The Basics
Oddball is a hit and run character. The lack of any good reliable punish combos means you need to constantly use your fast dashes to scramble and look for openings to try a low/high mix.
Useful Moves
- Super Rising Shoulder - Oddball's super launcher ender, which enables his massively damaging juggles. While you do low profile high attacks during it's crouching startup, it's short range makes it so using it in neutral is not a viable option. Spending time to learn the tricky timing to string into it from
is highly recommended.
- Front Roll Escape: Serves as a way to quickly roll in from a distance for a low/mid mixup.
deals 10%, and
can do 16~24% based on where you are. Both options have very good advantage, even on block.
- Forward High Kick: Your best high "get off me" move.
is very plus on hit (at least for this game) and can stuff a lot of attacks your opponent may throw at you.
- Suicide Drop: This is a very useful special move as a movement tool to retreat. It hits low, can jump over some low attacks, and if you're feeling lucky you can string into Flipped Out for some good damage and added pressure.
- Flipped Out: While not as good as Belladonna's Forward Cartwheel, this cartwheel also features invincible startup and good frame data. When canceled into it deals quite a lot of damage.
- Windmill: Invincible startup, and you can roll out of it with
. Its plenty of active frames can even attack through other invincible moves if you feel a dash attack is coming.
- Oddball's Rolling Launcher: While not a special move, Oddball's rolling launcher attack is great as it hits low, travels well, and generally trades favourably against other attacks. However, it's startup is quite slow allowing your opponent to crouch block it if they're expecting it, and having to cancel another attack to use it telegraphs it somewhat for your opponent. Here are the different ways you can attack with it:
- Your crouching headbutt strings into it. Use this as your low mixup when fishing for super launchers.
- Spinning Ax Kick strings into it, however use it from range as the kick will cause a knockdown.
- Flipped Out strings into it, but doing so misses out on two extra hits on the cartwheel, allowing your opponent to crouch block it even if they get hit by the Flipped Out.
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- You can cancel your taunt into the roll using any button. Use
as a mid mixup.
Punish Combos
These combo strings are used to punish an opponent after they make a mistake. Since they don't change from low to high or high to low, they cannot be countered after the first hit.
- 3 hits, 12 damage.
- A high poke combo to hit opponents out of attacks with. Great frame advantage, and pushes your opponent slightly away.
Mixup Combos
These combo strings are used to get around blocking players by quickly switching between low and high attacks. The downside is doing so opens up opportunities for your opponent to counter out of the combo every time the string switches from high/mid to low or low to high/mid.
- SUPER
2 hits, 21 damage.
- Very tricky timing, but a very important combo since it's the best way to string into Super Rising Shoulder.
also works, and you can stagger with
to bait high counters.
Juggle Combos
Oddball relies on juggle combos for a majority of his damage. While he struggles to gain damage scrambling with special moves, converting Super Rising Shoulder and roll launchers into damage is very important.


Spinning Head Butt / Roll Launcher Starter
Both Spinning Head Butt and Oddball's rolling launcher result in the same combo gravity, so any combo listed here should be able to be used with either of those moves.
Mid-Stage




Super Rising Shoulder Starter
Super Rising Shoulder starters are where you'll get the bulk of your damage.
Mid-Stage
Directly In Corner
- Landing a Super Rising Shoulder mixup in the corner should mean certain death for your opponent as long as they're rubbing up against a wall or directly in the corner. Doesn't work on Mammoth.