Li's Olivia Strategy Guide

View previous topic View next topic Go down

Li's Olivia Strategy Guide

Post  LiSyaoran on Mon Nov 09, 2009 11:18 am

Olivia Von Roselia
Olivia is the princess of the small, rose-filled country of Roselia. She fights beautifully, while taking graceful steps. Taking advantage of her weapon's reach, she can feint at a distance.

Stats

Hit Points: 3200
Defense: Olivia takes 108.5% of all damage
Guts
If Olivia is between 3200 and 1601 Hit Points, she takes 100% damage (defense applied prior)
If Olivia is between 1600 and 1251 Hit Points, she takes 94% damage (defense applied prior)
If Olivia is between 1250 and 951 Hit Points, she takes 85% damage (defense applied prior)
If Olivia is between 950 and 501 Hit Points, she takes 78% damage (defense applied prior)
If Olivia is between 500 and 1 Hit Points, she takes 66% damage (defense applied prior)
Costumes
A Red, White, Gold
B Pink, White
C Gold, White
D Brown, White, Black
G Red, Black, Gold


Attacks

Normals
A A
Damage: 50
Start up: 5, Block Advantage: +1
Attack Level: Mid, Cancel: Yes
*This is an excellent tick throw, and therefore can also used for other mind games options. Outside of that, it really has no other uses.
B B
Damage: 70
Start up: 7, Block Advantage: +1
Attack Level: Low, Cancel: No
*Despite the fact its a standing move, it hits low. Its a decent poke, and can chain to her Low D, which makes it much more useful.
C C
Damage: 230
Start up: 7, Block Advantage: -7
Attack Level: Mid, Cancel: No
*This is a great long range poke. Relatively fast and safe at a distance, this should be your main mid range attack.
D D
Damage: 230
Start up: 10, Block Advantage: +2
Attack Level: Mid, Cancel: No
*This attack has multiple uses. Its a good anti-air if the opponent isn't right over Olivia, and is idle in stopping a opponent that will try and jump out of your throw setups. It is also good to verifiable combos.
Low A 2A
Damage: 40
Start up: 5, Block Advantage: +2
Attack Level: Mid, Cancel: No
*This attack is practically useless. Though its safer, in almost every circumstance, Low B is a better option. You can use this attack to stop a throw attempt, and its involved in some chains.
Low B 2B
Damage: 80
Start up: 5, Block Advantage: -7
Attack Level: Low, Cancel: Yes
*Low B leads into one of Olivia's most important combos (see combo list), among having other combo uses.
Low C 2C
Damage: 230
Start up: 7, Block Advantage: -7
Attack Level: Low, Cancel: Yes
*Low C is a good move to start basic combos in punishment situations where your not close enough to safely land a Close C. Its also has a large cancel window, so you can confirm if it hits.
Low D 2D
Damage: 310
Start up: 10, Block Advantage: -4
Attack Level: Low, Cancel: No
*This is an extremely important move for Olivia's game. Its the only move Olivia has that CAN NOT be ground parried outside of using MP Gauge. This allows you to get closer to the opponent to start your mix-up game. Its also fairly safe and has decent range. Low D can set up a juggle as while, though you really can't take advantage of it till the opponents in the corner.
Jumping A 7 or 8 or 9,A
Damage: 99
Start up: ?, Block Advantage: Nil
Attack Level: High, Cancel: No
*Jumping A has only two uses. Its a decent air-to-air attack, and its a good tick throw. Other then that, stay away from this attack.
Jumping B 7 or 8 or 9,B
Damage: 130
Start up: ?, Block Advantage: Nil
Attack Level: High, Cancel: No
*This attack has a very long active phase. The move stays out practically till Olivia hits the ground. It also has really good priority and can snuff some anti-air attacks.
Jumping C 7 or 8 or 9,C
Damage: 250
Start up: ?, Block Advantage: Nil
Attack Level: High, Cancel: No
*Jumping C has a 45 degree downward arc, and is decent for combos. In most situations that you could effectively use Jumping C, Jumping D is a slightly better option, depending on the targets location.
Jumping D 7 or 8 or 9,D
Damage: 270
Start up: ?, Block Advantage: Nil
Attack Level: High, Cancel: Yes
*This is Olivia's main jumping attack. Jumping away and using this attack is a good anti-air option considering her anti-air options are very limited. It does the most damage out of all of her jump in attacks, so its idle to start of combos. It can also cancel into her Empress Lily, which improves her mix-up game slightly.

