Thrill Kill/Oddball/Strategy

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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


BackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable) - 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 L2PlusSquare (Low counterable) is highly recommended.

Quarter CircleTK-input-comma.pngSquare - Front Roll Escape: Serves as a way to quickly roll in from a distance for a low/mid mixup. Quarter CircleTK-input-comma.pngSquareTK-input-comma.pngL2PlusCircle (Low counterable) deals 10%, and Quarter CircleTK-input-comma.pngSquareTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable) can do 16~24% based on where you are. Both options have very good advantage, even on block.

Cross (High counterable) - Forward High Kick: Your best high "get off me" move. Cross (High counterable)TK-input-comma.pngForwardTK-input-comma.pngCross is very plus on hit (at least for this game) and can stuff a lot of attacks your opponent may throw at you.

Quarter CircleTK-input-comma.pngCross (Low counterable) - 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.

ForwardTK-input-comma.pngCircle (High counterable) - Spinning Ax Kick: Very fast mid knockdown move for 10% damage.

Quarter CircleTK-input-comma.pngCircle (High counterable) - 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.

Full CircleTK-input-comma.pngCircle (Low counterable) - Windmill: Invincible startup, and you can roll out of it with Quarter CircleTK-input-comma.pngSquare. 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:
  • L2PlusSquare (Low counterable)TK-input-comma.pngL2PlusSquare (Low counterable) - Your crouching headbutt strings into it. Use this as your low mixup when fishing for super launchers.
  • ForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngCross (Low counterable) - Spinning Ax Kick strings into it, however use it from range as the kick will cause a knockdown.
  • Quarter CircleTK-input-comma.pngCircle (High counterable)TK-input-comma.pngCrossPlusCircle (Low counterable) - 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.
  • CrossPlusTriangleTK-input-comma.pngSquare (Low counterable)/Triangle (Low counterable)/Cross (Low counterable)/Circle (Low counterable) - You can cancel your taunt into the roll using any button. Use CrossPlusTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable) 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.

Cross (High counterable)TK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngCross
3 hits, 12 damage.
A high poke combo to hit opponents out of attacks with. Great frame advantage, and pushes your opponent slightly away.

BackTK-input-comma.pngForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngForwardTK-input-comma.pngTriangle
Launch.png 2 hits, 13 damage.
This is the best Oddball has as far as damaging punish strings go. A pitiful 9f startup (which only punishes the most unsafe of attacks), and it has a tendancy to whiff even if the Psycho Spin connects. However, the reward is starting a juggle that can easily surpass 50% damage.


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.

L2PlusSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)
SUPER Launch.png 2 hits, 21 damage.
Very tricky timing, but a very important combo since it's the best way to string into Super Rising Shoulder. Square (High counterable)TK-input-comma.pngSquare (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable) also works, and you can stagger with Square (High counterable)TK-input-comma.pngSquare (Low counterable) to bait high counters.

L2PlusSquare (Low counterable)TK-input-comma.pngL2PlusSquare (Low counterable)
Launch.png 1+1 hits, 8 damage.
Your low mixup to the above combo.


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.

ForwardTK-input-comma.pngTriangle 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
... > L2PlusSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngSquare (Empty move) > SquareTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngCross
6 hits, 41 damage.


BackTK-input-comma.pngForwardTK-input-comma.pngSquare Super Rising Shoulder Starter


Super Rising Shoulder starters are where you'll get the bulk of your damage.

Mid-Stage
... > Quarter CircleTK-input-comma.pngCross (Empty move) > Quarter CircleTK-input-comma.pngCircle (Empty move)TK-input-comma.png > SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > Square (Empty move)TK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngTriangle
9 hits, 40 damage.


Directly In Corner
... > Quarter CircleTK-input-comma.pngCross (Empty move) > Quarter CircleTK-input-comma.pngSquare > SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > Quarter CircleTK-input-comma.pngCircle (Empty move) > SquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > Square (Empty move)TK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare > BackTK-input-comma.pngForwardTK-input-comma.pngSquare > Quarter CircleTK-input-comma.pngCircleTK-input-comma.pngCrossPlusCircleTK-input-comma.pngHalf CircleTK-input-comma.pngTriangle
21 hits, 96 damage.

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.


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