Olivia Strategy
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Olivia Strategy
I want Olivia to be my main character, but I'm not to good with her yet. Anyone know anything good about her??
Empud- Beginner
- Posts : 9
Join date : 2008-09-18
Age : 35
Re: Olivia Strategy
I don't know much about Olivia yet. I'll keep my eyes open for some strats.Empud wrote:I want Olivia to be my main character, but I'm not to good with her yet. Anyone know anything good about her??
Re: Olivia Strategy
Thanks =) . I'll just keep watching these videos.LiSyaoran wrote:I don't know much about Olivia yet. I'll keep my eyes open for some strats.
Empud- Beginner
- Posts : 9
Join date : 2008-09-18
Age : 35
Re: Olivia Strategy
She has an awesome Gatchi Drive combo mid screen too.
Jumping , (Only Bird hits), Jump xx , (at this point must be under 12 hits), .
Jumping , (Only Bird hits), Jump xx , (at this point must be under 12 hits), .
Re: Olivia Strategy
Got the from Buktooth at SRK
olivia's objective: to corner her opponent
why?
- heat up unblockables
- heat up overhead/low trickery
- heat up post-grab combos
- post- juggles
- in the corner it doesn't matter that most of olivia's knockdowns are tech roll-able
olivia's strengths:
- strong corner game
- awesome command grab
- fast movement
- strong normal moves
olivia's weaknesses:
- no verifiable low combo outside the corner besides
- no verifiable standing combo, unless opponent is crouching or counter hit
- weak anti air
- all knockdowns are tech-rollable and lose momentum outside of the corner, except for 2D and supers
- no reversal
noteworthy normals:
- great poke. fast, long-ranged, high parry
- best sweep in the game by a mile. long range (longer than !), beats a lot of stuff, fast, leaves opponent in juggle state, not tech roll-able. olivia is pretty much always trying to hit this move, as it goes a long way towards cornering an opponent, and if the opponent is already cornered it leads to big damage. also has the distinction of being olivia's only move that isn't tech roll-able outside of supers
- another long-ranged low poke, though not as long as either of the two moves above. it is cancellable though, and combos into (into /) at most ranges. generally used to whiff punish and to punish unsafe moves at a distance
- low attack. chains into for a natural combo which is safe on block. also chains into for corner heat up unblockables
- the closest thing olivia has to a standing anti-air. if done early enough, works decently well. she'll often have to use jump back for anti-air against other moves that beat or against opponents that air parry
close - olivia's combo starter against opponents who are looking to low parry. against a crouching opponent or on counter hit, olivia can link -> (into /) afterwards. can't really verify anything off of it on standing opponents, though it sort of seems possible to verify and late cancel into or whatever. need more testing. in the corner, close chains into for a heat up unblockable that must be standing parried
- basically is 3s chun's +roundhouse. it has its uses, but will generally get you bounce parried. after a xx combo midscreen, you can dash, move backwards a bit and do a which makes it really ambiguous whether she's going to hit or not. if they whiff a parry you can do a big combo, or if they expect you to whiff (it almost always looks like it's going to whiff) they may eat the into ->
- a sneeze, can be charged up by holding down the button. on full charge the sneeze becomes unblockable and wires the opponent. deadly in conjunction with heat up
on counter hit 6D always wires
has upper-body invulnerability
special moves:
/
A version combos off of on standing opponents, but doesn't knock down and does minimal damage. also is unsafe on block most of the time. generally just not a good idea to use
version combos off of at most ranges, and against crouching opponents. knocks down, but is tech-rollable. for some reason, though, you can super cancel the version of the move even though she appears to be off the ground. since the version knocks down, super cancel into /. is also what olivia uses to punish things from really far away like deathbringer's :
super cancelling into : after a juggled generally doesn't hit
use to get in closer after a knockdown midscreen while building meter
/
version: there's no reason i can think of to use it
version: mainly used as olivia's most damaging combo ender without using meter. neither version has any invul or any use as an anti-air, and both can be tech-rolled
:A:or:C:
i'm pretty sure both versions of the grab are identical
this move alone gives olivia a scary mix up game up close. off of it, she can get dash -> close 5C -> 623C against every character except watson. watson flies away after the grab, so all you get on him 236C midscreen. if you want to use meter, olivia can do dash -> -> -> :4:A:or:C: for a lot of damage
(air) /
version shoots down at a steep angle and recovers quickly
version shoots down at a 60 degree angle and recovers slowly
the version is what you'll mostly be using. if you can get the opponent to block it deep enough, there seems to be frame advantage afterwards (don't quote me on this)
beats most normal-move anti airs
on hit, the opponent gets launched up for a juggle, so the reward is high
can be cancelled into from jump , which forces a mix up situation: (air) :4:B:/ must be blocked high, so the opponent has to keep standing if they expect it coming
(air) / (hold)
use this move if you expect your opponent to attempt to parry the the (air) /; not to be tricky like you think you're magneto. if the opponent does whiff a parry, come down with a full jump in combo
supers:
/
this super generally does more damage than / in ground combos. also seems to be have a little more invincibility. generally used to punish moves from afar or after from max range
