Them's Fightin' Herds/Oleander
- 1 Profile
- 2 Movement Options
- 3 Gameplan
- 4 Matchups
- 5 Normal Moves
- 6 Special Moves
- 7 Super
- 8 Throws
- 9 Magic
- 10 Combos
Voice Actor:Alexa Kahn
- 66 - Dash
- 44 - Back Dash
- 7/8/9 - Jump
- j.7/8/9 - Double Jump
- 22X - Teleports
Oleander is a balanced character with access to a variety of movement and offensive tools. Her double jump and teleports give her good mobility, while her fireballs and far-reaching normals give her multiple approach and attack options.
Using magic, Oleander can set traps (214X) to extend combos, control space, or as part of your okizeme game (though with ground rolls as a wakeup option this may not be a strong option in general). Magic can also be used to create a powered up fireball (236D), and to access offensive teleports (22A, 22B, and 22D). Therefore generating and managing magic is key to playing Oleander effectively as having access to these powerful moves lets her reach her full potential.
Unleash her devastating level 1 beam for extra damage, or summon her demonic book-dwelling pet (more commonly knows as "Fred") to add even more devastating attacks to her arsenal.
These tools, complemented by some standard close-range lows (2A, 2C), overhead (6C), and throws, make Oleander a quite versatile character that will allow for a wide range of playstyles.
While pressuring a blocking opponent, 2C can be cancelled into 236X to push them out of punish range where you can resume fireball pressure, or threaten with a dash in 5B or a j.C.
5B > 6C is your overhead mixup and is also a frame trap. However be aware that 6C can be punished on block.
Teleports (22A and 22B) can be cancelled into from just about any normal attack as a means to move in and start a new pressure string. However be very aware that the opponent can easily jab you out of the startup and punish you if they are able to predict it.
An interesting property of traps (214X) is that they can be cancelled into from fireballs (236X). This has the potential for some gimmicks such as 5A > 5B > 5C > 236B > 214A, which sets a trap just in front of the opponent - if they move in for a counter attack after blocking the fireball, you may be able to land a counterhit from the trap.
Not an okizeme setup per se, but sweep (2C) is a perfect time to safely hit 5D to generate a Magic stock (2C gatlings into 5D making it safe).
On hard knockdown from a 2C, a trap (214A) can be set for the opponent to wake up into.
In situations where the opponent is able to ground tech roll, there is potential to use these traps to cover at least some options. For example, 3C > j.A > j.B > j.2C > j.214A will drop a trap on top of the opponent, forcing them to either roll, or wake up in place and deal with the trap.
Because Tianhuo is going to try to stay in close range and keep up pressure, you will have much less opportunity to safely generate Magic with 5D / j.D. Instead, focus on good defensive play to keep Tianhuo out using 6A, j.C, 236X, and j.236X. 22D is also useful here as Tianhuo is less likely to be playing defensively and thus more likely to be caught by these.
Because Tianhuo's gameplan relies heavily on movement, you will want to make heavy use of j.C to control air space. Use 6A to shut down Tianhuo's jump-in attacks when possible, or also 5B and 5C to threaten the space in front of you. 214X can also be used to control space, though you will likely have less opportunity to generate Magic with Tianhuo moving in on you - so make them count. Simple 236X > 214X combos can push Tianhuo away from you while setting a trap to make it tough for her to get back in.
Oleander can use 236X / j.236X to play her own ranged game against Velvet's while generating stocks of magic with 5D and j.D. j.D can be especially useful for its unique movement to help avoid Velvet's ranged attacks. Your goal at long range should be to avoid Velvet's ranged attacks while generating Magic, but eventually you want to move in to start a mid to close-range offensive. Teleports can be used to close the distance of course, but the Magic is probably better saved for other offensive tools; therefore, practicing moving in the old-fashioned way with patience and space-threatening normals (j.C, 2C, etc.) is important.
22B can be useful for intercepting Velvet if she tries to escape the corner back to midscreen.
Be mindful of Velvet's Magic Ice Eruption which has invincible startup when pressuring her in the corner.
B+C / 6B+C
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.
