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
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.
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.
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.
Stats
HP: 900 Backdash: 24F (1~4F Full Invuln) (1~19F Grab Invuln) Movement Speed:Fast
Has 3 different active hits, but will only ever hit once
Cannot be reflected by Kiara or Sora
Has a projectile durability of 1x1
236M
70
Mid
20
-
16
-
-
None
Effective projectile pop startup: 60F
Effective projectile active frames: 20F
Has a projectile durability of 1x1
236H
70x3
Mid
20
-
16
-
-
None
Effective projectile pop startups: 60F, 80F, 100F
Effective projectile active frames: 20F
Each has a projectile durability of 1x1
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236G
WANGY WANGY!! +
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.
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214L
Braaains! +//
Senpai..
Senpai..
KAWAIII!
KAWAIII!
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
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
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
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
6
3(1)2
22
-10
-
(1~13) Super Armor
Ollie's reversal. Has frame 1 armor which will lose to grabs when used out of neutral or hitstun. As a result of the move's startup being 6 frames and grab protection from blockstun and wakeup also being 6 frames, this move cannot be grabbed when used as a reversal in these instances.
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j.214L
Check Please! Air +//
Knight
Knight
Rook
Rook
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 + 4
-
-
None
Knight.
j.214M
90
Mid
10
16
Until Landing + 4
-
-
None
Rook.
j.214H
60
High
14
26
8
-
-
None
Queen. Causes a groundbounce on both standing and juggled hit which can be followed up easily.
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22L
Corpse Hopping! +//
Blanka Hop
Blanka Hop
GRAVE DANGER!!
GRAVE DANGER!!
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
22L
-
-
20
-
4
-
-
None
Forward hop
22M
-
-
20
-
4
-
-
None
Backward hop
22H
-
-
22
-
10
-
-
None
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]
-
-
22
-
10
-
-
None
Crossup teleport hop
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22S
CHARGE RIFLE!! +
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, but still deals a bit of damage on hit (no chip damage)
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.
Amazing way to close out rounds on low health opponents with a chip kill due to how difficult the initial laser charge up is to instant block. Opponents that try to jump out of the way of the laser will take a guaranteed 12~18 chip damage as a result of being hit during jump startup. The opponent even attempting to instant block it will end up taking chip damage because of how little time there is between the individual no-hitstop laser hits.
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j.2S
Falling for You! Air Only+
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
-
-
14~
-
Until Landing + 5
-
-
None
Fast fall
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Super Star Attack
COLLECTOR'S REVENGE!!! +
Don't turn me into a marketable plushie-
Don't turn me into a marketable plushie-
NOOOOOOOOO
NOOOOOOOOO
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
260(80,10x10,80)
Mid, Air Unblockable
7
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.