Them's Fightin' Herds/Oleander

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Oleander 2.png
Oleander
Species: Unicorn
Playstyle: All-Rounder
HP: 5100
Meter Size: 210
Movement Options: Back/Forward Dash, Double Jump, Teleport,
Voice Actor: Alexa Kahn
Stage(s): The Woodlands

Profile

Oleander, the great granddaughter of Divine Oracle Amaryllis, sensed the return of Predator-kind 13 years before the first actual sighting. Her masters in the Order of the Horn saw no need to take action, as always, urging her to trust that the power of Light Magic would keep Foenum safe.

Frustrated and desperate, she took matters upon herself. She began studying from a book of Dark Magic and eventually forged a pact with the demon trapped inside it. The evidence of her blasphemous act manifested over time as her coat began to turn a darker shade. Despite condemnation from those around her, Oleander is determined to prove that Dark Magic can be used to do good.

With the aid of her demonic companion FHTNG TH§ ¿NSP§KBL? (Fred for short), Oleander may steal energy from her opponents, eventually amassing enough to temporarily loosen Fred’s bindings so he may fight alongside her. But can she really control Fred, or will she discover the reason for his imprisonment after it’s already too late…? [1]

Gameplan

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.

Pressure


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.

6B has similar timing to 6C, but is a low that is jump and special cancellable.

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.

Okizeme


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.

Matchups

Tianhuo

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.

Velvet

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.

Normal Moves

5A
5A
TFH Oleander 5A.png
"This book hits back!"
"This book hits back!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
20 HL - 5 5 13 vs. Grounded 2 -2
vs. Airborne

A quick, disjointed jab. Safe on block, enables stagger and reset pressure up-close. Whiff cancelable into itself or 2A once. The recovery frames extend your hurtbox.

2A
2A
TFH Oleander 2A.png
She's not reading. She's judging you, silently.
She's not reading. She's judging you, silently.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
25 L - 6 3 15 vs. Grounded 0 -2
vs. Airborne

Slightly shorter range than 5A, but is fully disjointed and hits low. Picks up tight juggles if the situation calls for it. Your safest, least commital meaty option to cover upbacking. Also whiff cancelable into itself or 5A once.

6A
6A
TFH Oleander 6A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90 HL - 8 5 24 vs. Grounded -10 -7
vs. Airborne

A skyscraper of an anti-air, with poor horizontal reach. Tied for the fastest 6A in the game. Make them think twice about jumping at you. If you are close enough, you can use its reverse-beat properties to add a second round of 5B/2B hits on a blockstring to make for a bit scarier pressure.

6B
6B
TFH Oleander 6B.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 L - 20 7 16 vs. Grounded KD -5
vs. Airborne

A sweeping attack with very long range. Used for an alternative (or third) low threat, and for staying close against pushblocking to continue pressure due to moving Oleander forward a lot during startup. Special cancelable on block for safety. Jump cancelable on hit only, in which you will always jump forward regardless of your input. Natural frame trap vs jabs from 5B and 5C.

5B
5B
TFH Oleander 5B.png
Take a look.
Take a look.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
70 HL - 11 7 16 vs. Grounded 2 -3
vs. Airborne

Longer range than 5A, but twice the startup. Does low pushback in grounded combos, making it more ideal than 2B in terms of keeping the opponent close enough for a launcher. Doesn't knock the opponent up that high in juggles, so be wary when using it on airborne opponents. Otherwise, a respectable poke.

2B
2B
TFH Oleander 2B.png
Its in a book.
Its in a book.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
95 HL - 8 10 12 vs. Grounded 1 -6
vs. Airborne

Crouching anti-air. Very active, and covers a different area than 6A, but the hurtbox extends before it is able to hit the opponent, so you must be careful using it. Can be done after 5B to add to your stagger pressure, but mind your positioning since it whiffs against crouchers that aren't at point blank. Common punish starter against most unsafe specials.

5C
5C
TFH Oleander 5C.png
Reading Painbow.
Reading Painbow.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
130 HL - 15 8 23 vs. Grounded -6 -10
vs. Airborne

Big, slow normal that covers a big area in front of Oleander, and also above her near the end of the attack. Moves forward slightly. Easily stuffed or whiff punished if used recklessly.

2C
2C
TFH Oleander 2C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
110 L - 15 9 19 vs. Grounded HKD +36 -12
vs. Airborne

Long reaching sweep. Causes a hard knockdown. Your second low threat during pressure, and the most common normal to cancel into 5D regardless of the type of knockdown inflicted.

