BatFan/Odile & Dokurod

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Odile Dokurod

Overview[edit]

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.



Health: 3100 (2957)
Play-style: A fairly balanced character. She has good air-control and mix-ups. Her pokes and damage are also all around decent.
Movement Options: Super jump, Teleport forward dash

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

Enhanced Specials

Move List[edit]

Normal Moves[edit]

5A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
50 J All 5 - - +1
[edit]

Fast, but short range and does not combo to anything under any circumstances. Used as a tick setup or for counter-poking.

5B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
70 JS Low 7 - - +1
[edit]

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[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
280 JS All 9 - - 0
[edit]

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[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
230 JS All 7 - - 0
[edit]

Solid anti-air.

2A[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
50 JS All 5 - - 0
[edit]

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

2B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
60 JS Low 5 - - -5
[edit]
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[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
155 JS Low 7 - - -1
[edit]

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

2D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
250 JS Low 9 - - -6
[edit]

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

6B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
155 J High 17 - - -6
[edit]

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[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
100 J High - - - -
[edit]

Not really that useful.

j.B[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
130 J High - - - -
[edit]

Works as a cross-up.

j.C[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
250 J High - - - -
[edit]

Knocks down the opponent on air hit.

j.D[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
270 JS High - - - -
[edit]

Good for resets.

Ground Throw[edit]

Damage Cancel Guard Startup Active Recovery Frame Adv
- - Throw - - - -
[edit]

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[edit]

Entrelac[edit]

236A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 210 - All - - - -
C 240 - All - - - -
Heat Up A 210, 80 - All - - - -
Heat Up C 240, 80 - All - - - -
[edit]

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.

Arabesque[edit]

214A/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv
A 70*3, 180 - All - - - -
C 70*3, 200 - All - - - -
Heat Up A 59*5, 153 - All - - - -
Heat Up C 59*5, 170 - All - - - -
[edit]

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.

Cabriole[edit]

214B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv
B 200 - All - - - -
D 230 - All - - - -
Heat Up B 170 - All - - - -
Heat Up D 195 - All - - - -
[edit]

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, it can be canceled into Petite Pirouette even on block, making this much, much more safe and useful.

Petite Pirouette[edit]

j.2B/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv
B 150*2 J All - - - -
D 150*2 J All - - - -
Heat Up B 127*3 J All - - - -
Heat Up D 127*3 J All - - - -
[edit]

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.

Super Moves[edit]

Divertissment[edit]

214214A/C

Damage Cancel Guard Startup Active Recovery Frame Adv
100, 60*12, 250 - All 4 - - -
[edit]

Close range attack super. Not enough invincibility to be a useful reversal. Actually has longer range than it looks like. Kind of weak, but useful for a few combos.

Grand Pirouette[edit]

j.236236B/D

Damage Cancel Guard Startup Active Recovery Frame Adv
140, 65*14 - - 1 - - -
[edit]

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

Strategy[edit]

Offense[edit]

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[edit]

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[edit]

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.

Combos[edit]

Basics[edit]

(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.


(Mid)... 214C, jc (j.2B)(Chase)

Can't connect anything at mid screen, but you can use j.2B to follow them to the corner.

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

Gatchi Counter[edit]

5C 214C ...[801/1531+]

(AA)5D, jc j.C or j.236236K[618/1300+]

High Gatchi Drive - Generic[edit]

(0 Mid)5C jc j.D |> 214C [785]

(1 Mid)5C, 214C, jc j.236236K [1147+]

Basic, easy combos. Works on anyone.

(0 Mid to Near Corner)j.D |> 5C, 214C[745]

(1 Mid to Near Corner)j.D |> 214C, jc j.236236K[1105]

(1 Deep Corner)44 214C, jc j.236236K[896]

Basics. Should work on anyone.

High Gatchi Drive - Character Specific[edit]

(0 Mid)5C, 214C(1), 6 5C 214C[835]

Coyori, Marco, Watson combo. Possible on Face but very hard.

(1 Mid)5C, 214C(1), j.D |> 214C(1), jc j.236236K[1199+]

Marco and Watson combo.

(0 Mid)5C, 214C(1), 6 5C 214C(1), 214C[862]

(1 Mid)5C, 214C(1), 6 5C 214C(1), jc j.236236K[1220+]

Urs combos.

(0/1 Mid)5C, 214C(1)*2, j.D |> 214C(1)*2, 214C or j.236236K[?/?]

Cedric and Ashley combos. Very height specific. More or less reps possible depending on height.

(0/1 Mid)5C, 214C(1)*4, 5C 214C(1)*5, 214C or j.236236K[?/?]

Freed combos. Very height specific. More or less reps possible depending on height.

(2 Mid)Heat Up, 5C, 214C(1), jc j.D, jc j.2D |> 214C, jc j.236236K[1510+]

Urs combo. May work on others. (?)

(0/1 Corner)(Crossunder) 5D, jc j.2D, 214C or 214214P[710/903+]

Hard. Only works on some characters. May be your best option against Deathbringer and Donvalve.

(2 Corner)Heat Up, Late j.D |> 214C, jc j.D |> 214C, jc j.B, jc j.236236K[1426]

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.

(0 Corner)Late j.D |> 214C(1), jc j.D |> 214C(1), 214C[813+]

(1 Corner)Late j.D |> 214C(1), jc j.D |> 214C(1), jc j.236236K[1164+]

(2 Corner)Heat Up, Late j.D |> 214C(1), jc j.D |> 5C, 214C(1), 5C, 214C(1), jc j.B, jc j.236236K[1560+]

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[edit]

j.D j.2D |> 2B 5C 5D 214C, j.C or j.236236K[1035/1507]

Works anywhere.

Heat Up[edit]

(Corner)... 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)

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 ...


Battle Fantasia
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