Olympia
The Amethyst Fist • Frame data and knockback info
Rivals of Aether runs at 60 frames per second, and natively at 512×960px resolution. Throughout this document and site, these frames and pixels are used as units of time and distance, respectively.
Character Properties Copied to clipboard
Hurtbox Copied to clipboard
Idle | Crouch | Hitstun |
---|---|---|
42 × 59 | 42 × 36 | 42 × 59 |
Measured in pixels
Effective Weight Copied to clipboard
Knockback Adjust | Air Friction | Hitstun Gravity Accel | Max Fall Speed |
---|---|---|---|
0.98 | 0.05 px/f2 | 0.51 px/f2 | 11 px/f |
Grounded Movement Copied to clipboard
Initial Dash Time | Initial Dash Speed | Run Speed | Run Stop Time | Run Turn Time | Run Turn Accel | Walk Speed | Walk Accel | Ground Friction | Waveland Time | Waveland Friction |
---|---|---|---|---|---|---|---|---|---|---|
8 frames | 6.75 px/f | 5.3 px/f | 8 frames | 9 frames | 1 px/f2 | 2.25 px/f | 0.3 px/f2 | 0.35 px/f2 | 8 frames | 0.07 px/f2 |
Aerial Movement Copied to clipboard
Air Acceleration | Max Air Speed | Max Jump Horizontal Speed | Shorthop Speed | Fullhop Speed | Double Jump Speed | Gravity Acceleration | Fastfall Speed | Land Time | Vertical Walljump Speed | Horizontal Walljump Speed | Pratfall Adjust | Pratfall Land Time |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0.3 px/f2 | 5 px/f | 7 px/f | 7 px/f | 12.45 px/f | 10.75 px/f | 0.65 px/f2 | 16 px/f | 6 frames | 8 px/f | 7 px/f | 0.85 | 11 frames |
Dodges Copied to clipboard
All characters share the same universal dodge frame data. However, the travel speed of rolls and airdodge vary across the cast, affecting distance.
Airdodge Speed | Roll Speed | Roll Body Distance | Tech Roll Speed | Tech Roll Body Distance | 7.5 px/f | 8 px/f | 111 px | 10 px/f | 149 px |
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Normal Attacks Copied to clipboard
Jab Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Force Flinch | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 4 | 5-7 | 12 | Jab 2:
Endlag
5-10,
11-12 Tilts: Endlag 5-12 | 10 | 2% | 35° | 0 | 3 | 0.00 | 1× | 1 | 4 | 0.00 | 2 | True | None |
Jab 2 | 4 | 16-19 (Soonest) | 8 | Jab 3:
Endlag
3-6,
7-8 Tilts: Endlag 3-8 | 28 (Soonest) | 3% | 80° | 6 | 4 | 0.00 | 1× | 5 | 0.00 | 3 | True | None | |
Jab 3 | 5 | 27-31 (Soonest) | 23 | 55 (Soonest) | 7% | 45° | 6 | 7 | 0.55 | 1× | 7 | 2.50 | 4 | True | Standard |
Jab combos have varying startup depending on when the attack is input. A jab input within the final 2 frames of the cancel window will not begin its startup until after the remaining frames of endlag are completed.
