Thrill Kill/Oddball: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 12: Line 12:
<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-1.gif
|caption=  
|caption=  
|name=Head Jab
|name=Head Jab
Line 23: Line 23:
  |active=3
  |active=3
  |recovery=6
  |recovery=6
|advantage=-2 / +5
  |damage=3
  |damage=3
  |range=2.7
  |range=3.5
  |property=
  |property=
  |stance=No
  |stance=No
  |description=On the slower end as far as jabs go, but its range and active frames make it an okay button.}}
  |description=On the slower end as far as jabs go but its range, active frames, and advantage make it a great high poke.}}
}}
}}
</div>
</div>
Line 33: Line 34:
<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-f1.gif
|caption=  
|caption=  
|name=Rising Shoulder
|name=Rising Shoulder
Line 44: Line 45:
  |active=2
  |active=2
  |recovery=16
  |recovery=16
|advantage=-11 / +25
  |damage=4
  |damage=4
  |range=3.4
  |range=4.4
  |property=[[File:Launch.png]]
  |property=[[File:Launch.png]]
  |stance=No
  |stance=No
  |description=Due to its diagonal attack animation, this move has much less range against crouched players.}}
  |description=Due to its diagonal attack animation and airborne hitbox, this move loses more than half of its range against crouching players.}}
}}
}}
</div>
</div>
Line 54: Line 56:
<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-bf1.gif
|caption=  
|caption=  
|name=Super Rising Shoulder
|name=Super Rising Shoulder
Line 65: Line 67:
  |active=1
  |active=1
  |recovery=24
  |recovery=24
|advantage=-18 / +78
  |damage=9
  |damage=9
  |range=1.8
  |range=0.4
  |property=SUPER [[File:Launch.png]]
  |property=SUPER [[File:Launch.png]]
  |stance=No
  |stance=No
  |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 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.}}
}}
}}
</div>
</div>
Line 75: Line 78:
<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-qc1.gif
|caption=  
|caption=  
|name=Front Roll Escape
|name=Front Roll Escape
Line 86: Line 89:
  |active=
  |active=
  |recovery=26
  |recovery=26
|advantage=
  |damage=
  |damage=
  |range=
  |range=
  |property=
  |property=
  |stance=No
  |stance=No
  |description=Does not offer any I-frames, however it's tiny hitbox and fast speed does make you difficult to hit.}}
  |description=Does not offer any i-frames, however it's tiny hitbox and fast speed does make you difficult to hit.}}
}}
}}
</div>
</div>
Line 96: Line 100:
<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-hc1.gif
|caption=  
|caption=  
|name=Neck Breaker
|name=Neck Breaker
Line 107: Line 111:
  |active=
  |active=
  |recovery=98
  |recovery=98
|advantage=- / 0
  |damage=28
  |damage=28
  |range=0.3<sup>u</sup> - 2.2
  |range=0.5<sup>u</sup> - 2.3
  |property=[[File:Knockdown.png]]
  |property=[[File:Knockdown.png]]
  |stance=No
  |stance=No
Line 117: Line 122:
<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-l21.gif
|caption=  
|caption=  
|name=Head Butt From Crouch
|name=Head Butt From Crouch
Line 128: Line 133:
  |active=1
  |active=1
  |recovery=9
  |recovery=9
|advantage=-3 / 0
  |damage=3
  |damage=3
  |range=3.5
  |range=2.2
  |property=
  |property=
  |stance=No
  |stance=No
  |description=Great range for a crouching poke, and leads to either a mid-stun or a low string.}}
  |description=Leads to either a mid-stun or a low string. With practice you can also use it to confirm into a ''Super Rising Shoulder'', but the timing is a little annoying.}}
}}
}}
</div>
</div>
Line 139: Line 145:
<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-2.gif
|caption=  
|caption=  
|name=Head Butt
|name=Head Butt
Line 150: Line 156:
  |active=4
  |active=4
  |recovery=14
  |recovery=14
|advantage=-11 / +3
  |damage=4
  |damage=4
  |range=3.2
  |range=3.0
  |property=
  |property=
  |stance=No
  |stance=No
  |description=Slow startup and poor recovery for a normal, but comes with lots of active frames.}}
  |description=Slow startup and poor recovery for a normal, but has tons of active frames.}}
}}
}}
</div>
</div>
Line 160: Line 167:
<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-f2.gif
|caption=  
|caption=  
|name=Spinning Head Butt
|name=Spinning Head Butt
Line 171: Line 178:
  |active=7
  |active=7
  |recovery=18
  |recovery=18
|advantage=-18 / +23
  |damage=5
  |damage=5
  |range=3.9
  |range=5.1
  |property=[[File:Launch.png]]
  |property=[[File:Launch.png]]
  |stance=No
  |stance=No
  |description=Oddballs's jumping hitbox and lots of active frames makes this an appealing launcher.}}