Unique Normals
Throw A+B
Damage: 400
Start up: 3, Block Advantage: Nil
Attack Level: Throw, Cancel: No
*A standard throw
Close C Close C
Damage: 270
Start up: 6, Block Advantage: +3
Attack Level: Mid, Cancel: Yes
*This is an excellent attack for combos. If it hits, it can link into many of her moves. Links becomes much easier if the target is crouching, or if you hit on counter hit.
Toward B 6B
Damage: 155
Start up: 17, Block Advantage: -6
Attack Level: High, Cancel: No
*This is one of worst overheads in the game. Mainly because, unlike most overheads in the game, the frame advantage doesn't improve whether its blocked, hits, hits crouching, or on counter hit. Its not entirely unsafe, but half of the cast can punish it if they have enough MP Gauge. Toward B becomes more useful when Olivia is in Heat Mode though.
Toward D 6D
Damage: 140
Start up: 21, Block Advantage: -7
Attack Level: Mid, Cancel: No
*If this attack hits on counter hit, it creates a wall-bounce juggle opportunity. It also has upper body invulnerability, so against certain attacks the whiff against crouching characters, this attack can be used to beat them out. It can even be used as an anti-air in a limited way. Other then that, its slow, and isn't really safe. Use with caution.
Toward D Charged 6D Hold
Damage: 410
Start up: 65, Block Advantage: Nil
Attack Level: Unblock-able, Cancel: No
*This is the reason why Olivia's Heat Mode is so dangerous (see Heat Mode Strategies). Its unblock-able and creates a wall-bounce juggle opportunity.
Down Toward D 3D
Damage: 270
Start up: 32, Block Advantage: -3
Attack Level: Mid, Cancel: No
*If this attack hits, it has tons of frame advantage, allowing Olivia to link almost anything afterward. Despite the way it looks, its a Mid level attack, and can be blocked low. Though its relatively safe, its easy to Gachi, so use sparely.

Special Moves
Dainty Livi A 236A
Damage: 270
Start up: ?, Block Advantage: ?
Attack Level: Mid, Cancel: No, MP Gained: 5%
*This attack isn't safe if blocked and doesn't knockdown, but if it does hit, Olivia jumps back safely. Dainty Livi A can combo from light attacks on a standing opponent unlike the C version, which makes it a little more useful.
Dainty Livi C 236C
Damage: 300
Start up: ?, Block Advantage: ?
Attack Level: Mid, Cancel: Yes, MP Gained: 10%
*This attack isn't safe if blocked and but it knocks down if it hits. Comboing this from a Low C is a good way to punish mistakes from its range. Dainty Livi C can also cancel into super, which is good in combos.
Rote Rose A 623A
Damage: 80/80/130 (Note that multiple hit attacks are subject to scaling)
Start up: ?, Block Advantage: ?
Attack Level: Mid, Cancel: No, MP Gained: 5%
*Rote Rose A has limited uses. It can be used as an anti-air, but it has to be done early to be effective, otherwise it will get snuffed. Since it hits multiple times, its a little harder to Gachi. Its also good in combos, but usually Rote Rose C is a better option because it does more damage.
Rote Rose C 623C
Damage: 90/90/90/90/130 (Note that multiple hit attacks are subject to scaling)
Start up: ?, Block Advantage: ?
Attack Level: Mid, Cancel: No, MP Gained: 10%
*Rote Rose C is your base combo finisher because it does more damage then Dainty Livi. Combos are its main use, because much like Rote Rose A, its to slow, has low priority, and grants no invulnerability.
Empress Lily B 214B in air
Damage: 195
Start up: ?, Block Advantage: ?
Attack Level: High, Cancel: No, MP Gained: 5%
*This attack is pretty useful. Olivia dives down at her target from the air. The lower you hit the opponent the quicker she recovers and gets more frame advantage. It can be canceled from her Jumping D making it more useful. If it hits, it sets up a juggle for more damage. Holding the attack button will result in Olivia faking the attack and hoping back in the air, which is good for her mix-up game. Note doing this gains no MP Gauge.
Empress Lily D 214D in air
Damage: 240
Start up: ?, Block Advantage: ?
Attack Level: High, Cancel: No, MP Gained: 20%
*This pretty much has the same properties as the B version, but it travels at a less-steep angle, making it harder to hit the target low. The great thing about this attack is it gains a lot of MP Gauge. So when Olivia has the opportunity, such as right after a super to execute it safely, its a good idea. You can also kara-cancel her Down Toward D into this attack, which is very effective (see Advancedl Strategy).
Shall We Dance 63214A or C
Damage: 1
Start up: ?, Block Advantage: Nil
Attack Level: Throw, Cancel: No, MP Gained: 0%
*Shall We Dance is a very important attack to Olivia's mix-up game. It can lead into some good damage by leaving the opponent open for a combo (see combos). There are some good setups for this throw making it easier to get in and land (see general strategies).

Super Moves
Eglanteria 236236A or C
Damage: 120x3/150/200/300 (Note that multiple hit attacks are subject to scaling)
Start up: 7, Block Advantage: ?
Attack Level: Mid, Cancel: No, MP Gained: -100%
*Despite the fact that you'll mostly be using Centifolia as your main super move, Eglanteria is very important because its part of one of your move important combos. Eglanteria has enough invulnerability to go right through projectile attacks as well.
Centifolia 214214A or C
Damage: 100/60x12/250 (Note that multiple hit attacks are subject to scaling)
Start up: 4, Block Advantage: ?
Attack Level: Mid, Cancel: No, MP Gained: -100%
*Centifolia is your main super art; mainly because it can be canceled from her Dainty Livi C. It can be used in juggles and still score full damage. The only negative side to Centifolia is it grants Olivia no invulnerability what so ever. So its not an effective anti-air or wake up attack.


Combos

Chains
A - A
*No real use
Low A - Low A
*No real use
Low A - Toward B
*A decent mix-up option
Low A - Low B
*This chain works great in combination with Low B xx Low A chain
Low A - D
*A safe chain that has great combo potential if Olivia lands it on a crouching opponent
B - Toward D
*This chain doesn't actually combo and it isn't that safe. Not really useful.
B - Low D
*This is clearly her most important chain. It can't be ground parried, starts with a low attack, is safe, and sets up a juggle.
B - Down Toward D
*This is a decent way to lead into Olivia's Down Toward D. Use sparingly.
Low B - Low A
*This is an excellent chain. Starts low, and leads to all the Low A chains as well, which can lead into good damage.
Low B - Toward D
*This chain doesn't actually combo and it isn't that safe. Not really useful.
Close C - Toward D
*This chain is very important when Olivia goes in Heat Mode. Out of Heat Mode, much like her other chains that lead into Toward D, it has limited uses.
Basic Combos
1) Close C xx Rote Rose C
*Olivia's main opportunity combo
2) Low C xx Dainty Livi C
*Another main combo of Olivia's. Do this combo if your not in range for combo #1
3) Shall We Dance, Dash, Close C xx Rote Rose C
*This is Olivia's main combo after landing Shall We Dance. This combo doesn't work on Watson.
4) Shall We Dance,Low C xx Dainty Livi C
*This is another post Shall We Dance combo. Less damage then Combo #3, but easier to land, because it doesn't involve dashing. This combo doesn't work on Watson.
5) Shall We Dance, Dainty Livi C
*This is a Shall We Dance combo that does work on Watson.
6) Close C, Low B xx Dainty Livi A
*This combo is confirm-able. If the opponent is crouching, you can switch the Dainty Livi to the C version.
7) Low B xx Low A xx Low B xx Dainty Livi A
*Another confirm-able combo, but it starts of with a low attack unlike combo #6. If the opponent is crouching, you can switch the Dainty Livi to the C version.
MP Gauge Combos
10) Low B xx Low A xx Low B xx Eglanteria
*This is one of Olivia's main combos involving a super move. Starts with a low attack, confirm-able, and good damage.
11) Low A xx D, Low C xx Eglanteria
*Another confirm-able combo much like combo #10. It does more damage, but only works on a crouching characters, and it's a harder combo.
12) Low B xx Low A xx D, Eglanteria
*Like combo #11. It does more damage then combo #10, but only works on a crouching characters. It doesn't do as much damage as combo #11, but it starts with a low attack.
13) Low C xx Dainty Livi C xx Centifolia
*This is Olivia's main punishment situation combo using MP Gauge.
14) Low B xx Low A xx Low B xx Dainty Livi C xx Centifolia
*This is a good confirm-able and good damage combo. It only works on crouching characters though.
15) D, Low C xx Dainty Livi C xx Centifolia
*Much like combo #14, this is a good confirm-able and good damage combo. More damage then combo #14, but it starts off with a mid level attack. It only works on crouching characters though.
16) Shall We Dance, Dash, Close C xx Dainty Livi C xx Centifolia
*This combo is what make Olivia's Shall We Dance so dangerous. Good damage off of a throw. This combo doesn't work on Watson.
17) Shall We Dance, Dash, Close C, Low B xx Centifolia
*This combo is much like combo #16, but its confirm-able and a little less damage. Good damage off of a throw. This combo doesn't work on Watson.
Corner Only Combos
20) B xx Low D xx Low D
*This combo is safe and starts low.
21) B xx Low D xx Rote Rose C
*Much like combo #20, but does more damage, and is a little hard to land.
22) Empress Lily, Rote Rose C
*Good damage. Can also cancel from Olivia's Jumping D, but it doesn't combo.
23) Shall We Dance, B xx Low D xx Low D
*Just like combo #20, but starts with Shall We Dance.
24) Shall We Dance, B xx Low D xx Rote Rose C
*Just like combo #21, but starts with Shall We Dance.
25) Shall We Dance, Low D, Rose Rote C
*Shall We Dance combo that works on Watson.
26) B xx Low D xx Centifolia
*Much like combo #21, but with a super move finish.
27) Empress Lily, Centifolia
*Much like combo #22, but with a super move finish.
High Gachi Drive Combos
30) D xx Dainty Livi A (Whiffs), Close C xx Rote Rose C
*Good damage from a mid screen High Gachi Drive.
31) D xx Dainty Livi A (Whiffs), Close C, Walk up, Low D
*Not as much damage as combo #30, but its not ground parry-able.
32) D xx Dainty Livi A (Whiffs), Close C, Walk up, Centifolia
*Just like combo #31, but a super combo finish
33) Jumping D xx Low D, Rote Rose C
*Good damage from a corner High Gachi Drive.
34) Jumping D xx Low D, Centifolia
*Just like combo #33, but a super combo finish.
Low Gachi Drive Combos
40) Dash, walk up slightly, Down Toward D, Close C xx C xx D xx Low D xx Dainty Livi C
*A big damage mid screen or corner Low Gachi Drive combo. The Down Toward D can be hard to land. The closer you are to the opponent when you land the Low Gachi Drive, the easier it becomes to land.
41) Dash, Close C xx C xx D xx Low D xx Rote Rose C
* Doesn't do as much damage as combo #40, but it keeps the opponent in the corner.
42) Dash, walk up slightly, Down Toward D, Close C xx C xx D xx Dainty Livi C xx Centifolia
*Mich like combo #40, but with a super finisher
43) Dash, Close C xx C xx D xx Low D xx Centifolia
*Mich like combo #41, but with a super finisher