A note on notation: common anime fighter notation denotes consecutive normal attacks as 5A > 5B > 5C. In order to condense some combos, these may be shortened to 5ABC. As another example, j.B > j.C may be shortened to j.BC. Two buttons pressed together will always be denoted with a +, as in 236A+B.
- 5ABC > 3C > j.ABC > 5ABC > 236C
- - Basic Magic Series with Shadow Spark ender.
- 5ABC > 2C > 3C > j.ABC > 5B > 2C
- - Basic Magic Series with sweep ender and hard knockdown. When building combos, pay attention to the Juggle Decay meter below the opponent's health bar. If this fills up before the combo ends, the opponent will be able to ground tech. For example, try this same combo with a 5A before the last 5B > 2C and note how you no longer get a hard knockdown.
- 5ABC > 3C j.ABC > 5B > 3C > j.ABC > 5B > 2C
- - Extending combos with j.C air enders.
- 5ABC > 3C > j.ABC > jump cancel > j.ABC > 5ABC > 2C
- - Extending combos with double jump. Oleander has the ability to double jump, which allows for building extended combos by jump cancelling in the air. If you have trouble connecting with the second j.ABC, try delaying very slightly between the 3C and j.ABC to allow the opponent to gain the proper height.
- 5ABC > 3C > j.AB > j.2C > 5ABC > 236C
- - Extending combos with j.2C. Oleander has a command normal, j.2C, which allows her to put the opponent in a ground bounce combo state. Pay special attention to Oleander's position relative to the opponent after this move. In this particular combo, you are most likely to end up on the other side of the opponent after the j.2C.
- 5ABC > 3C > j.ABC > jump cancel > j.AB > j.2C > 5BC > 2C
- - Another variation of a j.2C combo, this time extending the number of hits before j.2C which pushes the opponent further back making it less likely to switch sides. Try experimenting with different combo routes to get used to what spacing will cause j.2C to switch position with the opponents.
- Jumping Normals
- j.A (or j.B) > 2A > ...
- - From either a jump-in, or an aerial teleport (j.22A or j.22B). Basic high-low string, to either start pressure, go for a tick throw, overhead (6C), etc. Remember that 2B does NOT hit low, so you must rely on 2A and 2C for your low mixups. Also note that j.B can cross-up, though the hitbox for this is very small.
- j.C > 5B > 5C > ...
- - Because of the great range of Oleander's normals, you can cover your jump-ins with j.C's large hitbox and continue ground pressure with 5B and 5C's equally good range.
- (in corner) Throw > 5ABC > 3C > j.ABC > 5ABC > 236C
- - Throws can lead into a full combo in the corner
- Throw > 22D > 5A > ...
- - Midscreen, throws can be converted into full combo using 22D. However the window to do this is extremely difficult - not only is the window to connect 22D short, but it also must connect before the opponent drops too low in order to give the proper height for the following 5A to connect.
- - Oleander's overhead can ONLY be cancelled into special moves on hit, and therefore it is unsafe on block (the exception to this is if Fred is out - 6C can gatling into his moves, making it safe).
- 6C > 214X > ...
- - An easy way to extend a successful 6C hit into full combo, but costs 1 Magic
- 6C > 5A > ...
- - The more difficult way to extend via a 2-frame link.
- Anti-Air and Air-to-Air
- (on jumping opponent) 6A > jump cancel > ...
- - Like the rest of the cast, Oleander's 6A is jump cancellable into full air combo.
- (on jumping opponent) j.C > j.2C > ...
- - Scoring a full combo from an air-to-air j.C is an important part of making the opponent respect your air coverage.
- (on jumping opponent) 22D > 5A > ...
- - 22D is very height-dependent. If the opponent is too low, or standing, when 22D hits, they will hit the ground before you are able to recover and link with the 2A.
- Magic Trap
- 2A > 5ABC > 214B > 66 > 5ABC > 2C
- - Basic combo extension using Magic Trap; costs 1 Magic
- (on blocking opponent) 5ABC > 236C > 214A
- - Demonstrates the unique property of 214X which is it can be cancelled into from 236X. This particular combo, for example, is useful for pushing back an aggressive opponent, and setting a trap in front of them to control that space.
