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]
Gameplay
Oleander is a setplay zoner who uses double jumps, big buttons and fireballs to control neutral, while threatening to build up her magic options to setup limited but powerful mixups and
controlling the screen to further snowball.
She wields strong, disjointed normals to control the opponent on the ground (5A, 5B and 6B) as well as in the air (j.A, j.C, j.2C).
Once she gains magic, she can start using Chapter Traps and Teleports to enhance her mobility, combos, okizeme and zoning. Her Magic attacks even steal meter from the opponent!
Unleash her devastating Level 1 super for a fullscreen beam that can be used as a punish and to increase damage at the end of combos.
And her Level 2 super summons an incredibly powerful tandem puppet that takes her neutral, damage and mixups to an unparalleled extreme.
It is very important for her to be constantly on the advantage, however. Without a knockdown, Oleander can only gain magic by commmitting to a Read in neutral,
leaving her vulnerable for a long period of time which the opponent can use to punish her or force her to block, and she is reliant on system mechanics to escape from pressure.
Not having any magic also weakens her neutral, and especially her offense: she has no readily-accessible mixups outside of an unsafe overhead. Coupled with having below average damage, it can be
difficult to make a comeback against big health leads.
Strengths
Weaknesses
Fred: Oleander's Level 2 gives her access to an extremely overwhelming win-condition. Fred provides her with near-infinite plus-frames and unreactable 50/50s as long as he's active. It cannot be understated how powerful Fred is, being the single most powerful thing in the entire game.
Keepaway: Several kinds of moving and non-moving projectiles, a non-committal TK fireball, a wide selection of top-tier anti-airs, and strong grounded buttons make Oleander a very difficult character to approach.
Setplay & Fuzzies: Oleander's Magic options allow for powerful mixups, especially in the corner. Additionally, double jump allows for meterless fuzzy overheads, both on block and from empty jumps.
Unique Mobility: A fast wavedash, double jump, and teleports give her a wide variety of movement options, which synergize very well with her already-strong neutral options.
THE Jab: Has the best 5A in the game in terms of range and disjoint, making it difficult to contest her within its range, both on offense and defense.
Meter Steal: Oleander has the unique ability to steal the opponent's meter, allowing her to simultaneously deny the opponent meter harder than any other character, while still fueling her own metered options in the process.
Low Average Damage: Oleander's damage is lower than most of the cast, especially if she's too far to confirm into a 3C.
Weak Defensive Options: Oleander's only unique invincible option is extremely exploitable, being slow enough for opponents to block after a meaty 2A or throw, and it's unsafe on block to boot. Additionally, CC is very costly to use, as it delays the arrival of Fred.
Simple Block Pressure: Despite having very strong staggers, Oleander can struggle in opening up defensive players due to a lack of strong mix options from her pressure, and strike/throw being a lower-threat option in general due to the large throw tech window.
Resource Dependent: Oleander relies on her Magic to open up her full potential for zoning, mixups, and metersteal. However, she needs to read to gain magic, which requires landing a combo to do completely safely. Otherwise, reading in neutral can be extremely dangerous.
Movement
Dashes: Like other characters, Oleander can dash both forwards and backwards. Her dashes are significantly shorter than the others, but her forward dashing having very high initial speed gives her a very quick wavedash.
Double Jump: Oleander is the only character who has a double jump, allowing her to more safely bait anti airs, and giving her fuzzy guard breaks.
Teleports: Oleander has four teleport options. She can teleport in front of, behind, or away from her opponent. Teleporting in front and behind the opponent can be useful for certain mixups, and teleporting away lets her gain space. She also has a fully invulnerable teleport which brings her directly in front of her opponent with a hitbox, giving it use as a reversal. All teleports cost 1 magic, except for teleporting away, which is free.
Normal Moves
5A
5A
"This book hits back!"
"This book hits back!"
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
20
HL
5
5
13
2
-2
0
15
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
She's not reading. She's judging you, silently.
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
25
L
6
3
15
0
-2
0
15
Oleander flips a page of her book. 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
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
90
HL
7
5
24
-10
-7
40
55
A skyscraper of an anti-air, with poor horizontal reach. Is the fastest 6A in the game at 7f. 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
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100
L
21
7
16
KD
-5
-5
55
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
Take a look.
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
7
16
2
-3
-35
25
Main ground poke. Moves forward slightly. Disjointed, good range and slightly slower than most 5Bs. Use it to keep the opponent in check on the ground. Being -3 on block makes this your last normal safe enough to consistently rely on as a pressure reset.
2B
2B
It's in a book.
It's in a book.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
95
HL
8
10
12
1
-6
-20
40
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
Reading Painbow.
