Idol Showdown/Kureiji Ollie: Difference between revisions

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{{Version-IS|4.0.2}}
{{Version-IS|4.0.9}}
[[File:IS_Ollie_Logo.png|250px]]
[[File:IS_Ollie_Logo.png|250px]]


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===Recommended Collabs===
===Recommended Collabs===
* [[File:IS_Azki_Icon.png|40px]] '''[[Idol Showdown/Collabs#AZKi|AZKi]]'''
* [[File:IS_Azki_Icon.png|40px]] '''[[Idol Showdown/Collabs#AZKi|AZKi]]'''
 
:*Very strong for being able to hitconfirm into big damage off of moves Ollie normally would not be able to e.g. 236L, 3H, 214L, and throw. Off-collab enhances her knockdown situations being able to deny wakeup reversals.
:*Very strong for being able to hitconfirm into big damage off of moves Ollie normally would not be able to e.g. 236l, 3h, 214l, and throw. Off-collab enhances her knockdown situations being able to deny wakeup reversals.
* [[File:IS_Subaru_Icon.png|40px]] '''[[Idol Showdown/Collabs#Subaru_Oozora|Subaru]]'''
 
:*Has a strong 2 bar Off-Collab that is great for taking advantage of Ollie's superchat gain and can be used to brute force through neutral when combined with EX teleport.
}}
}}
}}
}}
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  |damage=70
  |damage=70
  |guard=Mid
  |guard=Mid
  |startup=20
  |startup=21
  |active=8(1)8(1)8
  |active=8(1)8(1)8
  |recovery=31
  |recovery=30
  |advHit=KD
  |advHit=KD
  |advBlock=-5~
  |advBlock=-5~
Line 351: Line 351:
  |damage=70
  |damage=70
  |guard=Mid
  |guard=Mid
  |startup=20
  |startup=21
  |active=
  |active=
  |recovery=16
  |recovery=15
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 368: Line 368:
  |damage=70x3
  |damage=70x3
  |guard=Mid
  |guard=Mid
  |startup=20
  |startup=21
  |active=
  |active=
  |recovery=16
  |recovery=15
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
Line 429: Line 429:
  |advBlock=-5~+2
  |advBlock=-5~+2
  |description=
  |description=
* Grants 3 superchats on use
* Uniquely leads to a hard knockdown on hit
* Uniquely leads to a hard knockdown on hit
Safe on block against characters without a 5 frame startup normal when not spaced properly, but can be safer or even plus on block in later active frames. Cancelling into 214L on block from the very tip of 5M or 5H will generally make it plus on block.
Safe on block against characters without a 5 frame startup normal when not spaced properly, but can be safer or even plus on block in later active frames. Cancelling into 214L on block from the very tip of 5M or 5H will generally make it plus on block.
Line 443: Line 444:
  |advBlock=-15~-5
  |advBlock=-15~-5
  |invul= (5~13) {{Property-IS|Super Armor}}
  |invul= (5~13) {{Property-IS|Super Armor}}
  |description= An armored version of the tackle which can be charged by holding the Medium button for up to 60 frames. Leads to a soft knockdown unlike 236L. Unsafe on block generally, but can be a bit safer in late active frames.
  |description=  
* Grants 3 superchats on use
An armored version of the tackle which can be charged by holding the Medium button for up to 60 frames. Leads to a soft knockdown unlike 236L. Unsafe on block generally, but can be a bit safer in late active frames.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 457: Line 460:
  |invul= (5~22+) {{Property-IS|Super Armor}}
  |invul= (5~22+) {{Property-IS|Super Armor}}
  |description=
  |description=
* Grants 3 superchats on use
* Superarmor will always last through the entire charge until the initial active frames
* Superarmor will always last through the entire charge until the initial active frames
Charged version of the tackle which launches the opponent on standing hit and allows for easy followups. Has slightly more blockstun than the uncharged version which makes superchat cancelling into her command hop completely safe on block. Fully charged (60F) version has no additional properties compared to the earliest possible (19F) charged version.
Charged version of the tackle which launches the opponent on standing hit and allows for easy followups. Has slightly more blockstun than the uncharged version which makes superchat cancelling into her command hop completely safe on block. Fully charged (60F) version has no additional properties compared to the earliest possible (19F) charged version.
Line 471: Line 475:
  |advBlock=-17
  |advBlock=-17
  |invul= (1~13) {{Property-IS|Super Armor}}
  |invul= (1~13) {{Property-IS|Super Armor}}
  |description= Ollie's reversal. Has frame 1 armor which overrides grab protection out of hitstun and blockstun, allowing Ollie to be grabbed when used as a reversal. Cannot be superchat cancelled on hit or block. Cannot call assists during the entirety of the animation.
  |description=
* Costs 1 Star Meter and grants 5 superchats on use
Ollie's reversal. Has frame 1 armor which overrides grab protection out of hitstun and blockstun, allowing Ollie to be grabbed when used as a reversal. Cannot be superchat cancelled on hit or block. Cannot call assists during the entirety of the animation.
  }}
  }}
}}
}}
Line 498: Line 504:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Knight.
  |description=
* Grants 5 superchats on use
Knight.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 510: Line 518:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Rook.
  |description=
* Grants 5 superchats on use
Rook.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 522: Line 532:
  |advHit=Launch
  |advHit=Launch
  |advBlock=-6~+5
  |advBlock=-6~+5
  |description= Queen. Causes a groundbounce on both standing and juggled hit which can be followed up easily. Generally plus on or safe block, only potentially punishable when done directly above the opponent at point blank. When tiger knee'd from a jump-cancellable normal such as 2H or 5H, will almost always be +1 or greater on block.
  |description=
* Costs 1 Star Meter and grants 3 superchats on use
Queen. Causes a groundbounce on both standing and juggled hit which can be followed up easily. Generally plus on or safe block, only potentially punishable when done directly above the opponent at point blank. When tiger knee'd from a jump-cancellable normal such as 2H or 5H, will almost always be +1 or greater on block.


Can be used to turn {{input|j.214L}} or {{input|j.214M}} into plus frames via superchat cancelling.
Can be used to turn {{input|j.214L}} or {{input|j.214M}} into plus frames via superchat cancelling.
Line 549: Line 561:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Forward hop
  |description=
* Grants 2 superchats on use
Forward hop.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 561: Line 575:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Backward hop
  |description=
* Grants 2 superchats on use
Backward hop.
}}
}}
  {{AttackData-IS
  {{AttackData-IS
Line 573: Line 589:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Teleport hop. Despite what the animation may suggest, Ollie's hitbox remains the same throughout the whole animation, meaning that you can get hit even when fully buried on the ground, so long as a patch of dirt remains on screen. This makes teleporting somewhat close to your opponent quite risky.
  |description=
* Costs 1 Star Meter and grants 2 superchats on use
Teleport hop. Despite what the animation may suggest, Ollie's hitbox remains the same throughout the whole animation, meaning that you can get hit even when fully buried on the ground, so long as a patch of dirt remains on screen. This makes teleporting somewhat close to your opponent quite risky.
  }}
  }}
  {{AttackData-IS
  {{AttackData-IS
Line 585: Line 603:
  |advHit=
  |advHit=
  |advBlock=
  |advBlock=
  |description= Crossup teleport hop.
  |description=
* Costs 1 Star Meter and grants 2 superchats on use
Crossup teleport hop.
  }}
  }}
}}
}}
Line 612: Line 632:
* Charged laser shot deals 24 chip damage on block
* Charged laser shot deals 24 chip damage on block
A move with long windup, where Ollie pulls out a charge rifle and fires a beam horizontally. Causes a wallsplat in the corner if the fully charged shot hits.
A move with long windup, where Ollie pulls out a charge rifle and fires a beam horizontally. Causes a wallsplat in the corner if the fully charged shot hits.
This move seems to have pseudo-invuln against non-armored grabs during active frames due to a very strange system quirk in Idol Showdown. As a result of strikes being programmed to beat throws when they occur on the same frame, if an opponent tries to grab Ollie while the charge-up laser is overlapping their hurtbox, the grab will not connect. This is because the laser's hitbox, while not inflicting any hitstun or blockstun, still exists on the screen and prevents the grab from being possible.
}}
}}
}}
}}
Line 634: Line 656:
  |advBlock=
  |advBlock=
  |description=
  |description=
* Minimum rising startup: 14F
* Minimum rising startup: 13F
Fast fall.
Fast fall.
}}
}}

Latest revision as of 18:30, 8 June 2024

Last Updated to Version 4.0.9

IS Ollie Logo.png

Loud, Lovestruck Zombie - Overwhelming Infatuation
Difficulty - ★★★★★★

Introduction

Ollie is a nimble glass cannon who makes up for her short range with an assortment of options to approach her love interests. Though quick to fall apart, she can overwhelm opponents with her boundless fanatic energy.
Playstyle
IS Ollie Icon.png

Ollie is a nimble glass cannon that overwhelms her opponents with her boundless fanatic energy.

Pick if you like Avoid if you dislike
  • Scary Mix-ups: After knockdowns, Ollie can use 236M or 236H to send out a delayed projectile to hit the opponent on their wake-up. When paired with her quick 22L or air drifts into j.H, she can do hard to react to left/right set-ups which repeat the situation.
  • Kureiji Pressure: Along with good normals for stagger pressure, Ollie also has several unique pressure options such as a jump cancellable 5H, plus when spaced 214L, and safe disengage option with 22M.
  • Strong resource gain: Ollie has very resource gain on both super chat and meter gain. 22M gives you 2 superchat while being very low recovery and being extremely hard to catch in neutral and pressure, 236L is one of the safest fireballs to throw out in neutral and spaced pressure while giving you 3 superchat, 236M is a slow moving and extremely slow startup fireball that Ollie can do actions before the fireball goes off, and 236H is a metered version of 236M that instead goes off 3 times allowing you to farm superchats safely with hop while it's out.
  • Unique Mobility: Ollie has unique movement options with her hop special series 22X as well as a fast fall with j.2S, which can be used in neutral or sometimes for mix-ups.
  • Super Chatto Time
  • High Execution Combos: Ollie's combos are short without resources or strong execution, particularly midscreen.
  • Low damage: Ollie's combos deal significantly less damage than the rest of the cast, often times having to hit the opponent 3-5 times while most of the cast kills in 2-3.
  • Low Health: Ollie has the lowest health in the cast at 900, making any mistakes punishing.

Recommended Collabs

  • Very strong for being able to hitconfirm into big damage off of moves Ollie normally would not be able to e.g. 236L, 3H, 214L, and throw. Off-collab enhances her knockdown situations being able to deny wakeup reversals.
  • Has a strong 2 bar Off-Collab that is great for taking advantage of Ollie's superchat gain and can be used to brute force through neutral when combined with EX teleport.

Moves

Standing Normals

5L
5L
IS Ollie 5L.png
IS Ollie 5L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Mid

5 3 12 -3 0

None

  • Self-Gatling Count: 3

Standard fast jab that hits crouchers.

Toggle Hitboxes
Toggle Hitboxes
5M
5M
IS Ollie 5M.png
IS Ollie 5M hitbox.png
Need a hand?
Need a hand?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
55

Mid

6 3 15 -4 0

None

Very quick forward-advancing normal.

Toggle Hitboxes
Toggle Hitboxes
5H
5H
IS Ollie 5H.png
IS Ollie 5H hitbox.png
Bro my neutral is godlike.
Bro my neutral is godlike.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

Mid

10 2 26 -8 -3

None

  • Jump cancellable on hit and block

Far-reaching normal for its speed. Combos into 236L at around mid range and 214M at longer ranges, but not tip range. 236L hits can be converted into full combos using 22L using a superchat cancel.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

2L
2L
IS Ollie 2L.png
IS Ollie 2L hitbox.png
sorrymasen
sorrymasen
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
25

Low, Air Unblockable

5 2 13 -3 -1

None

  • Self-Gatling Count: 2

Low-hitting crouching jab.

