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| ==Combos== | | ==Combos== |
| <!--List combos, use numpad notation.--> | | <!--List combos, use numpad notation.--> |
| + | |
| ===General=== | | ===General=== |
| + | |
| + | ====Air Combos==== |
| + | |
| + | Oleander’s air combos can be extended simply by landing after j.C and continuing the combo from the ground while the opponent remains airborne. |
| + | |
| + | 5A > 5B > 5C > 3C > j.A > j.B > j.C > 5A > 3C > j.A > j.B > j.C > 5A > 236A (735 damage) |
| + | |
| + | Alternatively, the air combo can end with j.2C to initiate a ground bounce combo. |
| + | |
| + | 5A > 5B > 5C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236A (691 damage) |
| + | |
| + | If you started the previous combo close to your opponent, chances are you ended up on the other side of them after the j.2C! The following combo adds an additional 2B; the difference in spacing makes it more likely to keep the opponent in front of you after the j.2C. |
| + | |
| + | 5A > 5B > 2B > 5C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236C (727 damage) |
| + | |
| + | Try also the following combo starting at close and far range and note how Oleander’s position following the j.2C is affected. |
| + | |
| + | 5B > 2C > 3C > j.A > j.B > j.C > 5A > 5B > 5C > 236C (788 damage) |
| + | |
| + | Oleander also has access to a double jump which can be used to extend air combos. |
| + | |
| + | 5B > 2C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (881 damage) |
| + | |
| + | ====Jumping Normals==== |
| + | |
| + | j.A or j.B can be used to initiate close-range pressure/mixup from a jump-in or a teleport (22A or 22B, costing 1 magic to perform), followed with a 2A or 6C for high/low mixup. Just be wary of 6C’s long startup. Remember that 2B does not hit low, so 2A and 3C are your only low mixup tools. |
| + | |
| + | j.A > 2A > 5B > 2C > 3C > j.c > j.A > j.B > j.C > 5B > 2C (531 damage, hard knockdown) |
| + | |
| + | j.B > 2A > 5A > 5B > 5C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (820 damage) > 236A+B (1348 damage) |
| + | |
| + | j.C’s range makes it a formidable jump-in starter that can be continued into full combo thanks to the equally good ranges of 5B and 2C. |
| + | |
| + | j.C > 5B > 2C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236C (1062 damage) |
| + | |
| + | ====Overhead==== |
| + | |
| + | Oleander’s overhead (6C) can be extended to a full combo using 236A at the cost of one magic. Practice the timing of linking the rest of the combo following 236A’s recovery. |
| + | |
| + | 6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 2C (662 damage, hard knockdown) |
| + | |
| + | 6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 236C (670 damage) > 236A+B (1198 damage) |
| + | |
| ====Midscreen==== | | ====Midscreen==== |
| + | |
| ====Corner==== | | ====Corner==== |
| | | |
Revision as of 22:42, 13 November 2019
Character
Profile
Name:Oleander
Species:Unicorn
Stages:The Woodland
Voice Actor:Alexa Kahn
Gameplan
Movement Options
- 66 - Dash
- 44 - Back Dash
- 7/8/9 - Jump
- j.7/8/9 - Double Jump
- 22X - Teleports
Normal Moves
5A
5A
"This book hits back!"
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
25
|
HL
|
5
|
5
|
13
|
2
|
-2
|
0
|
15
|
One of the best normals in the game. Disjointed, long-range, 5 frame startup, leads to combos, very potent after forward dashes. Very good normal for controlling the ground.
|
|
2A
2A
She's not reading. She's judging you, silently.
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
20
|
L
|
6
|
3
|
15
|
0
|
-2
|
0
|
15
|
Not as long range as 5A, but it hits low. This is what you'll usually be pressuring with when point-blank.
|
|
6A
6A
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
90
|
HL
|
8
|
5
|
24
|
-10
|
-7
|
40
|
55
|
High vertical reach, not as good horizontally. Has a crouching hurtbox starting from frame 1, and is tied for fastest 6A in the game.
|
|
5B
5B
Take a look.
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
70
|
HL
|
11
|
4
|
19
|
2
|
-5
|
-35
|
25
|
|
2B
2B
Its in a book.
