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WakeUpDP

[CPEX] Relius Clover Combo Thread

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is it necessary to be able to pull of relius 14th challenge where you have to constantly use 6D, dash 5B to push them all the way in the corner ?
I have trouble with this combo since they put this challenge in CS..
oh and does someone has a solution for his last challenge where you have to do 5k damage without ignis ?

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It's good practice as microdashing alternating Relius/Ignis attacks is essential to the character. From confirming any stray 5B hit into a full combo or putting the pressure on the opponent. After you get used to the timing, it makes it easier to close in on an opponent when they block one of your normals.

 

I did 236C>RC>5AB>2C>j.236C>2C>6C>41236B>5B>5C(2)>j.C>j.236C

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For the last challenge I did CH6B>j.B>j.C   CH5B>5A+B>2C>TKj.236C>5B>2C>lastframe236C>5B>2C>6C>41236B>3C>2363214C>TKj.236C

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is it necessary to be able to pull of relius 14th challenge where you have to constantly use 6D, dash 5B to push them all the way in the corner ?

I have trouble with this combo since they put this challenge in CS..

oh and does someone has a solution for his last challenge where you have to do 5k damage without ignis ?

https://www.youtube.com/watch?v=ypeaatiE_J8

this is a pretty easy solution to 20

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FYI for the corner routes that go into 5C 2C j.236C 2C 6C etc, you don't NEED to TK the j.236C, a simple jump will do as long as you're fast enough, you have a decent amount of time.  It might depend on the character though.

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That actually works on everyone since the window for TKj.236C is so loose. I've always done TKj.236C as 7/8/9236C as a result. It's much easier and it also lets you space yourself a little in some necessary situations.

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Also I'm not sure if that combo works off a short starter (I don't think so) but if you want a similar one that does, try 2A 5B (5C) 236C 66 5C 2C 4D 6A OR 2A 2B 5B 236C etc.  It's pretty much the same result except without the TK lauger.

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There's always the 236C~214C>2C>j.C>j.236C>5B>2C>6C>41236B for those who really don't like doing any type of TKj.236C, but that's much more spacing/timing heavy and is only on N starters lol. Better off getting good with TKj.236C.

 

Off of a short starter and 20% IG the best I could do was 2A>5B>236C~214C>5C(1)>2C>TKj.236C>5C(1)>2C>6C>4D>6A for [3296DMG/+??HT/-2000 IG]

 

And boy oh boy it is spacing and timing specific. If the extra 160 damage and additional heat or two seem worthwhile to ya, go for it, otherwise...

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Well I think that depends on your situation.

If they still have a lot of HP then yeah 4D>Vinum>Cross-up safe-jump unblockable is super good, if not then 6A>ODC>3C>632146D is just as good if not better for getting that kill.

OD Vinum's strengths: can be used to get a very potent unblock for 8K+ damage from initial combo+reset

OD Vinum's weaknesses: the opponent's OD as a reversal can throw a wrench in it, also if they predict your cross-up they can DP>Rapid it like any other I think.

I don't know a ton about using OD for damage, but first few hits>OD>3C/2C>214A>5D>5B>stuff>j.236C~j.214B ender is what you use to save Ignis from death/get an Ignis bar back and deal 4K+.

 

I should really work on common OD combos that do a ton of damage, but I'm finding that beating the utility of my 6K combo for 3K Ignis and 25% starting heat is a hard task to accomplish. I have some stuff in the works though.

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5B>3C>236C~214C>(66)>2C>6C>41236B>5C(2)>2C>sj.B>j.C>j.236C~j.214B>dl falling dj.C  4.3k

Tooled around a bit and came up with this after seeing Ryo do a few variations of it.  It acts a safejump/roll punish, and catches late tech into 2C>whatever.  The  double jump falling j.C has to be delayed, however, and a good way to time it is to wait until the opponent is lined up midair with Relius during j.214B.  Works on everyone and is pretty safe from reversals.  Be wary of Rachel wind tech though.

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Honestly corner gives us the ability to get 4D as a knockdown option which lets us safejump while netting more damage, using the same amount of Ignis, and keeping Ignis free for a distortion ender or other option.

5B>3C>236C~214C>66>delay>2C>jump cancel 8>j.C>j.236C>5B>2C>6C>41236B>5B>5C(2)>4D does 4511 damage gives 32HT, costs 20% Ignis and will let you safejump at your leisure. One more thing, j.B generally held to be the stronger safejump option as it catches rolls more consistently.

~214B into doublejump then falling j.B/j.C is an important safejump for resummon combos and combos that reach the corner very late, but 4D>6A>214C/236D is really strong and usually takes precedent when possible. In most situations where you can ~j.214B>safejump j.C you can also do ~j.214C>2C+4D>6A>236D for unblockable conversion which is nice if you have the additional 25% Ignis to burn. (Note that if you have 50% meter, you can simply do 236D+j.C>2C>236C>Rapid>5D>665C(2)>2C>6C>41236B>5C(2)>2C>sj.B>j.C>j.236C~j.214C>2C+4D>6A>236D, get 3.5K additional damage, and start the whole thing over again with a new bar of Ignis.)

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I got FC6C>41236B>2C>SIAD>j.B>j.C>2C>SIAD>j.B>j.C>6B>sj.B>j.C>j.236C~j.214B to work for [3614DMG/+26HT/1000IG]

I wonder what else we can get to work.

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So new game's dropping soon and I find this gem in CPEX -_-"

Corner with Ignis out: XX>5B>3C>41236B+D>6B>delay>5D>5B>2C>TKj.236C>2C>6C>last frame 236C>663C>214C or 5D

what this does is regenerate Ignis fully and get 2.5K~3.5K damage. The combo time requirement is flexible enough to work off of even 236D+j.C. It does have to be altered if the opponent isn't close enough to Rel to fly into him after 41236B, but the only change is pressing 5B instead of 6B. At the cost of 23% Ignis at the start-up it's a pretty hard but very rewarding combo.

You can also do 6C>CT>3C>236C at the end if you messed up the spacing for 6C>last frame 236C or if you want to burn meter for more time in the case where Ignis is blue barred.

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