BBCF/Relius Clover

From Dustloop Wiki
Jump to navigation Jump to search
Overview

Overview

Relius is an offensive puppet character with great neutral that easily transitions into strong, safe pressure. His puppet, Ignis, is great for covering Relius and mitigating risks. Ignis creates new combo extensions, pressure opportunities, okizeme, and great space control. Ignis is managed by a specific bar called the IG Bar. Each of her attacks use up part of this meter. Relius needs to be careful with using Ignis, because completely depleting the IG Bar disables Ignis. Thankfully, Relius's Overdrive helps mitigate this aspect. During Overdrive each of Ignis's attacks improve and the IG bar constantly regenerates.

Relius does have some weaknesses, however. In general, he is a meter hungry character. He often needs HT to help regenerate the IG bar and extend combos without Ignis. Additionally, he lacks a meterless reversal. Furthermore, like all puppet characters, Relius can be found without his puppet and is logically is overall weaker without. However, Relius has great solo buttons to make up for his weakened pressure and conversions. Regardless, when played well Relius can trap opponents like mice and leave them with no way out.
Playstyle
Relius Clover is a puppet character with strong neutral and pressure tools for suffocating opponents.
Pros Cons
  • Midrange: A solid set of midrange options across his normals and specials lets Relius control the pace of the match.
  • Versatility: Relius is able to mold his offense to fight any character. An offensive jack of all trades he's able to both meet the opponent's gameplan directly, and attack them in ways their kit may not have a direct answer to.
  • Ignis Neutral: Relius can use Ignis to poke, counterpoke, and confirm into combos at a very large range with 6D. With her out, his already good neutral is enhanced further.
  • Ignis Pressure: Having Ignis active gives him powerful pressure which is largely safe to both conventional defense and OD, as well as strong oki options.
  • Ignis Damage: Relius already does good damage, but Ignis can boost it even further.
  • Led Ley: Strike-invulnerable spotdodge that can completely blow through an opponents attempt to Burst out of your pressure.
  • Self Generating Resource: The ability to generate Doll Gauge gives Relius some control over the pace of the game even at neutral, and forces the opponent to interact in ways they may not like to even solo.
  • Cashing Out: When Relius has them, he is very good at spending resources to get him what he needs at any particular moment. He is especially good at creating checkmate situations against opponents who have mismanaged their own resources, or forcing opponents to part ways with resources they'd rather keep just to stay in the game.
  • Ignis Reliance: As wonderful as Ignis is to have at your side, she can die to overuse or idle decay, and Ignis dying is something that can lose you a round. There will be times, especially if you mismanage or commit errors, where you may have to act unsafely on defense, or end offense to account for this.
  • Trading Can Be Tough: If you trade with an opponent and you didn't trade using a much heavier hit, your doll has been desummoned, so the situation will usually be worse than it was prior to the trade. This combined with Relius not having many disjoints unrelated to his doll can make him feel a bit fragile in his otherwise stellar midrange.
  • Resource Reliant: Meter hungry due to his lack of meterless reversal and the ever present need for doll regen combos. Both gauges need to be kept filled as much as possible and instant blocking is a must. OD can subsidize his heat use, but OD is a hard thing to part with when you've few defensive means. If you get locked down before you get resources on the board, you will feel it.

Drive: Detonator

Summons and desummons Ignis with the D button, giving Relius access to many tools to pressure and trap the opponent. Unlike Nirvana, Ignis trails behind Relius by default. Ignis has an energy gauge called IG. Attacks that use Ignis drain the IG bar. Relius can perform any action during a Drive attack. If Ignis is unsummoned, Specials that use Ignis summon her at the cost of more IG bar than usual. If Ignis is desummoned for a short time, the IG bar will start to refill. Managing Ignis's gauge is critical for effective use.

While Ignis is summoned, the IG bar slowly depletes. Emptying the IG bar disables Ignis until it completely refills. The IG bar also recovers much slower than normal.

After each attack, Ignis stays in her position for a short time before returning to Relius. If she is behind an opponent, she will stay in position slightly longer. Ignis can attack from this position. This allows Ignis to attack from afar or sandwich the opponent between Relius and herself.

Ignis can only be hit while she is attacking. She also naturally Guard Points projectiles. If an opponent hits Ignis or Relius while she is summoned, Ignis will stop her attack and desummon (with some exceptions). Additionally, the IG Bar changes to a Blue Bar (called Blue IG). While in this state, the IG Gauge cannot recover. Relius can fix the IG bar by desummoning Ignis for some time. Disabling Ignis will also fix the IG Bar.


For more information on Detonator, check the Strategy Page.

Overdrive: Maxim Dance

Relius' Overdrive greatly increases the overall effectiveness of Ignis.

  • Increases Ignis Gauge recovery rate. Unless Ignis is performing an attack, The IG Bar always recovers. This includes times when Relius has Blue IG.
  • Ignis can still be killed, but only if she's hit while she has absolutely no remaining IG. While dead her IG will still replenish rapidly
  • All of Ignis' moves have their recovery cut in half,
  • Each of Relius' Ignis Specials and all Supers receive a buff in some way, dealing more damage, hits, hitstun/untech for more combo options.
  • All Ignis specials cost more, so careless combo routing can result in OD ending with little to no gauge left.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 9 ±0 B
  • Situational anti-air

A standard jab. Small, low damage, but Relius's fastest normal. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it whiffs on crouching opponents and can often be low profiled. Its animation is hard to differentiate from his throw start-up, so it's useful for tick throws.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +9

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 8 5 14 -2 B
  • Great poke

One of Relius' best tools in his arsenal. Fast, longest reach, and little recovery to boot. On top of that it is air unblockable. It can easily be confirmed on airhit into 2C for a full combo, but on ground hit it will either need to be confirmed into 3C, 6D, or 236C > RC to get a good reward. 5B is also capable of catching forward rolls, backward rolls, and even quick wake-up when used with good timing. It does extend Rel's hurtbox a bit but it's well worth it. In CF it was changed to only be fully extended on frame 10, but is now neutral on block due to its faster than average recovery. On the bright side, now that 6C > 41236B works on grounded opponents, 5B > 6C comboing on counter hit makes it an even stronger punish tool! 5B > 6C will also work if the starter of the combo was a fatal, so it can make confirming out of moves like 214B or 41236B easy!

