More actions
→{{grab|Back Throw}}: Added that the move turns him around |
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|description=Sends higher than {{grab|Forward Throw}}. Able to combo into hits like {{aerial|Forward Air}} on DI in for a potential kill confirm. |
|description=Sends higher than {{grab|Forward Throw}}. Able to combo into hits like {{aerial|Forward Air}} on DI in for a potential kill confirm. |
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{{grab|Back Throw}} turns Olympia around. |
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Revision as of 10:54, 15 April 2025
Olympia | |
---|---|
Weight: | 78 |
Hitstun Gravity:Average value is 1.3. The lower the value, the higher a character goes up before falling back down. | 1.6 cm/f/f |
Max Fall Speed:Average value is 25. The higher the value, the quicker a character will fall back down. High values are considered fastfallers, whereas low values are considered floaties. | 33.07 cm/f |
Dash Speed:Dash speed to run speed. [Amount of frames a dash takes.] |
19.15 to 19.15 [12f] |
Air Speed:The maximum air speed a character can drift at. [Air acceleration.] |
14.16 cm/f [0.85 cm/f/f] |
Jump Speed:Jump speed.] |
Short Hop: 22.0 |

She suffers for being a super fastfaller, meaning that she gets uniquely comboed very hard by other characters, and her recovery is very susceptible to being intercepted.
This character is currently being investigated and requires further development to fully understand.
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Pros | Cons |
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If a hitbox connects with the gem, the field is destroyed and goes on cooldown, with Olympia only able to summon another gem once the field disappears.
- She can Gem Dash dash to the center of the field, temporarily disabling it. This causes the gem to spin while broken, until it is restored and comes back.
- This field can be popped by using Neutral Special, creating a giant hitbox across the field that can crystalize.
- The gem can be grabbed and thrown down with Forward Special, creating a giant hitbox across the ground.
Normal Moves
Jab
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 2% | 2 | 3-5 | 14 [4]Regular endlag. [In-between frames before this Jab can be cancelled.] |
20 [10]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 4.0 + 0.0 | 60 | -15 to -13 [-5 to -3] |
Stun |
Jab 2 | 3% | 4 | 5-7 | 16 [5]Regular endlag. [In-between frames before this Jab can be cancelled.] |
24 [13]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 4.0 + 0.0 | 80 | -16 to -14 [-5 to -3] |
Stun |
Jab 3 | 7% | 5 | 6-10 | 23 | 34 | N/A | 7.0 + 0.55 | 45 | -22 to -18 | Stun |
The fastest Jab in the game. While they do not reach far, her Jab 3 has significant range, with being able to cover both sides of Olympia.
Jab 1 is fast enough that when combined with most of her Aerials, she can shield pressure with no gaps in between. This makes this a terrifying shield pressure tool, especially because of the excellent tools she has to combat opponents who floorhug. Like all Jabs, of course, floorhug typically shuts this down from becoming a combo starter in all situations, being best at surprising opponents or intercepting airborne opponents mid-combo.
Her Tilt combos off Jab are interesting to explore, especially with options such as reverse Up Tilt on hit, or her incredibly fast Down Tilt to set up into nightmare Jab Down Tilt loops.
Jab 3 moves forward significantly, making it a good tool to be combined with tiltboostingNo results. While Forward Tilt has stronger killpower, Jab 3 will knock down earlier, and it also is significantly faster, making it a worthwhile option to set up tech chases.
- Jab 1 & 2 are auto-floorhuggableAuto-Floorhuggable
A property of specific moves, typically those with low knockback, including Jabs. When floorhugging these moves, there is no timing requirement, with any timing of ASDI down able to floorhug the hit.
See in Glossary.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | True | -8 to -6 [2 to 4] |
-11 to -9 [-1 to 1] |
N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 2 | 3.600 | 1.67 | True | True | True | SpecifiedAngle |
Jab 2 | True | -10 to -8 [1 to 3] |
-13 to -11 [-2 to 0] |
N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 3 | False | -19 to -15 | -22 to -18 | N/A | N/A | False | False | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 6 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Forward Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. / Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. + AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
10% | 10 | 11-16 | 18 | 35 | N/A | 5.5 + 0.85 | 40 | -15 to -10 | Stun |
A fast kill option.
This move is her most ranged Tilt, but even then, it is still relatively stubby. In exchange for range, however, she more than makes up for it in knockback, especially with its low angle. This move is slow on its own, however, and it usually is best at setting up knockdowns and starting tech chases. It's also quite good at ledge to contest opponent recoveries.
This move also has surprisingly good coverage around Olympia, with the back hit even able to reverse hitReverse Hit
A way to describe when a hit's horizontal knockback sends toward the attacker, despite the knockback angle sending away. For example, if File:ROA2 Zetterburn Stock.png Zetterburn is facing right, his Forward Air will typically send opponents right. However, if he hits a Ranno behind him, it will reverse hit and send left instead. This is due to the defender's center being positioned behind the attacker's center. Not all hits can reverse hit. This is also distinct from "reverse hitboxes".