/
since this super juggles, it's used in most of her combos. generally used after or in the corner
on block, the last hit is easily bounce parried
heat up:
causes birds to attack after olivia, extending combo and attacking possibilities. mostly useless outside of the corner. i don't think she gets any new chains either. birds cannot be tech-rolled
A attacks: 2 birds
B attacks: 3 birds
C attacks: 4 birds
D attacks: 5 birds
special moves: 5 birds
corner unblockables:
olivia's is unblockable when fully charged. it can be chained into from and close
when in heat up mode, chaining into charged causes the birds to go nuts and drill away at the opponent. on hit the actually combos, and on block it's inescapable
the opponent has to parry the first hit of the chain to escape the unblockable. if they parry the first hit, a few birds hit the opponent for free, then a hole in the birds appear for the opponent to escape through. you can let go of on reaction and still combo off of the birds, but it won't wire and you don't get much out of it
since the opponent has to parry the first hit, you're going to have mix up between starting the unblockable with or close
the trick is spacing. the rule of thumb is that you want to be just far enough so that the just barely reaches. that way the birds have less of a chance of whiffing over crouching opponents. for chaining off of , you want to be as far away as the game will let you be while still getting a close
the unblockable set up works a lot better on some chars than others. works best on big characters, not so well on smaller ones
getting the unblockable off of is easy on most crouching characters except urs and the girls. getting it off of doesn't work at all against urs and the girls. possibly marco too? (watson is fat pretty much everything works on him)
after the unblockable hits, i juggle a close , then walk up and juggle another far if the birds didn't eat up all the juggle potential. from there you just set up the unblockable again as they're getting up
combos:
(damage numbers coming later)
low combos:
/
/
standing combos:
/
: / (crouching opponent / counter hit)
midscreen post-grab combos:
/ -> dash -> any ground combo
/ (vs watson)
/ (easy can't miss combo)
high bounce parry combos:
high bounce parry -> jump -> jump -> (not tech roll-able)
high bounce parry -> jump -> jump -> (more damage)
high bounce parry -> jump -> jump -> /
low bounce parry combos:
low bounce parry -> super jump -> /
situational combos:
(air) /
(air) :4:B:/ /
/
/
corner combos:
(not tech roll-able, sets up heat up)
(from most ranges)
(max range)
/ -> dash + heat up -> -> walk -> -> walk -> -> -> (sets up unblockable)
(heat up) (starts from overhead)
random stuff:
you can kara cancel into (air) /, which actually makes her fly the other way. not terribly useful, other than for looking fancy and maybe running away while building meter
the way you kara cancel into it is weird. you actually have to do / as /, probably because she's turned around in the air
you would think doing the kara cancel as / would be easy, but i have way more success with . even though, i only get it like 10% of the time
in heat up, / can be super cancelled into / (peace out 3 bars)
in heat up, / can be juggled after
olivia's objective: to corner her opponent
why?
- heat up unblockables
- heat up overhead/low trickery
- heat up post-grab combos
- post- juggles
- in the corner it doesn't matter that most of olivia's knockdowns are tech roll-able
olivia's strengths:
- strong corner game
- awesome command grab
- fast movement
- strong normal moves
olivia's weaknesses:
- no verifiable low combo outside the corner besides
- no verifiable standing combo, unless opponent is crouching or counter hit
- weak anti air
- all knockdowns are tech-rollable and lose momentum outside of the corner, except for 2D and supers
- no reversal
noteworthy normals:
- great poke. fast, long-ranged, high parry
- best sweep in the game by a mile. long range (longer than !), beats a lot of stuff, fast, leaves opponent in juggle state, not tech roll-able. olivia is pretty much always trying to hit this move, as it goes a long way towards cornering an opponent, and if the opponent is already cornered it leads to big damage. also has the distinction of being olivia's only move that isn't tech roll-able outside of supers
- another long-ranged low poke, though not as long as either of the two moves above. it is cancellable though, and combos into (into /) at most ranges. generally used to whiff punish and to punish unsafe moves at a distance
- low attack. chains into for a natural combo which is safe on block. also chains into for corner heat up unblockables
- the closest thing olivia has to a standing anti-air. if done early enough, works decently well. she'll often have to use jump back for anti-air against other moves that beat or against opponents that air parry
close - olivia's combo starter against opponents who are looking to low parry. against a crouching opponent or on counter hit, olivia can link -> (into /) afterwards. can't really verify anything off of it on standing opponents, though it sort of seems possible to verify and late cancel into or whatever. need more testing. in the corner, close chains into for a heat up unblockable that must be standing parried
- basically is 3s chun's +roundhouse. it has its uses, but will generally get you bounce parried. after a xx combo midscreen, you can dash, move backwards a bit and do a which makes it really ambiguous whether she's going to hit or not. if they whiff a parry you can do a big combo, or if they expect you to whiff (it almost always looks like it's going to whiff) they may eat the into ->
- a sneeze, can be charged up by holding down the button. on full charge the sneeze becomes unblockable and wires the opponent. deadly in conjunction with heat up
on counter hit 6D always wires
has upper-body invulnerability
special moves:
/
A version combos off of on standing opponents, but doesn't knock down and does minimal damage. also is unsafe on block most of the time. generally just not a good idea to use
version combos off of at most ranges, and against crouching opponents. knocks down, but is tech-rollable. for some reason, though, you can super cancel the version of the move even though she appears to be off the ground. since the version knocks down, super cancel into /. is also what olivia uses to punish things from really far away like deathbringer's :
super cancelling into : after a juggled generally doesn't hit
use to get in closer after a knockdown midscreen while building meter
/
version: there's no reason i can think of to use it
version: mainly used as olivia's most damaging combo ender without using meter. neither version has any invul or any use as an anti-air, and both can be tech-rolled
:A:or:C:
i'm pretty sure both versions of the grab are identical
this move alone gives olivia a scary mix up game up close. off of it, she can get dash -> close 5C -> 623C against every character except watson. watson flies away after the grab, so all you get on him 236C midscreen. if you want to use meter, olivia can do dash -> -> -> :4:A:or:C: for a lot of damage
(air) /
version shoots down at a steep angle and recovers quickly
version shoots down at a 60 degree angle and recovers slowly
the version is what you'll mostly be using. if you can get the opponent to block it deep enough, there seems to be frame advantage afterwards (don't quote me on this)
beats most normal-move anti airs
on hit, the opponent gets launched up for a juggle, so the reward is high
can be cancelled into from jump , which forces a mix up situation: (air) :4:B:/ must be blocked high, so the opponent has to keep standing if they expect it coming
(air) / (hold)
use this move if you expect your opponent to attempt to parry the the (air) /; not to be tricky like you think you're magneto. if the opponent does whiff a parry, come down with a full jump in combo
supers:
/
this super generally does more damage than / in ground combos. also seems to be have a little more invincibility. generally used to punish moves from afar or after from max range
/
since this super juggles, it's used in most of her combos. generally used after or in the corner
on block, the last hit is easily bounce parried
heat up:
causes birds to attack after olivia, extending combo and attacking possibilities. mostly useless outside of the corner. i don't think she gets any new chains either. birds cannot be tech-rolled
A attacks: 2 birds
B attacks: 3 birds
C attacks: 4 birds
D attacks: 5 birds
special moves: 5 birds
corner unblockables:
olivia's is unblockable when fully charged. it can be chained into from and close
when in heat up mode, chaining into charged causes the birds to go nuts and drill away at the opponent. on hit the actually combos, and on block it's inescapable
the opponent has to parry the first hit of the chain to escape the unblockable. if they parry the first hit, a few birds hit the opponent for free, then a hole in the birds appear for the opponent to escape through. you can let go of on reaction and still combo off of the birds, but it won't wire and you don't get much out of it
since the opponent has to parry the first hit, you're going to have mix up between starting the unblockable with or close
the trick is spacing. the rule of thumb is that you want to be just far enough so that the just barely reaches. that way the birds have less of a chance of whiffing over crouching opponents. for chaining off of , you want to be as far away as the game will let you be while still getting a close
the unblockable set up works a lot better on some chars than others. works best on big characters, not so well on smaller ones
getting the unblockable off of is easy on most crouching characters except urs and the girls. getting it off of doesn't work at all against urs and the girls. possibly marco too? (watson is fat pretty much everything works on him)
after the unblockable hits, i juggle a close , then walk up and juggle another far if the birds didn't eat up all the juggle potential. from there you just set up the unblockable again as they're getting up
combos:
(damage numbers coming later)
low combos:
/
/
standing combos:
/
: / (crouching opponent / counter hit)
midscreen post-grab combos:
/ -> dash -> any ground combo
/ (vs watson)
/ (easy can't miss combo)
high bounce parry combos:
high bounce parry -> jump -> jump -> (not tech roll-able)
high bounce parry -> jump -> jump -> (more damage)
high bounce parry -> jump -> jump -> /
low bounce parry combos:
low bounce parry -> super jump -> /
situational combos:
(air) /
(air) :4:B:/ /
/
/
corner combos:
(not tech roll-able, sets up heat up)
(from most ranges)
(max range)
/ -> dash + heat up -> -> walk -> -> walk -> -> -> (sets up unblockable)
(heat up) (starts from overhead)
random stuff:
you can kara cancel into (air) /, which actually makes her fly the other way. not terribly useful, other than for looking fancy and maybe running away while building meter
the way you kara cancel into it is weird. you actually have to do / as /, probably because she's turned around in the air
you would think doing the kara cancel as / would be easy, but i have way more success with . even though, i only get it like 10% of the time
in heat up, / can be super cancelled into / (peace out 3 bars)
in heat up, / can be juggled after
Re: Olivia Strategy
One thing he failed to mention that is very important is this combo
xx xx xx or /
xx xx xx or /
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