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 +0
  • Hitbox fully extended on 10

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2 Mid 12 3,3 18 -2 B
  • Hits opponents in Hard knockdown (OTGs)

An easy move to confirm into, but its shorter range keeps it from being used much outside of combos. The hitbox on it extends from the ground to the "elbows" on the arms, and even behind Relius. It be used as a situational anti-air or simply just to stall or space the opponent during blockstrings while Ignis regenerates. It combos into 6C on on counter hit, crouching hit, or if the combo started with a fatal; this is especially useful now that 6C>41236B works on grounded opponents! It OTGs and can even be used to catch quick wake-up, delayed wake-up, and forward rolls. With it being easy to cancel into, ambiguously multi-hit, and having only one less frame of hitstun than 6C, it's a good move for cloaking desummons or using riskier things. This move is surprisingly quick to recover, only being -2, and when cancelled into from a jab, there can only ever be a 4f gap between hits regardless of how it's blocked, making it a fairly easy frametrap while also making it hard for the opponent to be pushed beyond 5C's bounds. Notably this move doles out a whopping 5F of one-sided hitstop on counter hit, allowing you to bring out Bios before Burst cuts your invuln. This can lead to fairly simple 5K combos anywhere that are largely burst safe before the bulk of their damage is delivered.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92×2 -9

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 3 9 0 F

A fairly standard crouching jab for its hitbox and damage, although the fact that it is neutral (±0) on block can lead to some interesting stagger pressure situations. Being able to cancel into 3C, 5B, and 2C gives you your choice of good punishes for your frame traps. Can be used as a situational anti-air as well.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +8

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 11 5 15 -6 F

A low with surprisingly long reach. It's commonly confirmed into 5B or 6D at max range. Like 5B it can be used to catch rolls, only 2B hits delay tech as well. Like 5B it will extend your hurtbox. In CF it extends to its full reach over three frames, becoming fully extended on frame 13. Can be used as a situational anti-air as well. CH 2B can confirm into 6C on crouching counter hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 -4
  • Hitbox fully extended on 13

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 12 7 25 -15 B 7~14 H
  • Anti-air
  • CH Launches airborne opponent high.

This is Relius' primary anti-air. It makes up for smaller vertical reach with great horizontal reach, many active frames, and the ability to jump cancel on block. On airhit, 2C > j.[A] is the recommended method to confirm easily. On 2C counterhit, j.[A] will whiff and upon landing you will be able to confirm into 5B. It has many active frames so it can win some trades. Be weary of how you use it in neutral, as the small vertical hitbox and lengthy recovery will result in you eating a painful crouch confirm from opponents that air dash right over you. Consider using 4D or rising J.A in situations where committing to 2C may be dangerous.

It sees a lot of use in pressure too, so don't be afraid to use 2C>6D>J.C to add variety to your blockstrings.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -17

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 21 -7 B
  • Overhead
  • Hard knockdown on air hit
  • Forces crouch on hit
  • Vacuums on hit and on block

A somewhat slow overhead with a distinguished animation from his other normals. Though mainly used for it's property of yielding hard knockdown in the corner and setting up oki and kill confirms, you can toss it in your pressure as a cheeky mixup to catch opponents that are conditioned to respect Rel's highly oppressive offense for decent reward. Because it forces crouching, it can be confirmed with a delayed 6D>5C midscreen. Use it sparingly, as opponents desperate to get out of your pressure will actively seek it out and use it as a chance to escape. It's also fairly unsafe without Ignis backing you up, so be mindful if your doll meter usage in this case. Has 110% bonus proration, so it can net solid damage in the corner for on the fly confirms.

Because this move causes hard knockdown, reversals requiring a 2[8] input (i.e Kagura CFaf) can't be used safely due to the charge motion forcing either roll or quick getup.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89 -23
  • Bonus Proration 110%

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
690 Mid 10 3 22 -8 B
  • Situational anti air
  • Floats on hit

This move is key in low IG confirms on standing opponents, or confirming from high air hits that are closeby. it can combo into 41236B midscreen if spaced right or TKj.236C in the corner for solo combos. An interesting feature is that on hit it launches the opponent straight upward with little if any pushback. It also has very little pushback on block, so it can be used with 2D for some cheeky cross-ups. In the corner it is heavily featured in meterless regen routes, and low cost side-swaps, and is really rarely seen intentionally used to anti-air. Because it can jump cancel on block, it at time occupies the same space as 2C in pressure

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 79 -8
  • Bonus Proration 110%

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1110 Mid 20 8 28 -17 B
  • Launches on hit
  • Fatal Counter
  • highest damage single hit Relius attack

Primarily a combo tool (usually alongside 41236B), but sometimes it's a risky or expensive frametrap component or a way to catch bad jump-outs. Since it can combo on ground hit without any outside help it's a reliable (albeit slow) punish tool. Leads to better damage than 3C, so use this if you can help it. 6C can be looped midscreen with 41236B, which lets Relius get great damage. On Fatal hit it can loop even more or confirm into 214C in the corner for better damage, or get a meterless Regen combo.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82 -29
  • Fatal Counter

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Low 9 3 19 -5 F
  • Floats on hit
  • Strong counter poking move

No longer a primary launcher. This move is mostly used for midscreen knockdown into desummon after 41236B. It is still Relius' quickest low and OTG however. On counter hit you can choose to desummon Ignis and pick up with 5C or 2C regardless of what you choose. A new bar of IG is a great asset in a fight so it's something one should weigh against 400+ damage you'll lose for not using 5B in its place in punish or frametrap situations. Fine as a tool to check jump outs or inputs during a blockstring, but this move's very poor P2 should make you think twice about using it to hitconfirm.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 79 -4

