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.
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.
Overdrive: Maxim Dance
Increases Ignis Gauge recovery
- 4D launches higher, doesn't wall bounce/stick.
- Val Lanto (214A) is faster, causes slide.
- Val Tus (214C) has wall stick.
- Excels in pressure and has safe frame traps and mixups with Ignis for various defensive bypasses
- Solid damage output from his combos and hit conversions
- Great space control with Ignis
- Downtime on ignis causes him to become more vulnerable
- Without Ignis offensive momentum and damage extensions are not as strong
- Lack of meterless reversal which makes it easy to lock him under pressure
- Japanese Name: レリウス＝クローバー
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- Japanese BBS:
- Arcade Profile Dan Rankings:
- Character Video Thread
Two-hitting attack that is jump cancellable. Can be used as an anti air although Relius has other, more reliable options. Has significant pushback against grounded opponents so you may want to cancel this move on the first hit or omit it entirely depending on distance.
This is a decent anti air, but the real fun comes from the fact that it's a fatal counter. Hit your opponent during a jump in attempt with this and watch them suffer. Unfortunately you may have to be really patient as you scout and opportunity to land this, as it doesn't have the best vertical range for an AA.
Relius's standing overhead. As with most overheads, the startup is fairly lengthy. You can use this in Ignis blockstrings when your opponent has been trained to block low, but with an extremely slow and obvious startup, you probably won't be using this too much outside of unblockable setups.
- Launches the opponent into the air
- Jump cancellable.
Can be used as a ghetto anti-air, but does NOT have head-attribute invul so you will most likely trade with most deep-hitting jump-ins.
Relius moves forward a bit while performing this move. Works as an anti air if you space it right, and causes a fatal. Has very good untech time and combos easily from 2C, making it primarily a combo tool.
This is it, the one you want to hit with. This sweep sets up for everything that makes Relius such a terrifying character when played to his potential. You can pop a Lauger after it for the damage or to get them off you, or you can go for one of his many, many oki options. Best of all, it's very easy to combo this magnificent little sweep. The catch? It doesn't have the best of horizontal ranges, so if you connect with it at a fairly large distance (like, say, off a 5B) you might want to just try to go straight into it instead of doing a full combo so that you don't push them out of range.
Multi hitting gear attack that can be used as a good air to air or airdash in provided you space it right. Can be held for more hits, even on whiff. Due to the long active frames and fast startup, beats out most other air pokes easily, although you won't scoop much off it.
- Summons/dismisses Ignis
Simply put, Relius calls in Ignis. It's very important to learn how to manage your Ignis meter while playing Relius, as he suffers badly without her in certain matchups. A good time to use this move might be after 3C.
- Startup independent of Relius's actions
Ignis lunges forward and strikes at the opponent. Very fast and has good range. Usable as a safe poke at neutral or to fill gaps in Relius's pressure or combos.
- Startup independent of Relius's actions
- Super armor on startup
- Second hit vacuums
Has more startup and costs more meter than 6D but has considerably more blockstun and vacuums. Due to the extra meter cost, best saved for more elaborate blockstring setups and combos where 6D isn't good enough.
- Startup independent of Relius's actions
- Wall bounces in corner
- Untech time increased in OD, does not wallbounce
An anti air attack with frightening range. If you think your opponent is gonna try and jump over Ignis or at you, pop this and knock them out of the sky. You can also use it while Ignis is at full screen after being blocked if you anticipate a jump.
- Temporary stops Relius's aerial momentum
- Jump cancelable on hit or block
Ignis flies forward. Of Relius's j.D moves, this is probably the version you will be using the least. Primarily used to move Ignis forward while doing fullscreen Ignis pressure.
6A+B while blocking
- Ground and air versions have separate SMP
The essential bread and butter special for Relius, his lifeblood and one of the few he can perform without Ignis. Hitbox is larger than it looks. Launches the opponent forward and can be followed up with Id Haas for combos.
214A after Id Lauger
- Costs Ignis gauge
- Available only on hit
- Slides down
- Repeat prorates
- Additional Ignis gauge cost if not already summoned
Followup to 236C. Ignis turn into a buzzsaw that slides the opponent down. Best used in corner where Relius can follow up the ground slide with normals into big damage. Midscreen followup options are limited, but typically combos into 22C.
214B after Id Lauger
- Slams opponent straight down
- Emergency techable
New to BBCP is the ability to perform this followup on the ground. More difficult to follow up, so it's typically limited to keeping the opponent close after a midscreen 236C.
- Strike invulnerable
- No collision while twirling
Relius twirls in place while invulnerable. Useful as a ghetto reversal to avoid and punish slow attacks, but is more consistently used while Ignis is out by twirling and using 6D/2D at the same time. Note that Relius is only strike invul while twirling so he can still be thrown. As an added bonus, Relius's collision box disappears while twirling, meaning he can actually pass through opponents by dashing into them and twirling while they're being pushed towards him with moves like Duo Bios, for gimmick crossups.
|Ignis Active||950||-||all||20||18||27T [63T/45T]||13||-||-||Click!|
|Ignis Withdrawn||950||R||all||23||18||27T [66T/48T]||16||-||-||Click!|
- Costs Ignis gauge
- Extra Ignis gauge cost if Ignis not already summoned
- Activates from Ignis's current position
Ignis rushes forward while spinning like a buzzsaw. Decent range, great hitbox, solid pressure starter. Good for zoning, repositioning Ignis, resetting blockstrings, etc. Extremely + on block at all ranges so is often used as a relatively safe, albeit somewhat costly, means of getting Ignis out without losing pressure.
|Ignis Active||1200||-||all||39||3||27T [95T/60T]||35||-||-||Click!|
|Ignis Withdrawn||1200||-||all||37||3||27 [93T/58T]||33||-||-||Click!|
- Costs Ignis gauge
- Extra Ignis gauge cost if Ignis not already out
- Always appears on the ground regardless of opponent height
Ignis teleports behind the opponent and slashes with scissor blades. Has a very long startup and is super easy to see coming, so don't expect any mixups or punishes out of this. Primarily used to quickly and cheaply get Ignis fullscreen so you can do fullscreen Ignis pressure.
|Ignis Active||550*3||-||all||32~61||3(6)3(15)3||36T [30/19]||77||-||-||Click!|
|Ignis Withdrawn||550*3||-||all||42~71||3(6)3(15)3||36T [30/19]||87||-||-||Click!|
After a fairly long startup, Ignis dashes forward and spins around with her blades. Relius is free to move during the entirety of this move, making it an ideal oki tool. Knock them down, pop this and lay on the pressure with low attacks or air dashes.
|Ignis Active||120*8||-||LA, all*7||56||30||27T [112T/93T]||95||-||-||Click!|
|Ignis Withdrawn||120*8||-||all||66||30||27T [122T/103T]||105||-||-||Click!|
- Vacuum effect on hit
Low hitting attack with slow startup. Again, good primarily for oki.
|Ignis Active||720||-||HA||68||till L||36T [30T/19T]||62||-||-||Click!|
|Ignis Withdrawn||720||-||HA||68||till L||36T [30T/19T]||72||-||-||Click!|
Diving attack with disgusting slow startup. Same as the last two, best used as oki, except this time it's an overhead.
- A version appears close
- B version appears midscreen
- C version appears far
- Causes hard knockdown
New CP special where Relius summons in a sawblade from the ground. Good move for keeping opponents away while recharging Ignis. The C version is an incredibly good anti-zoner attack, especially since it causes a hard knockdown.
Relius' best reversal undergoes an unfortunate command change, making it more difficult to perform quickly after blocking. Relius has invul for the startup of the move, but the opponent MUST touch the gears in order for the super to hit. If they do not, Relius will simply go into the recovery animation. If the move connects, Relius is free to move around and attack or perform setups.
|Overdrive||800, 2500, 1150||-||all||7+(4~12)||3||39T||-10||-||-||Click!|
Another solid reversal, this one much longer ranged but also much more unsafe. Can also be used as combo fodder.
|Normal||200*6, 300*2, 350*2, 500||-||all||10+17||3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6||24T ||364||-||-||Click!|
|Overdrive||200*20, 300*2, 350*2, 500||-||all||10+17||3(12)3(12)3(9)3(12)3(14)4(4)2(6)4(4)3(18), [1(4)]*10, 6(9)6(23)5(26)5(38)6||24T ||433||-||-||Click!|
- Ignis has super armor during move
A truly nasty move where Ignis charges forward as a rampaging engine of destruction. Ignis cannot be hit out once active. As you might expect, the best time to do this is after a knockdown.
A blockable, invincible grab that beats almost anything. Can be comboed after either throw or any fatal counter. As an extra bit of flavor, every character has a different animation when hit by this move.
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
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.
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.
5B/2B, Ignis, or Geara Lugia+dash up
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.
- 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.
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Unlimited Relius > B > C (both hits) > 236C > 214B > j.9 > f.dash > B > AAA > 4D > 632146D [Damage: 4539 (Overdrive: 5345)] [Heat: 50]