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 up close brawler with a variety of tools to close the distance between her and the opponent. | |
Pros | Cons |
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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 - 2023 | Ranked #2 In RCS season 7 | https://twitter.com/SeggoAhmet |
Moveset
Jabs
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? |
Olympia punches.
- A quick jab at 4 frames with a decent hitbox.
- Incredible distance off of a babydash, making her babydash jab an excellent option for combo extensions.
- Doesn't link into ftilt reliably.
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? |
Olympia punches.
- Incredibly low endlag of 8 means you don't necessarily have to cancel this into jab3 or a tilt to continue your combo.
- Deals more hitstun than jab1, meaning your best shot at an ftilt out of jab goes through this move assuming the opponent doesn't tech.
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? |
Olympia punches, but with a sense of finality.
- A reliable ender, but generally has no followups and sends the opponent too high to continue pressure.
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? |
Olympia does a cartwheel.
- Quick startup and decent distance traveled makes this a nice option for low% combos and techchasing.
- Sometimes only hit1 will connect, which is generally a bad thing.
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? |
Olympia swings both fists forwards.
- Has surprisingly high knockback for a tilt, which can score early kills when DIed out.
- Good for setting up an edgeguard out of jab if you can land it.
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? |
Olympia swings her leg around.
- Always sends in the direction Olympia is facing.
- Hits behind, which makes this a nice option out of jabs when they're DIed up and in.
- Confirms into up special kills at high% on DI in.
punch_utilt3
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_utilt4
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? |
Olympia's leg reaches its destination, culminating in a spike.
- Reasonable for low% combos, but she has better options. Most likely to be seen by accident when facing the wrong way or overshooting.
- She has better spike and edgeguarding tools for offstage scenarios.
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? |
The punch rat kicks. This is one of her best moves.
- Very low knockback and a devious angle of 85 makes this move very hard to escape at low%. A staple out of jab which enables stage carry loops.
- Can confirm into up special or even up strong at kill%s, though this requires very cooperative DI.
Strong Attacks
Forward Strong
Olympia unleashes a crystal slam.
- Incredible knockback growth makes this move a serious killer off the side.
- Sweetspot is timing dependent, with the late hit having much less killpower.
- Generally never used in neutral. This move is saved almost exclusively for parries, edgeguards, and crystal pop confirms.
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? |
Olympia gives herself a lethal high five.
- Very fast for a ustrong at frame 16.
- Olympia's goto parry and crystal punish when close enough to the opponent to land it.
- Generally pretty reliable at linking into the kill hit.
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? |
- VERY powerful move that's assisted even more by hit1 boosting them upwards a bit.
- This is the only hit that can reach platforms.
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? |
Olympia punches the ground, causing crystals to erupt.
- Gets more range in both directions the longer it's charged. The crystals have different angle and knockback values from the slam hitbox.
- Unfortunately extremely slow and has pitiful range uncharged, making this one of her least used moves.
- The slam has great knockback and a nasty angle for when it does hit, though.
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.