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
160×3 All 7 3,3,3 9 H
  • Hold A to extend the move much longer
  • Not an overhead

Another of Relius' most powerful moves. It becomes active quickly and stays that way for a while. You can use it as an anti-air as well as an air to air. Can be confirmed into j.B or 5B. In aerial blockstrings the hits of this move are so grouped together that it will force the opponent upwards, making for an easy staircase into j.B or double jump>j.2D. Because it's got very little hitstop, this is a good means of combatting armored moves like Rachel 6A since you will not be locked out of jump cancel.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 92×3
  • j.A > j.A immediately goes into the active frames

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 10 5 16 H
  • Good crossup hitbox

CF j.B is still very good. It acts as a usable air to air and it still does its job as a cross-up. new to CF, it floats closer on normal hit and counter hit making it an easier confirm.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 12 6 20 H

A great air to ground move. Its hurtbox extends beyond its hitbox on all sides, but isn't often an issue. Can be early in a re-jump after 2C to stuff some anti-airs. Great damage/P2 so it's excellent combo fodder.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89


Drive/Ignis Moves

5D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
22
  • Summons or desummons Ignis.
  • Has CH recovery

Gets Ignis out for cheap, and is the only way to put her away without penalty. Commonly used in blockstrings when the opponent is sleeping on their buttons or wary of 214A, after 3C knockdown in a combo, or else from a distance where it cannot be punished. Often, and especially so in the corner, Id Lauger's follow-ups are the preferred way to summon Ignis during combos. There are combos with and without meter that allow for desummon as well.

Starter Rating Level P1 P2 On-ODR Cancel Timing
+4

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
22
  • Essentially 5D, but crouching
  • Has CH recovery

It is, in all ways imaginable, a crouching variant of 5D. Reduced vertical hurtbox, slightly enlarged horizontal hurtbox, gives the opponent a crouch confirm opportunity if punished. When Ignis is summoned this move becomes Ignis' 2D and takes on a very different role.

Starter Rating Level P1 P2 On-ODR Cancel Timing
+4

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D Summon 25
j.D Unsummon 24
  • Has CH recovery
  • Pauses Relius's aerial momentum
    • If Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling

The aerial variant of 5D, and a popular way to get Ignis out. j.D halts all momentum in the air and reduces Relius' jumping hurtbox, which allows Relius to dodge attacks bait anti-airs while summoning Ignis. j.D can also be used after an airdash to let Relius glide, all the while being able to barrier for a very safe approach. Takes 24F on desummon.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Summon
j.D Unsummon

j.D Summon: j.D Unsummon:

2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
620, 780 All 25 3(12)3 33 [13] +32 BD 1~End Guard HBFP
  • Costs 20% Ignis Bar.
  • Second hit vaccums opponent towards Ignis on hit and on block.
  • Guard points all attacks; attacking Ignis during this move will not desummon her

Sort of a bigger, stronger, and more expensive 6D. Has all the utility of 6D and then some, but costs an extra 7% Ignis bar. The blockstun granted by 2D can be used to set up cross-ups, empty jump grab/low/high, led ley gimmicks, among many other tricky maneuvers. It can also keep an opponent locked down after a blocked Lauger. 2D is a great way to punish those who attack the doll because it has the benefit of Ignis being completely armored, so no amount of hitting her will desummon her. 2D's float on air hit floats low and far toward Ignis, making for easy confirms, even from full screen.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80×2
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged

6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
560 All 17 3 16 [8] +13 BD 1~End Guard P
  • Costs 13% Ignis Bar.

Arguably Ignis' best move. It's relatively cheap, can be used to reset pressure, poke, zone, frame trap, destroy projectiles, and can be used in TRM mix-up. It lets Relius confirm from most anything he manages to hit with, and is a staple in midscreen combos by becoming the linking component in XX>6D>6C>41236B. When Ignis is in sandwich mode Ignis pushes the opponent into its hitbox, so whiffs due to Ignis being too close are much less common. In OD 6D's Ignis recovery is shortened, although said recovery was never much of an issue. While techincally it can be low profiled, Relius can adjust the timing for it such that it's borderline impossible to do so for the cast.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 85
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged

4D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 16 9 30 [11] +30 BD 1~End Guard P
  • Costs 10% Ignis Bar
  • Air unblockable
  • Wall bounces in the corner
  • CH has untech that brings the opponent very low to the ground
  • 110% Bonus Proration

4D is a low commitment anti-air that hits high above Ignis wherever she currently is. 4D's corner wall bounce makes it a very strong tool to trap an opponent on the ground and force them to contend with Relius' midrange tools. It's big, fast, air unblockable regardless of Ignis' current altitude, and has untech for days on counter hit or wallbounce. It's worth noting that, though it doesn't look it, the wall bounce on 4D allows for Relius to cross-under and it can create interesting oki opportunities. 4D's Untech values are refreshed after the opponent hits the wall, so if the opponent is spaced about one forward airtech away from the corner, you may desummon and keep comboing. On block use a dash jump into j.A to staircase the opponent while allowing Ignis to recover.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 82
  • Values in [] are during OD
  • Bonus Proration 110%
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged

j.6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 16 4 16 [5] +10 HD 1~End Guard P
  • Costs 10% Ignis Bar.
  • Pauses Relius's air momentum similarly to j.D.
  • Jump cancellable on hit/block

Ignis lunges forward and slashes. Attacks faster if she makes contact before the full lunge.