Toggle Hitboxes
Toggle Hitboxes
2M
2M
IS Ollie 2M.png
IS Ollie 2M hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
50

Low, Air Unblockable

11 9 15 -10 -8

None

Low-hitting slide attack. Less punishable on block in later active frames.

Toggle Hitboxes
Toggle Hitboxes
2H
2H
IS Ollie 2H.png
IS Ollie 2H hitbox.png
Marry me?
Marry me?
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
85

Mid, Air Unblockable

13 3 26 -15 -

(6~15) Head

  • Jump cancellable on hit and block

Dedicated anti-air.

Toggle Hitboxes
Toggle Hitboxes
3H
3H
IS Ollie 3H.png
IS Ollie 3H hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
95

Low, Air Unblockable

13 3 20 -9 HKD

None

Ollie's sweep. Relatively low recovery for its range which makes it an amazing poke in neutral.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

j.L
j.L
IS Ollie jL.png
IS Ollie j5L hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
30

High

6 3 28 + 2L* - -

None

Ollie's fastest air normal. Uniquely has low enough recovery frames to whiff while rising and recover in the air.

Toggle Hitboxes
Toggle Hitboxes
j.M
j.M
IS Ollie jM.png
IS Ollie j5M hitbox.png
Turn your opponent into a combo clip.
Turn your opponent into a combo clip.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
80

High

7 5 Until Landing + 3 - -

None

Main combo fodder tool combined with Ollie's fast fall.

Toggle Hitboxes
Toggle Hitboxes
j.H
j.H
IS Ollie jH.png
IS Ollie j5H hitbox.png
Pray you have a 22X DP.
Pray you have a 22X DP.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
90

High

12 4 Until Landing + 4 - -

None

Huge crossup hitbox.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
IS L.png + IS M.png or IS G.png
ISD Ollie LM.png
IS Ollie LM hitbox.png
Open up!
Open up!
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
165

-

7 2 31 - -

None

  • Total Frames: 39

Ollie's grab.

Toggle Hitboxes
Toggle Hitboxes
Overhead
Overhead
IS M.png + IS H.png
ISD Ollie MH.png
IS Ollie Overhead hitbox.png
Good luck blocking this online.
Good luck blocking this online.
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
60

High

23 3 19 -3 +2

(6~36) Grab

Universal overhead.

Toggle Hitboxes
Toggle Hitboxes
Superchat Reversal
Superchat Reversal
(blocking) IS 6.png + IS M.png + IS H.png
IS Ollie 5M.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
0

Mid

16 2 23 -10 0

(1~17) Full

  • Superchat Reversal
Toggle Hitboxes
Toggle Hitboxes

Special Attacks

236L/M/H
RadiOllie!
IS 236.png + IS L.png /IS M.png /IS H.png
ISD Ollie 236L.png
IS Ollie 236L hitbox.png
Gunflame
Gunflame
ISD Ollie 236M.png
IS Ollie 236M hitbox.png
Tandem Top
Tandem Top
ISD Ollie 236H.png
IS Ollie 236H hitbox.png
ZOMBANWA!!
ZOMBANWA!!
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
236L 70

Mid

21 8(1)8(1)8 30 -5~ KD

None

  • Grants 3 superchats on use
  • Has 3 different active hits, but will only ever hit once
  • Cannot be reflected by Kiara or Sora
  • Has a projectile durability of 1x1

Ollie's gunflame-like projectile that leads to a knockdown on hit and can be used to further juggle an already-juggled opponent.