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
110
|
HL
|
8
|
6
|
16
|
1
|
-6
|
-20
|
40
|
Not a low. Good punish starter and anti-air. It hits further horizontally than 6A while hitting at the same speed, and can also tag opponents who are going over your head, though it lacks the crouching hurtbox of 6A.
|
|
5C
5C
Reading Painbow.
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
140
|
HL
|
15
|
8
|
17
|
0
|
-6
|
-60
|
40
|
|
2C
2C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
120
|
L
|
15
|
9
|
19
|
HKD +36
|
-12
|
-60
|
40
|
Causes hard knockdown. Useful as a way to make sure your opponents are blocking low at midrange.
|
|
3C
3C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
140
|
HL
|
17
|
5
|
29
|
Launch
|
-17
|
-70
|
30
|
Universal launcher, good vertical reach. Jump-cancels on hit, very unsafe on block.
|
|
6C
6C
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
20,80
|
H
|
23
|
6
|
20
|
6
|
-11
|
-25,10
|
35,70
|
Causes groundbounce on airborne opponents. Cancels into specials only on hit. Links into 5A on hit. Has very good range and can be hard to punish when spaced.
|
|
j.A
jA
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
50
|
H
|
8
|
4
|
11
|
-
|
-
|
-55
|
60
|
Not the best normal for air-to-ground situations, though its low blockstun may allow for tickthrows. It mostly works well as a quick air-to-air.
|
|
j.B
jB
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
70
|
H
|
12
|
3
|
17
|
-
|
-
|
-90
|
70
|
A very good jump-in normal. Raises Oleander's hurtbox very high up, while hitting far down with a disjointed hitbox. Can cross up in some situations.
|
|
j.C
jC
Here comes the giant fist!
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
180
|
H
|
14
|
4
|
17
|
-
|
-
|
-100
|
100
|
Very high damage jump normal, very good at controlling air space, and works very well in juggles. Can cross up in some situations.
|
|
j.2C
j2C
An older version of this move was not fine.
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
225
|
H
|
16
|
6
|
16
|
Groundbounce
|
-
|
-140
|
50
|
Causes groundbounce, even on grounded opponents. Big disjointed hitbox all around Oleander, and alters Oleander's jump arc slightly. Hits standing opponents quickly, which means you may catch some 6A attempts or whiff punish grounded opponents. Can also control air space relatively well.
|
|
Special Moves
Shadow Spark
Shadow Spark 236A/B/C
Chuck some plasma!
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
A
|
125
|
HL
|
15
|
-
|
34
|
-1
|
-2
|
80
|
80
|
Slow grounded fireball, can't be ducked by opponents. Some characters can low profile through it, or have projectile invulnerability. Can cancel into teleports on whiff. Using slow fireballs may help you approach, giving you more time to follow behind it.
|
B
|
125
|
HL
|
15
|
-
|
34
|
-1
|
-2
|
80
|
80
|
|
C
|
125
|
HL
|
15
|
-
|
34
|
-1
|
-2
|
80
|
80
|
Fastest version. Can catch opponents by surprise, as opposed to the slower versions, but don't give as much of an opportunity to follow behind.
|
jA/jB/jC
|
125
|
HL
|
15
|
-
|
34
|
-9
|
-9
|
80
|
80
|
Jumping versions of Oleander's fireballs. You can have one air spark and one ground spark onscreen at one time. Airborne sparks cannot hit crouching opponents, but can be jump cancelled on whiff, making them extremely safe to throw out there. You can throw an air spark, then jump backwards to retreat, jump backwards and read to get magic, or jump forward to get pressure, and the opponent only has a 14 frame window to hit you before you can block. These are arguably more useful than grounded sparks, being much harder to punish and effectively controlling space despite being crouchable.
|
|
Teleport
Teleport 22C
C, Uses No Magic
|
C
|
N/A
|
-
|
4
|
17,2
|
15
|
-
|
-
|
-
|
-
|
Away! Does not cost magic when used grounded. All other teleports cost magic and can be found in the Magic section. The first set of "active" frames refer to the times in which Oleander is "in transit", being completely invulnerable, while the second set refers to frames where Oleander is invincible to everything except grabs.
|
|
Super
Shadow Blast 236XX
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
26x31, 250
|
HL
|
9+3
|
37
|
91
|
HKD +8
|
-21
|
-
|
-
|
Full-screen laser beam of death. Can be used to end combos, but it's usually better to save meter for Fred.
|
|
Follow Up
Hi Fred! 214XX
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
50
|
HL
|
5
|
1
|
45
|
Wallstick
|
-
|
-
|
-
|
Summons Fred, a puppet that is commanded with various D commands and lasts about 20 seconds.
|
|
4D 4D
Here comes THE GIANT FIST!
