Them's Fightin' Herds

Them's Fightin' Herds

77 ratings
Basics of Dark Magic - Oleander Moveset Guide
By Afternoon Cat
Button commands, images and tips!
   
Award
Favorite
Favorited
Unfavorite
Introduction
All you need to know about Oleander's moveset and controls are explained in this guide. Oleander is my most played character in TFH and I want to help others try out this great character. I'm not a fighting game veteran so we'll stick to basics.

Oleander is a versatile character with a lot of tricks up her sleeve: projectiles, traps, teleports and strong attacks with huge hitboxes are her main tools. She also has a double jump to give you an edge in aerial combat! She is slow character compared to others so outsmarting and confusing the opponent is important.

I hope this guide helps you out. You can give tips for other players and feedback for me in the comments.
Controls
A = Light Attack
B = Medium Attack
C = Heavy Attack
D = Magic
ANY = any of the above

Examples:
  • ( A + B ) = Press A and B at the same time.

  • ( A B ) = First press A, then press B.

  • ( ← B + C ) = push left on d-pad, then B and C at the same time.

  • ( ↓ ↘ → D ) = do a quarter slide with d-pad (first press down, then slide your thumb to diagonal right, then to right - all in one press), let go of the d-pad and immediately press D (do not press right and D at the same time).

  • ( ↓ ↓ A ) Tap down twice, then press A.

Tips:
  • Set the A, B and C buttons close to each other, so basic ( A B C ) combos are easy to execute.

  • You can change the button layout from settings in the main menu or in training pause menu.

  • Macros input your chosen button combination with one button press! I recommend setting ( B + C ) as a macro. This macro can be used to grab opponent and as the ( ANY + ANY ) press. Very useful for Super Moves that also use ( ANY + ANY )!

  • Some attacks that include directions are very specific that you must not touch the attack button until you have let go of the direction button (usually those commands that require quarter circle direction inputs) - and then there is some that come out well even if you are pressing the direction when pressing the attack button (Anti-Air for example).
Basic Attacks & Special Moves

Neutral Light ( A )
Oleander throws a quick jab at the opponent with her book. Has decent range. If you hit the target, tap ( A ) quickly to make a quick second jab. Can also be used when walking away from the opponent.


Neutral Medium ( B )
Slower sideways throw. Slow build up, but good range.


Neutral Heavy ( C )
Slow circle shaped throw. Good range from bottom to slightly upward angle.


Doom Claw ( → C )
A giant hand slams from back to front in an arc shaped motion. Very slow attack, but covers a large area. Doom Claw goes through crouch block.


Launcher ( ↘ C )
Diagonally shooting tentacle that has insane range. Can be used to send grounded opponents flying or to interrupt airborne opponents. You can use Jump right after the hit connects to continue with an aerial attack.


Anti-Air ( → A )
Creates a quick, short lasting spark right above Oleander's head. Great vertical range. Practicing the timing is the key of your anti-air move.


Fel Spark ( ↓ ↘ → A/B/C )
Your basic projectile that travels at a different speed depending on the button you pressed:
A is slowest, B is middle speed and C is fastest. All speeds deal the same amount of damage.

Fel Spark can be used to keep opponents at bay and prevent them from charging head first towards you. Using all three different speeds at various ranges can make your Fel Spark a little less predicatable to your opponent.

Crouch Attacks: (hold ↓)


Page Flip ( A while crouching )
Very short range. If you hit the target, tap ( A ) quickly to make a quick second page flip.


Horn Stab ( B while crouching )
Quick horn stab diagonally upwards. Short range.


Book Slam ( C while crouching )
Heavy hitting slam towards the legs of the opponent. This makes opponent trip and fall to the ground. Book Slam can be followed with Launcher to deal more damage and start a midair combo.


Teleporting:


Teleport In Front ( ↓ ↓ A )
Costs 1 Magic. Teleports Oleander right in front of the opponent. Great way to close distance if needed.

Teleport Behind ( ↓ ↓ B )
Costs 1 Magic. Teleports Oleander behind the opponent. Opponent will turn around automatically so be ready to start a combo. Great for dodging projectiles and even super attacks!

Teleport Away ( ↓ ↓ C )
Free teleport! Teleports Oleander backwards. Gives you some space to Study, use projectiles or prepare for a Super Attack.

Note: teleports can be used while in midair.
Dashing, Defence Moves & Grabs

Dash ( double tab right/left )
Quickly tap one direction twice to make a short dash. Good for short distances, but teleport is quicker and can surprise the opponent.

Block ( direction away from opponent )
When walking backwards away from opponent, your character automatically blocks attacks. This can be used to block super attacks and preventing the opponent from using the second stage of a Super Attack (you will still take some damage from Super Attack).

You can also block while crouching by pressing diagonally down and away from the opponent. Some low hitting attacks can only be blocked when crouching. Aerial attacks and some attacks that come from above can't be blocked while crouching,


Pushblock ( ANY + ANY while blocking )
This special block move pushes the opponent away from you.


Cross Canter ( → ANY + ANY )
Press forwards towards your opponent right when the hit is blocked. Oleander will flash green and perform the counter attack that send opponent flying forward. Cross Canter spends half of your Super Meter.

Quick Recovery ( ANY while knocked down )
Recover from damaging hit. Can be used in midair. Press right/left to dodge in that direction. Press down or diagonally down to roll.

Grab and throw ( B + C )
Backward grab and throw (← B + C )

This grabs opponent inside Oleander's book and spits them out. To throw opponent backwards, just back down and grab (Oleander goes straight from block to grab). Range is very short and best used after successful blocks to catch your opponent off guard.

Opponent's grab can be blocked by your own grab. This pushes both of you away.
Aerial Moves
Most of your basic moves can be used in midair (exceptions: Launcher, Anti-Air). You can also study, block and grab in midair.

Jump ( ↖ or ↑ or ↗ )
Double Jump ( ↖ or ↑ or ↗ in midair )
Tap once up or diagonally up to Jump. Tap the direction again in midair to perform a Double Jump. You can also Double Jump after your aerial attack hits your opponent. Double Jump makes jumping over opponents and projectiles easy and gives opportunities for a midair combo.


Aerial Light ( A in midair )
A quick slam of the books in midair, very similiar to Neutral Light attack on the ground.


Aerial Medium ( B in midair )
Oleander claps hooves together to create a cresent shaped magic attack that faces diagonally downwards.


Aerial Heavy ( C in midair )
A giant fist comes out of Oleander's book and punches the opponent. Surprisingly quick Heavy attack with great range.


Smite ( ↓ C )
Oleander's Special Aerial move that slams your opponent to the ground. Very good range. Use when opponent is below you and as a finisher when chained with other aerial moves.
Magic Moves
Your Magic is the little three-part meter in lower left corner. Full meter has 3 points of Magic and it can be filled by using Study.


Study ( D )
Studying your book on the ground charges both you Magic meter and Super meter. You are vulnerable while studying so make sure you have some space before studying. You can study while in the air and this also makes you fall slower than normally.


Magic Fel Spark ( ↓ ↘ → D )
Bigger and better version of the Fel Spark. Travels very fast. Uses all Magic you have in your Magic meter and does more damage the more you had.


Magic Teleport ( ↓ ↓ D )
Damage dealing teleport that knocks opponent upwards. Only teleports you to the front of the opponent, can't be used to teleport behind or away. Recovery time from the attack animation is long. Make sure Magic Teleport catches your opponent off guard to prevent getting caught in a combo.

Chapter Trap ( ← ↙ ↓ ANY )
Magic Trap ( ← ↙ ↓ D )
Oleander drops a magical trap that damages opponents who touch it. Chapter Trap is small, uses 1 Magic and lasts about 3 seconds. Magic Trap is much bigger, uses 3 Magic and lasts about 6 second. Traps disappear if you take damage.
Chapter trap has multiple placement options: pressing A drops it right in front of you, B launches it further and C sends it flying in the air and then slowly descent.
Super Attacks & Fred
Oleander's Super Attack has two stages and they cost 1 Super per stage. Your Super meter (long meter in lower left corner) can have up to 3 charges (you can see the number of charges in the circe next to the meter). I recommend getting 2 charges before using your super if you have enough time and health left. You can charge your meter by dealing damage and studying.

If you successfully hit with your Super Attack, you can execute the second part. The timing can be tricky: you must give the button presses for the second stage when the first has hit the target and the damaging animation has started. Best way to train for the timing is to go to Training Mode and set Super meter to infinite.

If opponent blocks the first stage of your Super, the second stage won't activate even if you entered button presses correctly. Make sure to keep your opponent busy so they cannot predict your Super.


Super Stage 1: Dark Spark ( ↓ ↘ → ANY + ANY )
Oleander shoots a dark ray of magic through the screen. It traps and damages opponents touching it.


Super Stage 2: Hi Fred! ( ↓ ↙ ← ANY + ANY )
Summon Fred to fight by your side. Fred throws a punch at your opponent and begins to follow you.


Controlling Fred:
Fred follows you and you can command him to attack by pressing a direction and D. You can Study when Fred is on the field. Close the distance between you and your opponent quickly to get some hits in. Teleporting is useful for getting closer to opponent. Fred remains on the field for about 10 seconds.


Fred's Punch ( → D )
Fred punches and sends your opponent flying.

Fred's Black Hole Punch ( ← D )
Fred punches backward and the fist comes out on the other side of the screen. This throws the opponent towards you, making it a great way of stopping fleeing opponent.


Fred's Tentacle Spire ( ↓ D )
Tentacle comes up right in front of Oleander dealing damage. If the target is hit with the peak point of the attack Fred will finish the move by slamming the opponent to the ground. This attack requires precision because of the narrow hit zone.


Fred's Anti-Air Jab ( ↘ D )
Fred throws a jab diagonally. If you hit the opponent and keep tapping D, you can do multiple hits with this attack.


Fred's Anti-Air Swipe ( ↙ D )
Fred swipes in an arc motion from front to back. This covers a large area around you, but opponent must be close enough for the attack to land.

Note: getting hit cancels Fred's attack.
Notes & Closing
  • You can find the command list in-game from the battle menu (start button during training).

  • Training mode also has lots of useful options: combo training, visible hitboxes and colliders, AI behavior options and infinite Magic and Super. These are a big help when learning new moves and combos.
  • Fred's attack names aren't official, they're just names I came up to differentiate them.

I hope you fun learning the arts of dark magic with Oleander!

8 Comments
Afternoon Cat  [author] 6 Jun, 2020 @ 11:56am 
Guide updated! New images too!
YourCrazyDolphin 24 Aug, 2018 @ 4:57pm 
A few more things were missed...
Chapter trap also changes by which attack button you press: A drops it right in front of Oleander, B throws it out a few feet ahead of Oleander, and C puts it above Oleander (after which the mine will fall slowly).
Also, getting hit removes the non-magic (D) variants of chapter trap and fel spark from the screen.
Afternoon Cat  [author] 1 May, 2018 @ 10:33am 
Thank you, I hope my guide was helpful. I cannot make translations to your language, but you're free to use my guide to help you create your own guide in your language (just link back to this guide if you do).
(I used Google translate to read your comment, hopefully I understood everything correctly.)
Applejack 26 Apr, 2018 @ 1:59am 
Очень содержательное пособие.
Ещё бы переводом обзавестись и вообще всё будет прекрасно, хотя и без него всё понятно но не всё можно понять.
Afternoon Cat  [author] 11 Mar, 2018 @ 7:19am 
Thank you for feedback!
I have updated the guide with your tips and some new pictures.
Petralicious 9 Mar, 2018 @ 6:04am 
Some things you missed:
Doom Claw is an "overhead", which means it must be blocked standing (like an aerial attack), so you can use it after a series of low hits to throw off your opponent and make them take a hit.

Launcher and Anti-Air can be cancelled by jumping in any direction if they hit the opponent successfully.

I think you can't steer midair after jumping..?

Cross Counter spends half of a super meter bar.

You can escape the opponent's grab by inputting your own grab as the opponent's grab hits you.

Every aerial move can be cancelled by (double) jumping after it hits the opponent.

Great job on all the pictures, by the way! :fhappy:
Afternoon Cat  [author] 2 Mar, 2018 @ 3:50am 
I had the same problem when I started playing and I'm glad to hear that this guide helped you!
Mongoose 1 Mar, 2018 @ 9:59am 
Very good guide, the pictures for each attack help me connect the name with the animation. Thank you!