- Movement Options
- Double Jump, 1 Airdash, Dash type: Run
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
- 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
|Health||100 - 90%||89 - 80%||79 - 70%||69 - 60%||59 - 50%||49 - 40%||39 - 30%||29 - 20%||19 - 10%||9 - 0%|
|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)|
Relius slaps his adversary.
A standard jab, small, low damage, but comes out quick. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it will whiff on crouching opponents and often be low profiled. It's animation is hard to differentiate from his throw start-up, so it's useful for tick throws. It confirms well into 2A, 5B, or 2C.
As Relius turns a metal fist shoots out of his cape.
One of Relius' best tools in his arsenal. One of the fastest pokes in the game, with one of the longest reaches with very 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>Rapid to get a good reward. on air counter-hit it combos into crush trigger for very high damage in any circumstance. 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.
Relius crunches his foe betwixt two iron fists.
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 crouching or fatal hits which can be useful if Ignis is regenerating and you need a little more time to recharge her fully before you bring her in with Lauger. 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, ambiguoously multi-hit, and with only one less frame of hitstun than 6C, it's the best move to try risky stuff from.
Relius strikes the foe with his gloved hand.
A fairly standard crouching jab for it's hitbox and damage, although the fact that it is plus on block can lead to some interesting stagger pressure situations.
Relius guides a fist out of his cape to strike at his foe's legs.
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.
A large metal hand appears from behind the crouching Relius to launch the foe sky 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. The counter hit launches the opponent very high. on airhit, 2C>j.[A] is the recommended method to confirm easily, if the 2C counter hit then the j.[A] will whiff and upon landing you will be able to confirm into 5B. It also has a ton of actives so it can be used to win some trades.
A scorpion tip appendage comes out of Relius' neck region and strikes the foes head.
The scorpion tail overhead. Generally should not be used outside of combos without Ignis or 50% meter to back it up. Forces crouching and has quite a bit of hitstun and blockstun. New to CP Extend, is 6A's hard knockdown, which is instrumental in setting up Relius' more potent unblockables.
A hand appears from behind relius and punches the space directly upwards.
(Frame data listed above is no longer accurate.) This move was revamped in CP Extend. It is now slower than 5C/2C, can't be canceled into normals, can be jump canceled on block, has a larger recovery, does not float on normal ground hit, floats much higher on air hit, and now functions as an anti-air complete with head invulnerability frames. The hitbox on this move seems to have become slightly larger too.
A large metal hand appears from hammer-space and backhands the foe.
Primarily a combo tool, usually alongside Gad Leis, but sometimes it's a risky or expensive frame trap component. It can also be used to catch jump outs. Fatal combos can lead to some pretty hefty damage from this starter. With it having SMP and 80 P2 it's a pretty terrible move to use early combo or as a starter if you don't get a fatal. On Fatal hit it can combo into 41236B even on grounded hits.
Relius shows off his patented robo-karate-chop-action.
Even with the loss of jump cancel this move is still fantastic, partially due to its reduced recovery. Midscreen, this is our primary launcher and is used in tandem with 6D. It is Relius' quickest low and OTG. It's used for knockdown in situations where Ignis has to be desummoned. It is also Relius' go-to punish. On counter hit, if Ignis is not summoned it can be confirmed into microdash 5C, and if Ignis is summoned it can be confirmed into 5D>microdash 5C for a combo leading to brand new doll meter.
Relius calls forth a small array of gears to grind his foe.
Another of Relius' most powerful moves. Its quick, constant flow of actives lets it be used as an anti-air as well as an air to air can be confirmed into j.B or 5B.
Emerging from his cape, a large hard wraps from Relius' shoulder to his knee then vanishes.
Though substantially weaker than in previous versions, Extend's j.B is still very good. Its hitstun and blockstun is shorter and, while it no longer hits above Relius at all, it still does its job as a cross-up.
Relius ejects a large saw-blade downward from his cape
A great air to ground move. Used to complement 236D in unblockables. Its hurtbox extends beyond its hitbox on all sides, but isn't often an issue. Used to great effect increasing an opponent's height in combos.
Relius snaps, Ignis appears or disappears.
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, 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.
Crouching, Relius calls forth Ignis.
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.
Relius snaps his finger in the air, beckoning or dismissing the wife.
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.
Ignis claws at the opponent.
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 us confirm from most anything Relius manages to hit with, and is a staple in midscreen combos by becoming the linking component in 3C>6D>662C. As of CP Extend 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.
Ignis' ribbons eject and retract hook-like blades of purple energy.
Costs 20% Ignis Bar.
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. In CP Extend 2D's float on air hit was extremely buffed. It now floats lower and further toward Ignis, making for easier confirms, even from full screen.
Ignis' hands morph into drills, which pierce the area above.
Costs 10% Ignis Bar.
4D wall bounces, and it has a very upward angled hitbox, which means it becomes exponentially more powerful the closer Relius gets to the corner. It's big, it's fast, it's air unblockable, and it's an ideal high hitting anti-air. Can be used to reset opponents who air tech in the corner, or can simply be used to stop opponents from jumping out. in combos 4D is used to set-up 6A while keeping Ignis low to the ground. 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. In Extend OD 4D lost its gigantic float and is now identical to non OD 4D except with less recovery, but in exchange 4D's float became better outside of OD.
Ignis lunges forward, slashing as she goes.
Costs 10% Ignis Bar.
This move is a cheap way to mobilize Ignis and dominate space. Can also be used to clean up any projectiles while airborne. The counterhit for the move has been improved in CP Extend, and can now combo into 6D for fullscreen combos. If Ignis is already nearby this move becomes insanely quick, 12 frames for a large attack that can occur fullscreen. 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 airbackdash the effective space covered increases and when used with a forward airdash the effective range shrinks.
Ignis descends on the foe, mincing the opponent with her claws.
Costs 10% Ignis Bar.
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.
Ignis ascends, clawing her way skyward.
Costs 10% Ignis Bar.
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.
|0, 1400||--, SOR||T(80)||7||5||15||-||-||-|
A large hand emerges from Relius' cape to slam his foe against the ground.
Standard throw, follows up into 22B or 236C~214A without Ignis midscreen, and 41236B+6D midscreen with Ignis, or 236C~214C with corner. The 22B option is the go-to if for some reason Ignis can't be called upon.
|0×2, 1400||--*2, SOR||T(80)||7||5||15||-||-||-|
A large hand emerges from Relius cape and slams the foe against the ground as Relius turns.
This move is the same as forward throw with a few key differences. Firstly it leaves the opponent further away before Relius can act, meaning throw rapid combos work differently for back throw and 22B oki is further away, secondly it can combo meterlessly into 41236B if Relius' back is to a corner.
|0, 1300||--, R||T(80)||7||3||15+3L||-||-||-|
A large metal hand appears from within Relius' cape and slams his foe to the floor.
Fairly standard airthrow. In CP Extend it picked up the ability to cancel into summon/desummon, which is useful for regenerating Ignis. Generally followed up with j.C or 2C.
6A+B while blocking
Relius wants his turn now THX.
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. There is a way to combo Counter Assault into 4D and onward, but counter assault combos don't fetch for much and cannot kill, so the gain for that is negligible.
Relius poses and summons a pool of arms, which combine into two giant hands, which in turn launch the opponent skyward.
Crush Trigger is a great way to boost damage in a combo, and if you're sitting on an excess of meter there's no reason not to throw one in. Generally with Crush Triggers the earlier it is put into a combo the better, Common locations for Relius' CT are after 3C>6D midscreen or 236C~214C in the corner. During pressure Relius is one of the few characters who can force his foes to block crush triggers, (most commonly by exploiting 6D, 2D, 214C, 4D, or 236236D) if it may be worthwhile to put the opponent in danger state or if you can guard crush them there is no reason not to let one loose. Be aware that CTs fairly obvious and are only active for one frame so meatying with one is difficult and usually ill-advised.
For more general information, see the section: http://www.dustloop.com/wiki/index.php?title=Offense_%28BBCP%29#Crush_Trigger
Relius calls forth a giant fist to launch his foe.
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 j.236C can be combo'd to and from with proper timing. 2C>TKj.236C will work with the air version, and 2C>236C>5B works on the grounded version if you make the 2C float the opponent over the first few actives of the 236C and onto the last active. Each has it's own SMP value so try to fit both in when possible.
214A after Id Lauger
Ignis appears next to the flung opponent, turns her ribbons into buzz saws, and tackles the foe, slamming them to the ground.
Costs 10% Ignis Bar, 35% in OD.
Used to knock the opponent away after lauger. Does slightly less damage than ~214B/~j.214B and has less solid oki as an ender, but has more carry. When accompanied by an air backdash it can send opponents fullscreen for things like stalling for a time out or getting an opportunity to desummon and run away. In OD the hitstun on this move becomes much greater, and it can regain its greater utility as a combo tool as OD ~214C launches out of corner. Due to Lauger's cancel-able window being so long ~214A can also be used for oki in the corner, and will meaty and catch any roll besides delayed neutral tech. ~214A>CT also leads to massive damage when it's used this way as 236C~214C and j.236C~j.214B can still be done without SMP being invoked.
214B after Id Lauger
Ignis appears above the flung opponent, turns her legs into drills, and pierces them all the way to the ground.
Costs 10% Ignis Bar, 35% in OD
The primary midscreen, go-to, knockdown tool 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. Depending on the height of the opponent relative to Relius and the ground this move can be comboed from for very damaging combos, thanks in part to its P2 only being applied once across all of its hits. In OD it always costs 35% IG, but it gains an additional hit that bounces the foe leading to easier combo extenders and distortion enders. Interestingly enough although ~214B doesn't have SMP originally, the additional bouncing hit it gains does get SMP.
214C after Id Lauger
Ignis appears beside the flung foe, and slashes them, sending them spiraling upwards.
1200 damage Costs 10% Ignis gauge, 35% in OD
Our new move for when we're in the corner or about to reach the corner. Does a ton of damage and has a lot of hitstun if it wallbounces. If they're going to reach the corner go for this move, it's almost never the wrong decision. at max range, meaning they just barely touch corner, it will still combo into dash>5B>2C>TKj.236C and it'll all work out. if during an air ender you can reach the corner then in place of ~j.214B you can do ~j.214C>662C>4D>6A>236D instead and get a conversion into a 6A unblockable and a little extra damage to boot. Since ~214A lost the ability to combo into CT and 41236B it seems ~214C picked up those functions as well. In OD, ~214C/~j.214C will force the opponent to fly back to you, making it useful in midscreen combos.
Relius twirls while flashing various shades of purple.
31F of invulnerability to all things but grabs, 4F of CH-able recovery, 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, it can avoid things like Nu's drives which when blocked commit you to a fruitless, avoidable, and lengthy exercise in blocking. If input as 2366A it can be given dash momentum which will at times let it avoid grab hitboxes or put a for in the corner in your stead. 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.
|Ignis Active||950||-||all||20||18||27T [63T/45T]||13||-||-|
|Ignis Withdrawn||950||R||all||23||18||27T [66T/48T]||16||-||-|
Ignis turns her ribbons into buzzsaws and tackles the foe.
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. In OD it sends the opponent sliding and gets an amazing amount of hitstun, enough even for desummon combos.
|Ignis Active||1200||-||all||39||3||27T [95T/60T]||35||-||-|
|Ignis Withdrawn||1200||-||all||37||3||27 [93T/58T]||33||-||-|
Ignis appears behind the foe and slashes at them with two large blades.
Costs 15% Ignis Bar if summoned, 30% if unsummoned or in OD
In CP Extend this move has become pretty dreadful, it can still be used for meaties, 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 so it doesn't have safety from mash anymore. Ironically, it can no longer mobilize Ignis correctly either because of the new stalking function she picked up in Extend. Also new to extend is the fact that the unsummoned version now has less start-up than the summoned version. In OD it launches higher and can combo into other specials.
|Ignis Active||550×3||-||all||32~61||3(6)3(15)3||36T [30/19]||77||-||-|
|Ignis Withdrawn||550×3||-||all||42~71||3(6)3(15)3||36T [30/19]||87||-||-|
Ignis arms grow blades as she dashes forward and slashes three times.
Costs 15% Ignis Bar when summoned, 30% when unsummoned or in OD.
Tus is still an amazing move. Although it doesn't travel as far and it seems to have more accurate hitboxes than before (which is a bad thing because 1.1 Tus hitboxes were insane.) the move seems to be bigger in general, and also retains most of its uses. It is still a very strong oki option, to be used after 4D, 3C, or 6A after certain amounts of delay to catch rolls and get the foe blocking, and it still leads into incredible damage and can confirm from full screen. Really if you have the time and need space covered there's not many better tools out there. In OD the third hit launches across the screen and will wallsplat.
|Ignis Active||120×8||-||LA, all*7||56||30||27T [112T/93T]||95||-||-|
|Ignis Withdrawn||120×8||-||all||66||30||27T [122T/103T]||105||-||-|
Ignis turns her hand into a yoyo, then guides it along the ground.
Costs 15% Ignis Bar if summoned, 35% if unsummoned or in OD.
One of the moves that makes Relius a scary fight. its primary function is to set-up unblockable games. Midscreen one can 5B>236D then decide between 6A to unblockable, 5B to catch jump out or block/jump/led ley to punish DP/mash. In the corner is where things get interesting though. a combo ended wth 4D>6A>236D can go into a safe-jump unblockable if timed well. This safe-jump unblock can only be beaten by a roll, and if you sense that they'll delay tech at all you can 3C to get a new combo anyway. There are many other tricks with 236D as well, but it's generally agreed to be Relius' go-to unblockable move. In OD it knocks down the foe on standing or crouching hit.
|Ignis Active||720||-||HA||68||till L||36T [30T/19T]||62||-||-|
|Ignis Withdrawn||720||-||HA||68||till L||36T [30T/19T]||72||-||-|
With direction from Relius Ignis rises back into the air then pounces on the foe armed with drill attachments.
