BatFan/Odile & Dokurod

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Overview

Created by Dokurod, Odile carries the Staff of Darkness and does Dokurod's bidding. She speaks and acts like a robot, and is mostly under Dokurod's control.
Heat Up!: Special Moves (enhanced)
Odile's special moves are enhanced and she can now double jump. This also lets her Jump Cancel any of her air normals, and her Petite Pirouettes.
Odile & Dokurod

BatFan Odile And Dokurod Portrait.png

HP: 3200 (2957)

Damage Scale: 104.82%

Guts Level: 3

Float Factor: 5 (Least Floaty)

Jump Startup:

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Teleport dash that can be jump-cancelled and cross behind the opponent, no invincibility. A divekick at two different angles

 Odile & Dokurod relies on ground based pokes that lead into air based confirms/mixups

Pros
Cons
  • Only character with a true “dive kick” attack, which have strong frame data and can lead to combos
  • Can jump cancel most moves (even more in Heat Up)
  • Safe and reliable blockstrings
  • Odile doesn't benefit from Heat Up as much as other characters do
  • Cabriole barely works and carries too much risk in using
  • Only has one real reliable super (Grand Pirouette)
  • Damage proration kicks in during many combos involving Grand Pirouette

External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery On Block On Hit
50 JS All 5 - - +1 -

Fast, but short range and does not combo to anything despite being special cancellable. Used as a tick setup or for counter-poking.

5B

Damage Cancel Guard Startup Active Recovery On Block On Hit
70 JS Low 7 - - +1 -

Hits low and chains to 2B. A little slower than her other fast normals, but gives +1 on block so good for tick setups, and stronger than 2A so better for combos.

5C

Damage Cancel Guard Startup Active Recovery On Block On Hit
280 JS All 9 - - 0 -

Solid poke to throw out during footsies, and a very important normal for combos. Almost everything ends up chaining to this. It leaves you safe on block, and should always be canceled into Arabesque(C) on hit.

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
230 JS All 7 - - 0 -

Solid anti-air, will whiff on crouchers though.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
50 JS All 5 - - 0 -

Chains into 5A, 2B and 6B. Short, fast and chains to her target combo. 2B is generally better to use overall, though.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
60 JS Low 5 - - -5 -

Hits low, and chains into 2A, 5B, and 5C. Good for starting pressure and combos. Chaining into 5B or 5C will always keep you safe on block. 5C is recommended to allow for a combo.

2C

Damage Cancel Guard Startup Active Recovery On Block On Hit
155 JS Low 7 - - -1 -

Fast, but weak low hit. Can be useful as a low poke to cancel into Arabesque.

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
250 JS Low 9 - - -6 -

Decent range sweep. Only jump cancels on hit. Disadvantage on block, but due to range, can be fairly safe.

6B

Damage Cancel Guard Startup Active Recovery On Block On Hit
155 J High 17 - - -6 -

Overhead. Good range and startup for an overhead. Unsafe on block if not spaced right. Needs to be jump canceled on hit or block to make it useful. This increases Odile's mix-up potential, but she needs meter to get any real damage off of it.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
100 J High - - - - -

Not really that useful.

j.B

Damage Cancel Guard Startup Active Recovery On Block On Hit
130 J High - - - - -

Works as a cross-up.

j.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
250 J High - - - - -

Knocks down the opponent on air hit.

j.D

Damage Cancel Guard Startup Active Recovery On Block On Hit
270 JS High - - - - -

Good for resets.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
- - Throw - - - - -

Throws the opponent very far, unless they hit a corner. Following up with a Petite Pirouette(B) let's you keep up pressure. Do *not* dash twice, as this leaves you at a disadvantage in front of the enemy.

Special Moves

Entrelacé

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 210 - All - - - - -
C 240 - All - - - - -
Heat Up A 210, 80 - All - - - - -
Heat Up C 240, 80 - All - - - - -

Projectile. Nothing really fancy. Bad recovery time. C version travels faster. The usefulness of this move varies heavily between match-ups. Always beware of Gatchi drive when using this move.

In Heat Up this hits twice, causing more hit and block stun

Arabesque

214A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 70×3, 180 - All - - - - -
C 70×3, 200 - All - - - - -
Heat Up A 59×5, 153 - All - - - - -
Heat Up C 59×5, 170 - All - - - - -

Rapid hit attack. Steps forward and hits 4 times. Good for chipping and combos.

  • A version is faster and can combo off 2B. Can be canceled to Divertissement on the first hit, but this scales damage horribly.
  • C version steps farther forward, does more damage, and can be jump canceled on hit or block. Much, much better. It also launches, which can combo into Grand Pirouette in the corner.
  • Heat Up makes Arabesque hit 6 times

Cabriole

214B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 200 - All - - - - -
D 230 - All - - - - -
Heat Up B 170 - All - - - - -
Heat Up D 195 - All - - - - -

Jumping "crossup" attack. This move seems to have been badly implemented. It is supposed to crossup, but it rarely works correctly. Very, very unsafe on block. On hit, cancels to Petite Pirouette, so good for combos. B version is nearly worthless. Almost never crosses up. D version can crossup but is harder to get a followup on. Can't crossup Deathbringer, Donvalve, or Ashley ever. Most characters it will only crossup if they are crouching or knocked down. During Heat Up, it can be canceled into Petite Pirouette even on block, making this much, much more safe and useful.

Petite Pirouette

j.2B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 150×2 J All - - - - -
D 150×2 J All - - - - -
Heat Up B 127×3 J All - - - - -
Heat Up D 127×3 J All - - - - -

Downward air dive, can only be done from a neutral or forward jump. Does not hit high. B version travels more forward, D version travels more downward and can crossup easily. Only +0 at best on block. Good for starting combos, crossing up, or covering distance. In Heat Up it now hits 3 times and can be jump canceled. Frame advantage on block is still about the same though.

Super Moves

Divertissment

214214A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
100, 60×12, 250 - All 4 - - - -

Close range umbrella twirling super. Not enough invincibility to be a useful reversal, but can catch an airborne opponent for all hits. Actually has longer range than it looks like. Kind of weak, but useful for a few combos.

Grand Pirouette

j.236236B/D

Damage Cancel Guard Startup Active Recovery On Block On Hit
140, 65×14 - - 1 - - - -

Super Drill. Extremely fast, can have as little as 1F of startup. Basic go-to super for combos.

Heat Up

Double Jump:

During Heat Up, Odile can double jump. This also lets her Jump Cancel any of her air normals, and her Petite Pirouettes

Enhanced Specials:

  • 236A/C - Entrelacé
    • Hits twice, causing a lot more hit or guard stun.
  • 214A/C - Arabesque
    • Hits 6 times.
  • 214B/D - Cabriole
    • Can be canceled into Petite Pirouette even on block, making this much, much more safe and useful.
  • j.2B or j.2D - Petite Pirouette
    • Now hits 3 times and can be jump canceled. Frame advantage on block is still about the same though.

Jump Cancel

Odile is unique in that she has the ability to jump cancel all of her ground normals. To do this, simply hold up after a normal hits or is blocked. The speed at which you can jump cancel depends entirely on the move, some are very fast (5B) and some are very slow (6B).

Ground Combos into Grand Pirouette

Because of the rapid startup of Grand Pirouette and Odile's ability to jump cancel, you can do many combos from ground normals into the super. You will generally need to Tiger Knee the super to get it to come out fast enough, by inputting 2362369, K.

Some example uses of this are:

  • 2A 2B 5C 2362369K
  • 5D 2362369K
  • 6B 2362369K
  • And so on.

Option Select 2D

2D has the unique property of only being able to jump cancel on hit. This allows you to do a special Option Select with it. To do this, simply always input the combo:

  • 2D 2362369K

On block or whiff, you will not be able to jump cancel and thus the super will not come out. On hit, the super will come out and combo. You can use this to your advantage when playing footsies to score extra guaranteed damage.

6B Jump Cancel

6B is unfortunately -6 on block, making it fairly unsafe, especially up close. However, jump canceling will allow you to leave the ground at about neutral advantage. This will allow you to avoid being thrown as a punish. It will probably not let you avoid getting jabbed, but you may be able to jump straight up, Gatchi, then Petite or Grand Pirouette as a punish.

The other use for 6B Jump Canceling is that, at close ranges on crouchers, it can combo into Grand Pirouette. The timing on this is difficult, but gives your overhead significantly more bite. Remember that on block, doing the super may also beat people attempting to punish you. But on block, the super will be wildly unsafe. Try to hit confirm the super whenever possible!

Dash Jump Cancel

Odile can cancel her dash into a jump like everyone else. However, due to the teleporting properties, this gives her some extra interesting options. After a knockdown (or any other time you can setup for it), you can dash, cross behind the enemy, jump cancel, and Petite Pirouette for an instant cross up attack. You can subtly change your timing to not crossup, or jump and do a late Pirouette for a double fakeout.

Keep in mind that do do the Petite Pirouette, you must be jumping neutral or forward, and when you jump cancel the dash, you will always be facing the enemy. So you must always jump Towards the enemy to get the drill to come out. Some examples:

  • 668 (early) j.2D |> 2A/5B 2B 5C 214C ... [No crossup]
  • 669 (late) j.2D |> 2A/5B 2B 5C 214C ... [Crossup]
  • 668 (early) j.2D (late) |> 2B 214A [Crossup]
  • 669 (late) j.2D (late) |> 2B 214A [Double Crossup]

Setups for this are few and far between unfortunately. Grand Pirouette at mid screen will score a knockdown, as will 2D, or j.C.


Strategy

Offense

Odile has a lot of good options on the offense. 2B 5C is the basic block string of choice, confirming it into Arabesque(C) or TK Grand Pirouette on hit. Beside this, she has her 6B overhead to mix up the opponent. She can also use her teleport forward dash to cross up the opponent. She can also use the Dash Jump Cancel into Petite Pirouette to make the direction to block even more unsure. Finally, throwing is always a good option.

Once she has meter, her options become even more relevant. 6B can now lead into solid damage with a Jump canceled TK Grand Pirouette. Her sweep is interesting, since it can only be jump canceled on block. This means that you can always input a TK Grand Pirouette after inputting 2D, and it will only come out on hit.

Using the 2BD lets you hit the opponent with a Petite Pirouette and activate Heat Up at the same time. From here you can Jump Cancel into a new aerial, or keep going into a 2B. If any of this hits, you can go into a Heat Up combo.

Defense

Odile has a rather lacking defense, unfortunately. She has no good "Get off me!"-moves worth mentioning. Her best option is generally to block and punish, maybe Gatchi if you feel confident. Her 2B is her best abare move, her throw is her fastest punish, and Divertissement is probably her most damaging choice.

Neutral

Depending on range, Entrelac, 5C, 2D, 2C, 5B and 2B are all good pokes. If spaced correctly, Arabesque can be a pretty decent poke, as well. Neutral jumping and throwing out j.C is a good choice against enemies who like jumping. If you have at least 1 meter, doing empty 2362369 inputs isn't a bad idea. If your opponent throws something out, you can press B or D to punish it. If they don't, you can capitalize on the jump with a j.C or Petite Pirouette. This doesn't work against enemies with really strong anti-airs, such as Marco.

Attack Sets

2A > 5A/2B

2A > 6B [Does not combo]

5B > 2B

2B > 2A/5B/5C

Combos

Basics:

  • 2A 2B 5C 214C ...
  • 5B 2B 5C 214C ...
  • 5B 2B 5C 214214P
  • (Far)2B 214A
  • (Far)2B 214A(1) 214214P
  • j.2D, 2A/5B 2B 5C 214C ...
  • 214B/D, j.2D, 2A/5B 2B 5C 214C ...
  • 6B, jc j.236236K
    • Only works vs crouching.
  • 2D, jc j.236236K
  • AA 5D, jc j.C or j.236236K
  • Air to Air j.2D |> j.C or 214C or j.236236K
  • (Corner)... 214C, jc j.C (Knockdown)
  • (Corner)... 214C, jc j.D, (j.2D)(Reset)
  • (Corner)... 214C, jc j.236236K (Super)
    • Basic finishers for 214C in the corner.
  • ... 214C, jc (j.2B)(Chase) [Midscreen]
    • Can't connect anything at mid screen, but you can use j.2B to follow them to the corner.

Gatchi Counter:

  • 5C 214C ...
  • (AA)5D, jc j.C or j.236236K

High Gatchi Drive - Generic:

  • 5C jc j.D |> 214C [Midscreen]
  • 5C, 214C, jc j.236236K [1 MP, Midscreen]
    • Basic, easy combos. Works on anyone.
  • j.D |> 5C, 214C [Midscreen to Near Corner]
  • j.D |> 214C, jc j.236236K [1 MP, Midscreen to Near Corner]
  • 44 214C, jc j.236236K [1 MP, Deep Corner]
    • Basics. Should work on anyone.

High Gatchi Drive - Specific:

  • 5C, 214C(1), 6 5C 214C [Midscreen]
    • Coyori, Marco, Watson combo. Possible on Face but very hard.
  • 5C, 214C(1), j.D |> 214C(1), jc j.236236K [1 MP, Midscreen]
    • Marco and Watson combo.
  • 5C, 214C(1), 6 5C 214C(1), 214C [Midscreen]
  • (1 Mid)5C, 214C(1), 6 5C 214C(1), jc j.236236K [1 MP, Midscreen]
    • Urs combos.
  • 5C, 214C(1)*2, j.D |> 214C(1)*2, 214C or j.236236K [0/1 MP, Midscreen]
    • Cedric and Ashley combos. Very height specific. More or less reps possible depending on height.
  • 5C, 214C(1)*4, 5C 214C(1)*5, 214C or j.236236K [0/1 MP, Midscreen]
    • Freed combos. Very height specific. More or less reps possible depending on height.
  • Heat Up, 5C, 214C(1), jc j.D, jc j.2D |> 214C, jc j.236236K [2 MP, Midscreen]
    • Urs combo. May work on others(?)
  • (Crossunder) 5D, jc j.2D, 214C or 214214P [0/1 MP, Corner]
    • Hard. Only works on some characters. May be your best option against Deathbringer and Donvalve.
  • Heat Up, Late j.D |> 214C, jc j.D |> 214C, jc j.B, jc j.236236K [2 MP, Corner]
    • Fairly easy, works on everyone if the spacing is right. When deep in the corner, you will need to jump back, but that does not work against Deathbringer or Donvalve at all, and may fail if too close to Face or Watson.
  • Late j.D |> 214C(1), jc j.D |> 214C(1), 214C [Corner]
  • Late j.D |> 214C(1), jc j.D |> 214C(1), jc j.236236K [1 MP, Corner]
  • Heat Up, Late j.D |> 214C(1), jc j.D |> 5C, 214C(1), 5C, 214C(1), jc j.B, jc j.236236K [2 MP, Corner]
    • Urs, Coyori, Cedric, Ashley, Freed combos. On Freed, delay the 214C after the 5C. Possible on Watson and Face, but very difficult.

Low Gatchi Drive:

  • j.D j.2D |> 2B 5C 5D 214C, j.C or j.236236K
    • Works anywhere.

Heat Up:

  • ... 214C, jc j.2B(2), jc j.C(Knockdown) [Corner]
  • ... 214C, jc j.2B(2), jc j.D (j.2D)(Reset) [Corner]
  • ... 214C, jc j.2B(2), jc j.236236K(Super) [Corner]
    • Enhanced Heat Up finishers for 214C in the corner.
  • j.2B, jc j.2D |> 2A/5B 2B 5C 214C ...
  • 214B/D j.2B/D, jc j.2D |> 2A/5B 2B 5C 214C ...


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