BatFan/Olivia

From Dustloop Wiki

Overview

Olivia Von Roselia, age 17, is the princess of a small, rose-filled country called Roselia. Her mother, Queen Victoria, was one of the Four Heroes who saved the world from seemingly inevitable destruction years ago. The country shares borders with the two superpowers on the continent, Orgran and Baltana, and as such is subject to a great deal of international intrigue. This led to Olivia being kidnapped and cursed by agents of the neighboring countries as a child, but these hardships only helped her grow stronger. One day Olivia saw that the precious Miracle Rose had started to wither, an ill omen, and left the small kingdom behind in search of answers.
Heat Up!: Blossoming Dove
Olivia summons 5 doves to attack alongside her. She can also now cancel out of her 6B overhead
Olivia

BatFan Olivia Portrait.png

HP: 3200 (2944)

Damage Scale: 108.69%

Guts Level: 3

Float Factor: 5 (Least Floaty)

Jump Startup: 4

Backdash Time:

Backdash Startup Invincibility:

Movement Options
Divekick that can be feinted, leading to a short hop

 Olivia plays mid range footsies and pokes, very fundamental-based, situational mixups

Pros
Cons
  • Good mid range pokes
  • Shall We Dance? is a great command grab that leads to combos
  • Heat Up ability allows for unique combos, pressure, and mixups
  • Has situational anti-air attacks
  • Has no invincible moves, even her DP has no i-frames
  • On the lower end of damage output
  • Many of her best confirms or options leave her disastrously unsafe on block

External References:


Move List

Normal Moves

5A

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

A small, short range jab.

5B

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

A slight downwards poke with her rod. A solid standing low.

c.C

Damage Cancel Guard Startup Active Recovery On Block On Hit
270 - - 6 - - +3 -

Twirling rod attack to the midsection. Great frame data on it for both startup and advantage, cancels into her specials/supers

f.C

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

Thrusts her rod forward. Long range poke. Not cancelable. Good damage. Must be Gatchied high. Unsafe on block (-7), punishable reliably by certain characters (Marco and Watson especially). Poke with it only at max range!

5D

Damage Cancel Guard Startup Active Recovery On Block On Hit
230 - - 10 - - +2 -

Raises her hand and conjures a small orb of roses. Has more range than it looks, is plus on block, and has significant pushback on hit. Has a high hitbox, so is also able to control opponents trying to jump at you in neutral.

2A

Damage Cancel Guard Startup Active Recovery On Block On Hit
40 - - 5 - - +2 -

A crouching open hand jab.

2B

Damage Cancel Guard Startup Active Recovery On Block On Hit
80 - - 5 - - -7 -

A fast poke at the ground with her rod.

2C

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

Slightly longer ranged downward rod stab. Long range poke, hits low. Can combo into 236C but very difficult to hit confirm. Unsafe on block (-7), punishable reliably by certain characters (Marco and Watson especially). Poke with it only at max range!

2D

Damage Cancel Guard Startup Active Recovery On Block On Hit
310 - - 10 - - -4 -

Bats her hand and conjures a small orb of roses. Launches on hit for a combo and is a hard knockdown otherwise.

6B

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

An overhead axe kick. Has deceptively long range. Can't combo out of it at all (without Heat Up).

6D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
Normal 140 - - 21 - - -7 -
Charged 410 - Unblockable - - - - -

A powerful headbutt that conjures a crowned heart. A chargable normal that is unblockable and causes wallbounch on full charge. On Counter-hit, always wall bounces. Upper body invincible until released, but will still lose to mids so it can be mashed out of. At disadvantage (-7), but difficult to punish due to pushback.


Charged version becomes unblockable. During Heat Up, the birds will peck at her opponent first if charged.

3D

Damage Cancel Guard Startup Active Recovery On Block On Hit
270 - - 32 - - -3 -

Olivia flips forward and crosses up her opponent with her rod. Can hit from decently far range and will always cross up if in range to hit, even forces cross up in the corner. Vacuums on hit for a combo. Is minus on block, but at -3 only Donvalve gets a confirmed punish.

j.A

Damage Cancel Guard Startup Active Recovery On Block On Hit
99 - - - - - - -

A quick slap.

j.B

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

A little butt/knee splash attack. Can cross up, but can't hit deep enough to combo from on cross up.

j.C

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

A downwards angled swing with her rod.

j.D

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

Swings her rod downwards, creating orbs of roses in the process. Her go-to jump-in attack.