- (in corner) 5ABC > 2C > 214D (or delay, 214A)
- - Demonstrates setting up a Magic Trap on top of knocked down opponent as part of your okizeme game.
- (in corner) 5ABC > 3C > j.AB > j.2C > j.214A
- - Demonstration of a similar setup from the air. Because j.2C results in a soft knockdown, this setup is not quite as strong (since the opponent can forward tech).
Midscreen (Ground Start)
- 5ABC > 3C > j.ABC > 5A > 3C > j.ABC > 5A > 236A (735 damage)
- 5ABC > 3C > j.AB > j.2C > 5ABC > 236A (691 damage, side switch)
- 5AB > 2B > 5C > 3C > j.AB > j.2C > 5ABC > 236C (727 damage)
- 5B > 2C > 3C > j.ABC > 5ABC > 236C (788 damage)
- 5B > 2C > 3C > j.ABC > jump cancel > j.AB > j.2C > 5BC > 236C (881 damage)
- 5A > 5B > 5C > 3C > j.ABC > Double Jump > j.ABC > Dash > 2B > 5C > 2C > 3C > jC > Double Jump > jC > j2C > 2B > 2C > 5D (1100 damage, +1 Magic) (Can do 236XX instead of 5D for more damage)
- 2AA > 5BC > 2C > 3C > j.C > j.2C > 5C > 2C (672 damage, hard knockdown)
- 2AA > 5BC > 3C > j.AB > j.2C > 5ABC > 2C (619 damage, hard knockdown, side switch)
Midscreen (Jump-In Start)
- 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 > 5C > 2C > 3C > j.C > j.2C > 6A > j.BC > 5A > 2C (1238 damage, hard knockdown)
- j.C > 5C > 3C > j.AB > j.2C > 6A > j.BC > 5A > 2C (1102 damage, hard knockdown, side switch)
- j.C > 5C > 2C > 3C > j.C > j.2C > 6A > j.BC > 5ABC > 236C (1316 damage) > j.236A+B (1844 damage)
- j.C > 5C > 2C > 3C > j.C > j.2C > 5C > 3C > j.C > jump cancel > j.C > j.236C (1350 damage) > j.236A+B (1878 damage)
- j.C > 5C > 3C > j.AB > j.2C > 6A > j.BC > 5ABC > 236C (1180 damage, side switch) > 236A+B (1708 damage)
- 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)
- 6C > 5A > 5C > 3C > j.ABC > j.ABC > Dash > 2B > 5C > 2C > 3C > j.C > j.C > j.2C > 2B > 2C > 5D (1050 damage, +1 Magic)
- 6A > j.ABC > 5ABC > 3C > j.AB > j.2C > 5B > 236C (909 damage)
- j.C > j.2C > 5ABC > 3C > j.ABC > 5BC > 236C (1159 damage)
- Throw > 22D > 5ABC > 3C > j.ACBC > 5ABC > 236C (434 damage, 1 Magic)
- Throw > 22D > 5ABC > 3C > j.ACBC > 5B > 2C (402 damage, hard knockdown, 1 Magic)
- 5ABC > 3C > j.ABC > 5B > 3C > j.ABC > j.2C > 5C > 236C (895 damage) > 236A+B (1423 damage)
- Throw > 5ABC > 3C > j.ABC > 5B > 3C > j.ABC > j.2C > 5C > 236C (508 damage)
- Throw > 5ABC > 3C > j.ABC > 5B > 2C (334 damage, hard knockdown) > 214D (oki setup, 1 Magic)
- 3C > j.AB > j.2C > j.214A (soft knockdown oki setup)
- 6C > 6D (overhead is no longer unsafe :O)
- 4D > 5C > 3C > j.C > j.2C > 5ABC > 236C (1051 damage)
- (corner) 5ABC > 2C > 6D > j.ABC > 5B > 2C > 6D > 5C > 236C (784 damage)
- (corner) 5ABC > 2C > 6D > 5B > 5C > 2C > 3C > 2D > j.C > j.2C > 6D > 5B > 2C (951 damage)