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 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
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]
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
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
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
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
Ground version
Ground version
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
Enfeeble S2
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.
Chaos Brand S3
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
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
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
"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
Initial hits
Initial hits
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)
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Combo description
With assists
Combo (damage)
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Combo description
With accessories and assists
Combo (damage)
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