Thrill Kill/Oddball/Introduction: Difference between revisions

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==Overview==
==Overview==
&emsp;Oddball is a high-skill character who struggles to participate the main meta of ''Thrill Kill''. His combo strings are not very diverse, and he doesn't have any great strings to punish with without the risk of being countered. This means you need to adopt a different playstyle - his incredibly fast dash cooldown and slippery hitbox make him a mosquito of a hit and run character, and can be a frustrating nuisance to catch when played well.<br/>
&emsp;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.<br/>
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&emsp;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.
&emsp;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.
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&emsp;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.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = At a glance:
| intro = At a glance:
| pros =
| pros =
* 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.
* Fast dash cooldown: you can dart around the stage very quickly without the need to crouch cancel.
* Slippery hitbox: some high attacks can miss him at certain angles.
* Slippery hitbox: some high attacks can miss him at certain angles.
* Plenty of both mid and low hitting launchers.
* Has access to a super launcher: any launching hit can be converted into good damage with lots of practice.


| cons =
| cons =
* Requires a lot of practice to play well.
* Requires a lot of execution to play well.
* His launchers tend to whiff at certain angles, even close up to other opponents.
* His odd stance means low attacks have much longer range against him.
* His odd stance means low attacks have much longer range against him.
* Doesn't have a safe mid-hitting string to punish with.
}}
}}

Revision as of 21:23, 14 October 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 hitbox: some high attacks can miss him at certain angles.
  • Requires a lot of execution to play well.
  • His launchers tend to whiff at certain angles, even close up to other opponents.
  • His odd stance means low attacks have much longer range against him.