This move is a cheap way to mobilize Ignis and dominate space. Can also be used to clean up any projectiles while airborne. In CF, this move and its sisters launch the opponent much further forward on counter hit, towards Relius if she happens to be behind them. Relius can use the jump cancel to stay safe or convert the hit into a small combo. If Ignis is already nearby this move becomes insanely quick, with 16 frames for a large attack that can occur fullscreen. With Ignis' natural ability to absorb projectiles this move is perfect for interfering with opponents setting up far away from you. Similar to j.D, it can be used to halt momentum, initiate a glide from an airdash, and bait or dodge moves. When used from an air backdash the effective space covered increases and when used with a forward airdash the effective range shrinks. j.6D can also be used to position Ignis forward from Relius. This move and its sisters have a lot of base damage despite their speed, low cost, and relative safety, so clipping the opponent with a few of these can really add up over time. After this move is blocked or hits, Ignis can continue to harass the opponent with 4D, 2D, 214A, 214C or a glide into another j.6D allowing Relius to potentially pave his way in.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

j.2D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 18 3 16 [5] +12 HD 1~End Guard P
  • Has similar properties to j.6D (jump cancel, air momentum, etc.)
  • Costs 10% Ignis Bar

Ignis descends on the foe, mincing the opponent with her claws.

This move has all the uses and nuances of j.6D, but travels a little less horizontally. Additionally, it can be used to send Ignis lower, to set-up 50/50s, and to punish bad throw rejects or pokes. When accompanied by dash-jumps or airdashes it can be used for cross-ups as well.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

j.8D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 15 3 20 [6] +9 HD 1~End Guard P
  • Costs 10% Ignis Bar.
  • Similar properties to j.6D (e.g Jump cancel, pauses air momentum)

Ignis ascends, clawing her way skyward.

Can be used in some of the same ways as j.6D and j.2D, but most of the utility is lost due to its angle; it's mostly combo fodder. It can be used to put Ignis higher up, and can also be used to lock opponents back down at times when 4D won't connect. It's also the best way to initiate a glide from an airdash while keeping Ignis summoned without putting her in harms way.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T
  • Ground Bounces

Relius' can now follow-up his throws with 41236B letting him get 2.5K~3K damage for very cheap! in the corner you can follow into 236C~214A or 236C>4D for more damage!

Throw Tech on any grab will cause Ignis to be desummoned. This makes throws somewhat of a weighty thing when you have a lot of Ignis Gauge remaining since it could spell an end to the very hard to contest part of your offense prematurely. The opponent is set to a range where your 5B and 3C are applicable at even frame advantage so it isn't the worst situation to land yourself in. For this reason both green and purple throws can be seen to be a pretty good method of desummoning Ignis if you are unconcerned with the blue bar penalty. Should the throw go through, following up into a desummon is a very cheap and simple thing to do.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50 -6
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Essentially forward throw, but switches sides with a higher bounce. Some things are possible that don't normally work on forward throw like 41236B>2C. If you delay the 41236B midscreen it does all the things forward throw does though. Its over-long animation is good for dealing with guaranteed projectiles like Kokonoe 214214A or Mu 236D

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50 -6
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T
  • Ground bounce into hard knockdown

Slams the opponent to the ground. It's a fairly standard BB airthrow, that is to say it's gigantic. Use it with the rest of your tools to anti-air opponents, especially if they have any hurtboxes sticking out. Generally followed up with j.C or 2C. This throw uniquely can cancel into j.D to desummon and continue comboing free of charge. If you're at normal jump height use j.D>j.B, higher than, j.D>j.C, however any lower and a pick-up is impossible after desummon.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 6 30 -17 B 1~20 All

Along with Rapid Cancels, this is what your meter should primarily be spent on. With Relius' defense not being the greatest, and the versatility and potential gain to momentum offered by counter assault being great it's a valuable asset. On CH, 214A can meaty an opponent's neutral tech. With doll summoned this option becomes far more menacing, because Ignis is actionable during the invuln of the move's start-up 4D or 2DD which can cover the move on block or confirm into a combo on hit! Do note counter assault combos don't fetch for much and cannot kill, so your reward is primarily the shift in momentum from their turn into your blockstring or knockdown. With that said, this can be deployed as a fantastic deterrent to opponents spending too much of their own resources trying to get in on you or trying to keep their pressure going. CA+2D in response to rapid or OD is pretty palatable since their resource has now amounted to even less than yours. Inputting CA outside of blockstun usually results in 6B, which you should be prepared to convert off of in the chance it makes contact with an opponent jumping to bait your CA.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Launches opponent on air hit

Relius gets especially favored by quick Crush Trigger, because with Ignis on guardcrush it can be confirmed into 6D > 6C > 41236B even midscreen! No additional set-up required! On guardcrush, quick CT can be confirmed into a throw for 3K or more. On hit it can still be confirmed into 6C > 41236B. Quick CT still reduces the full amount of barrier as well! The downside is that CT no longer ignores character combo rate. In solo combos CT can also be used to knockdown from 6C and even set-up safejumps.

A charged CT can be completely covered with a single Relius normal and 6D with key timing, and CT also has enough blockstun to allow one to slip another 6D in before the opponent escapes blockstun. It's entirely possible to put an opponent in danger state and then guard crush them gaplessly with Relius as a result. Charged guardcrush has enough time to be followed up with 5D>665B or throw which allowing for regen combos, or with 214C which hits for massive damage.

For more general information, see the Crush Trigger explanation in the wiki.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60 -19
5[A+B] Long 80 100 -29~-60

5A+B: 5[A+B]:

Specials

Led Ley

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
35 1~31 HBFP
4~12 Burst
  • Can invuln through Bursts on frames 4~13
  • Disables Relius's collision during the invuln frames
  • Retains some horizontal momentum
  • 4F of CH recovery

Relius twirls while flashing various shades of purple.

