See, I don't think Oleander's j.
is too safe. I think it's too
big. If you look at the hitbox, its horizontal range is actually farther than her j.
, for some reason. If the hitbox were smaller, it would be more reasonable to anti-air her. It would also mean that keeping her momentum going after hitting with her j.
at max range would require a little more thought and possibly some resources, rather than simply going into j.
at any range, at any height, regardless of whether the opponent was in the air or on the ground.
If you're having a problem dealing with Oleander hopping around like a bat out of hell mashing that psychic headbutt, the range on that button is a big contributing factor. It's a jumping button, so there's really not much you can do to make it punishable. You don't beat it by "block and punish". You beat it by "stuff an anti-air in her face during startup", or by "dodge the attack and stuff a counterpoke in her face".
And that's probably the
reason some Oleander players will lean on this button pretty hard. It's safe on block, because it's an air button, but it's also decently fast, so it's hard to stuff with an anti-air on reaction, and it's
also big, so dodging it takes a bit of doing, and even then, it can be hard for some characters to actually contest with that button anyway, and it's one of her most rewarding buttons if she
does hit with it. It might be her slowest air button, but there probably needs to be at least
one more reason to push other buttons in the air. I like the way this button feels, for the most part, but I'd be happier if it didn't reach as far.