The "other" unblockable set-up move. The uses for this move are sparse, not because it's bad, but because other moves do its job better. Like Val Lanto and Val Tus it can cover a large amount of space, but it lacks the quick start-up of Lanto and doesn't control the space as long or as well as Tus. Like Geara Act it can be used for unblockables, but Act has the advantage of being a stronger meaty with its path of destruction being more relevant its higher count of active frames and the fact that it hitting low allows you to safe-jump with your complementary high move. That's not to say Geara Nose is without its uses; it can be used to take away Kagura's DP charge from a safe distance, if you send Ignis high into the air it can be used to make her travel proportionately far, and if you're going to try to unblockable Azrael or Hakumen this move is a requirement as you must get passed Haku's 2D and Az's growler, both of which Geara Act will lose to. Finally Nose can also be implemented in some gimmicky IAD cross-ups on an opponent's neutral tech.
|Ignis Active||250×N||-||all||30||3×N||54T [33L]||+19/+22||-||-|
|Ignis Withdrawn||250×N||-||all||20||3×N||54T [33L]||+9/+12||-||-|
Relius halts air momentum and sends Ignis after his opponent under him.
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 counter hit it can be follow-ed up by 5C or 2B at certain heights. OD version adds a little twist as it tracks the opponent location.
Relius turns an appearing lever to deploy a mechanical claw at distances relative to his position.
Projectile introduced in Chrono Phantasma. Geara Lugia has three different positions where it can appear depending on the input performed.
- 22A is the closest to Relius and is mostly used as combo ender in the corner following the sequence: 2C>6C>22A with 4D it leads to a 3C knockdown. This ender has mostly been overshadowed with the ground bounce of Gad Leis, but is still useful in long combos where Gad Leis would be too slow and make the combo drop.
- 22B appears not that far from 22A. It can provide a midscreen knockdown after a grab if Ignis cannot be used. It can also make use as meaty after a Id Naiads knockdown along with 2D catching non-teching enemies. With the high recovery on the move and how easy it is to jump over, it is risky to use to intercept an approaching enemy.
- 22C appears at the largest distance from Relius. Used as an Ignis-less poke fullscreen, and as combo extension when midscreen for example: N-starter...>236C~214A>22C>2D>66 5B>2C>....
Relius calls forth a gigantic swiss army knife to drag his foe back to him.
Gad Leis, like Lauger, is mostly a combo tool. It's most commonly seen after 6C an Ignis move and allows you to chose between 3C knockdown or 5B/5C into an ender. It being + on block does lead to some interesting pressure, but it's easily instant blocked, and being 30F start-up, not easily worked into pressure. It does Fatal which is worth mention.
Relius summons a number of gears from the ground and creates a field that hits the opponent in place.
Invulnerable on startup so it can be used as a reversal, but it is unsafe on block. Active hitbox doesn't have much height so the opponent can bait the reversal with a safe jump. Req Vinum can now be used midcombo midscreen to be able to unsummon and continue the combo for an Ignis regenerating combo. An OD version has been added also that does more damage and restands the opponent allowing for an unblockable setup after it.
|Overdrive||800, 2500, 1150||-||all||7+(4~12)||3||39T||-10||-||-|
Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them upwards.
Fast startup, good damage, and your main super to put onto the end of combos. Has invincible frames of during the frames ~8-22F. Ignis has super armor throughout the animation. The super has additional recovery on hit in Extend 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 thanks to its upward trajectory.
|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||-||-|
|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||-||-|
Ignis is summoned to perform a series of punches for Relius.
Fully armored and takes no damage from hits unlike Carl's similar distortion with Nirvana. 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. This move has changed from CP to Extend. First thing to note is that the move comes out faster to the point where CH 5C and CH 2C can combo into it on ground hit. The first eight hits occur faster and no longer have gaps in them with which you can cross up an opponent. (This however doesn't let an opponent who's blocked the first hit disrespect the remaining 7. The final three hits still have gaps so cross-ups are possible.) The second change has to do with the proration values. It appears that the P2 is only applied once now across all of the hits, meaning that where in CP we got low yield 2500 damage combos from Bios, in CPE we can get the higher end of 4000~5000 with a little tampering. On some instances of air counter hit this move can still combo from hit 1~10, but requires Relius to 5B or 2C for hit 11 to connect. Overall this move is very strong now; if you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your for 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. It's worth noting that Ignis will not stop for anything, not even if Relius is hit. because of this it is possible to combo a green 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.
Ignis appears in front of Relius and snatches the enemy.
Major change in Extend is that Relius now punishable on a blocked or whiffed astral as his astral recovery is no more fully invulnerable. However, the astral is still very useful to Relius as it can be performed on most of his combos or any string into 2C, 3C, or 6C. When preformed, if Ignis is hit by a phisical attack the opponent will be stuck to her until she finishes her animation, nullifying the safe qualities of certain set-ups. Be careful, as a rapid or a Cancel into an invincible or evasive move may save a stuck opponent.
- Japanese Name: レリウス＝クローバー
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