31F of invulnerability to all things but grabs, and Relius' hurtbox doesn't interact with other boxes throughout the whole duration. This move can be used for many interesting things: it can avoid moves that give the opponent resources like Arakune's or Terumi's drives, or avoid moves that deal chip damage or other bad effects like Ragna or Tager's drives, or things like Nu's drives that start a lengthy blockstring. If the opponent is using something that expects to be able to cancel off of you to save them from over-long recovery like Kagura Drives, it's usually a viable target! If you microdash it by inputting 2366A, it can be given dash momentum which will sometimes let Relius avoid grab hitboxes or switch sides instead. Ignis is free to 6D 4D or 2D during the whole thing so it can even be used to dodge and counter pokes. During Duo Bios Relius can even cross the opponent up by passing through them or feint passing through them for a similar effect. Be sure to experiment with this move.

Starter Rating Level P1 P2 On-ODR Cancel Timing
-9
  • Can pass through opponent 1-31
  • Counterhit state for entire move

Gad Leis

41236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
680×2 Mid 21 3(6)2 21 -4 B
  • Vacuums opponent towards Relius on second hit
  • Relius' only somewhat safe special that chips
  • Fatal Counter

Gad Leis got a buff to its speed in CF, so in addition to it's usage as a combo tool it's a bit better at catching jump-outs and mash. Gad Leis Fatals on counter-hit, and can combo into 5B>6C pretty easily to convert from it, or go into a regen combo with 3C>6D>662C>5D>5A. Gad Leis is no longer + on block however, so it's wise to have Ignis or meter to cover it. It's P2 isn't that stellar now, so it's something to avoid early in a combo if you're going for higher end damage. At midscreen it can be looped once to help draw out a combo for regen purposes.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82 -26
  • Fatal Counter

Id Lauger

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 16 6 36 -23 B
  • Launcher
  • Special cancellable on hit
  • Largely disjointed, but extremely risky to throw out on uncertain terms.

Lauger is where a lot of Relius' damage comes from, outside of combos it doesn't really have a purpose except for punishing moves that cover themselves in actives (IE: Arakune's Spider Distortion.) What makes the move special is the follow-ups Ignis provides. In the corner, both 236C and j.236C can be combo'd to and from with proper timing. 2C > TK j.236C will work with the air version, but the grounded version usually needs to be followed up by Ignis. The ground and air versions are treated as separate moves for SMP, but combos will use two or even three of each.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -31
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)

Id Haas

214A after Id Lauger

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 37 9 18 [6] HD 1~End Guard P
  • Costs 10% Ignis Bar
  • Costs 20% Ignis Bar in OD.
  • Causes sliding knockdown in OD

Ignis tackles her opponent. Used to knock the opponent away after Lauger. Does much less damage than ~214B/~j.214B with worse P2 but is both more available and easier to combo from in the corner. Ignis appears at the height Relius is currently at when he uses this move and so when the opponent is air-hit by the move he has to manually time the move to hit, preferably at the last active it can. Forgetting this can make 236C~214A whiff completely if the opponent was high up when 236C connected. Since the P2 has been decreased so 4D is the more optimal move to continue from 236C with if Ignis is summoned 4D's bonus proration hasn't been used in the combo prior to 236C. The loss of vertical tracking can let you set up an inescapable Val Tus oki from 2C>6C>236C~214A midscreen if timed correctly. In the corner ~214A can be followed up with 5B, 3C, or 2C. In the corner, ~j.214A can follow up into 5B 3C or airdash j.B>j.C>j.236C>4D usually. In OD this move has a lot of untech and puts the opponent in a sliding state. You can use the OD version to desummon Ignis in the corner and follow up.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 82
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36 on the ground, 45 in the air

Id Naiads

214B after Id Lauger

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×N All 37 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P
  • Costs 10% Ignis Bar
  • Costs 40% in OD
  • Causes Ground Bounce in OD
  • Will teleport Ignis to opponent, even if she is unsummoned
  • P2 only applies once

Ignis appears above the opponent and drills them into the ground.

The primary midscreen knockdown tool in the air when you have the Ignis to burn. For oki, simply land, rush toward the opponent, and 5B>2C the moment you believe they'll roll or if you suspect a simple delay tech a 3C>236C~214B will work just as well. When used on the ground Ignis will end up behind the opponent in sandwich mode. Depending on the height of the opponent relative to Relius and the ground this move can combo into 5B or 2C for very damaging combos, thanks in part to its P2 only being applied once across all of its hits. In OD the bounce leads to easier combo extenders and distortion enders. ~214B and ~j.214B share SMP with one another AND their OD versions too, unfortunately, so double dipping on this move doesn't really do too much.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 43 on the ground, 45 in the air

Id Zain

214C after Id Lauger

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 39 3 32 [21] HD
  • Costs 20% Ignis Gauge
  • Costs 40% Ignis Gauge in OD
  • In OD, launches the opponent back towards Relius.

Ignis appears behind her opponent and sends them spiraling back toward Relius.

While this move has lack-luster P2, it allows for midscreen follow-into good damage on standing opponents even if Ignis hasn't been summoned yetfrom ranges slightly further than 6B might help with. Since Ignis bats the opponent back toward you, XX > 236C~214C > 66C > 41236B allows you to pick the combo up. It also lets Relius sideswap when combined with 214A by doing XX > 236C~214A > 66C > 214A > crossunder > 662C > XX. The move is expensive but it does two jobs no other moves really can. In OD it can be used for desummon combos midscreen.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 72
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 48 on the ground, 51 in the air

Val Lanto

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A Withdrawn 1050 All 19 18 26 [8] +7 BD 1~End Guard P
214A Deployed 1050 All 16 18 26 [8] +4 BD 1~End Guard P
  • Costs 10% Ignis Bar
  • Costs 20% unsummoned
  • Costs 30% Ignis Bar in OD.
  • In OD, it's faster, Blows opponent back, and ground slides longer
  • Causes sliding knockdown

A fireball of sorts. This move has a grand effect for a small cost, but commits you to a lot of duration on Relius. +3 at point blank summoned, and +6 at the same ranges summoned, this move becomes even more advantageous as Ignis travels. This is hard to take advantage of at midrange since both on hit and block the blowback on this attack is extreme. To follow up with even 665B on block, you have to be within a couple character lengths; which is fine as it is often used from buttons to frametrap and cloak 5D. Spaced well, a good few reversals in the style of Ragna 623C get locked in hitstop hitting Ignis, and allow Relius to recover in time to block. On counter hit this move may be followed up into a punishing combo even midscreen. While you as Relius are somewhere between + and very + on block, Ignis is - to the point where she will pretty consistently be punished. Ignis being punsihed isn't always a bad thing though, you gain heat when she's hit, and the opponent commits themselves to the start-up and the hitstop of a move making you even more +, to the point where you can punish them if you use the correct option. If you find you cannot keep Ignis out at neutral, please consider using 5D or j.D to call her and using Ignis' aerial normals to mobilize her instead.

