Robo-Kisequé (talk | contribs) m (→Navigation: frivolous category, removed: Category:BBCSE Character) |
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==Overview== | ==Overview== | ||
<div id="home-content" class="home-grid"> | |||
'''Health: 11,000 | {{card|width=4 | ||
'''Guard Primers | |content=Placeholder | ||
|header2=Drive: Detonator | |||
''' | |content2=Summons Ignis giving Relius access to many tools to pressure and trap the opponent with. | ||
}} | |||
{{card|width=2|height=2 | |||
|header=Relius Clover | |||
|content=[[File:BBCSE_Relius_Portrait.png|350px]] | |||
:'''Health''': 11,000 | |||
:'''Guard Primers''': 5 | |||
:'''Movement Options''': 1 Double Jump/Airdash, Character Dash | |||
}} | |||
{{ProsAndCons | |||
|intro=uses his puppet to go on the offensive | |||
|pros= | |||
* Excels in pressure, frame traps and mixups with Ignis; allows him to disrespect with setups or tick throws | * Excels in pressure, frame traps and mixups with Ignis; allows him to disrespect with setups or tick throws | ||
* Has solid damage output in his combos | * Has solid damage output in his combos | ||
* Overall has great space control in the neutral | * Overall has great space control in the neutral | ||
|cons= | |||
* Has poor damage extensions and offensive momentum without resources; hurts especially if Ignis is not managed properly | |||
* Has poor damage and momentum without resources; hurts especially if Ignis is not managed properly | |||
* Lack of a meterless reversal; must rely on good defensive system mechanics when under pressure himself | * Lack of a meterless reversal; must rely on good defensive system mechanics when under pressure himself | ||
}} | |||
</div> | |||
==Move List== | ==Move List== | ||
: ''See also: [[ | : ''See also: [[BBCSE/Relius Clover/Frame Data|Relius Full Frame Data]]'' | ||
===''Normal Moves''=== | ===''Normal Moves''=== | ||
====<big>5A</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_5A.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=240 | |damage=240 | ||
|heatgain=99 | |heatgain=99 | ||
Line 36: | Line 48: | ||
|frameAdv=0 | |frameAdv=0 | ||
|hitbox=relius/5A | |hitbox=relius/5A | ||
| | }} | ||
|} | |||
Standing jab. Whiffs on all characters crouching hitbox except for Tager. Used mostly as combo filler. Can combo into every normal. Same proration as his 2A. Not very effective as a pressure tool because of vertical reach and slightly slower startup than most of the characters. Throw cancelable. | Standing jab. Whiffs on all characters crouching hitbox except for Tager. Used mostly as combo filler. Can combo into every normal. Same proration as his 2A. Not very effective as a pressure tool because of vertical reach and slightly slower startup than most of the characters. Throw cancelable. | ||
</div> | |||
</div> | |||
====<big>5B</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_5B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=600 | |damage=600 | ||
|heatgain=248 | |heatgain=248 | ||
Line 55: | Line 74: | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|hitbox=relius/5B | |hitbox=relius/5B | ||
| | }} | ||
|} | |||
Relius's main poke to start combos and pressure with. Has a large amount of priority due to its range, hitbox, and startup. Extends his hitbox on the last active frame. Being it has a farther horizontal hitbox than the majority of his moves you have less options for followup at max range. | Relius's main poke to start combos and pressure with. Has a large amount of priority due to its range, hitbox, and startup. Extends his hitbox on the last active frame. Being it has a farther horizontal hitbox than the majority of his moves you have less options for followup at max range. | ||
</div> | |||
</div> | |||
====<big>5C</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_5C.png | | |||
|damage= | </gallery> | ||
|heatgain= | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=480×2 | |||
|heatgain=198×2 | |||
|p1=100 | |p1=100 | ||
|p2=92 | |p2=92 | ||
Line 74: | Line 100: | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|hitbox=relius/5C | |hitbox=relius/5C | ||
| | }} | ||
|} | |||
A standing mechanical claw attack. Hits twice and is jump-cancellable. Used for combo fodder. Common followups are 2C, 6B, 3C, or Id Lauger (236C). Staggers on counter hit. | A standing mechanical claw attack. Hits twice and is jump-cancellable. Used for combo fodder. Common followups are 2C, 6B, 3C, or Id Lauger (236C). Staggers on counter hit. | ||
</div> | |||
</div> | |||
====<big>2A</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_2A.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=200 | |damage=200 | ||
|heatgain=82 | |heatgain=82 | ||
Line 93: | Line 126: | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|hitbox=relius/2A | |hitbox=relius/2A | ||
| | }} | ||
|} | |||
Staple crouching jab. Hits mid. Slower than his 5A by 1F but faster in recovery by 1F. Same startup speed as the majority of the cast. Throw cancelable. The +1 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. The proration on this won't really mess up your combo route, but it will hurt the damage. | Staple crouching jab. Hits mid. Slower than his 5A by 1F but faster in recovery by 1F. Same startup speed as the majority of the cast. Throw cancelable. The +1 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. The proration on this won't really mess up your combo route, but it will hurt the damage. | ||
</div> | |||
</div> | |||
====<big>2B</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_2B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=460 | |damage=460 | ||
|heatgain=190 | |heatgain=190 | ||
Line 112: | Line 152: | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|hitbox=relius/2B | |hitbox=relius/2B | ||
| | }} | ||
|} | |||
Relius's main crouching low poke. Hits low with slightly shorter reach than his 5B. Used mainly as a pressure tool. | Relius's main crouching low poke. Hits low with slightly shorter reach than his 5B. Used mainly as a pressure tool. | ||
</div> | |||
</div> | |||
====<big>2C</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_2C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=760 | |damage=760 | ||
|heatgain=314 | |heatgain=314 | ||
Line 131: | Line 178: | ||
|frameAdv=-15 | |frameAdv=-15 | ||
|hitbox=relius/2C | |hitbox=relius/2C | ||
| | }} | ||
|} | |||
Relius's main anti-air. 7~14F head invulnerability. Fatal possible. Causes stagger for 30F on ground CH. Common anti-air followup on fatal counter is Val Tus (214C). | Relius's main anti-air. 7~14F head invulnerability. Fatal possible. Causes stagger for 30F on ground CH. Common anti-air followup on fatal counter is Val Tus (214C). | ||
</div> | |||
</div> | |||
====<big>6A</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_6A.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=700 | |damage=700 | ||
|heatgain=289 | |heatgain=289 | ||
Line 150: | Line 204: | ||
|frameAdv=-7 | |frameAdv=-7 | ||
|hitbox=relius/6A | |hitbox=relius/6A | ||
| | }} | ||
|} | |||
Relius's only ground overhead that doesn't use Ignis. Doesn't gatling into any other normals. Can only special cancel into Id Lauger (236C), supers, astral or use Ignis D normals to followup. Forces crouch on ground hit. Pulls opponent in on hit. The particular overhead is one of the slowest and easy to to see overheads in the game. It will work in certain situations using Ignis to distract or to setup a frame trap with. Common followup is 6D, 2D, or Id Lauger (236C). | Relius's only ground overhead that doesn't use Ignis. Doesn't gatling into any other normals. Can only special cancel into Id Lauger (236C), supers, astral or use Ignis D normals to followup. Forces crouch on ground hit. Pulls opponent in on hit. The particular overhead is one of the slowest and easy to to see overheads in the game. It will work in certain situations using Ignis to distract or to setup a frame trap with. Common followup is 6D, 2D, or Id Lauger (236C). | ||
</div> | |||
</div> | |||
====<big>6B</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_6B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=580 | |damage=580 | ||
|heatgain=240 | |heatgain=240 | ||
Line 169: | Line 230: | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|hitbox=relius/6B | |hitbox=relius/6B | ||
| | }} | ||
|} | |||
Upwards punch. Has a short horizontal hitbox but a tall vertical one. Launches on hit. Only jump-cancellable on hit. Used in combos. So-so anti-air. | Upwards punch. Has a short horizontal hitbox but a tall vertical one. Launches on hit. Only jump-cancellable on hit. Used in combos. So-so anti-air. | ||
</div> | |||
</div> | |||
====<big>6C</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_6C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=920 | |damage=920 | ||
|heatgain=380 | |heatgain=380 | ||
Line 188: | Line 256: | ||
|frameAdv=-17 | |frameAdv=-17 | ||
|hitbox=relius/6C | |hitbox=relius/6C | ||
| | }} | ||
|} | |||
Forward advancing punch used mainly in combos. Forces standing on hit. Fatal possible. 80% repeat proration. | Forward advancing punch used mainly in combos. Forces standing on hit. Fatal possible. 80% repeat proration. | ||
</div> | |||
</div> | |||
====<big>3C</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_3C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=700 | |damage=700 | ||
|heatgain=289 | |heatgain=289 | ||
Line 207: | Line 282: | ||
|frameAdv=-10 | |frameAdv=-10 | ||
|hitbox=relius/3C | |hitbox=relius/3C | ||
| | }} | ||
|} | |||
Hits low. His only normal that's jump-cancellable on block. Causes knockdown on airborn opponents. Your main combo-ender. | Hits low. His only normal that's jump-cancellable on block. Causes knockdown on airborn opponents. Your main combo-ender. | ||
</div> | |||
</div> | |||
====<big>j.A</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_jA.png | | |||
|damage= | </gallery> | ||
|heatgain= | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=80×3 | |||
|heatgain=33×3 | |||
|p1=90 | |p1=90 | ||
|p2=92 | |p2=92 | ||
Line 226: | Line 308: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.A | |hitbox=relius/j.A | ||
| | }} | ||
|} | |||
3 hit move that hits mid. The longer you hold down A the longer it stays active. If you hold down A the whole time Relius is in the air, the move will remain active until he lands. Not much use other than combo-filler. It's OK as a jump in but will wiff on all crouchers rising (but it will land one hit on crouching Tager). | 3 hit move that hits mid. The longer you hold down A the longer it stays active. If you hold down A the whole time Relius is in the air, the move will remain active until he lands. Not much use other than combo-filler. It's OK as a jump in but will wiff on all crouchers rising (but it will land one hit on crouching Tager). | ||
</div> | |||
</div> | |||
====<big>j.B</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_jB.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=450 | |damage=450 | ||
|heatgain=186 | |heatgain=186 | ||
Line 245: | Line 334: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.B | |hitbox=relius/j.B | ||
| | }} | ||
|} | |||
His main air attack. Also hits behind him. Used for both air-to-air and air-to-ground. Can be used as a cross-up. Jump cancellable. | His main air attack. Also hits behind him. Used for both air-to-air and air-to-ground. Can be used as a cross-up. Jump cancellable. | ||
</div> | |||
</div> | |||
====<big>j.C</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_jC.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=660 | |damage=660 | ||
|heatgain=273 | |heatgain=273 | ||
Line 264: | Line 360: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.C | |hitbox=relius/j.C | ||
| | }} | ||
|} | |||
Good vertical hitbox. Used for air-to-ground, yet j.B is a better jump-in. Mainly used in combos and a j.B followup in pressure/mixup. Not jump cancellable. 16~18F attack hitbox below Relius. | Good vertical hitbox. Used for air-to-ground, yet j.B is a better jump-in. Mainly used in combos and a j.B followup in pressure/mixup. Not jump cancellable. 16~18F attack hitbox below Relius. | ||
</div> | |||
</div> | |||
====<big>Counter Assault</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_5C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=0 | |damage=0 | ||
|heatgain=0 | |heatgain=0 | ||
Line 283: | Line 386: | ||
|frameAdv=-17 | |frameAdv=-17 | ||
|hitbox=relius/CounterAssault | |hitbox=relius/CounterAssault | ||
| | }} | ||
|} | |||
Animation is a copy of his 5C normal. Can followup in the corner with 6D if Ignis is active. 1~20F fully invulnerable. Blows back on hit. 180F Heat gauge cooldown. | Animation is a copy of his 5C normal. Can followup in the corner with 6D if Ignis is active. 1~20F fully invulnerable. Blows back on hit. 180F Heat gauge cooldown. | ||
</div> | |||
</div> | |||
===''Drive Moves''=== | ===''Drive Moves''=== | ||
====<big>5D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_5D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=-- | |damage=-- | ||
|heatgain=-- | |heatgain=-- | ||
Line 303: | Line 413: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/5D | |hitbox=relius/5D | ||
| | }} | ||
|} | |||
Relius summons or dismisses Ignis on the ground. | Relius summons or dismisses Ignis on the ground. | ||
</div> | |||
</div> | |||
====<big>2D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_2D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=-- | |damage=-- | ||
|heatgain=-- | |heatgain=-- | ||
Line 323: | Line 440: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/2D | |hitbox=relius/2D | ||
| | }} | ||
|} | |||
Relius summons Ignis on the ground while crouching. | Relius summons Ignis on the ground while crouching. | ||
</div> | |||
</div> | |||
====<big>j.D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_jD.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=-- | |damage=-- | ||
|heatgain=-- | |heatgain=-- | ||
Line 342: | Line 466: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.D | |hitbox=relius/j.D | ||
| | }} | ||
|} | |||
Relius summons or dismisses Ignis in the air. 24 frames of total recovery when dismissing. | Relius summons or dismisses Ignis in the air. 24 frames of total recovery when dismissing. | ||
</div> | |||
</div> | |||
===''Ignis Moves''=== | ===''Ignis Moves''=== | ||
====<big>6D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_Ignis_6D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=460 | |damage=460 | ||
|heatgain=190 | |heatgain=190 | ||
Line 362: | Line 493: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/6D | |hitbox=relius/6D | ||
| | }} | ||
|} | |||
Forward punch. Your main tool for Ignis in pressure. Also used in combos. | Forward punch. Your main tool for Ignis in pressure. Also used in combos. | ||
</div> | |||
</div> | |||
====<big>2D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_Ignis_2D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=520, 780 | |damage=520, 780 | ||
|heatgain=215, 322 | |heatgain=215, 322 | ||
Line 382: | Line 520: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/2D | |hitbox=relius/2D | ||
| | }} | ||
|} | |||
Double swipe move. Good pressure, mixup, and oki tool. Has super armor during full duration. | Double swipe move. Good pressure, mixup, and oki tool. Has super armor during full duration. | ||
</div> | |||
</div> | |||
====<big>4D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_Ignis_4D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=750 | |damage=750 | ||
|heatgain=310 | |heatgain=310 | ||
Line 401: | Line 546: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/4D | |hitbox=relius/4D | ||
| | }} | ||
|} | |||
Diagonally upward-aiming drill attack. Causes wall bounce similar to Carl's 623D. Used as corner combo ender due to it's untechable time. 30% Repeat proration. | Diagonally upward-aiming drill attack. Causes wall bounce similar to Carl's 623D. Used as corner combo ender due to it's untechable time. 30% Repeat proration. | ||
</div> | |||
</div> | |||
====<big>j.6D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_Ignis_j6D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=660 | |damage=660 | ||
|heatgain=273 | |heatgain=273 | ||
Line 420: | Line 572: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.6D | |hitbox=relius/j.6D | ||
| | }} | ||
|} | |||
Ignis rushes towards the opponent horizontally in the air. Primarily used as a neutral tool. | Ignis rushes towards the opponent horizontally in the air. Primarily used as a neutral tool. | ||
</div> | |||
</div> | |||
====<big>j.2D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_Ignis_j2D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=560 | |damage=560 | ||
|heatgain=231 | |heatgain=231 | ||
Line 439: | Line 598: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.2D | |hitbox=relius/j.2D | ||
| | }} | ||
|} | |||
Ignis rushes towards the opponent diagonally downward in the air. Primarily used as a neutral tool. | Ignis rushes towards the opponent diagonally downward in the air. Primarily used as a neutral tool. | ||
</div> | |||
</div> | |||
====<big>j.8D</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_Ignis_j8D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=760 | |damage=760 | ||
|heatgain=314 | |heatgain=314 | ||
Line 458: | Line 624: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.8D | |hitbox=relius/j.8D | ||
| | }} | ||
|} | |||
Ignis rushes towards the opponent diagonally upward in the air. Combo filler and neutral tool. | Ignis rushes towards the opponent diagonally upward in the air. Combo filler and neutral tool. | ||
</div> | |||
</div> | |||
===''Throws''=== | ===''Throws''=== | ||
====<big>Forward Throw</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_FThrow.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=0, 1400 | |damage=0, 1400 | ||
|heatgain=579 | |heatgain=579 | ||
Line 478: | Line 651: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/GroundThrow | |hitbox=relius/GroundThrow | ||
| | }} | ||
|} | |||
Relius picks opponent up with large metal arm and slams them to the ground. Can cancel into 236C to continue combo. | Relius picks opponent up with large metal arm and slams them to the ground. Can cancel into 236C to continue combo. | ||
</div> | |||
</div> | |||
====<big>Back Throw</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_BThrow.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=0, 1400 | |damage=0, 1400 | ||
|heatgain=579 | |heatgain=579 | ||
Line 498: | Line 678: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/GroundThrow | |hitbox=relius/GroundThrow | ||
| | }} | ||
|} | |||
Relius picks opponent up with large metal arm and slams them once to the ground, then again behind him. Can cancel into 236C to continue combo. | Relius picks opponent up with large metal arm and slams them once to the ground, then again behind him. Can cancel into 236C to continue combo. | ||
</div> | |||
</div> | |||
====<big>Air Throw</big>==== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_AThrow.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=0, 1300 | |damage=0, 1300 | ||
|heatgain=538 | |heatgain=538 | ||
Line 517: | Line 704: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/AirThrow | |hitbox=relius/AirThrow | ||
| | }} | ||
|} | |||
Relius grabs opponent with large metal arm and bounces them off the ground. Can easily followup with falling air normals. | Relius grabs opponent with large metal arm and bounces them off the ground. Can easily followup with falling air normals. | ||
</div> | |||
</div> | |||
===''Special Moves''=== | ===''Special Moves''=== | ||
====<big>Id Lauger</big>==== | |||
<span class="input-badge">'''236C, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_IdLauger.png |Ground | |||
BBCF Relius j236C.png |Air | |||
|data | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackData-BBCSE | {{AttackData-BBCSE | ||
|version=Ground | |version=Ground | ||
Line 554: | Line 745: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.236C | |hitbox=relius/j.236C | ||
| | }} | ||
|} | |||
Ground version summons a large fist out of the ground that blows the enemy away. Unsafe on block but can control Ignis with D normals during it. Can be followed up with 214A on hit. | Ground version summons a large fist out of the ground that blows the enemy away. Unsafe on block but can control Ignis with D normals during it. Can be followed up with 214A on hit. | ||
Air version summons a large fist from his cape that blows the enemy away. Can be followed up with j.214A and j.214B on hit. | Air version summons a large fist from his cape that blows the enemy away. Can be followed up with j.214A and j.214B on hit. | ||
</div> | |||
</div> | |||
====<big>Id Haas </big>==== | |||
<span class="input-badge">'''214A after Id Lauger'''</span> | |||
<div class="attack-container"> | |||
|data | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCS_Relius_IdHaas.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ground | |version=Ground | ||
|damage=800 | |damage=800 | ||
Line 576: | Line 775: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/214A | |hitbox=relius/214A | ||
}} | }} | ||
{{AttackDataNoHeader-BBCSE | |||
|version=Air | |version=Air | ||
|damage=800 | |damage=800 | ||
Line 589: | Line 787: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/214A | |hitbox=relius/214A | ||
| | }} | ||
|} | |||
Buzz-saw followup to the air version of 236C. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius. | Buzz-saw followup to the air version of 236C. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius. | ||
</div> | |||
</div> | |||
====<big>Id Naiads </big>==== | |||
<span class="input-badge">'''j.214B after Id Lauger'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_IdNaiads.png | | |||
|damage= | </gallery> | ||
|heatgain= | </div> | ||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=200×N | |||
|heatgain=82×N | |||
|p1=100 | |p1=100 | ||
|p2=92(once) | |p2=92(once) | ||
|startup=33 | |startup=33 | ||
|active= | |active=3×N | ||
|recovery=45T | |recovery=45T | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.214B | |hitbox=relius/j.214B | ||
| | }} | ||
|} | |||
Downward drill followup to j236C that tracks the opponent. Your main midscreen air combo ender. Can also be used mid-combo, but landing followups depends on the opponent's height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius. | Downward drill followup to j236C that tracks the opponent. Your main midscreen air combo ender. Can also be used mid-combo, but landing followups depends on the opponent's height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius. | ||
</div> | |||
</div> | |||
====<big>Led Ley </big>==== | |||
<span class="input-badge">'''236A'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="210px" heights="210px" mode="nolines"> | ||
| | BBCS_Relius_LedLey.png | | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=-- | |damage=-- | ||
|heatgain=-- | |heatgain=-- | ||
Line 630: | Line 841: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/236A | |hitbox=relius/236A | ||
| | }} | ||
|} | |||
Relius' spin move that is invulnerable to hits, but can be thrown. In CH state for 3 frames of recovery. Invulnerable from frame 1. Can control Ignis with D normals while this move is active. | Relius' spin move that is invulnerable to hits, but can be thrown. In CH state for 3 frames of recovery. Invulnerable from frame 1. Can control Ignis with D normals while this move is active. | ||
</div> | |||
</div> | |||
====<big>Val Lanto </big>==== | |||
<span class="input-badge">'''214A'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_IdHaas.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ignis Unsummoned | |version=Ignis Unsummoned | ||
|damage=950 | |damage=950 | ||
Line 663: | Line 881: | ||
|frameAdv=+13 | |frameAdv=+13 | ||
|hitbox=relius/214A | |hitbox=relius/214A | ||
| | }} | ||
|} | |||
Buzz-saw summon. Useful neutral tool to start pressure or approach. Can cancel into other specials and Ignis normals while she is floating back to Relius. Has 70% repeat proration. | Buzz-saw summon. Useful neutral tool to start pressure or approach. Can cancel into other specials and Ignis normals while she is floating back to Relius. Has 70% repeat proration. | ||
</div> | |||
</div> | |||
====<big>Val Lyra </big>==== | |||
<span class="input-badge">'''214B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_ValLyra.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ignis Unsummoned | |version=Ignis Unsummoned | ||
|damage=1200 | |damage=1200 | ||
Line 696: | Line 921: | ||
|frameAdv=+35 | |frameAdv=+35 | ||
|hitbox=relius/214B | |hitbox=relius/214B | ||
| | }} | ||
|} | |||
Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against zoning attempts but can leave Relius vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius. | Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against zoning attempts but can leave Relius vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius. | ||
</div> | |||
</div> | |||
====<big>Val Tus </big>==== | |||
<span class="input-badge">'''214C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_ValTus.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ignis Unsummoned | |version=Ignis Unsummoned | ||
|damage= | |damage=850×3 | ||
|heatgain= | |heatgain=351×3 | ||
|p1=100 | |p1=100 | ||
|p2=92 | |p2=92 | ||
Line 720: | Line 952: | ||
{{AttackDataNoHeader-BBCSE | {{AttackDataNoHeader-BBCSE | ||
|version=Ignis Active | |version=Ignis Active | ||
|damage= | |damage=850×3 | ||
|heatgain= | |heatgain=351×3 | ||
|p1=100 | |p1=100 | ||
|p2=92 | |p2=92 | ||
Line 729: | Line 961: | ||
|frameAdv=+97 | |frameAdv=+97 | ||
|hitbox=relius/214C | |hitbox=relius/214C | ||
| | }} | ||
|} | |||
Ignis advances forward and performs a 3 hit 'dance'. Removes one primer. Good for oki and mixup but uses a lot of meter if she isn't already summoned. OTG's and hits opponents out of rolls. Leads to huge damage. | Ignis advances forward and performs a 3 hit 'dance'. Removes one primer. Good for oki and mixup but uses a lot of meter if she isn't already summoned. OTG's and hits opponents out of rolls. Leads to huge damage. | ||
</div> | |||
</div> | |||
====<big>Geara Act </big>==== | |||
<span class="input-badge">'''236D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_GearaAct.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ignis Unsummoned | |version=Ignis Unsummoned | ||
|damage= | |damage=200×8 | ||
|heatgain= | |heatgain=82×8 | ||
|p1=80 | |p1=80 | ||
|p2=98 | |p2=98 | ||
Line 753: | Line 992: | ||
{{AttackDataNoHeader-BBCSE | {{AttackDataNoHeader-BBCSE | ||
|version=Ignis Active | |version=Ignis Active | ||
|damage= | |damage=200×8 | ||
|heatgain= | |heatgain=82×8 | ||
|p1=80 | |p1=80 | ||
|p2=98 | |p2=98 | ||
Line 762: | Line 1,001: | ||
|frameAdv=+105 | |frameAdv=+105 | ||
|hitbox=relius/236D | |hitbox=relius/236D | ||
| | }} | ||
|} | |||
Ignis is summoned behind Relius and performs a low yo-yo type blade attack that hits 8 times. Only hits low on the first hit that comes into contact with the opponent (hit or block). Breaks one primer. | Ignis is summoned behind Relius and performs a low yo-yo type blade attack that hits 8 times. Only hits low on the first hit that comes into contact with the opponent (hit or block). Breaks one primer. | ||
</div> | |||
</div> | |||
====<big>Geara Nose </big>==== | |||
<span class="input-badge">'''214D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_GearaNose.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ignis Unsummoned | |version=Ignis Unsummoned | ||
|damage=720 | |damage=720 | ||
Line 795: | Line 1,041: | ||
|frameAdv=+64 | |frameAdv=+64 | ||
|hitbox=relius/214D | |hitbox=relius/214D | ||
| | }} | ||
|} | |||
Ignis is summoned above Relius and performs a diving overhead drill attack. Can be used as an oki tool or in unblockable setups. Removes one primer. | Ignis is summoned above Relius and performs a diving overhead drill attack. Can be used as an oki tool or in unblockable setups. Removes one primer. | ||
</div> | |||
</div> | |||
====<big>Bel Lafino </big>==== | |||
<span class="input-badge">'''j.214B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCF Relius Bel Lafino.png| | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|version=Ignis Unsummoned | |version=Ignis Unsummoned | ||
|damage= | |damage=200×N | ||
|heatgain= | |heatgain=82×N | ||
|p1=100 | |p1=100 | ||
|p2=92(once) | |p2=92(once) | ||
|startup=20 | |startup=20 | ||
|active= | |active=3×N | ||
|recovery=54 total | |recovery=54 total | ||
|frameAdv=-- | |frameAdv=-- | ||
Line 819: | Line 1,072: | ||
{{AttackDataNoHeader-BBCSE | {{AttackDataNoHeader-BBCSE | ||
|version=Ignis Active | |version=Ignis Active | ||
|damage= | |damage=200×N | ||
|heatgain= | |heatgain=82×N | ||
|p1=100 | |p1=100 | ||
|p2=92(once) | |p2=92(once) | ||
|startup=20 | |startup=20 | ||
|active= | |active=3×N | ||
|recovery=54 total | |recovery=54 total | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/j.214B | |hitbox=relius/j.214B | ||
| | }} | ||
|} | |||
Ignis is summoned in front of Relius and performs a downward drill attack that looks a lot like the j236C > j214B followup, only this doesn't track the opponent. Last hit removes a primer. No real use other than to cover yourself while falling towards the opponent or stop your momentum. | Ignis is summoned in front of Relius and performs a downward drill attack that looks a lot like the j236C > j214B followup, only this doesn't track the opponent. Last hit removes a primer. No real use other than to cover yourself while falling towards the opponent or stop your momentum. | ||
</div> | |||
</div> | |||
===''Distortion Drives''=== | ===''Distortion Drives''=== | ||
====<big>Req Vinum </big>==== | |||
<span class="input-badge">'''632146C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_ReqVinum.png | | |||
|damage= | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=200×7 | |||
|heatgain=0 | |heatgain=0 | ||
|p1=80 | |p1=80 | ||
|p2= | |p2=92×7 | ||
|startup=7+4 | |startup=7+4 | ||
|active=9 | |active=9 | ||
Line 849: | Line 1,109: | ||
|frameAdv=-23 | |frameAdv=-23 | ||
|hitbox=relius/632146C | |hitbox=relius/632146C | ||
| | }} | ||
|} | |||
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. Does very little damage. Relius can move and perform moves while the distortion is active. 1~10F is fully invincible. Projectile property. 25% minimum damage. 370F heat gain cooldown. Hitting with 1st attack will initiate the rest of the attacks. 31F hitstop. | 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. Does very little damage. Relius can move and perform moves while the distortion is active. 1~10F is fully invincible. Projectile property. 25% minimum damage. 370F heat gain cooldown. Hitting with 1st attack will initiate the rest of the attacks. 31F hitstop. | ||
</div> | |||
</div> | |||
====<big>Vol Tedo </big>==== | |||
<span class="input-badge">'''632146D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_VolTedo.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=800, 2500 | |damage=800, 2500 | ||
|heatgain=0 | |heatgain=0 | ||
Line 870: | Line 1,137: | ||
|frameAdv=-10 | |frameAdv=-10 | ||
|hitbox=relius/632146D | |hitbox=relius/632146D | ||
| | }} | ||
|} | |||
Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them away. Fast startup, good damage, and your main super to put onto the end of combos. 8~22F is fully invincible. 180F heat gain cooldown. 1st attack has 20% minimum damage, 2nd attack 35% minimum damage giving a base minimum of 1035 damage. Causes opponent to slide backwards on hit. Ignis has super armor throughout animation. Startup of move depends on how far away opponent is from Ignis (max 7+12). Ignis's total duration lasts till 36F after startup. Ignis disappears if hit. Uses 1000 gauge. | Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them away. Fast startup, good damage, and your main super to put onto the end of combos. 8~22F is fully invincible. 180F heat gain cooldown. 1st attack has 20% minimum damage, 2nd attack 35% minimum damage giving a base minimum of 1035 damage. Causes opponent to slide backwards on hit. Ignis has super armor throughout animation. Startup of move depends on how far away opponent is from Ignis (max 7+12). Ignis's total duration lasts till 36F after startup. Ignis disappears if hit. Uses 1000 gauge. | ||
</div> | |||
</div> | |||
====<big>Duo Bios </big>==== | |||
<span class="input-badge">'''236236D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
|data | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBCS_Relius_DuoBios.png | | |||
|damage= | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
|- | |||
{{AttackData-BBCSE | |||
|damage=200×6, 300×2, 300×2, 500 | |||
|heatgain=0 | |heatgain=0 | ||
|p1= | |p1=70×10, 70 | ||
|p2= | |p2=95×10, 70 | ||
|startup=10+16 | |startup=10+16 | ||
|active=* | |active=* | ||
Line 890: | Line 1,164: | ||
|frameAdv=-- | |frameAdv=-- | ||
|hitbox=relius/236236D | |hitbox=relius/236236D | ||
| | }} | ||
|} | |||
Exactly like Carl's Tsuioko no Rhapsody distortion. Ignis advances forward while punching. Relius can move freely while this distortion is active. Good for mixup/pressure but the proration is bad. Very easy to full screen corner carry someone by dashing behind Ignis advancing her forward. First hit removes a primer. Fully invincible through superflash. Ignis has super armor throughout animation. 20% minimum damage. 430F heat gain cooldown. Ignis is guaranteed to attack after superflash. Hitstuns: 8th attack = 30F, 9th attack = 36F, 10th and 11th attacks = 45F. Active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(13)5(26)5(38)6. 11th attack has 21F hitstop. Ignis's total duration is 440F. Uses 1500 gauge. | Exactly like Carl's Tsuioko no Rhapsody distortion. Ignis advances forward while punching. Relius can move freely while this distortion is active. Good for mixup/pressure but the proration is bad. Very easy to full screen corner carry someone by dashing behind Ignis advancing her forward. First hit removes a primer. Fully invincible through superflash. Ignis has super armor throughout animation. 20% minimum damage. 430F heat gain cooldown. Ignis is guaranteed to attack after superflash. Hitstuns: 8th attack = 30F, 9th attack = 36F, 10th and 11th attacks = 45F. Active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(13)5(26)5(38)6. 11th attack has 21F hitstop. Ignis's total duration is 440F. Uses 1500 gauge. | ||
</div> | |||
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===''Astral Heat''=== | ===''Astral Heat''=== | ||
====<big>The Puppeteer's Altar </big>==== | |||
<span class="input-badge">'''214214D'''</span> | |||
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|damage=Death | |damage=Death | ||
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Relius's astral that has a different ending animation depending on the character. Can be combo'd into from the majority of his normals. With no Ignis cost you can easily add it in to the end of a long combo if you meet all the other requirements. 1F~43F after superflash is fully invincible. Heat Gauge is used up on superflash. Ignis has super armor throughout the animation. | Relius's astral that has a different ending animation depending on the character. Can be combo'd into from the majority of his normals. With no Ignis cost you can easily add it in to the end of a long combo if you meet all the other requirements. 1F~43F after superflash is fully invincible. Heat Gauge is used up on superflash. Ignis has super armor throughout the animation. | ||
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==Strategy== | ==Strategy== | ||
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Revision as of 07:59, 28 December 2023
Overview
- Health: 11,000
- Guard Primers: 5
- Movement Options: 1 Double Jump/Airdash, Character Dash
Relius Clover uses his puppet to go on the offensive
- Excels in pressure, frame traps and mixups with Ignis; allows him to disrespect with setups or tick throws
- Has solid damage output in his combos
- Overall has great space control in the neutral
- Has poor damage extensions and offensive momentum without resources; hurts especially if Ignis is not managed properly
- Lack of a meterless reversal; must rely on good defensive system mechanics when under pressure himself
Move List
- See also: Relius Full Frame Data
Normal Moves
5A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
240 | 99 | 80 | 84 | 6 | 3 | 9 | 0 | Click! |
Standing jab. Whiffs on all characters crouching hitbox except for Tager. Used mostly as combo filler. Can combo into every normal. Same proration as his 2A. Not very effective as a pressure tool because of vertical reach and slightly slower startup than most of the characters. Throw cancelable.
5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
600 | 248 | 90 | 89 | 8 | 5 | 14 | -2 | Click! |
Relius's main poke to start combos and pressure with. Has a large amount of priority due to its range, hitbox, and startup. Extends his hitbox on the last active frame. Being it has a farther horizontal hitbox than the majority of his moves you have less options for followup at max range.
5C
2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200 | 82 | 80 | 84 | 7 | 3 | 8 | -1 | Click! |
Staple crouching jab. Hits mid. Slower than his 5A by 1F but faster in recovery by 1F. Same startup speed as the majority of the cast. Throw cancelable. The +1 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. The proration on this won't really mess up your combo route, but it will hurt the damage.
2B
2C
6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
700 | 289 | 80 | 89 | 26 | 3 | 20 | -7 | Click! |
Relius's only ground overhead that doesn't use Ignis. Doesn't gatling into any other normals. Can only special cancel into Id Lauger (236C), supers, astral or use Ignis D normals to followup. Forces crouch on ground hit. Pulls opponent in on hit. The particular overhead is one of the slowest and easy to to see overheads in the game. It will work in certain situations using Ignis to distract or to setup a frame trap with. Common followup is 6D, 2D, or Id Lauger (236C).
6B
6C
3C
j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
80×3 | 33×3 | 90 | 92 | 7 | 3, 3, 10 | 10 | -- | Click! |
3 hit move that hits mid. The longer you hold down A the longer it stays active. If you hold down A the whole time Relius is in the air, the move will remain active until he lands. Not much use other than combo-filler. It's OK as a jump in but will wiff on all crouchers rising (but it will land one hit on crouching Tager).
j.B
j.C
Counter Assault
Drive Moves
5D
2D
j.D
Ignis Moves
6D
2D
4D
j.6D
j.2D
j.8D
Throws
Forward Throw
Back Throw
Air Throw
Special Moves
Id Lauger
236C, air OK
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ground | 950 | 393 | 100 | 92* | 16 | 6 | 36 | -23 | Click! |
Air | 950 | 393 | 100 | 92* | 14 | 3 | Until Landing +15 | -- | Click! |
Ground version summons a large fist out of the ground that blows the enemy away. Unsafe on block but can control Ignis with D normals during it. Can be followed up with 214A on hit.
Air version summons a large fist from his cape that blows the enemy away. Can be followed up with j.214A and j.214B on hit.
Id Haas
214A after Id Lauger
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ground | 800 | 331 | 100 | 92 | 27 | 17 | total 44F | -- | Click! |
Air | 800 | 331 | 100 | 92 | 27 | 17 | total 36F | -- | Click! |
Buzz-saw followup to the air version of 236C. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius.
Id Naiads
j.214B after Id Lauger
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200×N | 82×N | 100 | 92(once) | 33 | 3×N | 45T | -- | Click! |
Downward drill followup to j236C that tracks the opponent. Your main midscreen air combo ender. Can also be used mid-combo, but landing followups depends on the opponent's height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius.
Led Ley
236A
Val Lanto
214A
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 950 | 393 | 70 | 92 | 23 | 18 | 27 total | +16 | Click! |
Ignis Active | 950 | 393 | 70 | 92 | 20 | 18 | 27 total | +13 | Click! |
Buzz-saw summon. Useful neutral tool to start pressure or approach. Can cancel into other specials and Ignis normals while she is floating back to Relius. Has 70% repeat proration.
Val Lyra
214B
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 1200 | 496 | 70 | 94 | 37 | 6 | 27 total | +33 | Click! |
Ignis Active | 1200 | 496 | 70 | 94 | 39 | 6 | 27 total | +35 | Click! |
Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against zoning attempts but can leave Relius vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius.
Val Tus
214C
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 850×3 | 351×3 | 100 | 92 | 56 | 3(6)3(15)3 | 36 total | +107 | Click! |
Ignis Active | 850×3 | 351×3 | 100 | 92 | 46 | 3(6)3(15)3 | 36 total | +97 | Click! |
Ignis advances forward and performs a 3 hit 'dance'. Removes one primer. Good for oki and mixup but uses a lot of meter if she isn't already summoned. OTG's and hits opponents out of rolls. Leads to huge damage.
Geara Act
236D
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 200×8 | 82×8 | 80 | 98 | 56 | 32 | 27 total | +95 | Click! |
Ignis Active | 200×8 | 82×8 | 80 | 98 | 66 | 32 | 27 total | +105 | Click! |
Ignis is summoned behind Relius and performs a low yo-yo type blade attack that hits 8 times. Only hits low on the first hit that comes into contact with the opponent (hit or block). Breaks one primer.
Geara Nose
214D
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 720 | 298 | 80 | 92 | 48 | 9 | 36 total | +54 | Click! |
Ignis Active | 720 | 298 | 80 | 92 | 58 | 9 | 36 total | +64 | Click! |
Ignis is summoned above Relius and performs a diving overhead drill attack. Can be used as an oki tool or in unblockable setups. Removes one primer.
Bel Lafino
j.214B
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 200×N | 82×N | 100 | 92(once) | 20 | 3×N | 54 total | -- | Click! |
Ignis Active | 200×N | 82×N | 100 | 92(once) | 20 | 3×N | 54 total | -- | Click! |
Ignis is summoned in front of Relius and performs a downward drill attack that looks a lot like the j236C > j214B followup, only this doesn't track the opponent. Last hit removes a primer. No real use other than to cover yourself while falling towards the opponent or stop your momentum.
Distortion Drives
Req Vinum
632146C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200×7 | 0 | 80 | 92×7 | 7+4 | 9 | 53 | -23 | Click! |
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. Does very little damage. Relius can move and perform moves while the distortion is active. 1~10F is fully invincible. Projectile property. 25% minimum damage. 370F heat gain cooldown. Hitting with 1st attack will initiate the rest of the attacks. 31F hitstop.
Vol Tedo
632146D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
800, 2500 | 0 | 85 | 92 | 7+4* | 3 | 37 total | -10 | Click! |
Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them away. Fast startup, good damage, and your main super to put onto the end of combos. 8~22F is fully invincible. 180F heat gain cooldown. 1st attack has 20% minimum damage, 2nd attack 35% minimum damage giving a base minimum of 1035 damage. Causes opponent to slide backwards on hit. Ignis has super armor throughout animation. Startup of move depends on how far away opponent is from Ignis (max 7+12). Ignis's total duration lasts till 36F after startup. Ignis disappears if hit. Uses 1000 gauge.
Duo Bios
236236D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200×6, 300×2, 300×2, 500 | 0 | 70×10, 70 | 95×10, 70 | 10+16 | * | 24 total | -- | Click! |
Exactly like Carl's Tsuioko no Rhapsody distortion. Ignis advances forward while punching. Relius can move freely while this distortion is active. Good for mixup/pressure but the proration is bad. Very easy to full screen corner carry someone by dashing behind Ignis advancing her forward. First hit removes a primer. Fully invincible through superflash. Ignis has super armor throughout animation. 20% minimum damage. 430F heat gain cooldown. Ignis is guaranteed to attack after superflash. Hitstuns: 8th attack = 30F, 9th attack = 36F, 10th and 11th attacks = 45F. Active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(13)5(26)5(38)6. 11th attack has 21F hitstop. Ignis's total duration is 440F. Uses 1500 gauge.
Astral Heat
The Puppeteer's Altar
214214D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Death | 0 | -- | -- | 5+14 | 4 | 26 | -21 | Click! |
Relius's astral that has a different ending animation depending on the character. Can be combo'd into from the majority of his normals. With no Ignis cost you can easily add it in to the end of a long combo if you meet all the other requirements. 1F~43F after superflash is fully invincible. Heat Gauge is used up on superflash. Ignis has super armor throughout the animation.
Strategy
Offense
While Relius has very solid pressure with the help of Ignis, his mixup can be quite mediocre in comparison. It is because of this that a very important aspect of offense with Relius is taking risks during your pressure in order to bait your opponent into mashing when you can land a counter hit with Ignis. Relius has many normals that are very unsafe by themselves or even if canceled into a special, and it is because of this that an opponent might be tempted to punish you for using such moves. When Ignis is out, a properly timed 6D can catch the opponent's punish attempt and give you a combo of your own. Punishes such as this might lead to your opponent respecting what would normally be unsafe pressure, as they would be weary of getting punished by a 6D.
Relius' combos are not too complicated and are rather straightforward, but can lead to a variety of different setups on oki. The following are all examples of potential oki options:
Mid-screen after j236C > j214B
- dash 5B (beats tech roll forward)
- doll 6D (beats tech roll back but will not meaty)
- doll 2D (keeps them in place after neutral tech and beats mashing)
- Flying jA or 4D can keep them in place after jumping, but nothing will 100% beat jump
Corner after 4D:
- Walk back 3C > Neutral Jump Un-summon > falling jC (Beats forward roll out of the corner and at the right distances will safe-jump reversals. With forward jump you can meaty jC but it will lose to reversals.)
- Walk forward into the corner 3C > 214C (Beats back roll out of the corner but late neutral tech will dodge 214C.)
- Walk forward into the corner 214C > dash 236A or jump over (Really good ambiguous cross-up, destroys inputs and Relius cannot be thrown, loses to late neutral tech and roll out of the corner.)
- 3C > 236C > 214C (Pushes you away from the corner at a distance that makes you safe against reversals and beats forward tech out of the corner. Good for baiting counter-assaults and bursts as well. Against Ragna/Tager/Hakumen you can hit them with a rising jC and the 214C will combo.)
Setups with Relius are not just limited to oki. The following are examples of setups that can be done after a combo, during pressure, or even in the middle of a combo:
- After a Vol Tedo (632146D) mid-screen, do a Val Lyra (214B) to get a easy followup hit on the opponent's wakeup as Ignis will be hidden off the screen.
- During a Id Naiads (j.236C > j.214B) if you land early enough you can air throw them while they are still getting hit.
- During the final hits of Duo Bios (236236D) you can forward throw for a easy green throw.
- During blockstrings, after a 2D, dash and delay a forward throw for a easy green throw setup.
- During Duo Bios (236236D) mid-screen do extra attacks to break the hitstun, forcing the person to block and give you a chance to setup a mixup for more damage than you would of got off of the normal Duo Bios (236236D) followup.
Defense
On defense, Relius has a few options but they are generally situational. He in invulnerable to all attacks except for throws during 236A, but can still be punished during the recovery. If Ignis is out, a 6D or 2D can be used to make 236A safe if the opponent blocks, and can even lead to pressure of your own. However Ignis is not always out during the opponent's pressure, so this option is not always available. Relius can also use his distortions as reversals, though only 632146C has invincibility from frame one, and they are all unsafe on block with the exception of 236236D. If 236236D is used to get out of pressure, it will usually lead to a combo or pressure of your own unless the opponent manages to avoid it entirely. Even this option is not completely reliable, as it requires 50 heat to use and does not have frame 1 invincibility, although a trade with 236236D will almost always end up in your favor. Counter assaults are also another helpful tool to getting out of pressure, though they cost 50 heat as well and can still be baited. Relius' counter assault also does not have the best range (the same hitbox as 5C), so be careful when using it to ensure that it connects with your opponent.
Combos
Notations
- - = normal gatling or perform the move after preceding move's recovery
- > = cancel into followups of the special move
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- CU = cross-under
- iad = instant air dash
- FC = Fatal Counter
- CH = Counter hit
- (N) = only use the Nth attack of the move (for example, if 5C(1) is written, you only use the first hit of 5C)
- (text) = whatever's listed in the parentheses is optional
- [AA] = anti-air combo; opponent is in the air at the start of the combo
- DM = Damage
- HG = Heat Gain %
- IC = Ignis Cost
- Blue text = Challenge Mode combo
- Red text = Input replaceable in combo
Ignis Inactive
Midscreen
Normal Starters:
5B > 5C(2) > 236C > 214A [DM:2102/HG:13/IC:1000]
5B > 2B > 5C(2) > 3C > 236C > 214A [DM:2424/HG:18/IC:1000]
5B > 6B > 5C(2) > sj.B > j.C > j.236C > j.214B > ad [DM:2745/HG:22/IC:1000]
5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3563/HG:30/IC:5000]
2A > 6B > j.B > dj.B > j.C > j.236C > j.214B [DM:1827/HG:18/IC:1000]
iad.B > j.C > 5B > 5C(2) > 236C > 214A [DM:2403/HG:18/IC:1000]
iad.B > j.C > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3504/HG:32/IC:5000]
CH 3C > 214C > 3C > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:3601/HG:34/IC:5000]
CH 3C > 214C > 3C > 66 > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3792/HG:39/IC:6000]
FC 2C > 5D > 66 > 6B > j.C > j.8D > dj.C > j.236C > j.214B [DM:2951/HG:25/IC:2000] *Anti-Air Only
FC 2C > 214C > 66 > 5C(2) > sj.C > j.236C > j.214B > ad [DM:3505/HG:30/IC:4000] *Anti-Air Only
5B > 6D > 66]x5 > 5B > 5C > 236C > 214A [DM:2948/HG:35/IC:7500]
5B > 6B > 236C > RC > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:3376/HG:(50)+14/IC:1000]
Special Starters:
214A > 66 > 5B > 5C(2) > 236C > 214A [DM:2332/HG:17/IC:4000]
214A > 66 > 5B > 5C(2) > 2D > 66 > 5B > 3C > 6D > j.B > j.C > j.236C > 214A > ad [DM:3006/HG:34/IC:7300]
214B > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:3681/HG:35/IC:7000]
214C > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:4984/HG:41/IC:7000]
214C > 66 > 5B > 5C(2) > 632146C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:4599/HG:16(-50)22/IC:5500]
214C > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:5360/HG:40(-50)/IC:8000]
214D > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:2818/HG:24/IC:5500]
236D > 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3581/HG:37/IC:7500]
Throw Starters:
BC > 236C > 214A [DM:2067/HG:13/IC:1000]
4BC > 236C > 214A [DM:2067/HG:13/IC:1000]
j.BC > j.C > 5C(2) > sj.B > j.236C > j.214B > ad [DM:2675/HG:22/IC:1000]
Distortion Drive Starters:
632146C > 2C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:2482/HG:(-50)+6/IC:4000]
236236D > 66 > [after last hit] > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:2239/HG:(-50)+24/IC:3500]
Near Corner
Normal Starters:
5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3506/HG:31/IC:4000]
CH 3C > 214C > 3C > 66 > 5C(2) > 6B > j.B > dj.B > j.8D > j.236C > j.214B [DM:3766/HG:40/IC:5000]
CH 3C > 214C > 3C > 66 > 5C(2) > 4D > sj.B > dj.B > j.8D > j.236C > j.214B [DM:3853/HG:40/IC:6000]
FC 2C > 214A > 66 > j.B > dj.B > j.C > j.236C > j.214A [DM:2638/HG:20/IC:4000] *Anti-Air Only
FC 2C > 214B > 66 > sj.B > j.C > j.236C > j.214B [DM:3042/HG:25/IC:4000] *Anti-Air Only
FC 2C > 214C > 66 > 5C(2) > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3702/HG:36/IC:4000] *Anti-Air Only
Special Starters:
214B > 66 > 5B > 5C(2) > 2D > 66 > 6B > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:3524/HG:43/IC:7000]
214C > 66 > 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.8D > j.236C > j.214B [DM:5024/HG:42/IC:7000]
Throw Starters:
- See Mid-screen Starters
Distortion Drive Starters:
CH 632146C > 2C > 214C > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:2713/HG:(-50)+14/IC:4000]
Corner
Normal Starters:
5B > 5C(2) > 236C > 214A > 66 > 6B > ji.236C > 2C > 6C > 4D > 3C > Oki [DM:3772/HG:32/IC:2000] *St1ckBuG Special
5B > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 66 > 5C(2) > j.B > dj.B > j.C > j.236C > j.214B [DM:4564/HG:49/IC:5000]
5B > 5C(2) > 236C > 214A > 66 > 5C(2) > j.B > j.C > j.236C > j.214A > j.C > 2C > 4D > 2C > 632146D [DM:5123/HG:41(-50)/IC:4000]
5B > 5C(2) > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:5684/HG:52(-50)/IC:7000]
6A > 236C > 214A > 2C > 6C > 214A > 5C(2) > 4D > 6B > j.C > j.8D > dj.C > j.236C > j.214B [DM:4433/HG:50/IC:6000]
2B > 3C > 236C > 214A > 2C > 6C > 4D > j.C > j.236C > j.214A > j.C > Land > 2C > 4D > 632146C [DM:3950/HG:41(-50)/IC:4000]
FC 2C > 6C > 236C > 214A > 66 > 5C(2) > 214A > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5D [DM:5037/HG:59(-50)/IC:6000]
Special Starters:
214C > 6C > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:7319/HG:60(-50)/IC:10000]
214C > 5C(2) > 236C > 214A > 6C > 214A > 66 > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5C > 632146D [DM:7689/HG:65(-100)/IC:10000]
Throw Starters:
BC > 236C > 214A > 66 > 6B > ji.236C > 2C > 6C > 4D > 3C > Oki [DM:3287/HG:32/IC:2000]
BC > 236C > 214A > 6C > 214A > 5C(2) > 4D > 5C(2) > 4D > 3C > Oki [DM:3260/HG:30/IC:4000]
BC > 236C > 214A > 6C > 214A > j.C > j.236C > j.214A > j.C > Land > 2C > 4D > 3C > j.D [DM:3795/HG:42/IC:5000]
Distortion Drive Starters:
632146D > RC > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 5C(2) > 6B > j.B > dj.B > j.C > j.236C > j.214A [DM:5890/HG:(-100)+26/IC:6000]
Ignis Active
Midscreen
Normal Starters:
5B > 6D > 66 > 2A > 5B > 6D > 66 > 2A > 5B > 6D [DM:1837/HG:14/IC:3900]
5B > 6B > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3146/HG:28/IC:3000]
5B > 3C > 6D > j.B > j.C > J.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3177/HG:30/IC:4300] *Can swap 6D with 2D
5B > 6D > 66 > 5B > 5C(2) > 6D > 66 > 5B > 3C > 2D > 6B > j.B > j.236C > j.214B > ad [DM:3156/HG:37/IC:5600]
2D > iad.B > j.C > Land > 5B > 5C(2) > 6D > 66 > 5B > 3C > 6D > j.C > j.236C > j.214A > ad [DM:3295/HG:35/IC:5600]
5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:3835/HG:30(-50)/IC:5000]
5B > 3C > 6D > [66 > 3C > 6D]x4 > 3C > 632146D [DM:3900/HG:X/IC:7500] *Kamoihito Special
Special Starters:
- Note: Combos are the same as Ignis Inactive starters, but with less IC used.
214A > 66 > 5B > 5C(2) > 236C > 214A [DM:2332/HG:17/IC:3000]
214A > 66 > 5B > 5C(2) > 2D > 66 > 5B > 3C > 6D > j.B > j.C > j.236C > 214A > ad [DM:3006/HG:34/IC:6300]
214B > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:3681/HG:35/IC:5500]
214C > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:4984/HG:41/IC:5500]
214C > 66 > 5B > 5C(2) > 632146C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:4599/HG:16(-50)22/IC:4000]
214C > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:5360/HG:40(-50)/IC:6500]
214D > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:2818/HG:24/IC:3500]
236D > 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3581/HG:37/IC:5500]
Throw Starters:
BC > 2D > 6B > j.B > j.C > j.236C > j.214B [DM:2759/HG:29/IC:3000]
4BC > 4D > sj.B > j.236C > j.214A [DM:2405/HG:17/IC:2000]
Distortion Drive Starters:
- Note: Combos are the same as Ignis Inactive starters, but with less IC used.
632146C > 2C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:2482/HG:(-50)+6/IC:2500]
236236D > 66 > [after last hit] > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:2239/HG:(-50)+24/IC:3500]
Near Corner
Normal Starters:
- Note: Combos are the same as Ignis Inactive starters, but with less IC used.
5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3506/HG:31/IC:3000]
CH 3C > 214C > 3C > 66 > 5C(2) > 6B > j.B > dj.B > j.8D > j.236C > j.214B [DM:3766/HG:40/IC:3500]
CH 3C > 214C > 3C > 66 > 5C(2) > 4D > sj.B > dj.B > j.8D > j.236C > j.214B [DM:3853/HG:40/IC:4500]
FC 2C > 214A > 66 > j.B > dj.B > j.C > j.236C > j.214A [DM:2638/HG:20/IC:3000] *Anti-Air Only
FC 2C > 214B > 66 > sj.B > j.C > j.236C > j.214B [DM:3042/HG:25/IC:2500] *Anti-Air Only
FC 2C > 214C > 66 > 5C(2) > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3702/HG:36/IC:2500] *Anti-Air Only
Special Starters:
- Note: Combos are the same as Ignis Inactive starters, but with less IC used.
214B > 66 > 5B > 5C(2) > 2D > 66 > 6B > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [3524/43%] [DM:3524/HG:43/IC:5500]
214C > 66 > 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.8D > j.236C > j.214B [DM:5024/HG:42/IC:5500]
Throw Starters:
j.BC > j.C > 5C(2) > sj.B > j.8D > dj.B > j.8D > j.236C > j.214B [DM:3127/HG:32/IC:3000]
Distortion Drive Starters:
- Note: Combos are the same as Ignis Inactive starters, but with less IC used.
CH 632146C > 2C > 214C > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:2713/HG:(-50)+14/IC:2500]
Corner
Normal Starters:
- See Ignis Inactive Starters
Special Starters:
- Note: Combos are the same as Ignis Inactive starters, but with less IC used.
214C > 6C > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:7319/HG:60(-50)/IC:8500]
214C > 5C(2) > 236C > 214A > 6C > 214A > 66 > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5C > 632146D [DM:7689/HG:65(-100)/IC:10000]
Throw Starters:
- See Ignis Inactive Starters
Distortion Drive Starters:
- See Ignis Inactive Starters
Astral Combos
Normal Starters:
3C > 214214D
6B > 214214D
BC > 214214D
4BC > 214214D
CH 6A > 214214D
CH 5B > 214214D
CH 2B > 214214D
CH 5C > 214214D
CH 2C > 214214D
CH 6C > 214214D
... > 6B > 6C > 214214D
Special Starters:
214D > 6C > 214214D
Counter-Assault Combos
Note: Ignis must be active for all CA combos
CA > 2D > 236C > 214A [DM-867/HG-(-50)+6/IC-3000] *Midscreen Big hitbox Specific
CA > 2D > j.C > j.236C > j.214A > j.C > 2C > 4D > 3C [DM-1465/HG-(-50)+9/IC-4000] *Corner Only