  |description=Oddballs's jumping hitbox and lots of active frames makes this an appealing launcher, though it comes with the same downsides that ''Rising Shoulder'' has in that it loses its range against crouching players.}}
}}
}}
</div>
</div>
Line 181: Line 189:
<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-bf2.gif
|caption=  
|caption=  
|name=Suicide Throw
|name=Suicide Throw
Line 192: Line 200:
  |active=2
  |active=2
  |recovery=10
  |recovery=10
|advantage=-5 / +3
  |damage=13
  |damage=13
  |range=2.1<sup>u</sup> - 13.7
  |range=2.1<sup>u</sup> - 12.2
  |property=[[File:Knockdown.png]]
  |property=[[File:Knockdown.png]]
  |stance=No
  |stance=No
  |description=''Very'' far reach, 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.}}
}}
}}
</div>
</div>
Line 202: Line 211:
<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-qc2.gif
|caption=  
|caption=  
|name=Back Roll Escape
|name=Back Roll Escape
Line 213: Line 222:
  |active=
  |active=
  |recovery=26
  |recovery=26
|advantage=
  |damage=
  |damage=
  |range=
  |range=
Line 223: Line 233:
<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-hc2.gif
|caption=  
|caption=  
|name=Head Case
|name=Head Case
Line 234: Line 244:
  |active=42
  |active=42
  |recovery=37
  |recovery=37
|advantage=-45 / -4
  |damage=5/hit
  |damage=5/hit
  |range=0.3
  |range=-0.2
  |property=[[File:Hardknockdown.png]]
  |property=[[File:Hardknockdown.png]]
  |stance=No
  |stance=No
  |description=Oddball's corner juggle ender. You move backwards quite a lot during the startup, hence the move's bad 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.}}
}}
}}
</div>
</div>
Line 244: Line 255:
<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-l22.gif
|caption=  
|caption=  
|name=Rising Head From Crouch
|name=Rising Head From Crouch
Line 255: Line 266:
  |active=2
  |active=2
  |recovery=9
  |recovery=9
|advantage=-4 / +51
  |damage=5/hit
  |damage=5/hit
  |range=1.9
  |range=1.4
  |property=[[File:Dzzy.png]]
  |property=[[File:Dzzy.png]]
  |stance=No
  |stance=No
  |description=Great startup and recovery for a stun. One of the few crouching moves that stuns, let alone hits ''high''. Bit of an odd one.}}
  |description=Great startup and recovery for a stun. One of the few crouching moves that stuns, let alone one that hits ''high''. Bit of an odd one.}}
}}
}}
</div>
</div>
Line 265: Line 277:
<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-ff2.gif
|caption=  
|caption=  
|name=Spinning Head Butt
|name=Spinning Head Butt
Line 276: Line 288:
  |active=4
  |active=4
  |recovery=6
  |recovery=6
|advantage=-3 / +27
  |damage=9
  |damage=9
  |range=18.2
  |range=16.9
  |property=[[File:Hardknockdown.png]]
  |property=[[File:Hardknockdown.png]]
  |stance=No
  |stance=No
  |description=Description needed.}}
  |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>
Line 287: Line 300:
<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-3.gif
|caption=  
|caption=  
|name=Forward High Kick
|name=Forward High Kick
Line 298: Line 311:
  |active=1
  |active=1
  |recovery=12
  |recovery=12
|advantage=-6 / +2
  |damage=3
  |damage=3
  |range=3.2
  |range=2.3
  |property=
  |property=
  |stance=No
  |stance=No
  |description=Description needed.}}
  |description=Abysmal range for a high makes this not an appealing button to use. You're much better off opening with a jab, since that can string into anything this kick can do.}}
}}
}}
</div>
</div>
Line 308: Line 322:
<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-f3.gif
|caption=  
|caption=  
|name=Psycho Sidekick
|name=Psycho Sidekick
Line 319: Line 333:
  |active=3
  |active=3
  |recovery=10
  |recovery=10
|advantage=-6 / +3
  |damage=3
  |damage=3
  |range=5.4
  |range=4.7
  |property=
  |property=
  |stance=No
  |stance=No
  |description=Description needed.}}
  |description=A much better button to poke with than ''Forward High Kick''.}}
}}
}}
</div>
</div>
Line 329: Line 344:
<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-bf3.gif
|caption=  
|caption=  
|name=Ax Kick
|name=Ax Kick
Line 340: Line 355:
  |active=1
  |active=1
  |recovery=11
  |recovery=11
|advantage=-5 / +3
  |damage=21
  |damage=21
  |range=6.7
  |range=5.5
  |property=[[File:Knockdown.png]]
  |property=[[File:Knockdown.png]]
  |stance=No
  |stance=No
  |description=Description needed.}}
  |description=Unlike most other slow knockdown moves that other characters have, Ax Kick has a ton of range and damage, and its advantage is pretty good even on block.}}
}}
}}
</div>
</div>

Revision as of 12:56, 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
  • Damage: Oddball can convert juggles into insane damage with his super launcher strings, leading to 50%+ combos even off of uncounterable strings.
  • Fast Dash Cooldown: You can dart around the stage very quickly without the need to crouch cancel.
  • Slippery Hurtbox: Some high attacks can miss him at certain angles.
  • So Many Plus Frames: Almost all of Oddball's buttons are plus on his, which is very rare for Thrill Kill. Staggering opponents with his mid and low attacks is a breeze.
  • Difficult to play: Oddball requires a lot of execution to play well in regards to learning extended juggle strings and mixing up your hits to land launchers.
  • Bad attack hitboxes: His launchers tend to whiff at certain angles, even at point-blank range.
  • His low stance: His wide stance means low attacks have much longer range against him.


Oddball
TK Oddball Ingame.png
Hitbox Diameter 4.5u⌀ (Medium)
Movement Speed 6.0u/s (4th fastest)
Dash Distance 9.8u (6th best)

Move List

Square Front Punch

Head Jab
Square
TK-Odd-1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 6f 3f 6f -2 / +5 3 3.5u - No


On the slower end as far as jabs go but its range, active frames, and advantage make it a great high poke.


Rising Shoulder
ForwardTK-input-comma.pngSquare
TK-Odd-f1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 8f 2f 16f -11 / +25 4 4.4u Launch.png No


Due to its diagonal attack animation and airborne hitbox, this move loses more than half of its range against crouching players.


Super Rising Shoulder
BackTK-input-comma.pngForwardTK-input-comma.pngSquare
TK-Odd-bf1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 12f 1f 24f -18 / +78 9 0.4u SUPER Launch.png No


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.


Front Roll Escape
Quarter CircleTK-input-comma.pngSquare
TK-Odd-qc1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- - - 26f - - - - No


Does not offer any i-frames, however it's tiny hitbox and fast speed does make you difficult to hit.


Neck Breaker
Half CircleTK-input-comma.pngSquare
TK-Odd-hc1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 12f - 98f - / 0 28 0.5u - 2.3u Knockdown.png No


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. Avoid using.


Head Butt From Crouch
L2PlusSquare
TK-Odd-l21.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 5f 1f 9f -3 / 0 3 2.2u - No


Leads to either a mid-stun or a low string. With practice you can also use it to confirm into a Super Rising Shoulder, but the timing is a little annoying.


Triangle Back Punch

Head Butt
Triangle
TK-Odd-2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 8f 4f 14f -11 / +3 4 3.0u - No


Slow startup and poor recovery for a normal, but has tons of active frames.


Spinning Head Butt
ForwardTK-input-comma.pngTriangle
TK-Odd-f2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 8f 7f 18f -18 / +23 5 5.1u Launch.png No


Oddballs's jumping hitbox and lots of active frames makes this an appealing launcher, though it comes with the same downsides that Rising Shoulder has in that it loses its range against crouching players.


Suicide Throw
BackTK-input-comma.pngForwardTK-input-comma.pngTriangle
TK-Odd-bf2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 19f 2f 10f -5 / +3 13 2.1u - 12.2u Knockdown.png No


Very far reach and good for an extra OTG hit after a juggle, but it having a minimum range makes it tricky to use.


Back Roll Escape
Quarter CircleTK-input-comma.pngTriangle
TK-Odd-qc2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- - - 26f - - - - No


Exactly the same as Front Roll Escape, but rolling backwards.


