m (Updated Stance terminology.) |
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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 make it a great high poke.}} | |description=On the slower end as far as jabs go but its range, active frames, and advantage make it a great high poke.}} | ||
}} | }} | ||
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 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.}} | ||
}} | }} | ||
Line 115: | Line 115: | ||
|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. Avoid using.}} | |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. Avoid using.}} | ||
}} | }} | ||
Line 137: | Line 137: | ||
|range=2.2 | |range=2.2 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|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.}} | |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.}} | ||
}} | }} | ||
Line 160: | Line 160: | ||
|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 182: | ||
|range=5.1 | |range=5.1 | ||
|property=[[File:Launch.png]] | |property=[[File:Launch.png]] | ||
|stance= | |stance= | ||
|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.}} | |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.}} | ||
}} | }} | ||
Line 204: | Line 204: | ||
|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 226: | ||
|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.}} | ||
}} | }} | ||
Line 248: | Line 248: | ||
|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 270: | Line 270: | ||
|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 that stuns, let alone one that 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.}} | ||
}} | }} | ||
Line 292: | Line 292: | ||
|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.}} | ||
}} | }} | ||
Line 315: | Line 315: | ||
|range=2.3 | |range=2.3 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|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.}} | |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.}} | ||
}} | }} | ||
Line 337: | Line 337: | ||
|range=4.7 | |range=4.7 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=A much better button to poke with than ''Forward High Kick''.}} | |description=A much better button to poke with than ''Forward High Kick''.}} | ||
}} | }} | ||
Line 359: | Line 359: | ||
|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 a ton of range and damage, and its advantage is pretty good even on block.}} | |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.}} | ||
}} | }} | ||
Line 381: | Line 381: | ||
|range=5.1 | |range=5.1 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=A very fast and far reaching low that retreats after it hits making it's poor advantage not very much of an issue. Very nice to poke with, however it doesn't do very good damage.}} | |description=A very fast and far reaching low that retreats after it hits making it's poor advantage not very much of an issue. Very nice to poke with, however it doesn't do very good damage.}} | ||
}} | }} | ||
Line 404: | Line 404: | ||
|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 417: | ||
|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 at all.}} | |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 at all.}} | ||
}} | }} | ||
Line 439: | Line 439: | ||
|range=2.8 | |range=2.8 | ||
|property= | |property= | ||
|stance= | |stance= | ||
|description=This would be a good low move if any combo strings. Either use it as an OTG string to add 4 damage, or use ''Spin Sweep From Crouch`` instead.}} | |description=This would be a good low move if any combo strings. Either use it as an OTG string to add 4 damage, or use ''Spin Sweep From Crouch`` instead.}} | ||
}} | }} |
Revision as of 22:41, 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 | - | - | - | - | - | |
|
Back Punch
Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
- | - | - | 26f | - | - | - | - | - | |
|
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 | |
|
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.