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
Uncharged
|
180
|
HL
|
45
|
6
|
58
|
Launch
|
-
|
45
|
45
|
Fred punches the opponent in the back by using a portal. Doesn't cross up unless Oleander teleports behind the opponent.
|
Charged
|
230
|
HL
|
61
|
6
|
58
|
Launch
|
-
|
45
|
45
|
More damage than uncharged.
|
|
1D 1D
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
Uncharged
|
60
|
HL
|
22
|
6
|
36
|
Launch
|
-
|
45
|
45
|
Quick backwards swipe, hits close to Oleander. Useful in combos and maintaining pressure, and has short blockstun, making it tough for the opponent to pushblock.
|
Charged
|
60,60
|
HL
|
33
|
12
|
36
|
Launch
|
-
|
45,45
|
45,45
|
Hits twice, locking opponents down for a bit longer.
|
|
2D 2D
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
Uncharged
|
60,90
|
HL
|
26
|
6
|
25
|
Launch
|
-
|
35,35
|
35,35
|
|
Charged
|
170
|
HL
|
42
|
6
|
25
|
Bounce
|
-
|
90
|
90
|
|
|
3D 3D
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
Uncharged
|
40,90,110
|
HL
|
27
|
2(1)1(1)15
|
42
|
Launch
|
-
|
40,40,40
|
40,40,40
|
|
Charged
|
40,90,110,150
|
HL
|
42
|
2(1)1(1)15
|
42
|
Launch
|
-
|
40,40,40,55
|
40,40,40,55
|
|
|
6D 6D
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
Uncharged
|
50,130
|
HL
|
36
|
5(1)3
|
44
|
Launch
|
-
|
35,35
|
35,35
|
Long-range swipe forward.
|
Charged
|
50,160
|
HL
|
52
|
5(1)3
|
44
|
Wallbounce
|
-
|
35,35
|
35,35
|
Bounces opponents off the wall when near the corner, which can be useful in combos.
|
|
Throws
Forward Throw
Forward Throw B+C / 6B+C
1 2 Yeet the cow.
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
100
|
Throw
|
6
|
1
|
18
|
Wallbounce
|
-
|
-
|
-
|
Oleander gains one stock of Magic and drains some of her opponent's meter. Oleander seems to gain the same amount of meter even if her opponent has no meter. Uses up your wallbounce. Can link afterwards near the corner, or use 22D to pick up at full screen.
|
|
Back Throw
Back Throw 4B+C
1 2 3
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
100
|
Throw
|
6
|
1
|
18
|
Wallbounce
|
-
|
-
|
-
|
Oleander gains one stock of Magic and drains some of her opponent's meter. Oleander seems to gain the same amount of meter even if her opponent has no meter. Uses up your wallbounce. Can link afterwards near the corner, or use 22D to pick up at full screen.
|
|
Air Throw
Air Throw jB+C
1 2 3
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
100
|
Throw
|
8
|
3
|
13
|
HKD +45
|
-
|
-
|
-
|
Oleander gains one stock of Magic and drains some of her opponent's meter. Oleander seems to gain the same amount of meter even if her opponent has no meter.
|
|
Magic
Oleander can use magic for a wide variety of uses, ranging from teleports to traps to projectiles. She has a maximum mana of 3 stacks, and regenerates it by reading her possessed book.
5D
Read 5D
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
-
|
-
|
48
|
-
|
2
|
-
|
-
|
-
|
-
|
Provides Oleander with a magic stock on frame 48. Can be held to gain more magic stocks, though this can be very risky due to how long Oleander takes to read.
|
|
Magic Spark
Magic Spark 236D
Magic Spark, 236D Uses Up to 3 Magic
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
D (1 Magic)
|
90
|
HL
|
9
|
-
|
29
|
Launch
|
-3
|
80
|
80
|
D (2 Magic)
|
125
|
HL
|
9
|
-
|
29
|
Wallstick
|
1
|
95
|
95
|
D (3 Magic)
|
200
|
HL
|
9
|
-
|
29
|
Wallstick
|
6
|
95
|
95
|
Extremely fast, large, steals lots of meter, and sticks the opponent to the wall. Breaks after hitting multiple projectiles.