Ground Throw

Damage Cancel Guard Startup Active Recovery On Block On Hit
400 - - - - - - -

Grabs the opponent and pushes them away with both hands.

Special Moves

Dainty Livi

236A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 270 - - - - - - -
C 300 - - - - - - -

Rides across the screen on her rod. Her main combo tool, A version is a fast attack that pushes her back to neutral spacing on hit, C version goes further, launches on hit, and cancels into super. It's possible to whiff punish due to it's speed and range, but both versions are very unsafe on block.

Rote Rose

623A/C

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
A 80×2, 130 - - - - - - -
C 90×4, 130 - - - - - - -

A rising upwards strike twirling her rod. A version deals 2 hits, while the C version deals 4 hits. Looks like a DP, but has no invincibility frames, not even to throws. Only good as a combo tool, and even then the A version is strictly worse than the C version.

Empress Lily

j.214B/D

Version Damage Cancel Guard Startup Active Recovery On Block On Hit
B 195 - - - - - - -
D 240 - - - - - - -
Feint
hold button
- - - - - - - -

Downward dive attack, launches on hit for combos. The lower to the ground this hits, the safer it is. If spaced right, can give frame advantage. B version has a more downward dive and is faster/safer. D version has a more forward dive, but builds a tremendous amount of meter even on whiff. Has a high minimum height if you try to Tiger Knee it, but can be done low to the ground at the end of your jump arc. Can be canceled into from j.D, but only combos in Heat Up. One of Olivia's most important moves, you can use it as a mixup, for advantage, or to build meter.

Holding the button will cause this move to fake. Olivia will not attack, and instead land and then immediately do a short hop. She can do all of her air normals out of this short hop, but cannot do another raw Empress Lily. She can however short hop, j.D, and Empress Lily off that. Can be useful on occasion as a fake-out, especially with Heat Up, but very unsafe if they see it.

Shall We Dance?

63214A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
1 - - - - - - -

A command throw in which Olivia dances with her opponent, then kisses them, stunning them. This attack only deals a single point of damage, but leaves the opponent open for combos. The frame advantage is so large that Olivia can dash in after the throw and still combo before the opponent recovers. Beats normal throws if timed right. Combo timing depends on the character it is being used against, due to the different animations for the throw. On Watson, the throw will Launch, so special combos are needed against him. Olivia's most important move for mixups.

Super Moves

Eglanteria

236236A/C

Damage Cancel Guard Startup Active Recovery On Block On Hit
120×4, 150, 200, 300 - - 7 - - - -

Similar to Dainty Livi, a forward flag ride into a finisher. Very fast and decent for a few combos or to punish certain things. Very unsafe on block, and no invincibility at all.

Centifolia

214214A/C

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

Close range multi-hit attack where Olivia spins her flag around herself. Starts up fast and catches both grounded and airborne opponents, but does not have any invincibility. Very useful for combos off of 236C. Unsafe on block, but hard for some characters to punish. Somewhat useful for chip damaging, as all the hits will trigger on block, but not especially.

Heat Up!

Blossoming Dove

  • While in Heat Up, Olivia has 5 doves following her. During almost any attack she makes, the birds will attack as well. This allows for a huge range of combos and resets, and used properly, is Olivia's stronger method of dealing damage and mixing up.
  • The number of birds that attacks is based on the move used. They attack as follows:
    • 0: Empress Lily Fake, Shall We Dance
    • 2: A, 2A, j.A
    • 3: B, 2B, j.B, c.C, Livi(A), Empress Lily
    • 4: C, 2C, j.C, 6B, 3D, Livi(C), Rote Rose(A), Eglanteria, Centifolia
    • 5: D, 2D, j.D, 6D, Rote Rose(C)
  • The way the birds attack will vary at times. There is a brief pause after activating Heat Up where they will not attack, and they have a brief cooldown period between attacks. Because of this, her combos become quite specific in nature. However, this also gives her potential for many extremely fancy and powerful combos.
  • Also in Heat Up, she gains the ability to cancel 6B into specials and Supers.

Strategy

Offense

Defense

Neutral

Attack Sets

2A > 2B/5D

2A > 6B [Does not combo]

5B > 2D

5B > 6D/3D [Does not combo]

2B > 6D [Does not combo]

c.C > 6D [Does not combo]

Combos

Basics:

  • 2B 2A 2B 236A
  • 2B 2A 2B 236236P [1 MP]
  • 5B 2D
    • Best at mid screen. Follow with a j.214C to build bar!
  • 2D, f.C
    • Close range, useful for mid screen only.
  • 5B 2D, 2D - Knockdown
  • 5B 2D, 623C - Most Damage
  • 5B 2D, 5D or c.C - Reset
  • 5B 2D, 5B, 3D - Crossup Reset
  • 5B 2D, 214214P [1 MP]
    • All are corner combos only.
  • c.C 623C
  • c.C 236C 214214P [1 MP]
  • 2C 236C 214214P [1 MP]
  • j.214K, 236C 214214P [1 MP]
  • j.214K, 2D
  • j.214K, 214214P [1 MP]
  • May miss some characters at mid screen.
  • 3D |> c.C 623C
  • 3D |> c.C/2C 236C 214214P [1 MP]

Command Grab: Note: See Heat Up section for all command throw combos involving that.

  • 63214P, 66 c.C 623C
  • 63214P, 66 c.C 236P 214214P [1 MP]
    • Works on everyone except Watson.
  • (Mid)63214P, 66 2D
  • (Mid)63214P, 66 214214P [1 MP]
  • (Near Corner)63214P, 66 2D, 2D or 5D or j.D 214B
  • (Near Corner)63214P, 66 2D, 214214P [1 MP]
    • Watson combos. Timing on mid screen combos is fairly tricky.

Advanced Links:

  • 5D, f.C
    • Fairly reliably combo. Link is hard, but it's effectively completely safe if you miss it.
  • 2A 5D, f.C
    • May work on certain characters, or in certain situations. Actually pretty strong.
  • 5D, 2C 236C 214214P
  • 63214P, 66 5D, 2C 236C 214214P
  • 3D, 5D, 2C 236C 214214P
    • Advanced link combos into 2C. Link is very hard to do, but neutral 5D is useful for fishing for CH or vs Crouching hits.

Gatchi Counter:

  • GC 2C 236C 214214P [1 MP, Far]
  • GC c.C 623C [Close]
    • Also works as Anti-Air.
  • GC c.C 236C 214214P [1 MP, Close]
  • GC 5D, 2C 236C, 214214P [1 MP, Close]
  • GC c.C, 2C 236C, 214214P [1 MP, Close]
    • Advanced Gatchi combos. 5D version is fairly easy to hit but only nets a small increase in damage.
    • c.C version has very strict timing but the increase in damage is larger.

High Gatchi Drive:

  • j.D, 4, 66, c.C, 66 623C [Any]
  • j.D, 6, 2D 623C [Any]
  • j.D, 236C 214214P [1 MP, Any]
  • j.D, 2D, 214214P [1 MP, Near Corner]
  • 7j.D 214B (whiff), c.C, 623C or 2D [Near Corner]
    • Builds a little more meter.

Low Gatchi Drive:

  • 669, j.B j.D |> c.C f.C 5D 236C 214214P
    • The only combo you need! Easy to do and very strong.

Heat Up:

Note: For finishing Heat Up juggles, j.D is the strongest reset. 5D is better for certain setups (into 6B, for example) and is faster. 623C gives the strongest finish, but you lose any reset potential.

  • 63214P, 66 HeatUp, c.C, 6, (late) c.C, 6, (early) c.C 236C, (A/2A), j.D or 623C [Corner]
    • Staple corner combo off of throw. Reset for more shit. Doesn't work on Watson of course.
  • 63214P, 66 HeatUp, c.C, 6, (late) c.C, 6, (early) c.C, 6 2B 236C, 6, (A/2A), j.D or 623C [Corner]
    • Very hard to do, only slightly more damage. Works somewhat easier on Marco.
  • Heat Up ... 63214P, 66, 2B 2A 2B 236C, 6, (A/2A), j.D or 623C
  • Heat Up ... 63214P, 66 c.C 236C, c.C
  • Heat Up ... 63214P, 66 c.C, f.C, 2C 236C
  • Heat Up ... j.214[B], j.D |> c.C, c.C 236C, (A/2A), j.D or 623C
  • Heat Up ... 2B 2A 2B 236C, 2B, A, j.D or 623C
  • Heat Up ... 6B, 2A 2B 236C, A/2A, j.D or 623C
  • Heat Up ... 6B, c.C 236C ...
  • Heat Up ... 6B 236C, A, j.D or 623C
  • After j.D reset:
    • ... 214B, 63214P
    • ... 214B, 2B 2A 2B ...
    • ... 214[B], j.D ...
  • After 5D reset ...
    • ... 4, 6B 236C ...


Navigation