Dash Attack Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 6 | 7-9 | 4% | 60° | 0 | 7 | 0.30 | 1× | 5 | 0.00 | 2 | True | Standard | ||
Hit 2 | 12-14 | 14 /
21 | 36 | 4% | 40° | 0 | 7 | 0.30 | 1× | 5 | 1.05 | 2 | True | Standard |
Forward Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | 11-16 | 11 /
18 | 35 | 8% | 40° | 0 | 6 | 0.85 | 1× | 8 | 0.60 | 1 | True | Standard |
Up Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1-2 | 5 | 6-7, 8-12 | 5% | 70° | 0 | 8 | 0.50 | 1× | 8 | 0.35 | 2 | True | Standard | ||
Hit 3 | 15 | 2% | 275° | 0 | 6 | 0.00 | 1× | 6 | 0.35 | 2 | True | Standard | |||
Hit 4 | 16-19 | 12 /
16 | 36 | 8% | 250° | 0 | 8 | 0.20 | 1× | 8 | 0.35 | 3 | True | Standard |
Down Tilt Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 5-7 | 10 /
15 | 23 | 5% | 85° | 0 | 4 | 0.50 | 1× | 5 | 0.35 | 1 | True | Standard |
Aerial Attacks Copied to clipboard
Neutral Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 4 | 5-8 | 6 / 8 | 2% | 80° | 0 | 6 | 0.00 | 0.5× | 5 | 0.00 | 1 | True | Standard | ||
Hit 2 | 13-19 | 9 /
12 | 32 | 6 / 8 | 5% | 70° | 0 | 7 | 0.60 | 1× | 7 | 0.20 | 1 | True | Standard |
Forward Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
11 | 12-16 | 12 /
18 | 29 | 8 / 12 | 9% | 40° | 0 | 6 | 0.80 | 1× | 6 | 1.00 | 4 | True | Standard | |
Spike | 12 | 8 / 12 | 11% | -45° | 0 | 6 | 0.50 | 1× | 9 | 1.20 | 5 | True | Standard |
Back Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8-13 | 10 /
15 | 29 | 6 / 8 | 5% | 45° | 6 | 6-5 (linear) | 0.40 | 1× | 6 | 0.25 | 2 | True | Standard |
Olympia will turn around in the air on frame 7.
Up Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 6 | 7-8 | 8 / 12 | 8% | 90° | 0 | 6 | 0.60 | 0.85× | 6 | 0.40 | 8 | True | Standard | ||
Hit 2 | 9-12 | 8 / 12 | 8% | 90° | 6 | 7 | 0.60 | 0.85× | 6 | 0.40 | 8 | True | Standard | |||
Hit 3 | 13-14 | 10 /
15 | 30 | 8 / 12 | 4% | 300° | 0 | 5 | 0.50 | 1× | 7 | 0.30 | 5 | True | Standard |
Down Air Copied to clipboard
Startup | Active | Endlag | FAF | Landing Lag | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14 | 15-17 | 15 /
21 | 39 | 6 / 8 | 10% | 240° | 6 | 4 | 0.60 | 1× | 6 | 0.60 | 2 | True | Standard | |
Sweet | 15-17 | 6 / 8 | 14% | 270° | 6 | 6 | 0.80 | 1× | 12 | 1.00 | 6 | True | Standard |
Strong Attacks Copied to clipboard
Forward Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 22 | 23-25 | 17% | 40° | 0 | 6 | 1.20 | 1× | 18 | 1.00 | 10 | 3 | True | Standard | ||
Late | 26-29 | 19 /
29 | 59 | 14% | 40° | 0 | 6 | 0.80 | 1× | 12 | 1.00 | 3 | True | Standard |
Up Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 (Lower) | 15 | 16-19 | 6% | 70° | 7 | 6 | 0.00 | 1× | 8 | 0.50 | 3 | True | Standard | ||
Hit 1 (Upper) | 16-19 | 6% | 55° | 7 | 4 | 0.00 | 1× | 8 | 0.50 | 2 | True | Standard | |||
Hit 2 | 24-29 | 26 /
40 | 44 | 10% | 90° | 0 | 8 | 1.20 | 1× | 8 | 0.50 | 3 | True | Standard |
Down Strong Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Hit Lockout | Priority | Kills Projectiles | Parry Stun | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 24-28 | 17 /
26 | 44 | 15% | 60° | 6 | 9 | 1.10 | 1× | 8 | 0.90 | 6 | 2 | True | Standard | ||
Crystals | 25-26 | 12% | 90° | 0 | 8 | 1.00 | 1× | 8 | 0.90 | 6 | 1 | True | Extended | An extra crystal is added to either side Down Strong on frames 1, 13, 25, 37 and 49 of charging. All crystals are active at once. |
Special Attacks Copied to clipboard
Neutral Special Copied to clipboard
Throw Gem Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9-33 | 19 | Manually Spawn Field:
9-27
(16f Endlag) | 28 | 5% | 90° | 0 | 5 | 0.00 | 0.5× | 5 | 0.30 | 3 | True | None |
Once thrown, the Gem Field automatically spawns on frame 34 or on hitting another character. Also automatically spawn on hitting specific destructible objects, being Sylvanos' flowers, Ranno's bubble and an opposing Olympia's Gem. Once created, Gem can be destroyed by any physical attack or projectile.