|
|
Chapter Trap
Magic Trap 214A/B/C/D
214A/B/C, Uses 1 Magic 214D, Uses 3 Magic
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
A
|
175
|
HL
|
19
|
300
|
15
|
34
|
2
|
65
|
65
|
Chapter Trap released downwards.
|
B
|
175
|
HL
|
19
|
300
|
15
|
34
|
2
|
65
|
65
|
Chapter Trap released forwards before falling.
|
C
|
175
|
HL
|
19
|
300
|
15
|
34
|
2
|
65
|
65
|
Chapter Trap released upwards before falling.
|
D
|
85,85,?
|
Mid
|
36
|
773
|
33
|
44
|
41
|
20,30,70
|
20,30,70
|
Will remain active even if Oleander gets hit.
|
|
Teleport
Teleport 22A/B/C/D
22A/B/C, Uses 1 Magic 22D, Uses 1 Magic
|
Version
|
Base Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv on Hit
|
Adv on Block
|
First Hit Juggle Decay
|
Base Juggle Decay
|
A/B
|
N/A
|
-
|
4
|
17,5
|
10
|
-
|
-
|
-
|
-
|
A teleports in front, B teleports behind. The first set of "active" frames refer to the times in which Oleander is "in transit", being completely invulnerable, while the second set refers to frames where Oleander is invincible to everything except grabs.
|
jA/jB
|
N/A
|
-
|
4
|
17,2
|
2
|
-
|
-
|
-
|
-
|
When done in the air, these teleports have shorter recovery.
|
jC
|
N/A
|
-
|
4
|
17,2
|
15
|
-
|
-
|
-
|
-
|
Away! Costs magic when used in the air.
|
D/jD
|
190
|
HL
|
25
|
8
|
30
|
Launch
|
-9
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30
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30
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Fully invuln during startup and active frames.
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Combos
General
Air Combos
Oleander’s air combos can be extended simply by landing after j.C and continuing the combo from the ground while the opponent remains airborne.
5A > 5B > 5C > 3C > j.A > j.B > j.C > 5A > 3C > j.A > j.B > j.C > 5A > 236A (735 damage)
Alternatively, the air combo can end with j.2C to initiate a ground bounce combo.
5A > 5B > 5C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236A (691 damage)
If you started the previous combo close to your opponent, chances are you ended up on the other side of them after the j.2C! The following combo adds an additional 2B; the difference in spacing makes it more likely to keep the opponent in front of you after the j.2C.
5A > 5B > 2B > 5C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236C (727 damage)
Try also the following combo starting at close and far range and note how Oleander’s position following the j.2C is affected.
5B > 2C > 3C > j.A > j.B > j.C > 5A > 5B > 5C > 236C (788 damage)
Oleander also has access to a double jump which can be used to extend air combos.
5B > 2C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (881 damage)
Jumping Normals
j.A or j.B can be used to initiate close-range pressure/mixup from a jump-in or a teleport (22A or 22B, costing 1 magic to perform), followed with a 2A or 6C for high/low mixup. Just be wary of 6C’s long startup. Remember that 2B does not hit low, so 2A and 3C are your only low mixup tools.
j.A > 2A > 5B > 2C > 3C > j.c > j.A > j.B > j.C > 5B > 2C (531 damage, hard knockdown)
j.B > 2A > 5A > 5B > 5C > 3C > j.A > j.B > j.C > jump cancel > j.A > j.B > j.2C > 5B > 5C > 236C (820 damage) > 236A+B (1348 damage)
j.C’s range makes it a formidable jump-in starter that can be continued into full combo thanks to the equally good ranges of 5B and 2C.
j.C > 5B > 2C > 3C > j.A > j.B > j.2C > 5A > 5B > 5C > 236C (1062 damage)
Overhead
Oleander’s overhead (6C) can be extended to a full combo using 236A at the cost of one magic. Practice the timing of linking the rest of the combo following 236A’s recovery.
6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 2C (662 damage, hard knockdown)
6C > 214A > 5B > 2C > 3C > j.A > j.B > j.C > 5B > 236C (670 damage) > 236A+B (1198 damage)
Midscreen
Corner