See in Glossary against opponents and send them going the other direction.
This move has some flaws, of course. This move is hardly disjointed, and Olympia leaning forward causes her hurtbox to shift significantly forward, meaning that this move is difficult to space well on shield, as well as being whiff punishable. For a safer poke, Olympia prefers Down Tilt in most situations.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | -15 to -10 | -18 to -13 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 6% | 5 | 6-12 | 14 | 34 | N/A | 6.5 + 0.5 | 70 | -23 to -17 | Stun |
Late | 2% | 5 | 15-16 | 14 | 34 | N/A | 6.0 + 0.0 | 275 | -17 to -16 | Stun |
Stomp | 7% | 5 | 17-19 | 14 | 34 | N/A | 8.0 + 0.2 | 270 | -11 to -9 | Stun |
Shockingly, this is a move with three separate hits. The move starts in front of Olympia, swinging her leg around to end behind her. The late hits notably spikeSpike
An attack that sends downward. On grounded opponents, this causes flinch at lower percents, and causes an untechable bounce at higher percents.
See in Glossary.
This move has good vertical coverage, something that Olympia struggles with on her other moves like Down Tilt. While she's perfectly competent at air-to-air with moves like her Neutral Air or Back Air, this gives her an additional tool to round out her toolkit. This move is also extremely active for how fast it is, having very little endlag, making it good for catching errant opponents who try to run in and contest Olympia's zone.
In particular, the spike hits are good for countering floorhugFloorhugA defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
However, this move generally leaves Olympia vulnerable in the front during the later hits, giving the opponent more opportunity to punish with their own attack.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | -19 to -13 | -22 to -16 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Late | False | N/A | N/A | N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 2 | 3.600 | 1.67 | True | True | False | SpecifiedAngle |
Stomp | False | N/A | N/A | N/A | N/A | False | False | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 6 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Down Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 4 | 5-7 | 12 | 20 | N/A | 4.0 + 0.5 | 80 | -11 to -9 | Stun |
War crime launcher with insanely low endlag.
This move comes out incredibly fast, and it makes for a great combo starter. As a raw poke, this move is not that far off from Jab, but with better range and significantly more safety, reminiscent to its counterpart from traditional fighters.
This move typically is too minus at low percents, and its low knockback also makes it a victim to floorhugging, though its speed can more than make up, as floorhugging this is unreactable and requires a read.
At mid percents, this starts working as a combo starter. On DI in, this can combo into her Forward Tilt, Up Tilt. At late percents, it can set up into her Forward Air and Up Special as kill options.
- Has reduced hitstun.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
True | -6 to -4 | -9 to -7 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 0.9× | N/A× | 4 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Dash Attack
While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4% | 6 | 7-9 | 21 | 36 | N/A | 6.0 + 0.2 | 60 | -25 to -23 | Stun |
Hit 2 | 4% | 6 | 12-14 | 21 | 36 | N/A | 6.0 + 0.4 | 45 | -20 to -18 | Stun |
A peculiar double hit move.
This move carries Olympia forward and gives her a good way to take space across the stage. It can loop into itself on DI in.
However, this move is very unsafe on shield, and it is also extremely susceptible to floorhugging, not able to knock down until high percents, and not able to beat CCCrouch CancelThe knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | -20 to -18 | -23 to -21 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | False | True | False | SpecifiedAngle |
Hit 2 | False | -15 to -13 | -18 to -16 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | False | True | False | SpecifiedAngle |
Strong Attacks
Forward Strong
( Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+ )
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 15% | 15+7 [22] | 23-25 | 29 | 59 | N/A | 6.0 + 1.2 | 45 | -23 to -21 | Stun |
Late | 11% | 15+7 [22] | 26-29 | 29 | 59 | N/A | 6.0 + 0.8 | 45 | -24 to -21 | Stun |
Kills off side. Moves her a little forward.
This move is a strong finisher off the side, especially with how much range that Olympia gets off it, able to cover the blindspots in her Down Strong. This option also has good mileage for being able to cover both tech in place and tech away on platforms.
Despite its frame data suggesting otherwise, it is often deceptively safe on shield due to extremely high shield pushback, often putting Olympia out of range to be punished. Due to it being slow, however, it is vulnerable to perfect shieldPerfect ShieldTiming shield just before an attack connects, allowing the defender to cancel the lag of releasing shield immediately into any grounded attack.
A fast option that while committal, can completely negate an attack on contact and grant invincibility, putting the defender in advantage and punishing the attacker for a poor approach.