Activate Gem Field Copied to clipboard
Startup | Active | Endlag | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Crystallizes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
27 | 28-29 | 18 | 46 | 120 120 (On Gem Break) 10 (On Field Spawn) | 2% | 90° | 3 | 8 | 0.00 | 1× | 10 | 0.20 | 3 | True | Extended | True |
Crystallize (Break Out) Copied to clipboard
Active | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | ASDI Modifier | Priority | Kills Projectiles |
---|---|---|---|---|---|---|---|---|---|
1 | 1% | 90° | 0 | 7 | 0.35 | 1× | 7 | 0.00 | 0× | 1 | True |
Crystallized characters break out and take damage/knockback upon taking 30 damage during Crystallize, touching the ground or wall at any time, or exiting hitstun. Characters with Super Armour will have the Crystallize effect stored on them, but immediately break out once their attack ends. Hitting a character with a stored Crystallize effect removes it, even if they still have Super Armour upon being hit.
Side Special Copied to clipboard
Startup | Active | Endlag | Cancellable | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial:
9 Charge: 0-29 Post-Charge: 6 | 16-20
(Soonest) 45-58 (Latest) | 30-38 | Walljump:
11- Jump (In Gem Field): 4- IASA (On Hit): Endlag 10-30 (Min), 12-38 (Max) | 51-97 | 6-16% (charge) | 60° | 0 | 6-8 (charge) | 0.70-0.95 (charge) | 1× | 9 | 0.50 | 3 | False | Standard |
Unique jump-cancel with 4 frames of jump squat while in Gem Field. Snaps to ledge within 32px.
Up Special Copied to clipboard
Startup | Active | Endlag | FAF | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | ASDI Modifier | Priority | Kills Projectiles | Parry Stun | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 7 | 8-9 | 1% | 80° | 0 | 10 | 0.00 | 1× | 4 | 0.00 | 0× | 1 | False | Standard | ||
Hit 2-6 | 12-13, 15-16, 18-19, 21-22, 24-25 | 1% | 70° | 0 | 8 | 0.00 | 1× | 4 | 0.00 | 0× | 1 | False | Standard | |||
Final | 30-33 | 8 | 42 (In Pratfall) | 7% | 361° | 0 | 7 | 0.85 | 1× | 5 | 0.30 | 2 / 1 | False | Standard |
Down Special Copied to clipboard
Focus Punch Copied to clipboard
Startup | Intangible | Active | Endlag | Cancellable | FAF | Cooldown | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | Priority | Kills Projectiles | Parry Stun | Crystallizes | Notes | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Unfocused Punch | Initial:
22- Punch: 10 | 33-37 (Soonest) | 10 /
15 | Cancel Dash:
9-22 (Min) | 53 (Soonest) | 7% | 80° | 6 | 8 | 0.70 | 1× | 10 | 0.20 | 3 | True | Standard | ||||
Focus Punch | Initial:
42 Punch: 2 | 45-49 | 10 /
15 | Cancel Dash:
9-42 | 65 | 10% | 80° | 6 | 5 | 0.00 | 1× | 10 | 0.20 | 3 | True | Standard | True | |||
Cancel Dash | 1-5 | 7 | 13 | Focus Punch: 30 | Available once per airtime. Refreshes on landing, walljump, or hit. |
Canceling Down Special's charge into Unfocused Punch or Cancel Dash removes super armor immediately.
Crystallize (Break Out) Copied to clipboard
Active | Damage | Angle | Angle Flipper | Knockback | Hitstun | Hitpause | ASDI Modifier | Priority | Kills Projectiles |
---|---|---|---|---|---|---|---|---|---|
1 | 1% | 90° | 0 | 7 | 0.35 | 1× | 7 | 0.00 | 0× | 1 | True |
Crystallized characters break out and take damage/knockback upon taking 30 damage during Crystallize, touching the ground or wall at any time, or exiting hitstun. Characters with Super Armour will have the Crystallize effect stored on them, but immediately break out once their attack ends. Hitting a character with a stored Crystallize effect removes it, even if they still have Super Armour upon being hit.