The Basics
- Both Escape Rolls ( and ) seem like good movement options that duck high attacks, however the recovery time is quite high and dashing diagonally is arguably the better option if your goal is to evade an attack.
- Also, the Forward Escape Roll can't roll past opponents and you'll simply push up against them. It's recommended you string either a Flipped Out or the Spin Sweep From Crouch string.
- Flipped Out doesn't have bad disadvantage on block, so Roll > Flip is a pretty good pressure tool.
- Oddball works best when you use his speed to your advantage. Dodge diagonally in and out to make your opponent's attack whiff, and practice r-canceling your counter-hit strings.
- Your launchers (Rising Shoulder, Super Rising Shoulder, and Spinning Head Butt) all have terrible disadvantage on block, and poor range against crouching opponents. It's not advised you use them in neutral.
- Your main goal is to deal at least 34 damage per launcher so you can win the round in 3 touches. This requires being very familiar with how far away certain launchers push your opponent away from you, and practicing timing landing the strings so that hits down whiff on a juggled opponent.
Practical Combos
Because Oddball only has one safe launching string, he has to rely on getting single launching hits and mixing his opponent up with his blockstrings. His practical combos can be divided up into two major categories: How to get the launch, and then optimizing damage off of them.
Getting A Launch
Oddball has multiple ways of scoring a launching hit: his one safe counter-hit string, a mixup string to use against a blocking opponent, and single low and mid attacks.
Safe Strings
Oddball only has one basic safe launching string into Spinning Head Butt.
Mixup Strings
Oddball's basic square button string is a fast high/low mixup string that can catch you opponent off guard. It's important to note that the first attack hits high, the second low, and your launcher of choice hits mid.
- 2 hits, 11 damage.
- Launcher string from a crouch starter. The timing is a little frustrating as you need to release L2 before inputting the special move direction. If L2 is held down, it won't register the special move.
If you want to score more damage while offering the same amount of counter opportunities, you can use these longer strings. These sacrifice speed for damage and gives your opponent more time to think about countering either the low head butt or the launcher.
Spinning Ax Kick can be great as a blockstring starter, or from a distance to purposefully whiff into the roll string for a low launcher.
Juggle Extensions
Once you land a hit, you need to have the presence of mind to select the best option to cash out damage with.
Anywhere, Spinout Launcher
A spinout launcher is any of Oddball's attacks that causes their opponent to spin out high into the air. This mostly pertains to Oddball's roll attack that he can do out of a low wake-up, from a Spinning Ax Kick, or from his Sitting Delirious Stance. You'll only get the spinout animation on a grounded opponent: hitting an airborne opponent with a spinout move will juggle them normally.
Because of how the animation works when an opponent spins out, they're not technically in the air. You can land either a normal or super launcher and get the same gravity as if you started the juggle with that move. Most of the time, you'll hit your opponent with a Super Rising Shoulder. If that's the case, please refer to the super lancher strings below if you're mid-stage or in the corner.
Mid-Stage, Regular Launcher
- ... > >
- 9 hits, 34 damage.
- A juggle that gets a bonus damage Psycho Sidekick and Flipped Out that normally wouldn't string on a grounded opponent. Timing the linkers takes a tiny bit of getting used to. You want to start this juggle on reaction to seeing your opponent start falling to get every hit from the Flipped Out. The Suicide Drop is to create space afterwards and avoids wake-up attacks.
Mid-Stage, Super Launcher
Corner, Regular Launcher
Corner, Super Launcher
Max Damage Combos