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.
Mid-Stage 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. Not every hit is going to be in the corner, so here are some good strings to know.
Off Of A Regular Launcher
Here are some extensions you can do mid-stage against an opponent after you hit them with a normal launcher such as a Rising Shoulder or your low wakeup attack roll.
Max Damage Combos