See in Glossary on reaction against quick-thinking opponents.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | -27 to -25 | -30 to -28 | N/A | N/A | False | False | False | 12 | 1.0× | 1.0× | 1.0× | N/A× | 12 | 13 | 14.000 | 20.34 | True | True | False | SpecifiedAngle |
Late | False | -24 to -21 | -27 to -24 | N/A | N/A | False | False | False | 9 | 1.0× | 1.0× | 1.0× | N/A× | 9 | 9 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Up Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 6% | 4+11 [15] | 16-17 | 36 | 62 | N/A | 6.0 + 0.0 | 110 | -41 to -40 | Stun |
Hit 2 | 10% | 4+11 [15] | 20-25 | 36 | 62 | N/A | 8.0 + 1.075 | 90 | -33 to -28 | Stun |
Vertical kill move. Has a giant upward hitbox.
Her DACUS goes quite far, making it a useful vertical kill option, especially as a tech chase finisher. Her Up Strong also has good vertical coverage, able to hit platforms well from below.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | -37 to -36 | -40 to -39 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Hit 2 | False | -33 to -28 | -36 to -31 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4% | 3+3 [6] | 7-9 | 34 | 59 | N/A | 4.0 + 0.0 | 45 | -48 to -46 | Stun |
Hit 2 | 10% | 3+3 [6] | 19-24 | 34 | 59 | N/A | 7.0 + 0.85 | 40 | -31 to -26 | Stun |
A very fast kill move that requires a linking hit, an excellent tech chase finisher.
The range on this move is good, being able to cover an entire platform. It's also stronger than Forward Strong. However, this move takes a little bit to get to the second hit, meaning that when charged, this move takes way longer to come out relative to Forward Strong.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | N/A | N/A | N/A | N/A | False | False | False | 4 | 1.0× | 0.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Hit 2 | False | -31 to -26 | -34 to -29 | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 3% | 4 | 5-8 | 14 | 34 | 7 | 5.5 + 0.0 | 65 | -5 | Stun |
Hit 2 | 5% | 4 | 13-19 | 14 | 34 | 7 | 7.0 + 0.6 | 50 | -3 | Stun |
A double kick, one of Olympia's best air-to-air tools.
Her Neutral Air provides good range while giving active hitboxes.
The first hit does set knockback. HitfallingHitfallA universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.
With both hits, however, this is a frightening move on Olympia's arsenal. Being incredibly safe on shield, to the point where doing Jab 1 beats shield grab, and being a ranged tool, this move can do everything. It can work both as an overshoot in neutral, as well as an undershoot to catch opponents. It can even function as an edgeguarding tool to catch recoveries, with the move overall being fairly active.
- Neutral Air 1 has reduced hitstun.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | False | 1 | -2 | N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 0.5× | 1.0× | 3 | 3 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Hit 2 | False | 1 | -2 | N/A | N/A | False | False | False | 5 | 1.0× | 1.0× | 1.0× | 1.0× | 5 | 5 | 6.000 | 4.65 | True | True | False | SpecifiedAngle |
Forward Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Normal | 11% | 13 | 14-17 | 18 | 36 | 11 | 5.0 + 0.9 | 40 | -3 | Stun |
Spike | 9% | 13 | 16-17 | 18 | 36 | 11 | 4.75 + 0.475 | 315 | -4 | Stun |
A consistent kill Aerial, equipped with a spike hitbox on the bottom.
The latter half of this move is a spike on the fist, with the regular hit being on her scapula.
This is a versatile move. It's safe on shield, has good killpower, and serves multiple purposes. This move can chain into itself on DI in offstage, able to take early stocks against recovering opponents, while also useful onstage, being able to directly combo into Grab off the spike hit. It's also a good option in general to contest recoveries.
As a combo finisher, this can be found in almost every situation, with Up Throw Forward Air being consistent at many percents. The inherent mixup of the spike hit versus the strong hit makes this move useful in all sorts of situations offstage.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | False | -3 | -6 | N/A | N/A | False | False | False | 11 | 1.0× | 1.0× | 1.0× | 1.0× | 11 | 9 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Spike | False | N/A | N/A | N/A | N/A | False | False | False | 9 | 1.0× | 1.0× | 1.0× | 1.0× | 9 | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 6% | 5 | 6-8 | 12 | 30 | 7 | 6.0 + 0.45 | 45 | -3 | Stun |
Late | 4% | 5 | 9-17 | 12 | 30 | 7 | 4.5 + 0.4 | 45 | -4 | Stun |
A very fast move with low lag that uniquely turns Olympia around.
This move is a really powerful option to land with on shield, especially because it turns Olympia around. This allows her to land with Back Air into Jab 1, a string that only works because Olympia doesn't have to turnaround on the ground before her Jab. This beats shield grab.
The airborne endlag is also notable. Falling with the late hit of this move offstage can combo into another move, like double jump or wall jump Forward Air, for a useful offstage kill option.
Using RARReverse Aerial Rush
Jumping out of run turnaround, such that the character is moving forward while facing backwards.
See in Glossary Back Air can be strong as an approaching option, and the move can be useful to throw out, shield grabbing any overshoots.
