Olivia

Normals
6B - Overhead. Has deceptively long range. Can't combo out of it at all (without Heat Up).

c.C - VERY fast, and frame advantage on block.
f.C - Long range poke. Not cancelable. Good damage. Must be Gatchied high. Unsafe on block (-7), punishable reliably by certain characters (Marco and Watson especially). Poke with it only at max range!
2C - Long range poke, hits low. Can combo into 236C but very difficult to hit confirm. Unsafe on block (-7), punishable reliably by certain characters (Marco and Watson especially). Poke with it only at max range!

5D - Large poke. Slow, but okay anti-air, and great advantage on block or hit.
2D - Launches. Enemy can't quick recovery, so good to force a knock down.
3D - Crossup flip, will crossup even in the corner. Has vacuum. At disadvantage on block (-3), but only Donvalve has a guaranteed punish.
6D - Chargeable. Upper body invincible until released. Unblockable on full charge, and wall bounces. On Counter-hit, always wall bounces. At disadvantage (-7), but extremely difficult to punish due to pushback.

j.B - Cross Up.
Chains
Combo:
2A 2B 2A ...
2A 5D
5B 2D
Don't Combo:
2A 6B
c.C 6D
2B 6D
5B 6D
5B 3D
Specials
236A/C - Dainty Livi
Rides across the screen on her flag. Fairly fast, good for combos. Very unsafe on block.
A version is faster. C version launches and can be canceled into supers.
623A/C - Rote Rose
Attacks diagonally upwards. Looks like a DP, but it isn't. Not invincible at all, not even to throws. Literally only good for a few combos.
C version hits more. A version is completely worthless, always use the C version.
j.214B/D - Empress Lily
Downward dive attack. Launches on hit. The lower to the ground this hits, the safer it is. If spaced right, can give frame advantage.
B version has a more downward dive and is faster/safer. D version has a more forward dive, but builds a tremendous amount of meter even on wiff.
Can be canceled into from j.D. One of Olivia's most important moves. You can use it as a mixup, for advantage, or to build meter.
j.214[B]/[D] - Empress Lily Fake
Holding the button will cause this move to fake. Olivia will not attack, and instead will hop up again into the air.
Can be useful on occasion as a fake-out, especially with Heat Up. But very unsafe if they see it.
63214P - Shall We Dance?
Command grab. Range is quite short, and only does 1 point of damage. However, it can easily be comboed out of into very strong combos.
Seems to beat normal throws if timed right. Olivia's most important move for mixups.
Combo timing depends on the character it is being used against, due to the different animations for the throw.
On Watson, the throw will Launch, so special combos are needed against him.

Supers

236236P - Eglanteria
Similar to Dainty Livi, a forward flag ride into a finisher. Very fast and decent for a few combos or to punish certain things.
Very unsafe on block, and no invincibility at all.
214214P - Centifolia
Close range combo attack. Very useful for combos off of 236C. Unsafe on block, but hard for some characters to punish.
Somewhat useful for chip damaging, but not especially.
Heat Up
Blossoming Dove
While in Heat Up, Olivia has 5 doves following her. During almost any attack she makes, the birds will attack as well. This allows for a huge range of combos and resets, and used properly, is Olivia's stronger method of dealing damage and mixing up.

The number of birds that attacks is based on the move used. They attack as follows:
0: Empress Lily Fake, Shall We Dance
2: A, 2A, j.A
3: B, 2B, j.B, c.C, Livi(A), Empress Lily
4: C, 2C, j.C, 6B, 3D, Livi(C), Rote Rose(A), Eglanteria, Centifolia
5: D, 2D, j.D, 6D, Rote Rose(C)

The way the birds attack will vary at times. There is a brief pause after activating Heat Up where they will not attack, and they have a brief cooldown period between attacks. Because of this, her combos become quite specific in nature. However, this also gives her potential for many extremely fancy and powerful combos.

Also in Heat Up, she gains the ability to cancel 6B into specials and Supers.
Combos

Basics

2B 2A 2B 236A
2B 2A 2B 236236P

5B 2D
Best at mid screen. Follow with a j.214C to build bar!
2D, f.C
Close range, useful for mid screen only.
5B 2D, 2D
- Knockdown
5B 2D, 623C
- Most Damage
5B 2D, 5D or c.C
- Reset
5B 2D, 5B, 3D
- Crossup Reset
5B 2D, 214214P
All are corner combos only.
c.C 623C
c.C 236C 214214P
2C 236C 214214P

j.214K, 236C 214214P
j.214K, 2D
j.214K, 214214P
May miss some characters at mid screen.
3D |> c.C 623C
3D |> c.C/2C 236C 214214P

Command Throw

Note: See Heat Up section for all command throw combos involving that.

63214P, 66 c.C 623C
63214P, 66 c.C 236P 214214P
Works on everyone except Watson.
(Mid)
63214P, 66 2D
(Mid)
63214P, 66 214214P
(Near Corner)
63214P, 66 2D, 2D or 5D or j.D 214B
(Near Corner)
63214P, 66 2D, 214214P
Watson combos. Timing on mid screen combos is fairly tricky.

Advanced Links

5D, f.C
Fairly reliably combo. Link is hard, but it's effectively completely safe if you miss it.
2A 5D, f.C
May work on certain characters, or in certain situations. Actually pretty strong.
5D, 2C 236C 214214P
63214P, 66 5D, 2C 236C 214214P
3D, 5D, 2C 236C 214214P
Advanced link combos into 2C. Link is very hard to do, but neutral 5D is useful for fishing for CH or vs Crouching hits.

Gatchi Counter

(1 Far)
GC 2C 236C 214214P
[1084]

(0 Close)
GC c.C 623C
[866]
Also works as Anti-Air.
(1 Close)
GC c.C 236C 214214P
[1303]

(1 Close)
GC 5D, 2C 236C, 214214P
[1317]
(1 Close)
GC c.C, 2C 236C, 214214P
[1381]
Advanced Gatchi combos. 5D version is fairly easy to hit but only nets a small increase in damage.
c.C version has very strict timing but the increase in damage is larger.

High Gatchi Drive

(0 Any)
j.D, 4, 66, c.C, 66 623C
[845]
(0 Any)
j.D, 6, 2D 623C
[882]
(1 Any)
j.D, 236C 214214P
[1029]

(1 Near Corner)
j.D, 2D, 214214P
[1039]
(0 Near Corner)
7j.D 214B (wiff), c.C, 623C or 2D
[845]
Builds a little more meter.

Low Gatchi Drive

669, j.B j.D |> c.C f.C 5D 236C 214214P
[1613]
The only combo you need! Easy to do and very strong.

Heat Up

Note: For finishing Heat Up juggles, j.D is the strongest reset. 5D is better for certain setups (into 6B, for example) and is faster. 623C gives the strongest finish, but you lose any reset potential.

(Corner)
63214P, 66 HeatUp, c.C, 6, (late) c.C, 6, (early) c.C 236C, (A/2A), j.D or 623C
Staple corner combo off of throw. Reset for more shit. Doesn't work on Watson of course.
(Corner)
63214P, 66 HeatUp, c.C, 6, (late) c.C, 6, (early) c.C, 6 2B 236C, 6, (A/2A), j.D or 623C
Very hard to do, only slightly more damage. Works somewhat easier on Marco.
Heat Up ... 63214P, 66, 2B 2A 2B 236C, 6, (A/2A), j.D or 623C
Heat Up ... 63214P, 66 c.C 236C, c.C
Heat Up ... 63214P, 66 c.C, f.C, 2C 236C

Heat Up ... j.214[B], j.D |> c.C, c.C 236C, (A/2A), j.D or 623C

Heat Up ... 2B 2A 2B 236C, 2B, A, j.D or 623C

Heat Up ... 6B, 2A 2B 236C, A/2A, j.D or 623C
Heat Up ... 6B, c.C 236C ...
Heat Up ... 6B 236C, A, j.D or 623C

After j.D reset ...
... 214B, 63214P
... 214B, 2B 2A 2B ...
... 214[B], j.D ...

After 5D reset ...
... 4, 6B 236C ...