Thrill Kill/Oddball

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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 - -


On the slower end as far as jabs go, but its range, active frames, and frame advantage is crazy.


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 -


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 -


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 - - - - -


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.


Cancels:
Quarter CircleTK-input-comma.pngCircle - Flipped Out
L2PlusCircle - Spin Sweep From Crouch


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 -


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.


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 - -


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.


Cancels:
ForwardTK-input-comma.pngSquare - Rising Shoulder
BackTK-input-comma.pngForwardTK-input-comma.pngSquare - Super Rising Shoulder


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 - -


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 -


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.


Cancels:
Half CircleTK-input-comma.pngTriangle - Head Case


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 Grounded


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 - - - - -


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


Cancels:
L2PlusCross - Straight Kick From Crouch


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 -


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 (+9) 5/hit 1.4u Dzzy.png -


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.


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 Grounded


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 - -


You best poke button to get offense off of you. Short ranged.


Cancels:
ForwardTK-input-comma.pngCross - Psycho Sidekick
BackTK-input-comma.pngForwardTK-input-comma.pngCircle - Psycho Spin


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 - -


Your poke with the most frame advantage, usually strung into after a Forward High Kick as your "get off me" combo.


Cancels:
Quarter CircleTK-input-comma.pngCircle - Flipped Out


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 -


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.


Suicide Drop
Quarter CircleTK-input-comma.pngCross
TK-Odd-qc3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 9f 3f 24f -19 / -4 4 5.1u - -


One of your best utility moves for retreating, however it doesn't do very much damage.


Cancels:
Quarter CircleTK-input-comma.pngCircle - Flipped Out


Slow Leg Sweep
Full CircleTK-input-comma.pngCross
TK-Odd-fc3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
On Grab High.png 11f - 61f -8 / -4 23 2.8u Knockdown.png Grounded
On Hit Low.png 11f 3f 12f -8 / -3 5 5.3u - Switch


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.


Straight Kick From Crouch
L2PlusCross
TK-Odd-l23.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 6f 2f 9f -4 / +2 3 2.8u - -


This would be a good low if it had any combo strings. Mostly used as an OTG string to add 4 damage.


Circle Back Kick

Mental Roundhouse
Circle
TK-Odd-4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 6f 5f 11f -9 / +2 3 3.9u - -


A very wide kick hitbox.


Spinning Ax Kick
ForwardTK-input-comma.pngCircle
TK-Odd-f4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 1f 13f -7 / +1 10 2.5u Knockdown.png Switch


Pretty fast for a knockdown special, but with shorter range than it appears. Mostly used to string into the low-hitting roll launcher with Cross.


Psycho Spin
BackTK-input-comma.pngForwardTK-input-comma.pngCircle
TK-Odd-bf4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 9f 3f 9f -5 / +3 3 3.5u - -


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.


Cancels:
BackTK-input-comma.pngForwardTK-input-comma.pngSquare - Spinning Head Butt


Flipped Out
Quarter CircleTK-input-comma.pngCircle
TK-Odd-qc4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 11f 5f 10f -4 / +3 4/hit 7.5u - -


Does completely insane damage when linked into depending on the size of your opponent's hitbox and their position. Great out of a roll or Suicide Kick, and strings into a low/high mixup.


Windmill
Full CircleTK-input-comma.pngCircle
TK-Odd-fc4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 19f 59f 40f {{{advantage}}} 2/hit 3.7u Knockdown.png Grounded


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


Spin Sweep From Crouch
L2PlusCircle
TK-Odd-l24.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 8f 3f 9f -5 / +2 5 4.1u - -


Sweep with great range and good advantage. Sadly the Running Spin Kick afterwards hit high, else it would be a great low/high mixup string to get someone into the corner.


Sitting Delirious
Half CircleTK-input-comma.pngCross/Circle
TK-Odd-hc4.gif
It's crazy time.
TK-Odd-hc4f.gif
Hop
TK-Odd-hc44.gif
Roll
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Enter Stance - 28f - - - - - - -


If Oddball gets hit during the stance, he'll get juggled as if he was hit out of a stun.

Forward Hop Mid.png 4f 1f 18f - 14 2.6u Launch.png -


Why does this hop do so much damage?!! One active frame makes it hard to juggle with, but it's worth the practice.

Cross/Circle Roll Low.png 14f 2f 18f - 5 2.9u - 12.9u Launch.png -


Similar to Oddball's wakeup.

Square/Triangle Exit Stance - - - 47f - - - - -

Running Spin Kick
ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle
TK-Odd-ff4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 15f 2f 16f -11 / +33 8 3.6u - 12.6u Hardknockdown.png Switch


A pretty average high dash attack.


Grabs / Misc Moves

Oddball has 18f of recovery on a missed grab.

Butt Swap
CrossPlusSquare
TK-Odd-Grab1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 98f - / -3 14 0.8u Knockdown.png -


Very underwhelming grab.


Donkey Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCrossPlusSquare
TK-Odd-bfGrab1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 44f - / +20 17 0.8u Knockdown.png Grounded


A much better grab than Butt Swap. Great advantage (even if you end grounded), and good damage.


Neck Twister
CirclePlusTriangle
TK-Odd-Grab2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 95f - / +1 15 0.8u Knockdown.png -


Also a pretty good grab. 15 is still on the lower end for grabs, but it's not worth complaining about.


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


Where Did You Go
CirclePlusSquare
TK-Odd-SwapGrab.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 37f - / +12 - 0.8u Dzzy.png -


A standard side swap grab.


Lost It
CrossPlusTriangle
TK-Odd-Taunt.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png - - 46f - - - - -


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.


Thrill Kills

Thrill Kill 1 - No Inputs
Thrill Kill 2 - L1 + Back
Thrill Kill 3 - Square + Cross + Circle
Combo Kill - Cross + Circle + L1 + Forward
Dance - Square + Cross + Circle + L1 + Up

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