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
- Back Air turns Olympia around.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | 1 | -2 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | 1.0× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Late | False | 1 | -2 | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | 1.0× | 4 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Up Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Early | 8% | 6 | 7 | 15 | 30 | 10 | 5.0 + 0.5 | 70 | -4 | Stun |
Mid | 8% | 6 | 8-12 | 15 | 30 | 10 | 6.5 + 0.6 | 70 | -4 | Stun |
Late | 4% | 6 | 13-14 | 15 | 30 | 10 | 4.0 + 0.425 | 300 | -7 | Stun |
Truly, a do-it-all move. This move is a single hit that sweeps from the back to the front, but Olympia gets different rewards on when she hits it. The middle hit is the strongest, and the late hit is a semi-spike.
This move is a giant DI trap. On DI in, the move basically sends directly upward, allowing Olympia to just loop over and over. On DI out, it can combo into Neutral Air or Forward Special, with her other moves being too slow or not far reaching enough. If hitfellHitfallA universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.
At kill percents, this can link into her Up Special as a kill option.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Early | False | -2 | -5 | N/A | N/A | False | False | False | 8 | 1.0× | 1.0× | 1.0× | 1.0× | 8 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Mid | False | -2 | -5 | N/A | N/A | False | False | False | 8 | 1.0× | 1.0× | 1.0× | 1.0× | 8 | 7 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Late | False | N/A | N/A | N/A | N/A | False | False | False | 4 | 1.0× | 1.0× | 1.0× | 1.0× | 4 | 4 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Down Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Sweet | 12% | 14 | 15-18 | 21 | 39 | 12 | 6.0 + 0.6 | 270 | -3 | Stun |
Sour | 10% | 14 | 15-18 | 21 | 39 | 12 | 4.0 + 0.6 | 270 | -4 | Stun |
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Sweet | False | N/A | N/A | N/A | N/A | False | False | False | 12 | 1.0× | 1.0× | 1.0× | 1.0× | 12 | 10 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | N/A | N/A | False | False | False | 10 | 1.0× | 1.0× | 1.0× | 1.0× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Specials
Neutral Special - Gem Field
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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5% | 8 | 9 | 19 [+16]Regular endlag. [Additional endlag if Olympia manually stops her gem toss.] |
29 [26-49]Regular IASA. [IASA based on earliest/latest manual stop for gem toss.] |
N/A | 4.0 + 0.1 | 75 | N/A | No Stun (None) |
Fireball. Stops upon contact with a player or if SpecialDefault Controls
Xbox:
GCN:
KB: is tapped again.
This is Olympia's projectile, and it's one of her key ways of being able to control space, since without it, Olympia lacks the movement and range to get to her opponents.
Gem should only ever go up if Olympia feels like she can convert off it or have advantage. By itself, this field is very prone to being broken, meaning that it's up to Olympia to babysit it. Having gem available is also important, since without it, Olympia's recovery becomes much more hindered.
This projectile can be a good opener to combo into Grab, though it is auto-floorhuggable, meaning that this will not be as effective against grounded opponents, making it more of a guessing game. In addition, throwing it directly at opponents loses to opponents who simply throw out a hitbox and break it.
Gem finds its usage best at offstage, serving as a recovery option that Olympia can cast to Gem Dash upward, as well as an edgeguard tool, popping any opponents who try approach it.
- Gem Toss is auto-floorhuggable and has reduced hitstun.
- Upon breaking, the broken field stays up for another 120 frames.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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True | N/A | N/A | N/A | N/A | True | True | False | 5 | 1.0× | 1.0× | 0.85× | N/A× | 3 | 5 | 6.000 | 4.65 | False | True | False | SpecifiedAngle |
Pop: SpecialDefault Controls
Xbox:
GCN:
KB: while field is up
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Field Break | 2% | 27 | 28-29 | 18 | 48 | N/A | 8.0 + 0.2 | 90 | -6 to -5 | Stun (None) |
Crystalized Pop | 1% | N/A | N/A | N/A | N/A | N/A | 7.0 + 0.35 | 90 | N/A | Stun (None) |
Olympia can pop the crystal if the field is up, hitting any opponent in the field and crystalizing them.
This is a really appealing move on its own, but it isn't meant to be used in neutral. The opponent can easily react to Olympia's startup and parry the hit, causing Olympia to be stunned. In advantage however, the range makes it excellent for covering every tech option, as well as able to convert on opponents who recover, often forcing them to DI out for a worse recovery to avoid the Pop.
Becuase of how much time that Olympia gets off Pop, she can often reposition herself in time for a much stronger follow up than normally possible, making up for her low movement speed.
This also cannot be floorhuggedFloorhugA defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
- Neither hit can be SDIedShift Directional Influence
A way of influencing a character's position after hitpause, done with either stick. This includes ASDI, SSDI, and Shield SDI.
