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[CSE] Relius Clover Technical Discussion

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Relius Clover

Guard Primer: 5

HP:10500~11000

Dash Type Character

Drive: Detonator

- Basis

By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack).

After that Ignis follows closely Relius while floating behind him in mid-air.

By pressing D with a direction an attack command will be issued making Ignis start an attack.

The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there.

For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position.

She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.

Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius.

Ignis Gauge

When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.

Further more, having her move/attack through a command will cost and consume more gauge.

While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.

Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.

Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.

Ignis Costs:

[Gauge Total = 10000]

[TABLE=class: cms_table, width: 350]

Move

Cost (Active)

Cost (Inactive)

6D

1325

-

2D

2000

-

4D

1000

-

j6D

1000

-

j2D

1000

-

j8D

1000

-

236C>214A

1000

1000

j236C>j214A

1000

1000

j236C>j214B

1000

1000

214A

2000

3000

214B

1500

3000

214C

1500

3000

214D

1500

3500

236D

1500

3500

j214B

1500

3000

632146D

1000

1000

236236D

2000

2000

214214D

0

0

[/TABLE]

Health

Ignis has her own health bar (the gauge below)

- if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)

if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.

Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.

Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover.

Ignis SuperArmor

Ignis has 2 moves, to my knowledge, that she cannot be hit out of:

The first one is 236236D. This is pretty straight forward (and everyone already knows about) since it works the same as Carl's super that we're all familiar with.

The second one is 2D after using 214A to advance Ignis. Let me explain:

-Ignis can be hit out of any of her D normals (2D, 6D, 4D and jD's) and during her 214X summons/specials. She can armor projectiles/bursts though. (I'm not sure if she can armor projectiles with all of her normals/specials, since I haven't tested this yet.)

1). Standalone 2D has projectile armor and armor against A normals. If she is hit with an A normal or a projectile during 2D startup/active/recovery she will just continue the move.

2). Standalone 2D does not have armor against B normals, C normals, or specials. If she is hit during the startup/active/recovery frames she will stop but not be de-summoned. She will return to behind Relius.

3). During the recovery state after 214A/214B/214C/j214B/j214A, her 236C/j236C follwups, and D normals where she is floating back to Relius: if 2D is input during this time she will gain super armor against everything. She is a truck during this state. Highs/lows, specials, any button, and any projectile will not stop her from doing 2D... except when Relius is hit :<

4). If 2D is input during 236A (Led Ley), she will gain super armor against everything, just like #3.

5). These armor exceptions do no have any effect on her other D normals or specials. She cannot give extra armor to any other moves other than 2D.

Also, 236A can dodge Yukikaze but not regular D button Hakumen counters.

Normals

5A: typical light attack, can be used as anti-air

2A: typical light attack

6A: mantis-like overhead, has a good reach but it's slow

5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke

2B: blue arm crouching punch, it's a low that has a good reach but has slow startup

6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility

5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent.

2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering.

6C: huge mecha punch, used solely for combos. Causes FC.

3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block.

j.A: cogwheel attack, chains into itself up to 3 times.

j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in

j.C: "chainsaw kick" attack, good jump-in tool

Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel

Air Throw: same as above

6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use

2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration.

4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.

j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks.

Specials

Id Lauger (236C/j.236C)

A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle.

Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version.

The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral.

It has followups.

Despite having the same proration as the ground version, treat the air one as a different move.

->Haas (214A/j.214A, followup of Id Lauger)

Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.

While striking the opponent she'll also slide down.

If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.

Also, Ignis position doesn't matter when she starts searching for the opponent.

->Naiads (j.214B, followup of Id lauger)

Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.

Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground.

It's mainly a useful move that is adopted in Relius basic combo route.

Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.

Led Ley (236A)

Relius spins around while temporarily being in a state of invincibility

Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles.

No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way)

It can also be used to taunt the opponent while Ignis is on screen rushing towards him.

Val Lanto (214A)

Ignis is summoned, turns into a chainsaw and attacks the opponent

Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.

Appears to be safe on block.

Val Lyra (214B)

Ignis is summoned behind the opponent and attacks him

Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous.

Against rushdown characters like Ragna this can be a good move.

It can still be useful against zoners.

Again, Ignis position doesn't matter when she starts searching for the opponent.

Val Tus (214C)

Ignis is summoned and attacks the opponent three times while dancing

Even though she starts attacking from the very beginning of her rush, the move is still pretty slow

The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage. breaks primer

Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it.

Geara Nose (236D)

Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.

Though the first part is a low hit, it's slow. breaks primer

It's likely going to be used for okizeme purposes.

Again, Ignis position doesn't matter when she starts searching for the opponent.

Geara Act (214D)

Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)

Overhead move, launches the opponent on hit. breaks primer

This move is also useful to lock the opponent down.

Again, Ignis position doesn't matter when she starts searching for the opponent.

Bel Lafino (j.214B)

Ignis is summoned in front of Relius, and she performs a attack in the shape of a drill.

Though it knocks the opponent down so far it hasn't been used a lot.

Again, Ignis position doesn't matter when she starts searching for the opponent. breaks primer

Distortion Drives

Req Vinum (632146C)

Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.

It's invincible during its startup which makes it useful as a reversal move

Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent

Its strong point is that you can set Ignis up or have her chase the opponent during the move.

The recovery (on whiff) is pretty awful which makes this move only useful as a reversal

Vol Tedo (632146D)

Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.

On hit confines the opponent inside a ball, an explosion occurs.

Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal.

Again, Ignis position doesn't matter when she starts searching for the opponent.

Be warned though, the move is not invincible during its startup frames.

Duo Bios (236236D)

Exactly the same kind of DD as Carl's Rhapsody

The only difference is the motion, the rest is identical (included the timing of each move). breaks primer

Ignis is summoned in front Relius no matter what was her previous position.

Astral Heat

Altar of Puppet (214214D)

Ignis teleports to the opponent's location, and if her punch connects she grabs them by the face and teleports the opponent and Relius to a secret lab. The opponent is seen tied up in some form, and Relius gets up from his chair and begins having his way with them as the doors close.

Confirmed binding methods

Ragna: Crucified on an X-stake

Arakune: Poured into a flask

Tager: Limbs are magnetized to two U-magnets bolted to the groundJin: Chained up

All Murakumos (Noel, Lambda, Nu, Mu): Put inside of this huge test tube thingy with the corresponding numbers on them.

Rachel: Crucified on the cross from her Astral

Taokaka: Trapped in a cage

Litchi: Hands are tied to a huge version of her Mantenbo staff

Bang: Ancient Japanese cinderblock torture (hands tied behind back, cinderblocks placed on knees to break their legs)

Carl: Suspended by puppet strings.

Hakumen: Tied to the seal used in his Story Mode by Kokonoe

Tsubaki: Not bound, she just sits on the floor praying

Hazama: Also not bound, just sits in a chair not giving a fuck and chats with Relius

Makoto: Trapped in either a bubble or that ball thing that hamsters run in

Valkenhayn: Strapped via leather belts to an iron maiden and gagged so he can't bite in wolf form (think Hannibal Lecter in Silence of the Lambs)

Platinum: Her body is trapped in a barrel and she cries a fountain of tears

Another Relius: Both Relius's sit in chairs while the ignis of the player that got hit with the astral is disabled

-The Astral is NOT a grab. It is a physical attack that can be blocked, but if the opponent Rapid Cancels to try avoiding it or does anything not related to blocking it WILL connect.

-Hitbox of Ignis' fist reaches hits about 1/4 screen distance in front of her, and is apparently quite large.

-Auto tracks the opponent

-Guard point throughout the entire animation

these are the changes to unlimited relius

Ignis always starts out with you, and doesn't consume meter while idle.

-Faster Ignis Meter regeneration.

-Can do 214B followup after 236C on ground. Normally it's air only.

-Can TK j214B.

-jB now causes ground bounce.

-2141236C New DD which has a gear sphere go fast forward like Venom's Dark Angel

-2141236D New DD which is a super version of Ignis's 214C special.

Astral Combo

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

Combo Rate: 80

[TABLE=class: cms_table, width: 600]

Move

Damage

P1

P2

Notes

5A

240

80

84

[/TD]

5B

600

90

89

5C

480x2

100

92x2

2A

200

80

84

2B

460

80

86

2C

760

80

89

6A

700

80

89

6B

580

90

89

6C

920

100

92

同技80

3C

700

80

89

jA

80x9

90

92x9

jB

450

90

89

jC

660

90

89

BC

1400

90

55

保障100

4BC

1400

90

55

保障100

jBC

1300

100

55

保障100

6D

460

100

86

2D

520, 780

100

84x2

同技70

4D

750

100

92

同技30

j6D

660

100

92

j2D

560

100

92

j8D

760

100

92

236C

950

100

92

同技10

236C>214A

800

?

92

j236C

950

100

92

同技10

j236C>j214A

800

?

92

j236C>j214B

200xN

?

92

214A

950

70

92

同技70

214B

1200

70

94

214C

850x3

100

92x3

214D

720

80

92

236D

200x8

80

98x8

j214B

200xN

100

92

632146C

200x7

80

92x7

保障25(350)

632146D

800, 2500

85

92x2

保障20.35(160.875)

236236D

200x6, 300x2, 350x2, 500

70

95x10.70

保障20(600)

[/TABLE]

Ground Revolver Action Table

[TABLE=class: cms_table_grid, width: 500]

5A

5B

5C

2A

2B

2C

6A

6B

6C

3C

Throw

Special/Super

Jump

5A

Yes+

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

On Hit

On Hit

5B

-

-

Yes

-

Yes

Yes

Yes

Yes

Yes

Yes

-

On Hit

-

5C

-

-

-

-

-

Yes

-

Yes

Yes

Yes

-

On Hit

On First Hit

2A

Yes

Yes

Yes

-

Yes

Yes

Yes

Yes

-

Yes

Yes

On Hit

-

2B

-

1x Per String

Yes

-

-

Yes

Yes

-

Yes

Yes

-

On Hit

-

2C

-

-

-

-

-

-

-

-

Yes

Yes

-

On Hit

-

6A

-

-

-

-

-

-

-

-

-

-

-

On Hit

-

6B

-

-

Yes

-

-

-

-

-

Yes

-

-

On Hit

On Hit

6C

-

-

-

-

-

-

-

-

-

-

-

On Hit

-

3C

-

-

-

-

-

-

-

-

-

-

-

On Hit

On Hit

[/TABLE]

Air Revolver Action Table

[TABLE=class: cms_table_grid, width: 500]

[TD]jA

jB

jC

Throw

Special/Super

Jump

jA

-

On Hit

On Hit

-

On Hit

-

jB

-

-

On Hit

-

On Hit

-

jC

-

-

-

-

On Hit

-

[/TABLE]

  • + Available even on whiff

Thank you very much Kurushii :3

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midscreen combos

possible midscreen target combo (confirm) -> 3C -> 6D -> jump -> airdash-> jB -> jC -> j8D -> land -> jB -> djB -> j236C -> j214B

or this j.b>j.c>land>2a>6B -> 6C -> 214A -> IAD -> jA -> jB -> 8D -> land -> jB -> j236C -> j214B 3.1k

Val Lanto>IAD j.B>j.C>5B>5C>2C>3C>[id>Haas] or Val Tus

2D > IAD > j.B > j.C > Dash > 2A > 5B > Id > Haas

5B > Id > Rapid > Dash > 5B > 5C > sj.B > dj.B > j.C > Id > Naiads

2A -> 5B -> 3C -> 5D -856

2A -> 2B -> 5B -> 236C -> 214A ~1.1K

2A -> 5B -> 5C(2) -> 2D -> dash -> 6B -> 5C -> jB -> JC -> jB -> jC -> j236C -> j214B ~2.3k

2A -> 5B -> 3C -> 6D -> IAD -> jB -> jC -> 8D -> land -> sjB -> JC -> jB -> jC -> j236C -> j214B ~2.5k

2A -> 6B -> 5C -> 6B -> j236C -> j214B -> airdash -> jA -> jB -> 2C -> 236C -> 214A ~2.6k

(CH) 6A -> 236C -> 214A ~1.7k

(CH) 6A -> 2D -> 6B -> 5C(2) -> jB -> jC -> 8D -> j236C -> j214B ~2.8k

(CH) 2Ax2 -> 5B -> 3C -> 214214D ~KO

Midscreen bnb

(with Ignis already on screen) 5A > 5B > 5C > 3D(2) > 5B > 6B > 5C(1) > j.B > jc > j.B > j.C > Id > Haas -> damage around 3000

Throw Combos

Air Throw > j.C > 5C > j.B > jB > j.C > ID > Naiads= around 2766

FATAL

(FC) 2C -> 2C -> 6C -> 214A -> jB -> jC -> j8D -> djC -> j236C -> j214B

Combos off of a 3c>2d mixup

Gatling>3C>forward jump>2D>during 2D's blockstun:

- 3C>2D>5C(1)>hj.B>j.B>j.C>Id>Naiads

combos that picks up the opponent after 3C

or

- IAD j.B>j.C>5B>5C>Id>Haas>~

combo from high hit, if done midscreen go for 5B>6B>aerial combo as ender

or

- land 3C>Id>Haas

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corner combos!

current corner bnb

5B > 5C > Id > Haas > 5C > 6B > hj.B > j.C > Id > Haas > falling j.B > 2C > 4D > 2C > Punch Super = around 5500 damage

Throw > ID > Haas > 5C > 2C > 4D > 5C > sj.B > dj.B > j.C > Id > Naiads= around 3447 DMG

j.B > j.C > 5B > ID > Haas > 5C > 2C > 4D > 5C > sj.B > dj.B > j.C > Id > Naiads= 3841 DMG

2D > IAD > j.B > 5B > Id > Haas > 2B > 5C > 4D > 5C > sj.B > dj.B > j.C > Id > Haas > j.C= 3775 DMG

This combo might not work since he Blue Beats second hit, but it was only a jump in so I'm positive the rest works perfectly:

Val Lyra > IAD > j.B > 5B > Id > Haas > 5C > 2C > 4D > 5C > sj.B > dj.B > j.C > Id > Naiads > j.C= 3960 DMG

note: the j.c at the end hits them during naiads

5B>5C>Id>Haas>5C(1)>2C>6C>4D>5C>6B>j.B>j.C>Id>Naiads

5B>5C>Id>Haas>5C>6B>hj.B>j.C>Id>Haas>falling j.C>2C>4D>2C>Req Vinum or Vol Ted

Val Tus>5B>5C>Id>Haas>5C>6B>hj.B>j.C>Id>Haas>falling j.C>2C>4D>2C>Req Vinum or Vol Ted

same combo starting from Val Tus. If Vol Ted is used at the end the damage can reach up to 7000

6A>2D>5C>Id>Haas>5C>2C>4D>5C>hj.B>j.C>Id>Naiads

combo off overhead (6A)

(corner) (CH) 2Ax3 -> 5B -> 236C -> 214A -> 5C(2) -> jB -> jC -> j236C -> j214A ~2k

(corner) 2Ax2 -> 5B -> 236C -> 214A -> dash -> 6B -> j236C -> 2C -> 6C -> 4D -> 3C -> jD ~2.5k

(corner) 2B -> 2B -> 236C -> 214A -> dash -> 5C(2) -> jB -> jC -> j236C -> j214A -> falling jC -> 632146D ~4k+

(corner) throw -> 236C -> 214A -> dash -> 5C(2) -> jB -> jC -> j236C -> j214A -> falling jC -> 2C -> 4D -> 3C -> jD ~3.5k

(in corner) back-throw -> 236C -> 214A -> dash -> 5C(2) -> jB -> jC -> j236C -> j214A -> falling jC -> 2C -> 4D -> 3C -> 632146C -> 5C(2) -> 6C -> 632146D ~5k

(in corner) back-throw -> 236C -> 214A -> dash -> 6C -> 214A -> 5C(1) -> jB -> jC -> 8D -> JC -> jC -> j236C -> j214B -> 5C(1) -> 2C -> 4D -> 2C -> 632146D ~5.1k

(corner) 2A -> 5B -> 3C -> 236C -> 214A -> dash -> 6B -> j236C -> 2C -> 6C -> 4D -> 3C -> jD ~2.9k

(corner, followup to #16) airdash -> jB -> jC -> 5B -> 2C -> 236C -> 214A -> 6C -> 214A -> 5C(1) -> jB -> jC -> 8D -> JC -> jC -> j236C -> j214B -> 5C(1) -> 2C -> 4D -> 2C -> 632146D ~5.7k

(corner) back-throw -> 214214D ~KO

(corner) throw -> 214214D ~KO

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Near the corner combos

Air Throw>falling j.C>2C>6C>delay Id>Haas>~

(near corner) falling jC -> 2A -> 5B -> 236C -> 214A -> dash -> 2B -> 2C -> 6C -> 4D -> 3C -> jD ~3k

(near corner) 2A -> 5B -> 3C -> 5D -> IAD -> jB -> jC -> j236C -> 4D -> 236C -> 214A -> 3C -> jD ~2.5k

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combo videos/ tutorials

http://www.youtube.com/watch?v=ULfc5...&feature=feedu

challenge mode http://www.youtube.com/watch?v=0i-44EJhCHI

http://www.youtube.com/watch?v=hzIYAE6n1WM

also wiki's

BBS: http://jbbs.livedoor.jp/game/45148/

WIKI: http://www38.atwiki.jp/cs2-relius/

and kurushii's practical combos im just gonna hold these till uri makes the combo thread

Here's a key to read my notations I use to save space in my notepad:

[MS] = Mid-screen

[NC] = Near-Corner

[CR] = Corner

[iG] = Ignis Active

[CH] = Counter Hit

DM = Damage

HG = Heat Gain

IC = Ignis Cost. Value in () is if Inactive at start total cost.

Ground-To-Ground:

[MS][iG] 5A>5B>6D>66>5B>5C>236C>214A [DM-1884/HG-19/IC-2500]

[MS][iG] 5A>5B>2B>3C~2D>6B>sjB>djB>jC>j236C>j214B [DM-2332/HG-32/IC-3000]

[MS] 5A>5B>5C>236C>214A [DM-1683/HG-14/IC-1000]

[MS] 5A>5B>6B>5C>sjB>djB>jC>j236C>j214B [DM-2303/HG-26/IC-1000]

[MS] 5A>5B>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-2761/HG-32/IC-3000(4000)]

[MS][iG] 5B>6D>66>5B>5C>236C>214A [DM-2372/HG-18/IC-2500]

[MS][iG] 5B>2B>3C~2D>6B>sjB>djB>jC>j236C>j214B [DM-2970/HG-31/IC-3000]

[MS] 5B>5C>236C>214A [DM-2102/HG-13/IC-1000]

[MS] 5B>6B>5C>sjB>djB>jC>j236C>j214B [DM-2931/HG-25/IC-1000]

[MS] 5B>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-3557/HG-31/IC-3000(4000)]

[MS][iG] 2A>5B>6D>66>5B>5C>236C>214A [DM-1884/HG-19/IC-2500]

[MS][iG] 2A>5B>2B>3C~2D>6B>sjB>djB>jC>j236C>j214B [DM-2332/HG-32/IC-3000]

[MS] 2A>2B>5B>5C>236C>214A [DM-1686/HG-16/IC-1000]

[MS] 2A>2B>6B>5C>sjB>djB>jC>j236C>j214B [DM-2044/HG-24/IC-1000]

[MS] 2A>2B>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-2576/HG-32/IC-3000(4000)]

[MS] 214A>66>5B>5C>236C>214A [DM-2332/HG-14/IC-3000(4000)]

[MS] 214A>66>5B>6B>5C>sjB>djB>jC>j236C>j214B [DM-2924/HG-29/IC-3000(4000)]

[MS] 214A>66>5B>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-2924/HG-35/IC-5000(6000)]

[MS] 214B>66>5B>5C>236C>214A [DM-2612/HG-18/IC-2500(4000)]

[MS] 214B>66>5B>6B>5C>sjB>djB>jC>j236C>j214B [DM-3179/HG-29/IC-2500(4000)]

[MS] 214B>66>5B>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-3667/HG-36/IC-4500(6000)]

[MS] 214C>66>5B>5C>236C>214A [DM-3721/HG-24/IC-2500(4000)]

[MS] 214C>66>5B>6B>5C>sjB>djB>jC>j236C>j214B [DM-4392/HG-35/IC-2500(4000)]

[MS] 214C>66>5B>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-4978/HG-42/IC-4500(6000)]

[MS] 214D>66>5C>236C>214A [DM-2100/HG-14/IC-2500(4500)]

[MS] 214D>66>6B>5C>sjB>djB>jC>j236C>j214B [DM-2864/HG-26/IC-2500(4500)]

Air-To-Ground:

[MS] IAD jB>jC>6B>sjB>djB>jC>j236C>j214B [DM-2661/HG-23/IC-1000]

[MS] IAD jB>jC>2C>236C>214A [DM-2157/HG-14/IC-1000]

[MS] IAD jB>jC>6B>6C>214A>6B>sjB>djB>jC>j236C>j214B [DM-3492/HG-34/IC-4500(6000)]

Air-To-Air:

[MS] jA(1)>jB>djB>jC>j236C>j214B [DM-1904/HG-15/IC-1000]

[MS] jB>djB>jC>j236C>j214B [DM-2197/HG-16/IC-1000]

Anti-Air:

[MS] 6B>sjB>djB>jC>j236C>j214B [DM-2348/HG-17/IC-1000]

[MS] 2C>236C>214A [DM-1719/HG-10/IC-1000]

Grab:

[MS][iG] BC>2D>5C>sjB>djB>jC>j236C>j214B [DM-2825/HG-32/IC-3000]

[MS] BC>236C>214A [DM-2067/HG-13/IC-1000]

[MS] 4BC>236C>214A [DM-2067/HG-13/IC-1000]

[MS] jBC>jC>5C>sjB>djB>jC>j236C>j214B [DM-2859/HG-27/IC-1000]

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You forgot something.

Astral Heat

Altar of Puppet (214214D)

Ignis teleports to the opponent's location, and if her punch connects she grabs them by the face and teleports the opponent and Relius to a secret lab. The opponent is seen tied up in some form, and Relius gets up from his chair and begins having his way with them as the doors close.

Confirmed binding methods

Ragna: Crucified on an X-stake

Arakune: Poured into a flask

Tager: Limbs are magnetized to two U-magnets bolted to the ground

Despite the attack looking like a grab, it is actually a blockable attack and as such it may be able to be comboed into.

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thanks vulcan while i don't know where you found this im glad you did cause i was just gonna fill this in myself and it wouldn't of been as good lol

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Here's the rest of the Astral binding methods from the leaks today.

Jin: Chained up

All Murakumos (Noel, Lambda, Nu, Mu): Put inside of this huge test tube thingy with the corresponding numbers on them.

Rachel: Crucified on the cross from her Astral

Taokaka: Trapped in a cage

Litchi: Hands are tied to a huge version of her Mantenbo staff

Bang: Ancient Japanese cinderblock torture (hands tied behind back, cinderblocks placed on knees to break their legs)

Carl: Suspended by puppet strings.

Hakumen: Tied to the seal used in his Story Mode by Kokonoe

Tsubaki: Not bound, she just sits on the floor praying

Hazama: Also not bound, just sits in a chair not giving a fuck and chats with Relius

Makoto: Trapped in either a bubble or that ball thing that hamsters run in

Valkenhayn: Strapped via leather belts to an iron maiden and gagged so he can't bite in wolf form (think Hannibal Lecter in Silence of the Lambs)

Platinum: Her body is trapped in a barrel and she cries a fountain of tears

Another Relius: Both Reliuses get up out of their chairs and mirror each other.

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More info on Astral from General Thread.

-The Astral is NOT a grab. It is a physical attack that can be blocked, but if the opponent Rapid Cancels to try avoiding it or does anything not related to blocking it WILL connect.

-Hitbox of Ignis' fist reaches hits about 1/4 screen distance in front of her, and is apparently quite large.

-Autotracks opponent.

-Ignis has Guard Point during the entire animation.

-As it is a physical attack, it can be countered by Hakumen's Drives, Yukikaze, and Astral.

EDIT: Astral can actually be blocked low. Erroneous info deleted. Also, clearing up a binding method. Against another Relius, the other Relius sits bored in a chair, while the other Ignis stands there disabled, and is experimented on in the other Relius' place.

EDIT 2: Astral confirmed to be more than 1 frame.

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Yes. It is the trolliest Astral ever created. Unlike Carl's, whose Astral is trolly for the player because it's bad, Relius' trolls the opponent with how amazing it is.

Also from what I can tell Relius may be invincible until Ignis does her punch. So if you're lucky enough to block, he has a long recovery time unless you get the glitch, whereupon he can't be hit or anything and after 30 seconds the game resets.

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A nice midscreen combo that I have been seeing:

(confirm) -> 3C -> 6D -> jump -> airdash-> jB -> jC -> j8D -> land -> jB -> djB -> j236C -> j214B

I noticed that the jump then airdash after the 3C -> 6D isn't quite an IAD, and the confirm I saw was 6D -> 2B. Also it leads to about 3k midscreen. You can see the combo in this video here.

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Found another combo:

(confirm) -> 6B -> 6C -> 214A -> IAD -> jA -> jB -> 8D -> land -> jB -> j236C -> j214B

As seen here, the confirm was jB -> jC -> 2A, and the damage was about 3.1k.

It has good corner carry and a little bit better damage than the last one I posted, but it looks like it won't be used quite as much since 6B doesn't appear to have the range to make this used in every situation. It also seems to use slightly less of Ignis' meter, but I am just going by eye here so I might be mistaken.

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Found another combo:

(confirm) -> 6B -> 6C -> 214A -> IAD -> jA -> jB -> 8D -> land -> jB -> j236C -> j214B

As seen here, the confirm was jB -> jC -> 2A, and the damage was about 3.1k.

It has good corner carry and a little bit better damage than the last one I posted, but it looks like it won't be used quite as much since 6B doesn't appear to have the range to make this used in every situation. It also seems to use slightly less of Ignis' meter, but I am just going by eye here so I might be mistaken.

hmm i think that could be improved upon...but what do i know i dont have the game :toot: lol

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Yeah, it looked like the Relius player tried to do something with 6B at the end but whiffed it. There might be more to that combo, or he was just going for an extra hit for damage.

Also I saw a few Relius players following up Naiads at the end of a combo with a blue beat hit into Id -> Haas for some extra damage if they don't tech or if they try to roll.

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Relius Clover

HP: 10500 or 11000 ???

Any information in all japanease forum ? :?:

What is the input corner for umblocable setup ?

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Relius Clover

HP: 10500 or 11000 ???

Lurk more post less. 11000 health.

Any information in all japanease forum ? :?:

If you're talking about his health look

What is the input corner for umblocable setup ?

Try to reread what you post, it makes people not take you seriously and ignore your post.

This thread is only 3 pages long, it's not hard to check through to see any inputs for the unblockable, if it's not posted (which wouldn't be surprising, the agem isn't out here). Then that means no one knows what the inputs are.

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