Rivals of Aether/Olympia: Difference between revisions
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=Moveset= | |||
==Jabs== | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = | ||
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| input = Attack > Attack > Attack (Hold OK) | | input = Attack > Attack > Attack (Hold OK) | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_jab1|caption= Jab 1}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_jab2|caption= Jab 2}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_jab3|caption= Jab 3 / Rapid Jab}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_a|caption= Jab 1|hitbox=yes}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_a2|caption= Jab 2|hitbox=yes}} | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_a3|caption= Jab 3 / Rapid Jab|hitbox=yes}} | ||
| info = <br> | | info = <br> | ||
Jab 1 | |||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_jab1}} | ||
Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing? | Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing? | ||
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* If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example. | * If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example. | ||
Jab 2 | |||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_jab2}} | ||
If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses) | If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses) | ||
Jab 3 / Rapid Jab | |||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_jab3}} | ||
<br> | <br> | ||
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| input = (while running) Attack | | input = (while running) Attack | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_dattack|1|caption= }} | ||
{{MoveDataCargoImage|punch_dattack|2|caption= }} | |||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_dattack|1|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|punch_dattack|2|caption=|hitbox=yes}} | |||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_dattack}} | ||
<br> | <br> | ||
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| input = | | input = | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ft|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ft|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ft}} | ||
<br> | <br> | ||
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| input = | | input = | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ut|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ut|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ut}} | ||
<br> | <br> | ||
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| input = | | input = | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_dt|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_dt|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_dt}} | ||
<br> | <br> | ||
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| input = (Forward/Back +) Strong | | input = (Forward/Back +) Strong | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ss|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ss|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ss}} | ||
<br> | <br> | ||
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| input = Up + Strong | | input = Up + Strong | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_us|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_us|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_us}} | ||
<br> | <br> | ||
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| input = Down + Strong | | input = Down + Strong | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ds|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ds|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ds}} | ||
<br> | <br> | ||
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| input = (while airborne) Attack | | input = (while airborne) Attack | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_na|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_na|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_na}} | ||
<br> | <br> | ||
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| input = (while airborne) Forward + Attack | | input = (while airborne) Forward + Attack | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_fa|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_fa|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_fa}} | ||
<br> | <br> | ||
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| input = (while airborne) Back + Attack | | input = (while airborne) Back + Attack | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ba|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ba|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ba}} | ||
<br> | <br> | ||
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| input = (while airborne) Up + Attack | | input = (while airborne) Up + Attack | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ua|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ua|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ua}} | ||
<br> | <br> | ||
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| input = (while airborne) Down + Attack | | input = (while airborne) Down + Attack | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_da|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_da|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_da}} | ||
<br> | <br> | ||
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| input = Special (Air OK) | | input = Special (Air OK) | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_nb|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_nb|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_nb}} | ||
<br> | <br> | ||
Line 297: | Line 299: | ||
| input = Up + Special (Air OK) | | input = Up + Special (Air OK) | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ub|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_ub|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_ub}} | ||
<br> | <br> | ||
Line 312: | Line 314: | ||
| input = Down + Special (Air OK) | | input = Down + Special (Air OK) | ||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_db|caption= }} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|punch_db|caption= |hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-ROA/Query| | {{AttackDataCargo-ROA/Query|punch_db}} | ||
<br> | <br> |
Revision as of 19:21, 27 April 2023
Story
Olympia is a traveling fighter from the secluded Crystal Oasis. The settlement hosts the ancestors of both the original founders and those who were exiled from the Aetherian Forest by the creation of the Rock Wall. Hidden from the world, Olympia and her people trained diligently to master their control over crystals and gemstones.
She has a warrior spirit tempered with focus and discipline and is always eager for a good fight. While she searches for clues on her personal mission, guided by ancient knowledge, she tackles each adversary and obstacle with legendary gemstone power.
Gameplay
Olympia is an X who does Y with Z | |
Pros | Cons |
|
|
Unique Mechanic
Olympia's Neutral Special throws a crystal which turns into a field of light.
Notable Players
Name | Color | Activity | Notes | Contact |
---|---|---|---|---|
Seggo | 2017 - Present | Ranked #2 In RCS season 7 | https://twitter.com/SeggoAhmet |
Moveset
Jabs
Jab 1
Jab 2
Jab 3 / Rapid Jab
Jab 1
Jab 2
Jab 3 / Rapid Jab
Jab 1
punch_jab1
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing?
What makes this move worth using? Highlight some key strengths (comes out quickly, has lots of active frames, has high knockback, etc.) that pertain to its function. What are some important details that are worth knowing (the sweetspot does X, the angle flipper allows it to do Y, the disjoint allows it to challenge Z, etc.)?
A mention of important combo routes can be helpful ("notably, this move combos into Up Strong for a reliable kill confirm"), but don't go into extensive detail outlining entire combo trees. Combo strategy is best saved for the Strategy pages.
A paragraph should be sufficient for more simple moves, but feel free to use multiple to explain different features, functions, interactions, etc. as needed.
As always, give adequate detail, but be concise. Aim to be unbiased, but good use of flavorful descriptions can help emphasize key information.
- Make sure to double check your facts before posting!
- Don't overdo it with move captions! Consider adding captions which add additional info, emphasize a main takeaway, or some interesting trivia in the context of the character/game when appropriate, but not every move necessarily needs a caption. Feel free to inject some humor or jokes when appropriate for flavor, but keep these to a small handful at most.
- Feel free to include a few bullet points at the beginning or end to cover other key points that don't otherwise fit into the body of the text (for example, "fastest aerial", "can be canceled into X on hit", "has invulnerability on frames A thru B", etc.).
- If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example.
Jab 2
punch_jab2
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)
Jab 3 / Rapid Jab
punch_jab3
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
Hit Lockout | Force Flinch Value | Kills Projectiles? |
Dash Attack
Tilts
Forward Tilt
Up Tilt
Down Tilt
Strong Attacks
Forward Strong
Up Strong
Down Strong
Aerials
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Specials
Neutral Special
Forward Special
Extends combos and quickly closes distance
sy_sb
Damage | Active | Endlag | Angle | KB (Base+Scaling) |
---|---|---|---|---|
8 | 4(7)4(7)4... | 30 | 45 | 8 |
Startup | Landing Lag | FAF | Angle Flipper | Hitstun |
17 | 53 | 0 | 1x |
Hitpause (Base + Scaling) | Parry Stun Type | Priority |
---|---|---|
10 + 0.35 | Normal | 2 |
Hit Lockout | Force Flinch Value | Kills Projectiles? |
0 | 0 | N |
Up Special
Down Special
Alternate Palettes
Default Colors
Unlockable Skins
- Custom Color 2: Beat story mode.
- Abyss: Reach Abyss level 10 with Oly.
- Ranked: Reach Gold rank with Oly.
Seasonal Colors
Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):
- Valentines (Feb-Apr)/(Aug-Oct)
- Summer (May-Jul)/(Nov-Jan)
- Halloween (Aug-Oct)/(Feb-Apr)
- Christmas (Nov-Jan)/(May-Jul)
Premium Skins
How to Get
- Champion: Obtainable via the developers.
- EA: Purchase a Steam key for RoA via Humble Bundle.
Other
Use with Readek's Recolor Tool for properly recolored Oly skins.