3C
3C
TFH Oleander 3C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
140 HL - 17 5 29 vs. Grounded Launch -17
vs. Airborne

Universal launcher. Reaches high into the air, which is useful for juggles. Or potentially as an incredibly unsafe on block anti-air.

6C
6C
TFH Oleander 6C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
40,120 H - 23 6 20 vs. Grounded 6 -11
vs. Airborne

2-hit standing overhead. Groundbounces airborne opponents. A bit slow and very unsafe on block. On hit, links into 5A for a resourceless combo, or a cancel into 214A/B for an easier, higher damage, and more consistent conversion. Can allow you to gain 2 magic as a combo ender by canceling the first hit of 6C, 6C(1)>5D, if your groundbounce hasn’t been used yet.

j.A
jA
TFH Oleander jA.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
40 H - 8 4 11 vs. Grounded
vs. Airborne

Quick air-to-air. Interrupts your opponent’s slower normals. Whiffs on crouching opponents completely.

j.B
jB
TFH Oleander jB.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
60 H - 12 3 17 vs. Grounded
vs. Airborne

Boasts a good jump-in hitbox. It can also crossup with proper spacing. Not great horizontally. Hits standing opponents when done rising.

j.C
jC
TFH Oleander jC.png
Here comes the giant fist!
Here comes the giant fist!
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
145 H - 14 4 17 vs. Grounded
vs. Airborne

Big swinging button. Covers the space in front of you very well and is a huge combo starter. It doesn't hit directly below you. The hitbox is raised near its end, making it whiff on far crouchers unless its very delayed from a full jump. More susceptible to anti-airs as a result.

j.2C
j2C
TFH Oleander j2C.png
An older version of this move was not fine.
An older version of this move was not fine.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
170 H - 16 6 16 vs. Grounded Groundbounce
vs. Airborne

Big, disjointed air-normal. Can tag opponents that are above you in the air. Groundbounces on ground and air hit. Slightly alters your jump arc. Hits standing opponents when done rising. Groundbounce time can be used to gain up to 2 magic when canceled into jD. Similar to jC, does not hit crouchers unless very delayed, making it susceptible to anti-airs from a full jump.

Special Moves

Shadow Spark
Shadow Spark
236A/B/C
TFH Oleander 236A.png
Chuck some plasma!
Chuck some plasma!
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
125 HL - 15 - 34 vs. Grounded -1 -2
vs. Airborne

Good old fireballs. Safe ender to your blockstrings (unless they were Instant Blocked near point-blank). Cancels into 214X and 22D. At long range they serve the typical use of controlling your opponents movement in the ground and dealing chip damage, though they do have a significant amount of recovery that can always be punished if the opponent jumped over them. Shifts your hurtbox very forward, be careful how you space this.

125 HL - 15 - 34 vs. Grounded -1 -2
vs. Airborne

Mid-speed version. Compromise between interrupting the opponent at long ranges and putting hitbox to aid your attacks.

125 HL - 15 - 34 vs. Grounded -1 -2
vs. Airborne

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. Use this version to ensure true blockstrings at a range.

125 HL - 15 - 34 vs. Grounded -9 -9
vs. Airborne

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.Double jump cancelable on whiff. This allows you to cover yourself alongside it with your air normals, give you space to sneak in j5Ds (Air Read) or to simply reposition yourself more quickly when tiger knee'd. You will be unable to block for 14 frames after jump cancelling j236X and j214X.

Teleport
Teleport
22C
TFH Oleander 22A.png
C, Uses No Magic
C, Uses No Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
N/A - - 4 17,2 15 vs. Grounded
vs. Airborne

Away! The only teleport that does not cost magic. The second, mostly safe special move to end blockstrings depending on how you cancel into it and your opponent's resources. It retreats you back to neutral. You can switch up between blockstring resets, fireball and teleport to make it difficult for the opponent to react to the situation and respond accordingly.

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
TFH Oleander Super.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
26x31, 250 HL - 9+3 37 91 vs. Grounded HKD +8 -21
vs. Airborne

Full-screen laser beam of death. Can be used to end combos, but it's usually better to save meter for Fred. Its speed and range makes it difficult to avoid if the opponent is whiffing a move or a backdash.