As a result of how the projectile is divided up, the frame advantage of this projectile will always be one of 3 different values:

  • Close: -5
  • Midrange: +1
  • Far: +9
236M 70

Mid

21 - 15 - -

None

  • Grants 3 superchats on use
  • Disappears if Ollie is hit
  • Effective projectile pop startup: 60F
  • Effective projectile active frames: 20F
  • Has a projectile durability of 1x1
236H 70x3

Mid

21 - 15 - -

None

  • Costs 1 Star Meter and grants 5 superchats on use
  • Disappears if Ollie is hit
  • Effective projectile pop startups: 60F, 80F, 100F
  • Effective projectile active frames: 20F
  • Each has a projectile durability of 1x1
Toggle Hitboxes
Toggle Hitboxes
236G
WANGY WANGY!!
IS 236.png + IS G.png
IS Ollie 236G.png
IS Ollie 236G hitbox.png
HU HAH HUH HAH HU HA
HU HAH HUH HAH HU HA
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
1 - 7 2 20 - -

None

  • Grants the opponent full superchat on hit

Ollie's command grab which deals exactly 1 damage while giving the opponent a series of superchats. The final red superchat will completely fill the opponent's superchat meter regardless of if they have a 2 bar or 3 bar assist.

Toggle Hitboxes
Toggle Hitboxes
214L
Braaains!
IS 214.png + IS L.png /IS M.png /IS H.png
ISD Ollie 214X 1.png
IS Ollie 214L hitbox.png
Senpai..
Senpai..
ISD Ollie 214X 2.png
IS Ollie 214M hitbox.png
KAWAIII!
KAWAIII!
ISD Ollie 214X 2.png
IS Ollie 214H hitbox.png
GACHIKOI RUSH!!
GACHIKOI RUSH!!
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
214L 70

Mid

10 8 15 -5~+2 HKD

None

  • Grants 3 superchats on use
  • Uniquely leads to a hard knockdown on hit

Safe on block against characters without a 5 frame startup normal when not spaced properly, but can be safer or even plus on block in later active frames. Cancelling into 214L on block from the very tip of 5M or 5H will generally make it plus on block.

214M 70

Mid

11+7 11 22 -15~-5 -

(5~13) Super Armor

  • Grants 3 superchats on use

An armored version of the tackle which can be charged by holding the Medium button for up to 60 frames. Leads to a soft knockdown unlike 236L. Unsafe on block generally, but can be a bit safer in late active frames.

214[M] 80

Mid

19~60+5 11 22 -13~-3 -

(5~22+) Super Armor

  • Grants 3 superchats on use
  • Superarmor will always last through the entire charge until the initial active frames

Charged version of the tackle which launches the opponent on standing hit and allows for easy followups. Has slightly more blockstun than the uncharged version which makes superchat cancelling into her command hop completely safe on block. Fully charged (60F) version has no additional properties compared to the earliest possible (19F) charged version.

214H 60, 70

Mid

7 3(1)2 29 -17 -

(1~13) Super Armor

  • Costs 1 Star Meter and grants 5 superchats on use

Ollie's reversal. Has frame 1 armor which overrides grab protection out of hitstun and blockstun, allowing Ollie to be grabbed when used as a reversal. Cannot be superchat cancelled on hit or block. Cannot call assists during the entirety of the animation.

Toggle Hitboxes
Toggle Hitboxes
j.214L
Check Please!
Air IS 214.png + IS L.png /IS M.png /IS H.png
ISD Ollie j214L.png
IS Ollie j214L1 hitbox.png
Knight
Knight
ISD Ollie j214M.png
IS Ollie j214M hitbox.png
Rook
Rook
ISD Ollie j214H.png
IS Ollie j214H hitbox.png
CHECKMATE!!
CHECKMATE!!
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
j.214L 30, 40

Mid

8 8(4)4 Until Landing + 8 - -

None

  • Grants 5 superchats on use

Knight.

j.214M 90

Mid

10 16 Until Landing + 8 - -

None

  • Grants 5 superchats on use

Rook.

j.214H 60

High

14 26 8 -6~+5 Launch

None

  • Costs 1 Star Meter and grants 3 superchats on use

Queen. Causes a groundbounce on both standing and juggled hit which can be followed up easily. Generally plus on or safe block, only potentially punishable when done directly above the opponent at point blank. When tiger knee'd from a jump-cancellable normal such as 2H or 5H, will almost always be +1 or greater on block.

Can be used to turn j.214L or j.214M into plus frames via superchat cancelling.

Toggle Hitboxes
Toggle Hitboxes
22L
Corpse Hopping!
IS 2.png IS 2.png + IS L.png /IS M.png /IS H.png
ISD Ollie 22X.png
IS Ollie 22L hitbox.png
Blanka Hop
Blanka Hop
IS Ollie 22H.png
IS Ollie 22H1 hitbox.png
GRAVE DANGER!!
GRAVE DANGER!!
IS Ollie 22H2 hitbox.png
Version Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
22L - - - - 24 - -

None

  • Grants 2 superchats on use

Forward hop.

22M - - - - 24 - -

None

  • Grants 2 superchats on use

Backward hop.

22H - - - - 33 - -

None

  • Costs 1 Star Meter and grants 2 superchats on use

Teleport hop. Despite what the animation may suggest, Ollie's hitbox remains the same throughout the whole animation, meaning that you can get hit even when fully buried on the ground, so long as a patch of dirt remains on screen. This makes teleporting somewhat close to your opponent quite risky.

22[H] - - - - 33 - -

None

  • Costs 1 Star Meter and grants 2 superchats on use

Crossup teleport hop.

Toggle Hitboxes
Toggle Hitboxes
22S
CHARGE RIFLE!!
IS 2.png IS 2.png + IS S.png
ISD Ollie 22S.png
IS Ollie 22S1 hitbox.png
IS Ollie 22S2 hitbox.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
6x9, 120

Mid

30 45(1)3 18 1 -

None

  • Costs 1 Star Meter and grants 10 superchats on use
  • Initial laser charge up has no hitstun or blockstun
  • Initial laser can potentially inflict up to 54 gray life on hit or block
  • Charged laser shot deals 24 chip damage on block

A move with long windup, where Ollie pulls out a charge rifle and fires a beam horizontally. Causes a wallsplat in the corner if the fully charged shot hits.

This move seems to have pseudo-invuln against non-armored grabs during active frames due to a very strange system quirk in Idol Showdown. As a result of strikes being programmed to beat throws when they occur on the same frame, if an opponent tries to grab Ollie while the charge-up laser is overlapping their hurtbox, the grab will not connect. This is because the laser's hitbox, while not inflicting any hitstun or blockstun, still exists on the screen and prevents the grab from being possible.

Toggle Hitboxes
Toggle Hitboxes
j.2S
Falling for You!
Air Only IS 2.png + IS S.png
ISD Ollie j2S 1.png
IS Ollie j2S hitbox.png
ISD Ollie j2S 2.png
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
- - 10~ - Until Landing + 5 - -

None

  • Minimum rising startup: 13F

Fast fall.

Toggle Hitboxes
Toggle Hitboxes

Super Star Attack

COLLECTOR'S REVENGE!!!
IS 236.png + IS S.png
ISD Ollie 236S 1.png
IS Ollie 236S hitbox.png
Don't turn me into a marketable plushie-
Don't turn me into a marketable plushie-
ISD Ollie 236S 2.png
NOOOOOOOOO
NOOOOOOOOO
Damage Guard Startup Active Recovery Adv. on Block Adv. on Hit Invulnerability
260(80,10x10,80)

Mid, Air Unblockable

8 2 32 -18 HKD

(1~8) Full

  • Minimum Damage: 104
  • Costs 2 Star Meter and grants 3 superchats on use
  • Uniquely ends in a hard knockdown

Ollie's super which is air unblockable. Can be used as a high-value quick anti-air.

Toggle Hitboxes
Toggle Hitboxes

Colors

Original Outfit
Cosplay 1 Anya Melfissa (Hololive)
Cosplay 2 Hakos Baelz (Hololive)
Cosplay 3 Ironmouse (VShojo)
Cosplay 5 Olivia (Hololive)
Cosplay 6 Squigly (Skullgirls)

Navigation

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Collabs
Kanata Amane
Amelia Watson
Marine Houshou
Iroha Kazama
Risu Ayunda
Mio Ookami
Roboco
Miko Sakura
Kaela Kovalskia
Kiara Takanashi
Moona Hoshinova
AZKi
Subaru Oozora
Fauna Ceres