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|image= | |image=TK-Odd-Grab1.gif | ||
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|name=Butt Swap | |name=Butt Swap | ||
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|image= | |image=TK-Odd-bfGrab1.gif | ||
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|name=Donkey Kick | |name=Donkey Kick | ||
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|image= | |image=TK-Odd-Grab2.gif | ||
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|name=Neck Twister | |name=Neck Twister | ||
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|name=Where Did You Go | |name=Where Did You Go | ||
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|image= | |image=TK-Odd-Taunt.gif | ||
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|name=Lost It | |name=Lost It |
Revision as of 22:38, 30 April 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 |
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Move List
Front Punch
Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
- | - | - | 26f | - | - | - | - | No | |
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Back Punch
Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
- | - | - | 26f | - | - | - | - | No | |
|
Front Kick
Back Kick
Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
![]() |
19f | 59f | 40f | {{{advantage}}} | 2/hit | 3.7u | File:Knockdown | Grounded | |
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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.