Head Case
Half CircleTK-input-comma.pngTriangle
TK-Odd-hc2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 10f 42f 37f -45 / -4 5/hit -0.2u Hardknockdown.png No


Oddball's corner juggle ender. You move backwards quite a lot during the startup, hence the move's negative range stat. You can press SquarePlusTriangle to cancel the move, which also rolls you forward some distance.


Rising Head From Crouch
L2PlusTriangle
TK-Odd-l22.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 7f 2f 9f -4 / +51 5/hit 1.4u Dzzy.png No


Great startup and recovery for a stun. One of the few crouching moves that stuns, let alone one that hits high. Bit of an odd one.


Spinning Head Butt
ForwardTK-input-comma.pngForwardTK-input-comma.pngSquare/Triangle
TK-Odd-ff2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 15f 4f 6f -3 / +27 9 16.9u Hardknockdown.png No


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.


Cross Front Kick

Forward High Kick
Cross
TK-Odd-3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 5f 1f 12f -6 / +2 3 2.3u - No


Abysmal range for a high makes this not an appealing button to use. You're much better off opening with a jab, since that can string into anything this kick can do.


Psycho Sidekick
ForwardTK-input-comma.pngCross
TK-Odd-f3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 6f 3f 10f -6 / +3 3 4.7u - No


A much better button to poke with than Forward High Kick.


Ax Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCross
TK-Odd-bf3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 19f 1f 11f -5 / +3 21 5.5u Knockdown.png No


Unlike most other slow knockdown moves that other characters have, Ax Kick has a ton of range and damage, and its advantage is pretty good even on block.


Suicide Drop
Quarter CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 9f 3f 24f {{{advantage}}} 4 6.4u - No


Description needed.


Slow Leg Sweep
Full CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png
Low.png
11f
11f
-
3f
61f
12f
{{{advantage}}} 23
5
2.5f
5.3u
-
Knockdown.png
No
Yes


Description needed.


Straight Kick From Crouch
L2PlusCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 6f 2f 9f {{{advantage}}} 3 3.5u - No


Description needed.


Circle Back Kick

Mental Roundhouse
Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 6f 5f 11f {{{advantage}}} 3 4.6u - No


Description needed.


Spinning Ax Kick
ForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 1f 13f {{{advantage}}} 10 2.6u - Yes


Description needed.


Psycho Spin
BackTK-input-comma.pngForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 9f 3f 9f {{{advantage}}} 3 5.0u - No


Description needed.


Flipped Out
Quarter CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 11f 5f 10f {{{advantage}}} 4/hit 7.5u - No


Description needed.


Windmill
Full CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 19f 59f 40f {{{advantage}}} 2/hit 5.0u - No


You can Forward Escape Roll (Quarter CircleTK-input-comma.pngSquare) out of the attack early.


Spin Sweep From Crouch
L2PlusCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 8f 3f 9f {{{advantage}}} 5 4.9u - No


Description needed.


Sitting Delirious
Half CircleTK-input-comma.pngCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- 28f - - {{{advantage}}} - - - -


Description needed.

Hop
> Forward
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 4f 1f 18f {{{advantage}}} 14 2.9u Launch.png No


Description needed.

Sommersault
> Cross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 34f 2f 18f {{{advantage}}} 5 2.9u - 12.9u Launch.png No


Similar to Oddball's wakeup.

Cancel
> Square/Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- - - 47f {{{advantage}}} - - - No


Cancels the stance.


Running Spin Kick
ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 15f 2f 16f {{{advantage}}} 8 2.9u - 13.2u Hardknockdown.png Yes


Description needed.


Grabs / Misc Moves

Oddball has 18f of recovery on a missed grab.

Butt Swap
CrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 98f {{{advantage}}} 14 0.8u Knockdown.png No


Description needed.


Donkey Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 44f {{{advantage}}} 17 0.8u Knockdown.png No


Description needed.


Neck Twister
CirclePlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 95f {{{advantage}}} 15 0.8u Knockdown.png No


Description needed.


Oddball doesn't have a rear grapple. His side-swap grapple is used instead.


Where Did You Go
CirclePlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 37f {{{advantage}}} - 0.8u Dzzy.png No


12f of stun.


Lost It
CrossPlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png - - 46f {{{advantage}}} - - - No


Since it's quite fast compared to other character's taunt animation, this move can actually be used as a tool to help time Super Rising Shoulder juggle strings.

TK Navigation

General
Controls and Notation
System
Tier List
FAQ
Characters
TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka