Rivals of Aether/Olympia
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
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
Dash Attack 1
punch_dattack1
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 2
punch_dattack2
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? |
Tilts
Forward Tilt
punch_ftilt
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? |
Up Tilt
punch_utilt1
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? |
punch_utilt2
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? |
Down Tilt
punch_dtilt
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? |
Strong Attacks
Forward Strong
Up Strong
punch_ustrong
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? |
Down Strong
punch_dstrong
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? |
Aerials
Neutral Air
punch_nair1
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? |
punch_nair2
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? |
Forward Air
punch_fair1
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? |
punch_fair2
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? |
Back Air
punch_bair
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? |
Up Air
punch_uair1
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? |
punch_uair2
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? |
punch_uair3
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? |
Down Air
punch_dair1
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? |
punch_dair2
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? |
Specials
Neutral Special
punch_nspecial
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? |
punch_nspecial_crystal
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? |
punch_nspecial_crystal_break
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? |
Forward Special
punch_fspecial
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? |
Up Special
punch_uspecial1
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? |
punch_uspecial2
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? |
punch_uspecial_final
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? |
Down Special
punch_dspecial
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? |
punch_dspecial_full
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? |
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.