Follow Up

Hi Fred!
214XX
TFH Oleander SuperFollowUp.png
"I'm a friend on the other side!"
"I'm a friend on the other side!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
50 HL - 5 1 45 vs. Grounded Wallstick
vs. Airborne

Summons Fred, a puppet that is commanded with various D commands and lasts about 20 seconds. Fred's attacks will happen separately from Oleander, making it possible to attack while blocking or make unsafe moves safe with his commands.

4D
4D
TFH Oleander 4D.png
Here comes THE GIANT FIST!
Here comes THE GIANT FIST!
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
180 HL - 45 6 58 vs. Grounded Launch
vs. Airborne

Fred punches the opponent in the back by using a portal. Doesn't cross up unless Oleander teleports behind the opponent.

250 HL - 61 6 58 vs. Grounded Launch
vs. Airborne

More damage than uncharged. Can be used to pick up from some moves, such as Oleander's level 1 super.

1D
1D
TFH Oleander 1D.png
"Die!"
"Die!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
60 HL - 22 6 36 vs. Grounded Launch
vs. Airborne

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.

60,60 HL - 33 12 36 vs. Grounded Launch
vs. Airborne

Hits twice, locking opponents down for a bit longer.

2D
2D
TFH Oleander 2D.png
"Yes... YEEESSS!"
"Yes... YEEESSS!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
110,140 HL - 26 6 25 vs. Grounded Launch
vs. Airborne

Can't hit grounded opponents. Drags the opponent downwards, resulting in a soft knockdown if Oleander does not hit them before they land.

90,270 Unblockable - 42 6 25 vs. Grounded Bounce
vs. Airborne

The move becomes an unblockable hitgrab. Instead of simply knocking the opponent down, this version results in a groundbounce, giving Oleander more time to follow up.

3D
3D
TFH Oleander 3D.png
"Phenomenal cosmic power!"
"Phenomenal cosmic power!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
40,90,110 HL - 27 2(1)1(1)15 42 vs. Grounded Launch
vs. Airborne

Another upwards-hitting move similar to 2D. This version is a multi-hit blast that can lock the opponent down in midair or juggle them in combos. Can't hit grounded opponents.

40,90,110,150 HL - 42 2(1)1(1)15 42 vs. Grounded Launch
vs. Airborne

The multi-hit blast gains a fourth, more powerful hit.

6D
6D
TFH Oleander 6D.png
[evil laughter]
[evil laughter]
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
50,130 HL - 36 5(1)3 44 vs. Grounded Launch
vs. Airborne

Long-range swipe forward. Hits twice, but the first hit only works up close.

50,200 HL - 52 5(1)3 44 vs. Grounded Wallbounce
vs. Airborne

Bounces opponents off the wall when near the corner, which can be useful in combos.

Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Oleander FT1.png
"You're mine!"
"You're mine!"
TFH Oleander FT2.png
Fred: "Delicious!"
Fred: "Delicious!"
TFH Oleander FT3.png
Yeet the cow.
Yeet the cow.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 Throw - 6 1 18 vs. Grounded Wallbounce
vs. Airborne

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
TFH Oleander FT1.png
1
1
TFH Oleander BT2.png
2
2
TFH Oleander BT3.png
3
3
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 Throw - 6 1 18 vs. Grounded Wallbounce
vs. Airborne

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
TFH Oleander AT1.png
1
1
TFH Oleander AT2.png
2
2
TFH Oleander AT3.png
3
3
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 Throw - 8 3 13 vs. Grounded HKD +45
vs. Airborne

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
TFH Oleander 5D.png
"Got it!"
"Got it!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 48 - 2 vs. Grounded
vs. Airborne

Oleander crouches and reads from her evil book, gaining one magic stock after 48 frames. Oleander slowly floats down when used in the air. Can gain more stocks by holding down the D button. If all 3 magic stocks are filled, 5D will slowly build super meter instead, with quicker recovery. When Fred is out, you will extend the Fred timer instead. Magic expands Oleander's offensive and defensive options significantly, so it's important to gain space to read safely in neutral. Be incredibly careful when you read, this is 50 frames of full counterhit state, and your hurtbox is expanded when you read in the air.

Magic Spark
Magic Spark
236D
TFH Oleander 236D.png
Magic Spark, 236D
Uses Up to 3 Magic
Magic Spark, 236D
Uses Up to 3 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
110 HL - 9 - 29 vs. Grounded Launch -3
vs. Airborne

A faster, bigger fireball than usual. This fireball can be used even if a ground spark and air spark are already onscreen. On hit, it will steal some super meter from the opponent and knock them down.