In the corner, pushback is transferred to the attacker, which is Ignis, so you are more fully able to take advantage of the + frames the move generates. Additionally you become able to follow-up the move on normal hit with 665B or 662C into 4K, making the option considerably more oppressive.

If used at a certain timing after 3C or 6A it will put the opponent in additional hard knockdown and it can be followed up with 66 > IAD > j.C midscreen with no counter hit involved! In OD it can be used to summon Ignis in the corner and then follow-up.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214A Withdrawn Normal 3 90 89 -13
214A Deployed Normal 3 90 89 -13

214A Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39
  • Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F

214A Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39
  • Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F

Val Lyra

214B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B Withdrawn 1200 All 33 3 54 [19] +18 BD 1~End Guard P
214B Deployed 1200 All 35 3 54 [19] +20 BD 1~End Guard P
  • Costs 15% Ignis Bar if summoned
  • Costs 30% Ignis Bar if unsummoned or in OD
  • Fatal Counter
  • Launches on air hit
  • Launches in OD on all hits, untechable until opponent hits ground

You should only really use this move as a rare punish or OD combo tool. This move has become pretty dreadful. It can still be used for meaties from burst on an opponent too unfamiliar or hasty to deal with the match-up, but all of its other functions are essentially nil as a result of the spectacular nerfs it got. It has larger start-up, larger recovery for both Ignis and Relius, and it even picked up a hurtbox on the blades, which can occasionally eat a projectile, but more often are seen getting Ignis mashed and desummoned. Ironically, it can no longer mobilize Ignis correctly either because of her stalking function If the opponent blocks or dodges the move Ignis is usually left in the dust leaving Relius to figure the situation out for himself. The unsummoned version has less start-up than the summoned version, so if an opponent isn't aware of that you can sometimes get a lucky hit in. On FC, you can followup from fullscreen into 5B > 6C > 41236B without much trouble. In OD it can combo into other specials. It's an option you can play to harass an opponent from fullscreen, but regardless of where you choose to use it, you're usually better off pressing 5D and playing out neutral.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214B Withdrawn Normal 4 90 92 -10
214B Deployed Normal 4 90 92 -10

214B Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
  • Fatal Counter

214B Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
  • Fatal Counter

Val Tus

214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C Withdrawn 660×3 All 32~53 3(6)3(15)3 30 [19] +59 BD 1~End Guard P
214C Deployed 660×3 All 22~43 3(6)3(15)3 30 [19] +59 BD 1~End Guard P
  • Costs 15% Ignis Bar when summoned,
  • Costs 30% Ignis Bar when unsummoned or in OD.
  • In OD, travels farther, blows opponent back, and wall sticks in the corner.

A Prox activated series of slashes. This attack only activates if the opponent is nearby or if Ignis travels a set distance, so placing Ignis around this range makes this move VERY dangerous to interact with.

Tus is a very strong oki option, to be used after 4D, 3C, or, 6A or 22A after certain amounts of delay to catch rolls and get the foe blocking all while setting up an empty jump mix. On hit it leads into incredible damage and can confirm from full screen, or even on aerial opponents behind Ignis. If you have the time and need space covered there's not many better tools out there since it's big, dangerous, and still soaks up projectiles. In OD the third hit blows the opponent back, and will wallsplat if they reach the corner. Can be used in pressure if the opponent is to hesitant to put out midrange options in the middle of Relius pressure, or is scared of 6C or 214A

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214C Withdrawn Long 5 100 94×3 -10
214C Deployed Long 5 100 94×3 -10

214C Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

214C Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Bel Lafino

j.214B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214B Withdrawn 280×N All 30 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P
j.214B Deployed 280×N All 20 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P
  • Completely Halts air momentum
  • OD version tracks opponent
  • Hard knockdown on hit

Relius sends Ignis after his opponent.

Rather weak at baiting most anti-airs but it can cover your landing in some scenarios. It can be used to challenge some things like Valk w.5B or Koko 6A if you're feeling lucky. On ground hit one can follow up by using 5C or 2B. OD version adds a little twist as it tracks the opponent location, but does so poorly and only allows follow up on close CH so is actually worse. Unsummoned version sends Ignis down first.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.214B Withdrawn Long 4 80 92
j.214B Deployed Long 4 80 92

j.214B Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45

j.214B Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45

Geara Lugia

22A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 840 All 42 12 Total 58 +5 P1
22B 840 All 34 12 Total 58 -3 P1
22C 840 All 26 12 Total 58 -11 P1
  • Each version attacks relative to Relius's position
  • Can appear offscreen and hit an opponent

Geara Lugia has three different positions where it can appear depending on the input performed. In CF the A and B versions got their actives shifted to later into the move. The A version in particular has had its actives pushed so far back into the move that it can now be used as Oki! The move is capable of catching low level projectiles. All versions of this move have 12 active frames, and the later into those actives they are when they opponent blocks or gets hit, the more advantage they yield.

  • 22A is the closest to Relius and in addition to its aformentioned use in oki after 3C and 6A, it also sees use combo ender after 4D. Often times 4D will run out of untech and the addition of 22A can bring the opponent low enough for Relius to 3C them to guarantee the knockdown and tack on a little extra damage. Thanks to the shift to actives, it can be followed up by 5B even if it hits on the earliest frame! It even can go into things like 2C or 236C on later frames.
  • 22B appears not that far from 22A. It can make use as meaty after a Id Naiads knockdown along with 2D catching non-teching enemies, though this can be done largely with a simple run up 5B in most cases. With the suspect start-up and recovery on the move and how easy it is to jump over, it is a more than risky idea to use to intercept an approaching enemy.
  • 22C appears at the largest distance from Relius. Used as an Ignis-less poke fullscreen. Can disrupt opponents setting up or using projectiles carelessly fullscreen. One can also punish opponents poking at Ignis with this move.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
22A Long 3 100 89 -32
22B Long 3 100 89 -32
22C Long 3 100 89 -32

22A:

  • there is a 16f gap between the end of earliest ODR and the active frames of 22A

22B: 22C:

Geara Kaas

236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236D Withdrawn 0, 700×6
[0, 420×11]
Unblockable 42 2 42 [24] TD 1~End Guard P
236D Deployed 0, 700×6
[0, 420×11]
Unblockable 32 2 42 [24] TD 1~End Guard P
  • Costs 20% IG if summoned
  • Costs 40% IG if unsummoned,
  • Costs 30% IG in OD.
  • In OD, Ignis moves faster; the attack also has more hits with less base damage.
  • If Ignis is airborne, she will catch jumping opponents.

The Command throw, or more specifically the unblockable. Geara Kaas behaves like combo throws. This move is quite slow, but it can catch people sleeping. This move is also costly, so it's definitely something one shouldn't put in heavy rotation. Like Id Naiads, this move only prorates once, so not letting the rest of the moves hits play out is really a waste. The move can be used when Ignis is in the air. If she's close enough to the ground she'll sink to ground level and execute the command grab as normal, however if she's high up enough she'll do an airgrab version instead and restand the opponent! One can actually combo the air version from ~j.214A or ~214C/~j.214C in OD! It's also worth noting that the OD version of the move also travels faster. Used in some unblockable set-ups.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236D Withdrawn Normal 0, 3 80 100, 60 -19
236D Deployed Normal 0, 3 80 100, 60 -19

236D Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
  • If Ignis is airborne, then this attack is an air throw
  • Drill hits are considered one attack with P2: 60

236D Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
  • If Ignis is airborne, then this attack is an air throw
  • Drill hits are considered one attack with P2: 60

Geara Nose

214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D Withdrawn 920 High/Air 31 9 30 [11] +30 HD 1~End Guard P
214D Deployed 920 High/Air 68 9 30 [11] +30 HD 1~End Guard P
  • Costs 15% IG summoned, 30% unsummoned
  • Costs 35% IG in OD
  • Summoned version Ground bounces
  • Attacks much faster when unsummoned, though loses its ground bounce

Ignis slowly rises then pounces on the opponent. The unblockable set-up move. Like Val Lanto and Val Tus it can cover a large amount of space, but this move also meaties the opponent high, letting you set up fshikis (hitting a standing opponent when they're actually blocking low) with j.B. If you send Ignis high into the air it can be used to make her travel proportionately far. Usual unblockable set-ups require the opponent to neutral tech in the corner, or else to have OD Vinum restand them. Usually used in concert with 2B to hit the opponent low and high simultaneously. Nose can also be implemented in some gimmicky IAD cross-ups on an opponent's neutral tech. In CF the unsummoned version of the move became much quicker and put standing opponents in crouching hitstun. This has its uses as a surprise overhead and can naturally be continued into 665C(1)>6C>41236B on hit.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Withdrawn Normal 4 90 82 -10
214D Deployed Normal 4 90 82 -10

214D Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

214D Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Distortion Drives

Req Vinum

2363214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400, 200×6 [400, 200×12] All 7+(76 Flash)+4 9 Total 62 -23 P2 1~10 All
  • Reversal super
  • Restands opponent
  • Is a projectile with foot property, but sometimes does not act as such when faced with moves that invuln through those properties
  • Minimum damage: 320 OD: 560

This is Relius' only reversal attack outside of Astral. It's slow and therefore vulnerable to option select jabs, doesn't have much height, and loses invuln to all but throws so it has a tendency to trade, but on hit it has a rather sizable reward in letting you sideswap and use a follow-up of your choice. The move is a high level projectile, so its hitstop is independant of Relius and will lock an opponent down for 30f on block, and this means an opponent who blocks this move while meatying with a projectile of their own may find themselves unable to follow-up the punish or even be at a frame disadvantage. While Ignis is out, Relius may opt to cover this move with 2D or 6D since Ignis is actionable during the attack. Req Vinum when used, even midcombo midscreen can allow Relius to unsummon and continue a combo for an Ignis regen. The OD version does more damage and restands the opponent allowing for an unblockable setup after it. You can also use this for double or triple supers.

The restand property is particularly useful. You can end a combo with this super, then jab them so they can start blocking the rest of Vinum. While they're blocking, Relius and Ignis are free, so you can use 236D. Done properly, this will create what's called a "vinumblockable". You can also use 214D or other unblockable setups. This essentially creates an unblockable reset for massive damage. For more details, see the Combo Section.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 72 -36
  • Only does 1 hit on block/whiff
  • Values in [] are during OD
  • Minimum Damage 20%: 320 [560]
  • reversal

Vol Tedo

632146D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000, 3200 [1000, 4300] All 7+(88 Flash)+4 3 Total 38 -9 BD
  • Minimum damage: 840 OD: 1060
  • Costs 10% IG

Fast startup, good damage, and your main super to put onto the end of combos. Ignis has super armor throughout the animation. The super has additional recovery on hit to the point where you only slightly have frame advantage if they emergency tech. If blocked, the further away the move was blocked from Ignis' origin point the less - it will be. (even becoming + in some very rare isolated incidences.) The move actually starts from where Ignis is if she's already summoned and far enough away, so tricks like corner 4D > 632146D, CH j.6D > 632146D or OD 214A > 632146D are possible from fullscreen.