General Strategy
One of Olivia's main problems is most of her attacks that knockdown are ground parry-able. By getting the opponent in the corner, you eliminate this problem. Her Mix-Up game and damage potential increases drastically in the corner as well. Olivia also doesn't have any good defense options to deal with a opponents strong jump in and mix-up game. So getting your opponent in the corner and avoiding a knockdown that can give your opponent a good positional or offensive advantage is your primary objective.
Achieving Olivia's Offensive Objective
The easiest way to get Olivia's opponent in the corner is by landing Low D as often as possible. This pushes the opponent far and gives her time to gain ground and push them further in the corner. Olivia needs to do her best not it give any ground away by using her Poke and Zone game. If Olivia finds herself in the corner, try using Down Toward D to get out of the corner, or try to land a throw and reverse the advantage.
Poke and Zone Game
Olivia's C has great range, is relatively fast, and safe from a distance. This will be her main Poke and Zone attack to keep the opponent from getting close. Low D doesn't have the range C does, but its safer and landing this attack is part of her objective. Low C can be confirmed for good damage if it hits, but it doesn't have the range like C, and its not safe.
Defensive Options
One other weakness Olivia possess is a lack of a good anti-air attack. Rote Rose is slow and has horrible priority. If you perform the Rote Rose motion when your outside of your opponents poking range, anticipating a jump in, and they do jump, press the C button immediately performing Rote Rose before they can perform a jump in attack. This is effective, but Rote Rose in general can't be used on reaction. D is a good anti-air, but its easy to Gachi and tends to miss if the opponent is right above Olivia. At this range, don't use D. Toward D has upper body invulnerability, but has to be used at the perfect time. Toward D is to slow to actually punish a jump in attack. The best anti-air option Olivia has is to jump and meet the opponent in the air by using Jump A, Jumping B, or Jumping D. Of course, when your waking up from a knockdown, Olivia can't jump up in the air and meet them with anything. Another weakness Olivia has it she doesn't have any good wake up defense outside of using MP Gauge. Centifolia grants no invulnerability, but Eglanteria does have a long window of invulnerability. The problem is you won't score full damage if you catch them in the air. More bad news, is if Olivia does hit the opponent in the air with the early hits of Eglanteria, they can still ground parry, so you haven't safely escaped. Just do your best not to get into these situations.
Heat Mode
Olivia's Heat Mode is very effective. She summons 5 pink doves to assist her with her attacks. You'll see that a different number of birds strike depending on what attack Olivia uses. For all normal attacks, its simply 2 doves for A attacks, 3 for B attacks, 4 for C attacks, and 5 for D attacks. This simple formula doesn't apply to all Unique Normals and Special Moves. The list below shows all the Unique Moves that don't follow the simple formula, and Special Moves.
Throw: 0
Close C : 3
Toward B: 4
Dainty Livi A: 3
Dainty Livi C: 4
Rote Rose A: 4
Rote Rose C: 5
Empress Lily B: 3
Empress Lily D: 3
Shall We Dance: 0
Eglanteria: 3
Centifolia: 4
These doves extend the block and hit advantage on attacks. This opens the possibilities of new combos and strategies. The most important strategy is the unblock-able setup. The best way to setup up the unblock-able setup, is to land a Low D or any Super Move, so they can't ground parry. If the opponent is in the corner and you activate Heat Mode, hit the target with a Close C or B and chain it to a Charged Toward D. Whether the Close C hits or not, the opponent is stuck in hit or block stun and can't escape the unblock-able Charged Toward D. After hitting the Charged Toward D, walk back and hit a Close C. The doves will attack, knocking them back into the corner and you can setup up another unblock-able. Another strategy you can use in Heat Mode, is that Olivia's overhead (her Toward B), can be used to combo after it. This opens up a high attack option that can lead to damage that she doesn't have otherwise.