145 HL - 9 - 29 vs. Grounded Wallstick 1
vs. Airborne

Faster and bigger than the 1 magic version. Knocks the opponent back at moderate speed, resulting in a wall-stick if they're close enough to the corner or edge of the screen. Steals more meter than the 1 magic version.

220 HL - 9 - 29 vs. Grounded Wallstick 6
vs. Airborne

Extremely fast, large, steals 'lots' of meter, knocks the opponent back at high speeds and sticks them to the wall. Breaks after hitting multiple projectiles.

Chapter Trap

PLEASE NOTE
Oleander magic traps A/B/C will result in different damage and juggle decay values depending on the position of the trap itself as opposed to the opponent, i.e., if the trap is still airborne or has come to rest on the ground.
Grounded trap values are used as the default here, with airborne trap values denoted in parenthesis.

Magic Trap
214A/B/C/D
TFH Oleander 214A.png
214A/B/C, Uses 1 Magic
214A/B/C, Uses 1 Magic
TFH Oleander 214D.png
214D, Uses 3 Magic
214D, Uses 3 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
140 (200) HL - 19 300 15 vs. Grounded 34 2
vs. Airborne

Chapter Trap released downwards. Steals meter on hit and results in a lot of hitstun. Can be destroyed by any attack.

140 (200) HL - 19 300 15 vs. Grounded 34 2
vs. Airborne

Chapter Trap released forwards before falling. Essentially a longer-ranged version of the A version.

140 (200) HL - 28 292 6 vs. Grounded 34 2
vs. Airborne

Chapter Trap released upwards before falling. Essentially a vertical version of the A version, used to cover air space.

70,70,200 Mid - 36 773 33 vs. Grounded 44 41
vs. Airborne

A huge chapter trap that lasts over 13 seconds. Steals a ton of meter on hit, and will persist even if Oleander takes damage. Can block two projectiles before being destroyed.

Teleport
Teleport
22A/B/C/D
TFH Oleander 22A.png
22A/B/C, Uses 1 Magic
22A/B/C, Uses 1 Magic
TFH Oleander 22D.png
22D, Uses 1 Magic
22D, Uses 1 Magic
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
N/A - - 4 17,5 10 vs. Grounded
vs. Airborne

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.

N/A - - 4 17,2 2 vs. Grounded
vs. Airborne

When done in the air, these teleports have shorter recovery.

N/A - - 4 17,2 15 vs. Grounded
vs. Airborne

Away! Costs magic when used in the air.

190 HL - 25 8 30 vs. Grounded Launch -9
vs. Airborne

Fully invuln during startup and active frames. Tracks the opponent, and leads to combos if the opponent is airborne. Rather slow and unsafe on block, so use it sparingly as a reversal.


Combos

Notation

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.

General BnB

If you want a generally applicable route that works in most scenarios regardless of starter, consider this route:

  • (Starter) > 5B > 3C > Jump Cancel > j.B > j.C > Double Jump > j.B > j.C > 2B > 2C > 3C > Jump Cancel > j.C > Double Jump > j.C > j.2C > 2B > 2C > 5D

The above route and alternate versions of it can be seen here. This route works without consideration of the Juggle Decay system, and thus you'll miss out on the benefits of playing around the JD system in the long run. This combo is fine if you're starting out and don't want to go too in-depth on combo optimization and JD.

Basics

Starter
  • 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.
Juggles
  • 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.
Throws
  • (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.

Advanced

Overhead
  • 6C
- 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).

Examples

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)

Overhead

  • 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)

Anti-Air

  • 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 Combos

  • 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)

Corner

  • 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)

Fred Combos

  • 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)

Colors

Oleander
Pure
Cappucino
Feli
Prince of Darkness
Mocha
_N_C_RN CH_MP__N
Hero
Psychic Type
Biznis
Jungler
Dusk Royalty
Tam Lin
Spark
Dabbler
White Mint
Mecha
Fiery Sunset
Powerful
Demon Child
Paladin
Shades of Blue
Shades of Grey
Captain
DJ
MAB
The Last
Eternal Lie
Nocturnal
Flora
Eastern
Titan
Ark Ham
Hallowed
Fifth Gen
WRTCHD


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