> | ||
Line 381: | Line 404: | ||
|range=5.1 | |range=5.1 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description= | |description=One of your best utility moves for retreating, however it doesn't do very much damage. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=qc|c=1}}{{TKin|i=4}} - Flipped Out}} | |||
}} | }} | ||
</div> | </div> | ||
Line 404: | Line 430: | ||
|range=2.8 | |range=2.8 | ||
|property=[[File:Knockdown.png]] | |property=[[File:Knockdown.png]] | ||
|stance= | |stance=Grounded | ||
|description=}} | |description=}} | ||
{{AttackData-TK | {{AttackData-TK | ||
Line 417: | Line 443: | ||
|range=5.3 | |range=5.3 | ||
|property=- | |property=- | ||
|stance= | |stance=Switch | ||
|description=Another terrible command move. Even though this grab hits low, you'll get a regular hit instead of the grab if they're blocking | |description=Another terrible command move. Even though this grab hits low, you'll get a regular hit instead of the grab if they're holding blocking.}} | ||
}} | }} | ||
</div> | </div> | ||
Line 439: | Line 465: | ||
|range=2.8 | |range=2.8 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=This would be a good low | |description=This would be a good low if it had any combo strings. Mostly used as an OTG string to add 4 damage.}} | ||
}} | }} | ||
</div> | </div> | ||
Line 508: | Line 534: | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=Can string into ''Spinning Head Butt'' for good damage. Would be much more useful if there was a true way to string into it, so you'll probably not use it often.}} | |description=Can string into ''Spinning Head Butt'' for good damage. Would be much more useful if there was a true way to string into it, so you'll probably not use it often. | ||
---- | |||
<b>Cancels:</b></br> | |||
{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}} - Spinning Head Butt}} | |||
}} | }} | ||
</div> | </div> | ||
Line 549: | Line 578: | ||
|damage=2/hit | |damage=2/hit | ||
|range=3.7 | |range=3.7 | ||
|property=[[File:Knockdown]] | |property=[[File:Knockdown.png]] | ||
|stance=Grounded | |stance=Grounded | ||
|description=The bender. You can ''Forward Escape Roll'' ({{TKin|i=qc|c=1}}{{TKin|i=1}}) out of the attack early.}} | |description=The bender. You can ''Forward Escape Roll'' ({{TKin|i=qc|c=1}}{{TKin|i=1}}) out of the attack early.}} | ||
Line 612: | Line 641: | ||
|property=[[File:Launch.png]] | |property=[[File:Launch.png]] | ||
|stance= | |stance= | ||
|description=Why does this hop do so much damage?!!One active frame makes it hard to juggle with, but it's worth the practice.}} | |description=Why does this hop do so much damage?!! One active frame makes it hard to juggle with, but it's worth the practice.}} | ||
{{AttackData-TK | {{AttackData-TK | ||
|header=no | |header=no | ||
Line 644: | Line 673: | ||
<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;"> | ||
{{MoveData | {{MoveData | ||
|image= | |image=TK-Odd-ff4.gif | ||
|caption= | |caption= | ||
|name=Running Spin Kick | |name=Running Spin Kick | ||
Line 778: | Line 807: | ||
}} | }} | ||
</div> | </div> | ||
---- | |||
==Thrill Kills== | |||
Thrill Kill 1 - No Inputs</br> | |||
Thrill Kill 2 - '''L1''' + {{TKin|i=b}}</br> | |||
Thrill Kill 3 - {{TKin|i=1}} + {{TKin|i=3}} + {{TKin|i=4}}</br> | |||
Combo Kill - {{TKin|i=3}} + {{TKin|i=4}} + '''L1''' + {{TKin|i=f}}</br> | |||
Dance - {{TKin|i=1}} + {{TKin|i=3}} + {{TKin|i=4}} + '''L1''' + {{TKin|i=u}}</br> | |||
</br> | |||
{{NavboxTK}} | {{NavboxTK}} | ||
[[Category:Thrill Kill]] | [[Category:Thrill Kill]] | ||
[[Category:Oddball]] | [[Category:Oddball]] |
Latest revision as of 16:55, 13 November 2023
Overview
Oddball is one of the most dangerous characters in the game. His low dash cooldown allows him to dart around the stage rapidly, he has unique special attacks that double as mobility tools, and any string ending in a launcher can be converted into massive damage.
What Oddball really has going for him is that he is only one of two characters in the game that has access to a super launcher. Super Rising Shoulder sends whoever gets hit by it comically high into the air, and since Oddball possesses a palette of launching attacks both mid and low, learning how to convert stray hits into very high damaging super launcher strings (and learning the buffers to consistently land the hits) is a must when trying to master Oddball. Mastering him requires learning different routes and buffers to account for wall gravity messing with timings. Your reward for your hard work is a character that can convert 50%+ damage off of any mixup combo or punish string.
Oddball's biggest issue is his attack hitboxes. Even at point-blank range, they have a chance at missing your opponent completely if they're standing at an odd angle leaving open to a free combo.
At a glance: | |
Pros | Cons |
|
|
Move List
Front Punch
Back Punch
Front Kick
Back Kick
Grabs / Misc Moves
Oddball has 18f of recovery on a missed grab.
Oddball doesn't have a rear grapple. His side-swap grapple is used instead.
Thrill Kills
Thrill Kill 1 - No Inputs
Thrill Kill 2 - L1 +
Thrill Kill 3 - +
+
Combo Kill - +
+ L1 +
Dance - +
+
+ L1 +