All the same, this move is very rarely used outside of combos, although it can be used to punish some haphazard projectiles or other supers carelessly thrown out. Can be followed up on Rapid Cancel thanks to its upward trajectory.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 84 -12
  • Minimum Damage 20%: 840 [1060]

Duo Bios

236236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 300×10, 1000 All 10+(57 Flash)+16 See notes 48 BD Ignis: 1~End Guard All
236236D OD 300×3, 150×16, 300×2, 1000 All 10+(57 Flash)+16 See notes 48 +170 BD 1~End Guard All
  • Ignis is fully invincible, and cannot be desummoned by hitting Relius
  • Minimum damage: 60*10, 200
  • OD minimum damage: 60*3, 30*16, 60*2, 200
  • Costs 20% IG
  • Relius has 10+14F duration on this attack.

Summons Ignis in front of Relius for a flurry of hits.

Fully armored and takes no damage from hits unlike Carl's similar distortion. It has quite a few uses, from creating a wall to trap a dying opponent behind at neutral, to locking an opponent down for mix-up to just hard countering a counter assault or standing burst. CH 5C and CH 2C can combo into it on ground hit for some good, damaging, burst safe confirms. If you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your opponent has run out of air options or put themselves in a situation where you can trade with this move and win, you may as well throw it out there.

While the move is happening you can do high/low mix-ups for the first eight hits, cross-ups using jumps or Led Ley, or frame traps/throws during the last three hits. It's worth noting that Ignis will not stop for anything short of Relius being hit by an EA and some cinematic distortions. Because of this it is possible to combo a burst into the last hit of Bios into 3C > 632146D to close a match out. Also keep in mind that as long as Relius is not in hitstun when the move ends Ignis will stay summoned even after this move is finished. Many characters can backdash, take a hit and then airtech to escape when they see the move. However, Relius can jump up and cover this without much issue. Characters with DPs can DP clash the move until it's over for safety as well. New to CF is the fact that the last three hits will combo without counter hit even if they're airborne! Strangely this move will advance even during the superflash of Vinum and OD, so it's possible to lock an opponent into it if they do something risky in or around it.

When an opponent is opened up and being hit by Bios, it's usually a good idea to only use 6A, 236C, or Charged Crush Trigger, since Bios only scales once, and you'll be cutting into the super's damage a lot otherwise. Follow the last hit up into a short combo that exhausts the scaling, and you'll usually wind up with 4~5K in damage. If you aim to kill and have OD, following the last hit with neutral jump>ODc>j.236C~j.214B>various attack until the OD timer is nearly expired>EA or super.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D Normal 4 80 82 +2
236236D OD Normal 4 80 82 +2

236236D:

  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks
  • ] after blocking 8 hits
  • Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 800
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 24

236236D OD:

  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks after blocking 21 hits
  • Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 {(4) 1}×9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 1100
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 24


Exceed Accel

Zera Varius

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 300×5, 0, 960
{600, 300×5, 0, 2300}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Varius has a long range even among EAs, but it lacks a good vertical hitbox so it can be jumped over and punished. Relius doesn't get any worthwhile oki from this. One can use 6D>2D to get oki on a neutral teching opponent if Ignis is out during Varius, however that's 33% IG for pretty poor oki. The moment Zera Varius hits, Ignis ceases benefitting from OD in any capacity, so watch her IG bar going into this move or she may die.

Relius's EA has a strange property where it will desummon Ignis with Blue IG if she is performing Duo Bios. If IG is depleted, Ignis will immediately become disabled instead. Currently it is thought to be RNG when done with Red Bar IG.

2D can be used prior to Varias similar to Izanami using pinwheel, however this doesn't really result in a favorable situation. 4D might be better deployed to at least try to ward off an opponent jumping over Varius.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100 -30 [-20]
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 306 {440+44}


Astral Heat

Puppeteer's Altar

214214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×3, 36000 All 6+(87 Flash)+14 4 87 -81 BD 1~?? All
  • Requires Ignis to be active

Ignis appears in front of Relius and captures the enemy.

This move is long reaching, invincible for Relius, but armored for Ignis, and punishable if blocked or whiffed. However, the astral is still very useful to Relius as it can be performed on most of his combos or any string into 2C, or 6C. When performed, if Ignis is hit by a physical attack the opponent will be occasionally be stuck to her until she finishes her animation, nullifying the safe qualities of certain set-ups. Be careful, as a rapid cancel, or a cancel into an invincible or evasive move may save a stuck opponent.

A couple of solid ways to combo into astral are 6D>6C>214214D or Launcher >41236B>5B>2C>214214D.

Other Ways to Combo Into This Include:

  • 3C
  • 6C
  • Ground throws
  • Air hit 2C
  • ...And more!
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 0 -84


Colors

BBCF Relius color 1.png
BBCF Relius color 2.png
BBCF Relius color 3.png
BBCF Relius color 4.png
BBCF Relius color 5.png
BBCF Relius color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Relius color 7.png
BBCF Relius color 8.png
BBCF Relius color 9.png
BBCF Relius color 10.png
BBCF Relius color 11.png
BBCF Relius color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Relius color 13.png
BBCF Relius color 14.png
BBCF Relius color 15.png
BBCF Relius color 16.png
BBCF Relius color 17.png
BBCF Relius color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Relius color 19.png
BBCF Relius color 20.png
BBCF Relius color 21.png
BBCF Relius color 22.png
BBCF Relius color 23.png
BBCF Relius color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


Navigation

Relius Clover
Ambox notice.png To edit frame data, edit values in BBCF/Relius Clover/Data.

System Explanations

Essentials
HUDControlsFAQ
The Basics
Movement/CancelingOffenseDefenseGaugesUniversal Strategy
Detailed & Advanced Information
Damage/ComboAttack AttributesFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary