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Costs 20% Ignis Bar summoned, 30% when unsummoned or in OD. | Costs 20% Ignis Bar summoned, 30% when unsummoned or in OD. | ||
This poke poke got nerfed some and buffed some. It can no longer combo outside of some very situational moments, it pushes the opponent much further away, and is much less + in general because Relius gained some recovery. It did however get much faster which makes it a very good single hitting poke. It has retained the ability to steamroll approaches and projectiles alike, but Relius gets less advantage for conquering ether. | This poke poke got nerfed some and buffed some. It can no longer combo outside of some very situational moments, it pushes the opponent much further away, and is much less + in general because Relius gained some recovery. It did however get much faster which makes it a very good single hitting poke. It has retained the ability to steamroll approaches and projectiles alike, but Relius gets less advantage for conquering ether. In OD it sends the opponent sliding and gets an amazing amount of hitstun, enough even for desummon combos. | ||
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Revision as of 16:44, 7 August 2015
Relius Clover |
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Overview
Mad Scientists are common in all forms of media, but few are madder and more frightening than Relius. Working alongside Hazama and the Imperator, Relius sees all forms of biological life as merely objects, due to being able to literally look beyond their physical appearance and see their very soul. Relius turned his wife and daughter into subservient robot dolls, and was responsible for the creation of the Murakumo units.
Drive: Detonator
Summons Ignis, giving Relius access to many tools to pressure and trap the opponent with. Similar to a Stand, for those familiar with Jojo's series. Some of Ignis' attacks have auto-guard, but she will auto withdraw if hit and her gauge will have a cool-down before replenishing. Using Ignis depletes her gauge, when it's completely depleted she becomes incapacitated. Dismissing Ignis manually is necessary to replenish Ignis at the normal rate. New to CP Extend, when Ignis recovers from an attack on the opposite side of an opponent she will linger in that position for about 80F.
Overdrive: Maxim Dance
Increases Ignis Gauge recovery
Ignis recovers gauge while summoned and idle
Ignis cannot die while OD is active
All of Ignis' moves have their recovery cut in half
- Val Lanto (214A) is faster, causes slide, much greater hitstun. Always costs 30% IG
- Val Lyra (214B) launches higher and has more hitstun. Always costs 30% IG
- Val Tus (214C) has wall stick. Always costs 30% IG
- Geara Act (236D) knocks down on all hits. Always costs 35% IG
- Geara Nose (214D) bounces foe higher. Always costs 35% IG
- Bel Lafino (j.214B) tracks to the opponent's location. Always costs 30% IG
- Id Haas (~214A/~j.214A) untech on slide increases dramatically. Always costs 35% IG
- Id Naiads (~214B/~j.214B) gains an additional ending hit that bounces the foe. Always costs 35% IG
- Id Zain (~214C/~j.214C) floats the opponent backwords in an untechable arc until they reach the ground. Always costs 35% IG.
- Req Vinum (2363214C) does more damage, more hits, and restands in the crouching position.
- Vol Tedo (632146D) does more damage
- Duo Bios (236236D) does more damage, more hits, lasts longer and has a final hit that launches the opponent in an untechable "Houtenjin style" arc
Pros/Strengths:
- Excels in Pressure
- Safe mix-up with Ignis
- Solid Damage output
- Great space control with Ignis
Cons/Weaknesses:
- Downtime on ignis he becomes much more vulnerable
- Without Ignis pressure/mix-up is notably weaker
- Lack of meterless reversal
External References:
- Japanese Name: レリウス=クローバー
- Japanese Wiki:
- Japanese BBS:
- Arcade Profile Dan Rankings:
- Character Video Thread
Move List
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive/Ignis Moves
5D
5D |
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2D
2D |
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j.D
j.D |
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6D(/OD)
6D(/OD) |
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2D(/OD)
2D(/OD) |
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4D(/OD)
4D(/OD) |
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j.6D(/OD)
j.6D(/OD) |
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j.2D(/OD)
j.2D(/OD) |
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j.8D(/OD)
j.8D(/OD) |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault 6A+B while blocking |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Id Lauger
Id Lauger 236C |
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Id Haas
Id Haas 214A after Id Lauger |
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Id Naiads
Id Naiads 214B after Id Lauger |
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Led Ley
Led Ley 236A |
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Val Lanto (/OD)
Val Lanto (/OD) 214A |
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Val Lyra (/OD)
Val Lyra (/OD) 214B |
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Val Tus (/OD)
Val Tus (/OD) 214C |
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Geara Act (/OD)
Geara Act (/OD) 236D |
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Geara Nose (/OD)
Geara Nose (/OD) 214D |
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Bel Lafino
Bel Lafino j.214B |
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Geara Lugia
Geara Lugia 22A/B/C |
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Gad Leis
Gad Leis 41236B |
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Distortion Drives
Req Vinum
Req Vinum 2363214C |
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Vol Tedo
Vol Tedo 632146D |
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Duo Bios
Duo Bios 236236D |
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Astral Heat
Puppeteer's Altar 214214D |
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Strategy
The most important thing to learn when playing Relius is how to manage Ignis. When you summon Ignis, her meter will passively drain and will drain in a greater chunk every time you perform a move that uses her, meaning you have to be frugal with your use of her. If you see the gauge about to empty, turn her off. Either knock them down first or just upback j.5D. Generally Relius's 5D moves are safe enough that you can do this without taking a serious hit, and it's always better to take a little chip damage than to lose your most valuable asset.
Additionally, it's good to know all the different ways you can get Ignis out. There is, of course, the 5D moves, but Ignis will also appear onscreen any time you perform a move that uses her (for extra Ignis meter cost) while she isn't currently called out. What this means is that you can use the following situations to bring her in, for example:
- Combo into Lauger, followup of your choice.
- Any oki special after a 3C
- 214A then dash up
Offense
Relius's offensive potential lies primarily in his ability to create very scary blockstrings and put constant pressure on his opponent. You can start offensive pressure with 214A as it will snuff a surprising number of attacks and it will put blocking opponents in a defensive state as you dash up behind Ignis to continue your assault. With Ignis out, you can pressure your blocking opponent by getting in their face and pestering them with 5Bs, 2Bs and other normals combined with 6D and continuing to dash forward as Ignis makes your blockstring safe. Be wary of Counter Assaults though, as getting hit will cause Ignis to deactivate, effectively ruining your pressure.
In addition to his ground pressure and 214A, Relius has three very good air normals which he can use as a means of starting pressure. j.5A scales pretty badly, but is the safest and due to its multiple hits can be pretty reliable. You can think of it as a significantly inferior version of Kokonoe's j.5A.
Defense
Given that his offense is so scary, it's not surprising that Relius suffers defensively. He doesn't have very many reliable meterless reversals, so your best bet is usually to just learn how to block what you need to block and to punish accordingly. Due to its fairly fast startup and decent range, 5B can be a lifesaver when attempting to punish blocked attacks, just be careful not to get frame trapped. 236A can be a good defensive tool if you are certain that you can punish the whiffed attack. If your opponent is attempting to air dash in on you, wait for them to be within vertical range and give them a 2C for their troubles and then continue with a combo for damage or 214A to get Ignis out and regain your momentum. If you have meter, Counter Assault or Req Vinum (gear trap) are a solid reversals but if you time them improperly (especially gears) you are going to be in for a bad time. Finally, if you are certain they are doing something stupid and unsafe, you can pop an Astral and 9/10 it will beat out whatever they do.
Neutral
5B/2B, Ignis, or Geara Lugia+dash up
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.