Heat Combos
50) Charged Toward D, Close C xx Rote Rose C
*Decent damage after landing the unblock-able
51) Charged Toward D, Centifolia
*A easy way to land a Super Move after the unblock-able
52) Toward B, Low C xx Dainty Livi C
*Good combo starting with a high attack and knocking down. This is ground parry-able though.
Mix-Up Game
Great Mix-Up Games generally consist of high, low, throw, and cross-up options. Olivia has very limited cross-up and high options, but her low and throw options are excellent. First off, her okay cross-up options consist of using her Empress Lily. If Olivia isn't quite directly above the opponent but slightly infront of them, her B and D versions of her Empress Lily can be set up to hit either side dependent on which version you use. This isn't really a safe option because you hit the opponent very high in the Empress Lily's arc, therefore they recover much quicker and can punish Olivia. Her high option pretty much only consist of her Toward B. The attack really isn't safe even if it hits, but becomes much more effective when Olivia is in Heat Mode. Olivia's main low options are her B xx Low D chain, combo #7, and combo #10. Her chain is safe, and both combos are confirm-able, making them safe. Her throw options, besides her basic throw and her A tick throw, is her Shall We Dance, which can also lead into some good damage. Just remember that ALL of these options can be beat out by an attack with invulnerability. So make sure to bait the opponent into using these attacks on wake up so Olivia can block, dodge, or Gachi them and punish the opponent.
Advanced Strategy
Corner Tricks
After landing a B xx Low D chain, instead of scoring some damage, you can hit the opponent with a B. This makes them flip back in the air so they will land on they're feet. During this time, you can dash toward them and set up another mix-up pattern. You can use any of the high, low, and throw options in the Mix-Up Game section. You can also use her Low B xx Low A xx Toward B chain, use Heat Mode, or other confirm-able combos.
Kara-Canceling
You can kara-cancel Olivia's Down Toward D with her Empress Lily. Its very difficult to perform it consistently. The interesting part about this technique is the motion of the Empress Lily has to be performed as though Olivia were on the other side of the screen. This is because she turns around, and therefore will actually shot away from the opponent. The only use for this really is to safely gain MP gauge. Empress Lily D gains 20% MP Gauge, more then any other attack she has. So doing this often will give Olivia a lot of MP Gauge quickly and safely. Executing this technique is difficult. The easiest way seems to be this motion:
23+D6D
When executing, double tap D quickly. Its easier this way too because the D is negative edged.
Gaining Meter
As said in the Kara-Canceling section, Empress Lily D gains 20% MP Gauge just from performing it. Along with the Kara-canceling technique, olivia can perform a normal Empress Lily D after landing a Low D or Eglanteria. This technique not only gives Olivia MP Gauge, but gets her close the the target safely.
Resets
After landing any jumping attack air-to-air, if Olivia is close enough, she can catch them with a Rote Rose or Centifolia. Sense the opponent can't block in the air, there only option becomes Gachi.

Match ups
Ashley
Cedric
Coyori
DeathBringer
Donvalve
Face
Freed
Marco
Odile
Olivia
Urs
Watson

STILL WORKING

LiSyaoran
Admin

Posts : 100
Join date : 2008-09-17
Age : 32
Location : Lawton, OK

View user profile http://battlefantasia.omgforum.net

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum