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[CP] Relius Clover Combo Thread

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Could you do something like B+C->41236B+D->2C->6C->236C->665B->6B->j.236C->3C?

 

Or maybe B+C->41236B+D->5B->5C->236C->665B->6B->j.236C->3C?

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I forgot to clarify solo combos xD; usually when I resort to throws, its during stagger pressure while ignis recharges, so I'm stuck by myself and 50 heat. Corner as well btw.

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Then why not just B+C->236C->Rapid->2C->6C->41236B->6B->TKj.236C->3C?

 

I haven't tested this one, but it might work and it'd certainly be easier than the one I mentioned before...

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Just tried it and they tech before j.236C can connect :/ I guess if I really wanted that 3C oki I could just go 41236B>3C but I worry if the combos long enough to regen ignis

Edit: itll regen even a bluebar ignis to at least half, guess this should be my go to combo xD thanks.

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One more thing you could try is B+C->236C->Rapid->TKj.236C->2C->6C->41236B->3C

 

I know it works post patch with 41236B->3C being a sure thing, but it does 3021 damage plus whatever 3C will do

 

EDIT: ah it's 3174 damage with 2 meter gotten back, haven't tested the Ignis gain, but it looks stylish as all get out and is surely better than the one you settled on.

 

EDIT2: it restores Red and Blue completely and gray by at least half.

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So, tryin to annotate thr combo from that CMV, here's how I see it.

OD>236C>214A>CT RC>214B>j.8D>j.8D>j.8D>j.236C>j.214B>5C(1)>2C>214A>214C>2C>6C>41236B>4D>OD 632146D [8320/5]

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For a beginner you might want to learn things like...

 

(Midscreen)

 

5B 3C 236C 214A/B (If you choose 214A you can end with 22C)

5B 3C Oki option of your choice

Throw 236C 214A/B

(Ignis active) 5B 3C slight pause 6D jump forward j.5B land 2C 6C 41236B 5B 6B j.5B j.5C j.236C j.214A/B

2C anti air fatal 66 2C 6C 41236B 5B 6B j.5B j.5C j.236C j.236A/B

j.5B air to air counter land 5B 6B j.5B j.5C j.236A j.214A/B

Air throw 2C 6C 41236B 5B 6B j.5B j.5C j.236C j.214A/B

 

(Corner)
 

5B 3C 236C 214A 66 5B/2B 6B j.5B j.5C j.236C j.236B

5B 3C 236C 214A 66 5C (1 hit) jump forward j.5C j.236C j.214B falling 5B (as late as possible) 2C 6C 412346B 4D 3C Oki option of your choice (you can also end this with Vol Tedo if you'd prefer damage)

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That's most of em, and like I said to someone else, doesn't hurt to know the ignis-less route

5B>6B>j.B>delay j.C>66B>sj.B>dj.B>j.C>j.236C>j.214B

And about the first page, sorry. Our mods are busy/dont lurk around much since this section only has like 5 active users xD

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Good midscreen Bnb is: Anything>3C->jump forward+6D->falling j.B->2C->6C->41236B->5B->5C->superjump->j.B->j.C->j.236C~j.214B

 

(Though if you have 4+ moves before 3C or you started with a jab you need to turn 41236B into 236C~>214B)

 

An addendum to Poultry's corner combo: 5B->3C->236C~>214A->665C (one hit)->jump forward->j.C->j.236C~j.214B->falling j.B->2C->6C->41236B->5B->5C->4D->3C->(optional DD) is the optimal no-OD corner damage route.

 

If there are any hits before 5B you need to annex the bolded parts, and if it's a jab or a throw starter you need to get rid of 41236B too. 6A->236C can also go into the full version.

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We don't have a lot of players, but I don't think our players get much sleep xD.

Like Myoro said, almost all jab/throw combos have to go straight into 236/j.236C, but if you want a full combo off them, you can go 5/2A>5B>3C>41236B+D>5B>6B>sj.B>j.C>j.236C>j.214B. Gets about 2.8-3k midscreen with standard midscreen oki. Not entitely a BnB with its relative difficulty, but it is the most optimal as far as damage/ignis is concerned.

Also, all corner combos can be done off any starter, but the worse the starter, the sooner you confirm into 4D>3C. Mostly, just decide when and when not to use 41236B/22A in the corner.

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I've been learning Relius for a couple of days.

 

I think I have functional combos for most situations (wow you need a lot of combos in this game..)

 

But my question is what do you usually do off slightly odd confirms/to use meter in combos?

 

For example, some of the combos I've been using so far:

 

 

with Ignis 6A > 6D > A+B > 66 > 5B > 3C > 6D > 9 > j.B > 2C > 6C > 41236B > 5B (early) > 5C(1) > 29 > j.B > j.C > j.236C > j.214B

 

air throw > 2C > 6C > 41236B > 5B (early) > 5C(1) > 29 > j.B > j.236C > j.214B

 

2C anti air > delay 6C > 41236B > 5B > 5C > 29 > j.B > j.C > j.236C > j.214B

 

I also use 236C > RC > IAD > j.B a bit when I have low/no Ignis meter

 

So I guess my questions are:

Are there other/better ways of using meter?

Are there more optimal routes for these less common confirms?

What do you do for things like this, for example I really have no idea what to do air to air yet, I pretty much just try to keep pressure up when I land a hit in the air and that's it.

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Relius uses heat mostly for safety, but if you wanna use it for offense, its best use is for the vinum reset glitch. Essentially, off anything (shortening the combo when necessary), you do a second gound 236C into 214B (triggering 236C's SMP) and hit 23663214C right as they hit the ground. If done correctly, they'll be forced into a standing state. If they block, you get a free UB. If they dont, you get a free UB. This is corner specific mind you.

Most of the time, as far as confirming goes, you just want to at least confirm into either 3C or 236C. Note that max range 5/2B can't combo into anything, so if you clip someone from max distance, try and force them to block with 214x moves. j.B CHs can be combo'd into 5B or 2C for full combos. Air hit 214C can be picked up with 2C for full combos. 5A is jump cancellable, so if you manage to score an AA hit with it, jump into j.A just for the sake of getting some oki.

Air to air is a challenge for Relius, since, as I'm sure you noticed, he doesn't have an air to air poke. Almost all of his tools have a hitbox below him and not so much in front of him. j.C is probably the best air to air, but its a bit slow and still doesnt have a huge forward hitbox. j.A is good, but it doesn't have much range, so all someone has to do to beat it is jump back and use a half decent air to air attack. Most of the time you wanna control the space further away from you rather than rely on going air to air with someone. If someone likes to jump a lot, just try and get ignis out and use 4D, comboable and can go for 41236B combos on CH.

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Wow that's nuts, didn't know about that glitch.

 

So in general you don't think spending meter for corner carry / damage without ignis is ever really worth it? Just save it for guard cancels most of the time?

 

Is there anything more you can do off anti air confirms?

 

The first few posts really need to be cleaned up and filled out haha

 

EDIT:

 

OK found some combos that triggered the glitch:

 

5B/2B/6A > second normal if you want > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > falling j.B > 2C > 6C > 236C > 214B >> 2363214C

 

throw > 236C > 214A > 6C > 236C > 214B >> 2363214C

 

 

Unblockable into unblockable:

236C > overhead >  3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > falling j.B > 2C > 236C > 214B >> 2363214C   - seems the 6C was one normal too far, was hoping I wouldn't have to be careful with that haha

 

I have a bit of a problem with light starters though... so far I only have:

 

5A/2A > 3C > 236C > 214A > 6C > 236C > 214B >> 2363214C

 

Which does not work if you use any more normals in the confirm, a problem for me haha.

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Most of the stuff you're using is pretty good, for 6A you can also just use 6D->665B->3C->jump+6D->falling j.B->2C->6C->41236B->5B->5C->superjump->j.B->j.C->j.236C~>j.214B->airdash

 

from light starters like jabs you can: 5A->5B->3C->jump+6D->falling j.B->2C->6C->236C~>214B for alright damage midscreen

 

in the corner off a 5A->5B->3C-> or a B+C-> you can go into: 236C~>214A->5C (one hit)->jump->j.C->j.236C~>j.214B->falling j.B->2C->6C->4D->3C (optional distortion)

 

For FC 2C I recommend using: air hit FC2C->665C->2C->6C->41236B->5B->5C->superjump->j.B->j.C->j.236C~>j.214B->airdash as it does the most damage I've been able to get with it so far.

 

As for the Vinum glitch reset, you can convert any 41236B from your everyday corner combo into a SMP'd 236C~>214B->vinum

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The problem with j.xD with air to air is that its slow and terrible to just throw out if they're not at least 3/4 screen away. Since it freezes your air momentum, you have to deal with the full recovery if it wiffs rather than just landing.

Edit: our conversation on 2C FC combos made me experiment and here's an ignis friendly path that gives good corner carry and damage.

2C FC>dash 2C>6C>41236B>5C(1)>[j.B>j.C>66]x2>6B>2369C>j.214B>j.66B>j.C>6B>4D>3C [3240/23%/2000 IG]

Ok, testing it, all RC midscreen combos from starter positions can go into 2369C>j.214A>airdash j.B ender and it gives more damage plus oki than ending in our usual arial ender (j.B>j.C>j.236C>j.214B). Also nice that it gives us Tedo ender for 100 heat. For example:

5B>3C>236C>RC>665B>2C>6C>41236B>5B>5C>sj.B>j.C>j.236C>j.214B [3959/18%]

5B>3C>236C>RC>665B>2C>6C>41236B>5B>6B>2369C>j.214A>j.66B>j.C>5B>6B>4D>3C>(632146D) [3987(5022)/18%]

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Tager specific isnt so Tager specific with dash 6C, though it still only works on 10 people. I've been able to do 5B>3C>236C>214A>22C>2D>66C>41236B>5B>5C>j.B>j.C>j.236C>j.214B for 3.5-3.7k on Tager, Relius, Hakumen, Mu

Azrael, Bullet, Bang, Arakune, Valk... one more that escapes my mind currently.

Now as for that oki setup... I'm lovin that. Its not tager specific is it? Anything to get someone hit sooner with Relius' mixup is great in my book.

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