See in Glossary.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Field Break | False | N/A | N/A | N/A | N/A | True | True | True | 3 | 0.0× | 0.0× | 1.0× | N/A× | 5 | 9 | 3.600 | 13.34 | True | True | True | SpecifiedAngle |
Crystalized Pop | False | N/A | N/A | N/A | N/A | False | True | False | 3 | 0.0× | 0.0× | 1.0× | N/A× | 3 | 2 | 2.800 | 0.85 | True | True | False | SpecifiedAngle |
Gem Dash: SpecialDefault Controls
Xbox:
GCN:
KB: +
AttackDefault Controls
Xbox:
GCN:
KB: while in field
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Dash | 3% | 6 | 7-16This ends as soon as Olympia hits the crystal. | N/A | N/A | N/A | 6.0 + 0.0 | *This move has a unique angle flipper of HostVelocityAngle. | N/A | Stun |
Hit Crystal | 5% | N/AStarts as soon as Olympia collides the crystal from her dash. | 1-3 | 5 | 14-23Depends on when she reaches the crystal. | N/A | 6.5 + 0.4 | 65 | N/A | Stun |
While Olympia is in the field, pressing SpecialDefault Controls
Xbox:
GCN:
KB: and
AttackDefault Controls
Xbox:
GCN:
KB: at the same time causes Olympia to teleport to the field's center, disabling it temporarily.
There are a multitude of ways to input this. This is where Olympia's movement advantage is gained, since she can quickly convert off these hits.
This is also an essential recovery technique, since without it, Olympia cannot spend much time offstage at all.
- Once dashed to, the field goes on cooldown for 120 frames.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Dash | False | ERROR! | ERROR! | ReverseMomentum | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 3 | 4.400 | 2.57 | False | True | True | HostVelocityAngle |
Hit Crystal | False | ERROR! | ERROR! | ReverseMomentum | N/A | False | False | False | 5 | 1.0× | 1.0× | 1.0× | N/A× | 5 | 5 | 6.000 | 4.65 | False | True | False | SpecifiedAngle |
Cooldown: SpecialDefault Controls
Xbox:
GCN:
KB: while field is broken
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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N/A | N/A | 1-16 | N/A | 17 | N/A | N/A | N/A | N/A |
If Olympia's field is up, but it cannot be popped due to being inactive or broken, she will go through a brief cooldown animation. Can still be useful for movement when combined with B-reversesB-Reverse
By turning around during the startup of a Special, depending on the move, the character can change the direction they're facing and/or the momentum they have.
See in Glossary.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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N/A | -7 to 8 | -10 to 5 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Forward Special - Radiant Grab
Command Grab: Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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N/A | 14+2 [16]Startup. Leap. [Total effective startup.] | 17-31 | *It's complicated. In the air on whiff, it is 25 frames, but she can wall jump starting on frame 6. | 60/57Typical grounded/airborne. This move has a lot of variance depending on when she lands. She can wall jump on frame 37. | 22 | N/A | N/A | N/A |
Command grab that aims to grab either an opponent or a gem. This can also be useful for recovering directly to ledge.
If Olympia uses this while airborne, and she whiffs, she cannot use this move again until she wall jumps, grabs ledge, or makes it back onto stage.
- Can wall jump on frame 37.
- Once whiffed, Olympia can only use it again when refreshed with wall jump, ledge grab, or landing on stage.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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N/A | -14 | -17 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Grab Opponent:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit Opponent (Airborne) | 10% | 8+36 [44]Startup. Leap. [Total effective startup.] | 45-47 | 12 | 60 | N/A | 6.5 + 0.7 | 80 | N/A | Stun |
Landing | 10% | *Occurs when landing from the initial leap. | 1-3 | 12 | 15 | N/A | 6.5 + 0.7 | 80 | N/A | Stun |
Once she grabs an opponent, she gains access to heightened air drift, being able to control where she lands with her hit. She will immediately slam if she lands on any floor, and if she fails to land in time, she will instead slam against the air. Olympia gains intangibility upon throwing.
Offstage, Olympia has to make a survival decision.
- Slamming at the wall gives Olympia the best change at getting a wall jump and escaping offstage, but it also allows the opponent to readily wall tech and potentially reversal her for it. Olympia can avoid getting clipped due to her intangibility, but she can't waste any time offstage.
- The further away Olympia is from the wall when slamming, the more dangerous it is. If Olympia is too low and has no double jump, she'll be unable to recover at all. However, it counters the opponent's ability to instant wall tech, and it puts the opponent in a worse position overall.
Onstage, Olympia focuses much more about whether she wants to throw the opponent deep offstage, onto a platform, et cetera. Stage positioning for combos is the key thing to pay attention to.
- Once an opponent is slammed into the ground or air, Forward Special is put on cooldown for 33 frames.
