Ys vs. Sora no Kiseki: Alternative Saga/Olivier

From Mizuumi Wiki
Jump to navigation Jump to search

A prince of the Erebonian Empire, whose real name is Olivert Reise
Arnor. After sneaking into the Liberl Kingdom and proving his worth
in helping take down the Liber Ark, he became a prominent figure in
the Empire - never missing a chance to bask in the spotlight.


Olivier
YvK Olivier Profile.png
Playstyle Hit-and-Run
Skill Spam
Preferred Range Mid
Long
Tankiness Rating Below average (1.29%)
Learning Difficulty Weird
Stats
HP 9303
AP 28
STR 919
DEF 814
BRK 516
DUR 2376
SPD 94
AGL 94
SP Gain 269


Introduction

Olivier is an extremely weird character who, at first glance, has almost nothing going for him. He has most of the drawbacks of ranged characters while also having none of their upsides. While his range is great, he has very few ways to abuse it. His zoning also leaves a lot to be desired, as his Skills either are too thin, does little damage or are expensive. On top of that, his kit is almost entirely made of projectiles, which makes fighting at close range hard for Olivier. To make things worse, his Charge Attack is a melee attack, forcing Olivier to be at an uncomfortable position in order to land it. Thankfully, he gets to combo off of it, but said combos deal very little damage without using lots of resources. While he compensates by being much bulkier than the average ranged character, he still dies quite easily, forcing him to be extra careful in neutral. Thankfully for him, though, Olivier excels at spamming Skills. Once Ries or Kevin are active, Olivier can spam his most expensive Skills at will, turning him into an actually pretty decent character. However, he can only abuse this once or twice in a game, forcing Olivier to be careful about when he calls an assist.

Olivier is recommended for players whose main strategy is literal spam. Yes, that's actually how you play this guy, we're not joking.
Similar to: Every playable character in Ys VIII and IX


Playstyle
Olivier is the worst character in the game by himself. However, he can very quickly spam his way to victory once he gets lots of SP.
Strengths Weaknesses
  • Great Range: Olivier's gun gives him tons of range, allowing him to safely poke his enemies.
  • Good Burst Damage: Olivier's heavier Skills can end up doing some good damage, if he manages to land all of them.
  • Excellent with SP: Olivier with full SP is the most ignorant character in the game, as his Skill spam can very quickly rack up damage.
  • Immunity to Flash Guard: Thanks to his projectile-only moveset, Olivier is immune to Flash Guard punishes.
  • Weak Neutral: Olivier's lack of synergy in his toolkit makes playing at most ranges fairly uncomfortable for him.
  • Lackluster SP Gain: Gaining SP as Olivier is quite hard, due to his below average mobility and relatively short Charge Attack.
  • Vertically Challenged: Outside of homing projectiles, Olivier has no anti-airs, and as such struggles to control vertical space.
  • Limited Customization: Despite his high AP, Olivier's customization option are quite limited due to having very little synergy with most options.
  • Assist Reliant: Olivier is entirely dependent on his assist for running his gameplan. Without it, he becomes one of the weakest characters in the game.

All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)


Movelist

Normal attacks

Ground Attack
A
YvK Olivier A.png
Version Damage Impact SP Cost Cooldown Properties
Standing 98 6 - - Projectile
Moving 81 6 - - Projectile
Standing:
Total: 26
Moving:
Total: 18

Olivier's basic projectile. Actually not a bad move for long-range poking, although not great either due to his slow fire rate. It also has poor vertical range, making it bad against air approaches. Using it while moving makes the bullet deal less damage on hit.

  • All shots fired after the first will come out on frame 5
  • Frame data assumes point blank. This applies to all projectile attacks in this page


Charge Attack
[A]
YvK Olivier Charge.png
Exhibit A: "What (reluctantly) defines a character"
Exhibit A: "What (reluctantly) defines a character"
Damage Impact SP Cost Cooldown Properties
119 7 - - Soft Armor
Ground:
Total: 26
Air:
Total: 23
Dash:
Total: 20

Strong contender for weirdest attack in the game. Addressing the elephant in the room, the fact that this is a melee attack makes Olivier a much worse character than he would've been otherwise. This forces him to play in a range he's generally uncomfortable with, especially given his zoner moveset. However, it makes for a surprisingly good combo starter, especially when dashing since he can cancel it into j.B. As such, it somehow earns itself a nice spot in Olivier's arsenal.

Olivier's Charge Attack also have some very weird properties. While it can still be jump and dash cancelled like all grounded Charge Attacks, Olivier is considered to be airborne during the animation. This makes it the only attack in the game that's impossible to walk cancel. This also makes it impossible to cancel into an EXTRA Skill, unless Olivier equips an EX Medallion (in which case it will cancel itself into the ground version). HOWEVER, Olivier can still "cancel" his Charge Attack into an EX if he jump cancels it at a specific timing. If done correctly, Olivier will instantly land, allowing him to use his EX again.

  • Dashing Charge Attack can be cancelled into EXTRA Skills just fine
  • Gives 31 SP on contact


Air Attack
j.A
YvK Olivier jA.png
Damage Impact SP Cost Cooldown Properties
86 5 - - -
Total: 24

Like for everything else, Olivier got the short end of the stick on his air attack. Its short range makes it hard to use defensively as an air-to-air, while also making it lackluster as a midrange burst option (it sometimes whiffs when done during a homing dash). Even if Olivier does manage to land it, he can't capitalize on it, as his only reliable combo option is Enfeeble, which keeps the opponent close to him.

Falling Attack
j.B
YvK Olivier jB.png
Good luck hitting that one
Good luck hitting that one
Damage Impact SP Cost Cooldown Properties
86 2 - - Projectile
Total: 12

Air version of Olivier's basic projectile. While its fire rate is much better compared to its grounded counterpart, it doesn't track the opponent's position while shooting, making it much worse as a poke. Works as a niche combo extender off of d.[A].

  • Stops Olivier's vertical momentum, letting him stall in the air
  • Can be fired indefinitely when Schera is active


Rising Attack
Attack while dodging
YvK Olivier Rising.png
Damage Impact SP Cost Cooldown Properties
86 8 1 AP - Hard Armor 1-10
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

Quick Draw
S1
YvK Olivier S1 Ground.png
Ground version
Ground version
YvK Olivier S1 Air.png
Air version
Air version
Version Damage Impact SP Cost Cooldown Properties
Ground 75x4 7, 11, 15, 17 10 / 9 / 9 / 8 / 8 - Soft Armor, Projectile
Air 75x4 7, 9, 14, 16 10 / 9 / 9 / 8 / 8 - Soft Armor, Projectile
Ground:
Total: 41
Air:
Total: 24

4 projectiles fired in rapid succession towards the opponent. Decent poke, although Olivier won't usually find himself using it that much.

  • Air version scatters the projectiles vertically
YvK DEF Down.png Enfeeble
S2
YvK Olivier S2.png
Version Damage Impact SP Cost Cooldown Properties
Ground 128x2 9 12 / 11 / 11 / 10 / 9 - Soft Armor, Projectile, Homing
Air 128x2 6 12 / 11 / 11 / 10 / 9 - Soft Armor, Projectile, Homing
Ground:
Total: 35
Air:
Total: 16

Pretty important Skill for Olivier. On top of proccing DEF Down on hit, it also tracks the opponent's position, making it one of Olivier's only real anti-airs. It's also an excellent way of resetting Skill cooldowns when low on SP.

YvK Confusion.png Chaos Brand
S3
YvK Olivier S4.png
Damage Impact SP Cost Cooldown Properties
515 27 24 / 22 / 21 / 10 / 18 - Hard Armor 1-4, Soft Armor, Projectile
Ground:
Total: 41
Air:
Total: 26
  • Starts hitting opponents once it touches the ground (frame 27 for the ground version)

Very long windup projectile which is also smaller than what the explosion might suggest. Inflicts Confusion on hit, which can help Olivier get a few hits in while the opponent's controls are reversed.

  • Frame data assumes grounded version. Air version only takes effect once it hits the ground
Sniper Shot
S4
YvK Olivier S3.png
Version Damage Impact SP Cost Cooldown Properties
Ground 635 12 20 / 18 / 17 / 16 / 15 - Hard Armor 1-4, Soft Armor, Projectile
Air 635 11 20 / 18 / 17 / 16 / 15 - Hard Armor 1-4, Soft Armor, Projectile
Ground:
Total: 37
Air:
Total: 21

Prett good poke that sends the opponents away. One of the only moves Olivier can actually combo into, although doing so doesn't grant much reward.

Howling Bullet
S5
YvK Olivier S5.png
Version Damage Impact SP Cost Cooldown Properties
Ground 1045, 45 8+11 40 / 36 / 34 / 32 / 30 - Hard Armor, Projectile
Air 1045, 45 8+12 40 / 36 / 34 / 32 / 30 - Hard Armor, Projectile
Ground:
Total: 27
Air:
Total: 31

One of Olivier's most important Skills. Thanks to its natural armor properties and high damage on hit, Olivier is encouraged to spam this Skill whenever possible. However, it is quite slow, so Olivier has to be somewhat careful before using it.

  • Air version's frame data assumes done as low to the ground as possible
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Homing Ray
S6
YvK Olivier S6.png
"LOVE IS ETERNAL!"
"LOVE IS ETERNAL!"
Version Damage Impact SP Cost Cooldown Properties
Ground 212x6 20 50 / 45 / 43 / 40 / 38 - Hard Armor, Projectile, Homing
Ground:
Total: 48
Air:
Total: 38

Very similar to Howling Bullet, making it a very important Skill for Olivier. The main difference between both Skills is that Homing Ray shoots 6 homing projectiles, which can do more damage than Howling Bullet if all projectiles land. However, it's also slower and more expensive, so Olivier can't just spam this whenever he wants to.

  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Requiem Hearts
EXTRA Skill
YvK Olivier EXTRA 1.png
Initial hits
Initial hits
YvK Olivier EXTRA 2.png
Final shot
Final shot
Damage Impact SP Cost Cooldown Properties
78x13, 620 6 100 EXTRA - Invincible, Projectile
Total: 166
  • The final active frame is a projectile

Somewhat disappointing, and kind of weird EXTRA Skill. While it mosty works as a combo extender, Olivier can only realistically combo into it after a dashing Charge Attack. This is because the move is incredibly inconsistent at further ranges. Thankfully for Olivier, it will cause a hard knockdown when close enough to the ground, giving him a full "combo" afterwards. Extremely disappointing EXTRA Skill. Due to being incredibly inconsistent in combos (especially when done in the air), Olivier rarely finds himself using it. However, if he does land it, and everything connects, he will cause a hard knockdown, allowing him to combo afterwards

  • Causes a hard knockdown
  • The opponent can still cast Skills or use their assist during the freeze


Builds

Note: These builds are mostly here in order to guide new players into how to exploit Olivier's potential to its fullest. Don't be afraid to experiment!

Recommended accessories

  • Skill Earring - Excellent for Olivier since it lets him spam more Skills at once
  • Support Tome - Vital accessory for Olivier, as it lets him use assists twice
  • EX Medallion - Important QoL accessory, makes Olivier's Charge Attack behave like every other Charge Attack

Recommended Skills

  • S1
  • S2
  • S3
  • S4

Recommended Support

  • Ries - Allows Olivier to overcome his biggest weakness and freely spam to his heart's content. Basically required for Olivier to become decent
  • Kevin - While less active than Ries, Kevin allows Olivier to spam more Skills at once


General Strategy

Neutral

  • Explain how Olivier approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Olivier's offense works

Defense

  • Explain how Olivier can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot

General Counterplay

  • List some general Olivier counterplay. This includes, but isn't limited to, knowledge checks or gimmicks


Combos

Combo Terminology Table

Symbol Meaning
> Cancel from the previous move to the following move.
, Link from the previous move to the following move.
dl./delay Delay before using the following move.
X(w)/whiff Whiff the following move (do not hit).
jc Jump Cancel.
wc Walk Cancel.
d./dash Dash air attacks. Done by pressing the dodge button while standing still.
(X) Optional input.
{X}*N Repeat (sequence) N number of times.

Solo

  • d.[A] > j.B > S3 (800 damage)
BnB from a dashing Charge Attack.
  • d.[A] > EX wc > j.[A] > S5 (3k damage)
EX Combo from a dashing Charge Attack.

With accessories

  • Combo (damage)
Specify which accessories are required for this combo to work
Combo description

With assists

  • Combo (damage)
Specify which assist is required for this combo to work
Combo description

With accessories and assists

  • Combo (damage)
Specify which equippable items are required for this combo to work
Combo description


Colors

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Reference (if there's one)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd