BBCSE/Relius Clover: Difference between revisions

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[[File:BBCSE Relius Portrait.png|thumb|450px|Relius Clover]]
{{TOC limit|3}}
==Overview==
==Overview==
Backstory.<br/><br/>
<div id="home-content" class="home-grid">
'''Health: 11,000'''<br/>
{{card|width=4
'''Guard Primers: 5'''<br/>
|content=Placeholder
'''Play-style: Offensive, Frame Traps'''<br/>
|header2=Drive: Detonator
'''Movement Options: 1 Double Jump/Airdash, Character Dash'''<br/><br/>
|content2=Summons Ignis giving Relius access to many tools to pressure and trap the opponent with.
<big>'''Drive: Detonator'''</big><br/>
}}
Summons Ignis giving Relius access to many tools to pressure and trap the opponent with.<br/>
{{card|width=2|height=2
<br/>
|header=Relius Clover
'''<big>Pros/Strengths:</big>'''
|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<br/>
* Overall has great space control in the neutral
<br/>
|cons=
'''<big>Cons/Weaknesses:</big>'''
* 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 and due to various moves bringing out Ignis not mapped to D button
* 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: [[Frame_Data_%28Relius_BBCSE%29|Relius Full Frame Data]]''
: ''See also: [[BBCSE/Relius Clover/Frame Data|Relius Full Frame Data]]''
===''Normal Moves''===
===''Normal Moves''===
{{MoveData-P4M
====<big>5A</big>====
|name=5A
<div class="attack-container">
|image=BBCS_Relius_5A.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>5B</big>====
|name=5B
<div class="attack-container">
|image=BBCS_Relius_5B.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>5C</big>====
|name=5C
<div class="attack-container">
|image=BBCS_Relius_5C.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_5C.png |
  |damage=480x2
</gallery>
  |heatgain=198x2
</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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>2A</big>====
|name=2A
<div class="attack-container">
|image=BBCS_Relius_2A.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>2B</big>====
|name=2B
<div class="attack-container">
|image=BBCS_Relius_2B.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>2C</big>====
|name=2C
<div class="attack-container">
|image=BBCS_Relius_2C.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>6A</big>====
|name=6A
<div class="attack-container">
|image=BBCS_Relius_6A.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>6B</big>====
|name=6B
<div class="attack-container">
|image=BBCS_Relius_6B.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>6C</big>====
|name=6C
<div class="attack-container">
|image=BBCS_Relius_6C.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>3C</big>====
|name=3C
<div class="attack-container">
|image=BBCS_Relius_3C.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>j.A</big>====
|name=j.A
<div class="attack-container">
|image=BBCS_Relius_jA.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_jA.png |
  |damage=80x3
</gallery>
  |heatgain=33x3
</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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>j.B</big>====
|name=j.B
<div class="attack-container">
|image=BBCS_Relius_jB.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>j.C</big>====
|name=j.C
<div class="attack-container">
|image=BBCS_Relius_jC.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Counter Assault</big>====
|name=Counter Assault
<div class="attack-container">
|image=BBCS_Relius_5C.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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''===
{{MoveData-P4M
====<big>5D</big>====
|name=5D
<div class="attack-container">
|image=BBCS_Relius_5D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}


Relius summons or dismisses Ignis on the ground.
Relius summons or dismisses Ignis on the ground.
}}
</div>
}}
</div>


{{MoveData-P4M
====<big>2D</big>====
|name=2D
<div class="attack-container">
|image=BBCS_Relius_2D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
Relius summons Ignis on the ground while crouching.
Relius summons Ignis on the ground while crouching.
}}
</div>
}}
</div>


{{MoveData-P4M
====<big>j.D</big>====
|name=j.D
<div class="attack-container">
|image=BBCS_Relius_jD.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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''===
{{MoveData-P4M
====<big>6D</big>====
|name=6D
<div class="attack-container">
|image=BBCS_Relius_Ignis_6D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}


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>


{{MoveData-P4M
====<big>2D</big>====
|name=2D
<div class="attack-container">
|image=BBCS_Relius_Ignis_2D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>4D</big>====
|name=4D
<div class="attack-container">
|image=BBCS_Relius_Ignis_4D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>j.6D</big>====
|name=j.6D
<div class="attack-container">
|image=BBCS_Relius_Ignis_j6D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>j.2D</big>====
|name=j.2D
<div class="attack-container">
|image=BBCS_Relius_Ignis_j2D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>j.8D</big>====
|name=j.8D
<div class="attack-container">
|image=BBCS_Relius_Ignis_j8D.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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''===
{{MoveData-P4M
====<big>Forward Throw</big>====
|name=Forward Throw
<div class="attack-container">
|image=BBCS_Relius_FThrow.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}


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>


{{MoveData-P4M
====<big>Back Throw</big>====
|name=Back Throw
<div class="attack-container">
|image=BBCS_Relius_BThrow.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Air Throw</big>====
|name=Air Throw
<div class="attack-container">
|image=BBCS_Relius_AThrow.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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''===
{{MoveData-P4M
====<big>Id Lauger</big>====
|name=Id Lauger  
<span class="input-badge">'''236C, air OK'''</span>
|input=236C
<div class="attack-container">
|image=BBCS_Relius_IdLauger.png
<div class="attack-gallery">
|caption=Ground
<gallery widths="210px" heights="210px" mode="nolines">
|image2=BBCS_Relius_AirIdLauger.png
BBCS_Relius_IdLauger.png |Ground
|caption2=Air
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
  |description=
  }}
|}
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>
{{MoveData-P4M
 
|name=Id Haas  
====<big>Id Haas </big>====
|input=214A after Id Lauger
<span class="input-badge">'''214A after Id Lauger'''</span>
|image=BBCS_Relius_IdHaas.png
<div class="attack-container">
|data=
<div class="attack-gallery">
{{AttackData-BBCSE
<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
|description=
  }}
  }}
{{AttackDataNoHeader-BBCSE
{{AttackDataNoHeader-BBCSE
  |version=Air
  |version=Air
  |damage=800
  |damage=800
Line 589: Line 787:
  |frameAdv=--
  |frameAdv=--
  |hitbox=relius/214A
  |hitbox=relius/214A
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Id Naiads </big>====
|name=Id Naiads  
<span class="input-badge">'''j.214B after Id Lauger'''</span>
|input=j.214B after Id Lauger
<div class="attack-container">
|image=BBCS_Relius_IdNaiads.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_IdNaiads.png |
  |damage=200xN
</gallery>
  |heatgain=82xN
</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=3xN
  |active=3×N
  |recovery=45T
  |recovery=45T
  |frameAdv=--
  |frameAdv=--
  |hitbox=relius/j.214B
  |hitbox=relius/j.214B
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Led Ley </big>====
|name=Led Ley  
<span class="input-badge">'''236A'''</span>
|input=236A
<div class="attack-container">
|image=BBCS_Relius_LedLey.png
<div class="attack-gallery">
|imageSize=175x200px
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCS_Relius_LedLey.png |
{{AttackData-BBCSE
</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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Val Lanto </big>====
|name=Val Lanto  
<span class="input-badge">'''214A'''</span>
|input=214A
<div class="attack-container">
|image=BBCS_Relius_IdHaas.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Val Lyra </big>====
|name=Val Lyra  
<span class="input-badge">'''214B'''</span>
|input=214B
<div class="attack-container">
|image=BBCS_Relius_ValLyra.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Val Tus </big>====
|name=Val Tus  
<span class="input-badge">'''214C'''</span>
|input=214C
<div class="attack-container">
|image=BBCS_Relius_ValTus.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_ValTus.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{AttackData-BBCSE
  |version=Ignis Unsummoned
  |version=Ignis Unsummoned
  |damage=850x3
  |damage=850×3
  |heatgain=351x3
  |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=850x3
  |damage=850×3
  |heatgain=351x3
  |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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Geara Act </big>====
|name=Geara Act  
<span class="input-badge">'''236D'''</span>
|input=236D
<div class="attack-container">
|image=BBCS_Relius_GearaAct.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_GearaAct.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{AttackData-BBCSE
  |version=Ignis Unsummoned
  |version=Ignis Unsummoned
  |damage=200x8
  |damage=200×8
  |heatgain=82x8
  |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=200x8
  |damage=200×8
  |heatgain=82x8
  |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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Geara Nose </big>====
|name=Geara Nose  
<span class="input-badge">'''214D'''</span>
|input=214D
<div class="attack-container">
|image=BBCS_Relius_GearaNose.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Bel Lafino </big>====
|name=Bel Lafino  
<span class="input-badge">'''j.214B'''</span>
|input=j.214B
<div class="attack-container">
|image=BBCS_Relius_IdNaiads.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCF Relius Bel Lafino.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{AttackData-BBCSE
  |version=Ignis Unsummoned
  |version=Ignis Unsummoned
  |damage=200xN
  |damage=200×N
  |heatgain=82xN
  |heatgain=82×N
  |p1=100
  |p1=100
  |p2=92(once)
  |p2=92(once)
  |startup=20
  |startup=20
  |active=3xN
  |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=200xN
  |damage=200×N
  |heatgain=82xN
  |heatgain=82×N
  |p1=100
  |p1=100
  |p2=92(once)
  |p2=92(once)
  |startup=20
  |startup=20
  |active=3xN
  |active=3×N
  |recovery=54 total
  |recovery=54 total
  |frameAdv=--
  |frameAdv=--
  |hitbox=relius/j.214B
  |hitbox=relius/j.214B
  |description=
  }}
|}
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''===
{{MoveData-P4M
====<big>Req Vinum </big>====
|name=Req Vinum  
<span class="input-badge">'''632146C'''</span>
|input=632146C
<div class="attack-container">
|image=BBCS_Relius_ReqVinum.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_ReqVinum.png |
  |damage=200x7
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{AttackData-BBCSE
  |damage=200×7
  |heatgain=0
  |heatgain=0
  |p1=80
  |p1=80
  |p2=92x7
  |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
  |description=
  }}
|}


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>


{{MoveData-P4M
====<big>Vol Tedo </big>====
|name=Vol Tedo  
<span class="input-badge">'''632146D'''</span>
|input=632146D
<div class="attack-container">
|image=BBCS_Relius_VolTedo.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
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
  |description=
  }}
|}
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>


{{MoveData-P4M
====<big>Duo Bios </big>====
|name=Duo Bios  
<span class="input-badge">'''236236D'''</span>
|input=236236D
<div class="attack-container">
|image=BBCS_Relius_DuoBios.png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_DuoBios.png |
  |damage=200x6, 300x2, 300x2, 500
</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=70x10, 70
  |p1=70×10, 70
  |p2=95x10, 70
  |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
  |description=
  }}
|}
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>
}}
</div>


===''Astral Heat''===
===''Astral Heat''===
{{MoveData-P4M
====<big>The Puppeteer's Altar </big>====
|name=The Puppeteer's Altar  
<span class="input-badge">'''214214D'''</span>
|input=214214D
<div class="attack-container">
|image=BBCS_Relius_PuppeteersAltar .png
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackData-BBCSE
BBCS_Relius_PuppeteersAltar.png
BBCS_Relius_PuppeteersAltar2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{AttackData-BBCSE
  |damage=Death
  |damage=Death
  |heatgain=0
  |heatgain=0
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  |frameAdv=-21
  |frameAdv=-21
  |hitbox=relius/214214D
  |hitbox=relius/214214D
  |description=
  }}
|}


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.
}}
</div>
}}
</div>
 
----


==Strategy==
==Strategy==
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==Navigation==
{{Navbar-BBCSE}}


{{Navbar-BBCSE}}
<templatestyles src="Template:Move Card/shared/styles.css" />
[[Category:BlazBlue: Continuum Shift Extend]]
[[Category:Relius Clover]]

Revision as of 07:59, 28 December 2023

Overview

Placeholder
Drive: Detonator
Summons Ignis giving Relius access to many tools to pressure and trap the opponent with.
Relius Clover

BBCSE Relius Portrait.png

Health: 11,000
Guard Primers: 5
Movement Options: 1 Double Jump/Airdash, Character Dash

Relius Clover uses his puppet to go on the offensive

Pros
Cons
  • 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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480×2 198×2 100 92 12 2, 4 18 -2 Click!

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.

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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 190 80 86 11 5 15 -6 Click!

Relius's main crouching low poke. Hits low with slightly shorter reach than his 5B. Used mainly as a pressure tool.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 80 89 12 7 25 -15 Click!

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).

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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580 240 90 89 10 3 15 -1 Click!

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.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
920 380 100 90* 20 8 28 -17 Click!

Forward advancing punch used mainly in combos. Forces standing on hit. Fatal possible. 80% repeat proration.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 89 9 3 24 -10 Click!

Hits low. His only normal that's jump-cancellable on block. Causes knockdown on airborn opponents. Your main combo-ender.

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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 90 89 11 3 13 -- Click!

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.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 90 89 12 6 20 -- Click!

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.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 10 6 30 -17 Click!

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.

Drive Moves

5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 22 total -- Click!

Relius summons or dismisses Ignis on the ground.

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 22 total -- Click!

Relius summons Ignis on the ground while crouching.

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 25 total -- Click!

Relius summons or dismisses Ignis in the air. 24 frames of total recovery when dismissing.

Ignis Moves

6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 190 100 86 16 4 -- -- Click!

Forward punch. Your main tool for Ignis in pressure. Also used in combos.

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
520, 780 215, 322 100 84* 24 3 (12) 3 -- -- Click!

Double swipe move. Good pressure, mixup, and oki tool. Has super armor during full duration.

4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 310 100 92 15 9 -- -- Click!

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.

j.6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 100 92 18 4 36 -- Click!

Ignis rushes towards the opponent horizontally in the air. Primarily used as a neutral tool.

j.2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 231 100 92 21 3 36 -- Click!

Ignis rushes towards the opponent diagonally downward in the air. Primarily used as a neutral tool.

j.8D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 100 92 16 3 36 -- Click!

Ignis rushes towards the opponent diagonally upward in the air. Combo filler and neutral tool.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 579 90 100, 55 7 5 15 -- Click!

Relius picks opponent up with large metal arm and slams them to the ground. Can cancel into 236C to continue combo.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 579 90 100, 55 7 5 15 -- Click!

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.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1300 538 100 55 7 3 15 -- Click!

Relius grabs opponent with large metal arm and bounces them off the ground. Can easily followup with falling air normals.

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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 37 total -- Click!

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.

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





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