- Olympia gains 29 frames of intangibility once she throws the air slam down.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Hit Opponent (Airborne) | False | N/A | N/A | ReverseMomentum | N/A | False | False | False | 10 | 0.0× | 0.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Landing | False | N/A | N/A | ReverseMomentum | N/A | False | False | False | 10 | 0.0× | 0.0× | 1.0× | N/A× | 10 | 9 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Grab Gem:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Hit Opponent (Airborne) | 2% | 8+36 [44]Startup. Leap. [Total effective startup.] | N/A | 20 | 65 | N/A | 8.0 + 0.2 | 90 | -5 | Stun (None) |
Landing | 2% | 8+36 [44]Startup. Leap. [Total effective startup.] | 45-47 | 12 | *Depends on when you land. | N/A | 8.0 + 0.2 | 90 | +1 to +3 | Stun (None) |
Olympia can also grab the gem, which she can similarly control her leap.
- If she lands with the gem, she causes a very large explosion on the ground, which will crystalize any opponents that come into contact.
- If she is airborne post-throw, she will instead throw the gem down, crystalizing any opponents that it hits.
She doesn't gain any intangibility on landing, but she can get a combo off if she lands the hit.
- Cannot be SDIed.
- Once a gem is slammed into the ground, Forward Special is put on cooldown for 33 frames.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Hit Opponent (Airborne) | False | N/A | N/A | N/A | N/A | True | True | True | 3 | 0.0× | 0.0× | 1.0× | N/A× | 5 | 9 | 3.600 | 13.34 | True | True | True | SpecifiedAngle |
Landing | False | N/A | N/A | N/A | N/A | True | True | True | 3 | 0.0× | 0.0× | 1.0× | N/A× | 5 | 9 | 3.600 | 13.34 | True | True | True | SpecifiedAngle |
Up Special - Shimmer Kick
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Launcher | 1% | 7 | 8-11 | 15 | 48+*Olympia enters special fall. | 27 | 10.0 + 0.0 | 80 | N/A | Stun |
Multihit | 1% (5x) | 7 | 12-14, 15-17, 18-20, 21-23, 24-26 | 15 | 48+*Olympia enters special fall. | 27 | 7.0 + 0.0 | 70 | N/A | Stun |
Final | 7% | 7 | 30-33 | 15 | 48+*Olympia enters special fall. | 27 | 7.0 + 0.85 | 45 | N/A | Stun |
A recovery tool and a potent finisher off the top.
The launcher has a unique property that draws the opponent into Olympia's range, ignoring the opponent's original direction, serving almost like a command grab. The best an opponent can do is to survive the finisher hit. Despite this move being very vertical, this move sends at the same angle as her Forward Strong, meaning that the DI can be tricky to manage.
As a recovery tool, however, this move generally lacks the height of other Up Specials, meaning that she rarely has to be rinse and repeated if she gets ledgehoggedLedgehog
The act of occupying ledge. When doing so, opponents are prevented from grabbing ledge, making it a useful edgeguard technique.
See in Glossary from this move. This move's poor vertical distance means that Olympia is usually relying on her other options offstage to recover back, with a particular emphasis on her double jump and Gem Dash.
- Launcher and multihit cannot be SDIed.
- Puts Olympia into special fall.
- Can be angled.
- Can grab ledge starting on frame 39.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Launcher | False | N/A | N/A | ReverseMomentum | N/A | False | False | False | 3 | 0.0× | 0.0× | 1.0× | N/A× | 3 | 2 | 2.800 | 0.85 | False | True | True | SpecifiedAngle |
Multihit | False | N/A | N/A | ReverseMomentum | N/A | False | False | False | 3 | 0.0× | 0.0× | 1.0× | N/A× | 3 | 2 | 2.800 | 0.85 | False | True | True | SpecifiedAngle |
Final | False | -19 | -22 | ReverseMomentum | N/A | False | False | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 6 | 7.600 | 7.08 | False | True | False | SpecifiedAngle |
Down Special - Crystal Bash/Dash
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Fully Charged | 10% | 8+35+2 [45]Startup. Armor. Charged. [Total Effective Startup.] | 46-50 | 8/24*On hit/whiff. | 59/75*On hit/whiff. | 27 | 8.0 + 0.2 | 80 | -20 to -16 | Stun |
Cancel to Weak Hit | 7% | 8+8+10 [26]Startup. Minimum window for armor. Uncharged Startup. [Minimum Startup for Uncharged.] | 27-31 | 24 | 56 | 27 | 6.5 + 0.6 | 80 | -22 to -19 | Stun |
Dash | N/A | 8 | N/A | 12 | 21 | N/A | N/A | N/A | N/A |
She charges a focus attack, gaining super armor but for only a single hit.
- When it ends, she gets a shoulder bash, causing crystalization.
- If she inputs
AttackDefault Controls
Xbox:
GCN:
KB:or
SpecialDefault Controls
Xbox:
GCN:
KB:during any point, she does a punch, which does not cause crystalization.
- She can cancel into a dash with
ShieldDefault Controls
Xbox:
GCN:
KB:,
ParryDefault Controls
Xbox:
GCN:/
+
KB:or double tapping left or right
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
*Reminiscent of the Street Fighter IV input., aka an Focus Attack Dash Cancel (FADC). This dash can be cancelled either forward or backward, depending on the horizontal joystick position, defaulting to forward.
Olympia can only use her FADC one time offstage, but she regains it if she is ever hit. She also regains it by grabbing ledge or returning to stage.
Olympia also stalls in the air when she performs this move.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Fully Charged | False | N/A | N/A | N/A | N/A | False | False | True | 15 | 0.0× | 0.0× | 1.0× | N/A× | 15 | 9 | 10.000 | 45.54 | True | True | True | SpecifiedAngle |
Cancel to Weak Hit | False | -19 | -22 | N/A | N/A | False | False | False | 7 | 1.0× | 1.0× | 1.0× | N/A× | 7 | 6 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Dash | N/A | ERROR! | ERROR! | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Grabs & Throws
Grab
Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:
Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:
Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | 6 | 7-8 | 23 | 32 | N/A | N/A | N/A | N/A | |
Dash Grab | N/A | 7 | 10-11 | 27 | 39 | N/A | N/A | N/A | N/A | |
Pivot Grab | N/A | 7 | 10-11 | 30 | 42 | N/A | N/A | N/A | N/A |
Olympia's Throws fit well into her toolkit. Can be easily confirmed into off of many of her moves, notably Down Tilt, Back Air, and even Forward Special, leading to potent combo extensions.
Hit / Hitbox | AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel Attack
GrabDefault Controls
Xbox:
GCN:
KB: >
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
2% | 10 | 11, 15, 19, 23 | 20 | 44 | N/A | 4.0 + 0.0 | 45 | N/A | Stun |
A defensive mechanic that significantly reduces hitstun by timing a downward press on either stick. Requires precise timing, but it can be important for reversals out of opposing punishes. Here, as can be seen, Etalus floorhugs the attack, indicated by a white arrow moving into the floor.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | False | 3 | 1.0× | 1.0× | 1.0× | N/A× | 3 | 2 | 3.600 | 1.67 | False | False | True | SpecifiedAngle |
Pummel Special
GrabDefault Controls
Xbox:
GCN:
KB: >
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 14 | 15 | 26 | 42 | N/A | 4.0 + 0.0 | 45 | N/A | Stun |
Puts the opponent into a crystal. Any of the following Throws will throw the opponent being crystalized. If the opponent is grab released, they are no longer stuck in the crystal.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | False | False | True | SpecifiedAngle |
Forward Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
5% | 19 | 20-22 | 23 | 46 | N/A | 8.0 + 0.45 | 45 | N/A | Stun |
Throws the opponent away. Generally good at setting up low percent tech chases, but sends too far at higher percents.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | True | 5 | 1.0× | 1.0× | 1.0× | N/A× | 5 | 5 | 6.000 | 4.65 | True | True | True | SpecifiedAngle |
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
5% | 15 | 16 | 25 | 42 | N/A | 8.25 + 0.4 | 125 | N/A | Stun |
Sends higher than Forward Throw. Able to combo into hits like Forward Air on DI in for a potential kill confirm.
Back Throw turns Olympia around.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | True | 5 | 1.0× | 1.0× | 1.0× | N/A× | 5 | 5 | 6.000 | 4.65 | False | True | True | SpecifiedAngle |
Up Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
4% | 11 | 12 | 30 | 43 | N/A | 10.6 + 0.55 | 90 | N/A | Stun |
The best Up Throw in the game, and it's not particularly close.
Unlike most Up Throws, because this sends straight up, DI in and DI out are the exact same, with Olympia being able to follow up on both with the option of her choice, whether it be a Up Air, or a Forward Air. At low percents against fastfallers, she can even combo into the Up Tilt's back hit.
This Throw can also chaingrabChaingrab
A technique of regrabbing the opponent without allowing the character to land. This is only possible with successful Pummels to remove regrab protection on defenders.
See in Glossary opponents.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | True | 4 | 1.0× | 1.0× | 1.0× | N/A× | 4 | 4 | 5.200 | 3.57 | True | True | True | SpecifiedAngle |
Down Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 23 | 24 | 23 | 48 | N/A | 6.0 + 0.5 | 62 | N/A | Stun |
Tech chase throw. Can combo into her finishers at high percents on DI in. Better against floaties, though still effective against fastfallers.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | N/A | N/A | False | False | True | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | True | SpecifiedAngle |
Misc. Attacks
Ledge Attack
During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
9% | 23 | 24-28 | 27 | 56 | N/A | 8.0 + 0.3 | 45 | -24 to -20 | Stun |
- Intangible between frames 1-28.
- Ledge is no longer occupied starting on frame 31.
Does a leg sweep on stage. Generally, she has stronger options at ledge like her Back Air or reverse Forward Air, especially because the range on this move doesn't do much to hit opponents back offstage.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | -23 to -19 | -26 to -22 | N/A | N/A | False | False | False | 9 | 1.0× | 1.0× | 1.0× | N/A× | 9 | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Ledge Special - Zircon Straight
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 30+6 [23] | 37-50 | 35 | 86 | N/A | 6.0 + 0.7 | 60 | -44 to -31 | Stun |
- Intangible between frames 1-30.
- Ledge is no longer occupied when Olympia enters post-charge, starting on frame 31-61 depending on how long she charges.
- Can be charged by holding
SpecialDefault Controls
Xbox:
GCN:
KB:.
A dash with a hitbox. Olympia can ledgehog with this move, but against characters with hitboxes, it is generally ill advised. This move makes for a good reset or hit option if she hits an opponent with it, but it is ultimately limited in its utility as a Ledge Special.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | -40 to -27 | -43 to -30 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% | 15 | 16-18, 23-25 | 25 | 51 | N/A | 9.0 + 0.25 | 45 | -23 to -21 | Stun |
- Intangible between frames 1-25.
Olympia sweeps both sides of her.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | -19 to -17 | -22 to -20 | N/A | N/A | False | False | False | 6 | 1.0× | 1.0× | 1.0× | N/A× | 6 | 5 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active WindowWhich frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | Shield SafetyHow safe is a move on shield? The calculation can be found here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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10% | 18+5 [23] | 24-25 | 29 | 55 | N/A | 8.0 + 0.6 | 90 | -17 to -16 | Stun (None) |
- Intangible between frames 1-17.
- Can be charged to increase the range of the move.
She charges a crystal field hitbox across the floor. The longer she charges it, the further the crystals go. The range on this move is massive when fully charged.
AFH?Auto-floorhuggable moves are not restricted by floorhug timing, meaning that any ASDI down input will floorhug. | Floorhug SafetyThe relative safety on a move on floorhug. Assumes maximum floorhug hitstun of 8 and ignores tipper hitstun in calculation. | CC SafetyThe relative safety on a move on floorhug out of crouch cancel. Assumes maximum floorhug hitstun of 5. | B-Reverse?This determines how a move behaves when B-reversed. | Hitpauseless Throw?If yes, this move has no hitpause, instead immediately throwing. | Is Projectile?Projectiles are most iconically defined by being parriable on frame 3 as opposed to frame 6. Notably, not all projectiles reflect when parried. | Separate Hitpause?Typically only true for articles. If true, only the defender will freeze in hitpause while the attacker continues to move. | Forces Tumble?Does the hitbox force tumble regardless of knockback? | HitpauseHitpause is the amount of freeze frames that the hitbox and hurtbox are stuck in. | SSDIModifies the strength of opponent's SSDI. | ASDIModifies the strength of opponent's ASDI. | HitstunModifies the amount of hitstun incurred upon hit. | Hitfall HitstunModifies the amount of hitstun incurred upon hitfalling the hit, on top of the hitstun multiplier. | Shield HitpauseThe amount of freeze frames that the shielding character and hitbox are stuck in. Remember that for articles, this also affects shield advantage. | Shield StunThe amount of shield stun. Note that the first frame of shield stun is replaced by shield hitpause, which can affect articles. | Shield PushbackShield pushback is the initial pushback velocity of a shielding opponent (and potentially attacker) on hit. | Shield DamageShield has a maximum of 50 HP. The more shield damage, the closer shield is to breaking. | Can Reverse Hit?Reverse hitting just means that when a move sends "away", the "away" direction will depend on the victim's position relative to the attacker. If it cannot reverse hit, "away" is just wherever the attacker is facing. | Ground Techable?Most hits can be teched on the ground, but there are a few exceptions where landing on the ground from the hit will always knockdown. | Weight Independent?If true, the hit will influence knockback as if the character weighs 100. If false, the hit will determine knockback based on the character's weight. | Knockback FlipperOne of three knockback flippers. If it's not SpecifiedAngle, then this hit ignores its default launch value and instead behaves depending on other factors. |
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False | N/A | N/A | N/A | N/A | True | True | False | 10 | 1.0× | 1.0× | 1.0× | N/A× | 5 | 9 | 10.000 | 11.39 | False | True | False | SpecifiedAngle |
Cosmetics
Default
Spotted
Common Tier skin unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Epic Tier Skin unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Opossum
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Lovers
Rare Tier skin available for purchase in the Bucks Shop or in the Lovers Homecoming Bundle. It has custom VFX.
Default | Red | Blue | Green | Yellow |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin | Purchasable in the Coin Shop |
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To edit frame data, edit values in RoA2/Olympia/Data. |
Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode • Glossary •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Ranked Mode • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• In-Game Store • Icons • Emotes • Character Progression •