Reading Painbow.
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
130
HL
15
8
23
-6
-10
-60
40
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
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
110
L
15
9
19
HKD +36
-12
-60
40
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
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. Reaches high into the air, which is useful for juggles. Or potentially as an incredibly unsafe on block anti-air.
6C
6C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
40,120
H
23
2,8
21
6
-16
-25,-25
35,70
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
j.A
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
40
H
8
4
11
-
-
-55
60
Quick air-to-air. Interrupts your opponent’s slower normals. Whiffs on crouching opponents. Recovers quickly, allowing you to cover the air and the ground with another normal on a single jump, or double jump, or do any number of things.
j.B
j.B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
60
H
12
3
17
-
-
-90
70
Boasts a good jump-in hitbox. It can also crossup with proper spacing. Not great horizontally. Hits standing opponents when done rising.
j.C
j.C
Here comes the giant fist!
Here comes the giant fist!
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
145
H
14
4
17
-
-
-100
100
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
j.2C
An older version of this move was not fine.
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
170
H
16
6
16
Groundbounce
-
-140
60
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 j.D. Similar to j.C, 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 Air OK
Chuck some plasma!
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
Good old fireballs. Safe ender to your blockstrings (unless they were Instant Blocked near point-blank). Cancels into 214X and 22D on hit, block and whiff.
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.
B
125
HL
15
-
34
-1
-2
80
80
Mid-speed version. Compromise between interrupting the opponent at long ranges and putting hitbox to aid your attacks.
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. Use this version to ensure true blockstrings at a range.
j.A/j.B/j.C
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.Double jump cancelable on whiff. This allows you to cover yourself alongside it with your air normals, give you space to sneak in j.5Ds (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 j.236X and j.214X.
Teleport
Teleport 22C
C, Uses No Magic
C, Uses No Magic
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
C
N/A
-
16
12,2
8
-
-
-
-
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 Air OK
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
26x31, 250
HL
9+3
32
52
HKD +8
-21
-
-
Full-screen laser beam of death. Can be used to add damage at the end of combos, though it will give lots of meter to the opponent if their Juggle Decay is maxed. Its speed and range makes it difficult to avoid if the opponent is whiffing a move or a backdash.
Follow Up
Hi Fred! 214XX Air OK
"I'm a friend on the other side!"
"I'm a friend on the other side!"
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
-
-
5
Summons Fred, a puppet that attacks in tandem with Oleander using the D button. Lasts for roughly 20 seconds. These attacks greatly enhance her pressure, damage and can make unsafe moves safe.
While Fred is active, Oleander's attacks will no longer build meter for her; only her meter stealing options will. Fred attacks also reduce opponent meter on hit. Charged Fred moves will increase the time that Fred stays out.
4D
Here comes THE GIANT FIST!
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
-
-55
45
Lovecraftian backhand. Tracks the opponent’s position.
Charged
250
HL
61
6
58
Launch
-
-55
45
More damage than uncharged and sends the opponent flying towards you for combos. Use 22A or 22B right before the attack connects for a pure left/right mixup.
Builds 1 second of Fred timer.
1D
"Die!"
"Die!"
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
-
-55
45
Sweeping attack around Fred. Go-to for stealing your turn back if your opponent left a gap in their pressure. 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. You can even make a reversal 22D safe with it.
Builds 0.5 seconds of Fred timer.
2D
"Yes... YEEESSS!"
"Yes... YEEESSS!"
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
Uncharged
110,140
HL
26
6
25
Launch
-
-65, -65
35, 35
When uncharged, it's an anti-air tendril that works to juggle the opponent midscreen. But when it’s charged…
Charged
90,270
Unblockable
42
6
25
Bounce
-
-35
65
...it becomes a huge unblockable hitgrab. Can be used on reaction to scoop people trying to jump. Uses up groundbounce, giving you time to reposition or gain some magic before continuing the combo.
Builds 2 seconds of Fred timer.
3D
"Phenomenal cosmic power!"
"Phenomenal cosmic power!"
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
-
-60, -60, -60
40, 40, 40
A multi-hit, angled upwards attack. Can lock the opponent down in midair or juggle them in corner combos.
Charged
40,90,110,150
HL
42
2(1)1(1)15
42
Launch
-
-60, -60, -60
40, 40, 40, 55
Charged version gains an extra hit with massive hitstun, allowing you to gain magic while still continuing your combo.
Builds 1.5 seconds of Fred timer.
6D
[evil laughter]
[evil laughter]
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
-
-65, -65
35, 35
Big swipe that sends the opponent forwards. Hits twice, but the first hit only works up close.
Charged
50,200
HL
52
5(1)3
44
Wallbounce
-
-65, -65
35, 35
Wallsplats when charged. Can also be combined with 22A/22B to make sudden crossups during your blockstrings.
Builds 1 seconds of Fred timer.
Level 3 Super
Dark Cataclysm 63214XX
"GG, EZ."
"GG, EZ."
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
640, 200[x7]
L
19
26
51
0
-49
-
-
Spends 3 bars on an attack with an extremely tall, and very far reaching hitbox with invincibility on startup. Hits low, causes a cinematic on hit. Suffers from scaling in long combos.
Throws
Oleander sucks her opponent into the Unicorninomicon and it spits them out in a direction.
Forward Throw
Forward Throw B+C / 6B+6C
"You're mine!"
"You're mine!"
Fred: "Delicious!"
Fred: "Delicious!"
Yeet the cow.
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
3
23
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
1
2
2
3
3
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100
Throw
6
3
23
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
1
2
2
3
3
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100
Throw
8
3
18
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/j.5D
"Got it!"
"Got it!"
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
-
-
48
-
2
-
-
-
-
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 Air OK
Magic Spark, 236D Uses Up to 3 Magic
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)
110
HL
9
-
29
Launch
-3
80
80
Faster and bigger fireball. Can be used even if a ground spark and air spark are already onscreen. Will consume all magic available on use, determining the type of 236D released. Works as a frametrap after 236A/B/C, and is even better at tagging opponents from fullscreen.
On hit, it will steal some super meter from the opponent and knock them down.
D (2 Magic)
145
HL
9
-
29
Wallstick
1
95
95
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. +1 on block.
D (3 Magic)
220
HL
9
-
29
Wallstick
6
95
95
Extremely fast, large, steals 'lots' of meter and always wallsticks no matter where the opponent is on the screen.
Breaks after hitting multiple projectiles. +6 on block.
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 Air OK
214A/B/C, Uses 1 Magic
214A/B/C, Uses 1 Magic
214D, Uses 3 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
140 (200)
HL
19
300
15
34
2
45 (65)
45 (65)
Stationary projectiles. Costs 1 magic. Used to litter the screen with more hitboxes, limiting your opponents approach options. You can also bait them into trying to destroy them with a disjointed attack and punish them. Traps will stay active even if you are forced to block, so if the opponent isn't careful, they can fall into them after a blocked jump-in, or even be pushblocked into them! All traps dissapear if Oleander is hit.
Also functions as a pressure reset due to being +2 on block, though this tends to leave gaps for reversals or projectile-invul moves if not canceled into as soon as possible.
6A>214A/214B and 5C>214A/B are gapless strings on regular block.
B
140 (200)
HL
19
300
15
34
2
45 (65)
45 (65)
B version sends the trap slightly farther forward than A.
C
140 (200)
HL
28
292
6
34
2
45 (65)
45 (65)
Trap released upwards before falling. Used to cover the space above your head.
D
70,70,200
Mid
36
773
33
44
41
20,30,70
20,30,70
Epilogue! A huge, multi-hit trap that does not fall to the ground like the others. Steals lots of meter on hit. Once it becomes active, it will not disappear if Oleander is hit. By hiding behind or inside the Epilogue Oleander will force the opponent to come to her and deal with it as quickly as possible, or let her regain full magic and start building meter too, potentially setting up another one after the first goes down. You can then take advantage of this by doing lots of normally unsafe things such as spamming 6Cs, knowing that your opponent cannot combo you without getting hit by Epilogue or crossing them up by teleporting if they are trying to dash or jump into it to block it. It can block two projectiles before being destroyed, and you can only have one of them active at a time.
Teleport
Teleport 22A/B/C/D Air OK
22A/B/C, Uses 1 Magic
22A/B/C, Uses 1 Magic
22D, 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
13,4
8
-
-
-
-
Grounded teleports, they put you right in front of and behind the opponent respectively. When combined with your fireballs and traps, it can turn an incoming projectile into a left/right mixup and generally make you a pain to lock down. They allow you to move in from fullscreen if you think your opponent will commit to a usually safe option at such ranges, like dog summons from Pom, or a 236X set from Velvet.
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
13,4
8
-
-
-
-
When done in the air, these teleports have shorter recovery.
jC
N/A
-
4
12,2
20
-
-
-
-
Away! Costs magic when used in the air.
D/jD
190
HL
25
8
30
Launch
-9
30
30
Oleander's reversal, tracks the opponent's position. It's slow to come out, and punishable when blocked. It only allows for conversions when hitting an airborne opponent. Is an efficient meter stealing/gain option when your opponent doesn’t have a lot of meter.