BBCPE/Relius Clover

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Relius Clover
BBCP Relius Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 13

Backdash Invincibility: 1-7

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Frame Traps, Footsies, Pressure
Full Frame Data
BBCPE/Relius Clover/Frame Data

Overview

Mad Scientists are common in all forms of media, but few are madder and more frightening than Relius. Working alongside Hazama and the Imperator, Relius sees all forms of biological life as merely objects, due to being able to literally look beyond their physical appearance and see their very soul. Relius turned his wife and daughter into subservient robot dolls, and was responsible for the creation of the Murakumo units.

Drive: Detonator
Summons Ignis, giving Relius access to many tools to pressure and trap the opponent with. Similar to a Stand, for those familiar with Jojo's series. Some of Ignis' attacks have auto-guard, but she will auto withdraw if hit and her gauge will have a cool-down before replenishing. Using Ignis depletes her gauge, when it's completely depleted she becomes incapacitated. Dismissing Ignis manually is necessary to replenish Ignis at the normal rate. New to CP Extend, when Ignis recovers from an attack on the opposite side of an opponent she will linger in that position for about 80F.
Overdrive: Maxim Dance
Increases Ignis Gauge recovery Ignis recovers gauge while summoned and idle Ignis cannot die while OD is active All of Ignis' moves have their recovery cut in half

  • Val Lanto (214A) is faster, causes slide, much greater hitstun. Always costs 30% IG
  • Val Lyra (214B) launches higher and has more hitstun. Always costs 30% IG
  • Val Tus (214C) has wall stick. Always costs 30% IG
  • Geara Act (236D) knocks down on all hits. Always costs 35% IG
  • Geara Nose (214D) bounces foe higher. Always costs 35% IG
  • Bel Lafino (j.214B) tracks to the opponent's location. Always costs 30% IG
  • Id Haas (~214A/~j.214A) untech on slide increases dramatically. Always costs 35% IG
  • Id Naiads (~214B/~j.214B) gains an additional ending hit that bounces the foe. Always costs 35% IG
  • Id Zain (~214C/~j.214C) floats the opponent backwords in an untechable arc until they reach the ground. Always costs 35% IG.
  • Req Vinum (2363214C) does more damage, more hits, and restands in the crouching position.
  • Vol Tedo (632146D) does more damage
  • Duo Bios (236236D) does more damage, more hits, lasts longer and has a final hit that launches the opponent in an untechable "Houtenjin style" arc


Pros/Strengths:

  • Excels in Pressure
  • Safe mix-up with Ignis
  • Solid Damage output
  • Great space control with Ignis


Cons/Weaknesses:

  • Downtime on ignis he becomes much more vulnerable
  • Without Ignis pressure/mix-up is notably weaker
  • Lack of meterless reversal


External References:

  • Japanese Name: レリウス=クローバー
  • Japanese Wiki:
  • Japanese BBS:
  • Arcade Profile Dan Rankings:
  • Character Video Thread


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Relius 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 6 3 9 0 B -

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.

5B
5B
BBCS Relius 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SOR HL 8 5 14 -2 B -

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.

5C
5C
BBCS Relius 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480*2 SO(J)R HL 12 3,3 18 -2 B -

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 the opponent during blockstrings while Ignis regenerates. It OTGs and can even be used to catch quick wake-up, delayed wake-up, and forward rolls.

2A
2A
BBCS Relius 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 3 8 1 F -

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.

2B
2B
BBCS Relius 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOR L 11 5 15 -6 F -

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.

2C
2C
BBCS Relius 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOJR N 12 7 25 -15 B 7-14H

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.

6A
6A
BBCS Relius 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR H 26 3 21 -7 B -

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.

6B
6B
BBCS Relius 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
580 SOJR HL 10 3 15 -1 B -

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.

6C
6C
BBCS Relius 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
920 SOR HL 20 8 28 -17 B -

A large metal hand appears from hammer-space and backhands the foe.

Primarily a combo tool, but sometimes 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.

3C
3C
BBCS Relius 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR L 9 3 18 -4 F -

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. 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.

j.A
j.A
BBCS Relius jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
160*N SOJR All 7
10 - H -

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.

j.B
j.B
BBCS Relius jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOJR HA 10 8 13 - H -

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. It's hitstun and blockstun is shorter and, while it no longer hits above Relius at all, it still does its job as a cross-up.

j.C
j.C
BBCS Relius jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOR HA 12 6 20 - H -

Relius ejects a large saw-blade downward from his cape

A great air to ground move. Used to complement 236D in unblockables.


Drive/Ignis Moves

5D
5D
BBCS Relius 5D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 22 - - -

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.

2D
2D
BBCS Relius 2D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 22 - - -

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.

j.D
j.D
BBCS Relius jD.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 25 - - -

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.

6D(/OD)
6D(/OD)
BBCS Relius Ignis 6D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 R All 17 3 [35T/27T] - - -

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.

2D(/OD)
2D(/OD)
BBCS Relius Ignis 2D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520,780 R All 25 3(12)3 [75T/55T] - - -

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.

4D(/OD)
4D(/OD)
BBCS Relius Ignis 4D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
750 R HL 15 9 [54T/35T] - - -

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.

j.6D(/OD)
j.6D(/OD)
BBCS Relius Ignis j6D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 J All 12~19 4 38T[16/5] - - -

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.

j.2D(/OD)
j.2D(/OD)
BBCS Relius Ignis j2D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 J All 14~21 3 36T[16/5] - - -

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, and even in cross-ups.

j.8D(/OD)
j.8D(/OD)
BBCS Relius Ignis j8D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 J All 12~18 3 36T[20/6] - - -

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.


Universal Mechanics

Forward Throw
Forward Throw
BBCS Relius FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 --, SOR T(80) 7 5 15 - - -

A large hand emerges from Relius' cape to slam his for 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.

Back Throw
Back Throw
BBCS Relius BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

Air Throw
Air Throw
BBCS Relius AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

Counter Assault
Counter Assault
6A+B while blocking
BBCS Relius 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 6 30 -17 B 1-20 All

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.

Crush Trigger
Crush Trigger
5A+B
BBCS Relius 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 32 -8 B -

(<Needs a new picture)

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.


Specials

Id Lauger
Id Lauger
236C
BBCS Relius IdLauger.png
Ground
BBCS Relius AirIdLauger.png
Air
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 950 R all 16 6 36 -23 - -
Air 950 R all 14 3 till L+15 -9 - -

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.

Id Haas
Id Haas
214A after Id Lauger
BBCS Relius IdHaas.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800 - all 27 9 36T [53T] - - -
Air 800 - all 27 9 36T [53T] - - -

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.

Id Naiads
Id Naiads
214B after Id Lauger
BBCS Relius IdNaiads.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 200*N - all 30 3*N 43T [23L] - - -
Air 200*N - all 30 3*N 45T [23L] - - -

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.

(Note to those with more technical exp than myself: add a box for Id Zain)

Here's where I'll put the info for Relius' ~214C/~j.214C for now.

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.

Led Ley
Led Ley
236A
BBCS Relius LedLey.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 35T - - 1-31HBF

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.

Val Lanto (/OD)
Val Lanto (/OD)
214A
BBCS Relius IdHaas.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

Val Lyra (/OD)
Val Lyra (/OD)
214B
BBCS Relius ValLyra.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

Val Tus (/OD)
Val Tus (/OD)
214C
BBCS Relius ValTus.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

Geara Act (/OD)
Geara Act (/OD)
236D
BBCS Relius GearaAct.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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.

Geara Nose (/OD)
Geara Nose (/OD)
214D
BBCS Relius GearaNose.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ignis Active 720 - HA 68 till L 36T [30T/19T] 62 - -
Ignis Withdrawn 720 - HA 68 till L 36T [30T/19T] 72 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Bel Lafino
Bel Lafino
j.214B
BBCS Relius IdNaiads.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ignis Active 250*N - all 30 3*N 54T [33L] +19/+22 - -
Ignis Withdrawn 250*N - all 20 3*N 54T [33L] +9/+12 - -
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Geara Lugia
Geara Lugia
22A/B/C
BBCP Relius GearaLugia.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R all 26 12 58T -9 - -
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Gad Leis
Gad Leis
41236B
BBCP Relius GadLeis.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600*2 R HL 30 3(4)2 16 1 - -

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.


Distortion Drives

Req Vinum
Req Vinum
2363214C
BBCS Relius ReqVinum.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 200*7 R all 7+4 9 43 -23 - -
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Vol Tedo
Vol Tedo
632146D
BBCS Relius VolTedo.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 800, 2500 - all 7+(4~12) 3 39T -10 - -
Overdrive 800, 2500, 1150 - all 7+(4~12) 3 39T -10 - -
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Duo Bios
Duo Bios
236236D
BBCS Relius DuoBios.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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 [48] 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 [48] 433 - -
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Astral Heat

Puppeteer's Altar
214214D
BBCS Relius PuppeteersAltar.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 6+14 4 50T [35] -21 - -
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Strategy

The most important thing to learn when playing Relius is how to manage Ignis. When you summon Ignis, her meter will passively drain and will drain in a greater chunk every time you perform a move that uses her, meaning you have to be frugal with your use of her. If you see the gauge about to empty, turn her off. Either knock them down first or just upback j.5D. Generally Relius's 5D moves are safe enough that you can do this without taking a serious hit, and it's always better to take a little chip damage than to lose your most valuable asset.

Additionally, it's good to know all the different ways you can get Ignis out. There is, of course, the 5D moves, but Ignis will also appear onscreen any time you perform a move that uses her (for extra Ignis meter cost) while she isn't currently called out. What this means is that you can use the following situations to bring her in, for example:

  • Combo into Lauger, followup of your choice.
  • Any oki special after a 3C
  • 214A then dash up

Offense

Relius's offensive potential lies primarily in his ability to create very scary blockstrings and put constant pressure on his opponent. You can start offensive pressure with 214A as it will snuff a surprising number of attacks and it will put blocking opponents in a defensive state as you dash up behind Ignis to continue your assault. With Ignis out, you can pressure your blocking opponent by getting in their face and pestering them with 5Bs, 2Bs and other normals combined with 6D and continuing to dash forward as Ignis makes your blockstring safe. Be wary of Counter Assaults though, as getting hit will cause Ignis to deactivate, effectively ruining your pressure.

In addition to his ground pressure and 214A, Relius has three very good air normals which he can use as a means of starting pressure. j.5A scales pretty badly, but is the safest and due to its multiple hits can be pretty reliable. You can think of it as a significantly inferior version of Kokonoe's j.5A.


Defense

Given that his offense is so scary, it's not surprising that Relius suffers defensively. He doesn't have very many reliable meterless reversals, so your best bet is usually to just learn how to block what you need to block and to punish accordingly. Due to its fairly fast startup and decent range, 5B can be a lifesaver when attempting to punish blocked attacks, just be careful not to get frame trapped. 236A can be a good defensive tool if you are certain that you can punish the whiffed attack. If your opponent is attempting to air dash in on you, wait for them to be within vertical range and give them a 2C for their troubles and then continue with a combo for damage or 214A to get Ignis out and regain your momentum. If you have meter, Counter Assault or Req Vinum (gear trap) are a solid reversals but if you time them improperly (especially gears) you are going to be in for a bad time. Finally, if you are certain they are doing something stupid and unsafe, you can pop an Astral and 9/10 it will beat out whatever they do.


Neutral

5B/2B, Ignis, or Geara Lugia+dash up

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc