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[CP1.1] Relius Clover Combo Thread

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5B>6D>665B>3C>96D>j.C>j.8D>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [3457DMG/+24HT/-4600IG]

 

I went and wrote down the values of that midscreen confirm

 

For me non OD combos are about keeping Ignis expenditures to a minimum so you can reset or pressure when the combo ends should it not kill. While it varies for everyone, the value I hold 1000IG at is roughly 250 added damage as my absolute minimum.

 

Because of this I'd instead do 5B>6D>665B>3C>96D>j.C>2C>6C>41236B>665B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash for 44 less damage and 1000 saved IG

 

Or maybe 5B>6D>663C because it can be confirmed from max range 5B while only cutting off 45 more damage for 89 total damage lost.

 

5C(2)>236C>214A>662C>6C>214A>665C>sj.B>j.C>j.8D>dj.C>j.236C>j.214B>j.B>j.C>5C>4D>3C>632146D does 5660 for 6000IG

 

There's 5C(2)>236C~214A>665C(1)>j.C>j.236C~j.214B>j.B>2C>6C>41236B>5B>5C(2)>4D>3C>632146D does 5528 for 3000IG saving 3000IG at the cost of 132 DMG.

 

There is also 5C(2)>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C>632146D which does 5003 for 1000IG saving a whopping 5000IG for a grand total of 657 Damage lost.

 

I value the heat gauge very differently. I usually will horde heat unless the combo will kill, or I am on my lonesome and need the 50% to confirm into damage.

 

for 50% I still like to get at least 1K for my expenditure which Tedo's Minimum damage or a solo rapid will provide with consistency. (Although 5B>6B solo stuff is better than the rapid solo stuff if you can manage it, and Oki is always preferable to non lethal damage and Tedo's oki is sub-optimal)

 

I have to say that the hands down best way to spend gauge besides killing, is to spend it making back IG when you're low. At about 20% IG I'll look for a way to do that while keeping my damage.

 

Stuff like (5B>6D>66)5B>3C>2363214C>5D>662C>6C>41236B>665B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash is worth it because you trade 50% gauge for 3K damage while setting yourself to 90% Ignis

 

In the corner you can stuff like: 236D+j.C>5C(2)>236C>Rapid>5D>665B>6B>TKj.236C>5C>2C>6C>41236B>3C

 

or

 

236D+j.C>5C(2)>236C>Rapid>5D>665C(2)>2C>6C>41236B>5B>5C>sj>j.B>j.C>j.236C~j.214B

 

or one of my new favorites: 236D+j.C>5A+B>5D>665A>6B>TKj.236C>5B>2C>665B>2C>6C>41236B>3C>jump+j.D for 100% IG for 25% Heat

 

 

 

My question is, what does one do when they have 100% gauge? do we have combos with Rapids or CTs that build it right back? I feel like I'm wasting gauge when I have that gold 100% bar just sitting there waiting for me to need more Ignis or a solo confirm or lethal damage. What do you all think?

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the single jump j.236C into falling j.B seems to not work on some characters very consistently so i was just trying to find a combo that self-times everything against everyone, even at the cost of more doll meter.

 

 

If i were to actually try an optimal combo off of 5C it may be something like:

 

5C(1)>2C>236C>214A>2C>214A>5C(1)>j.8D>j.C>j.236C>j.214B>j.C>2C>6C>6D>41236B>5B>2C>4D>3C>632146D

 

I'd personally keep 5C only hitting once because it prorates once per hit, instead of once per full attack like other multi-hit moves.

For an optimal combo in OD, i'd try to squeeze in as many j.8Ds and 2Cs as possible while doing all of the other specials.

 

 

Buuut i'm only looking at damage and easiness right now, haven't bothered with doll meter yet.

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the single jump j.236C into falling j.B seems to not work on some characters very consistently so i was just trying to find a combo that self-times everything against everyone, even at the cost of more doll meter.

 

 

If i were to actually try an optimal combo off of 5C it may be something like:

 

5C(1)>2C>236C>214A>2C>214A>5C(1)>j.8D>j.C>j.236C>j.214B>j.C>2C>6C>6D>41236B>5B>2C>4D>3C>632146D

 

I'd personally keep 5C only hitting once because it prorates once per hit, instead of once per full attack like other multi-hit moves.

For an optimal combo in OD, i'd try to squeeze in as many j.8Ds and 2Cs as possible while doing all of the other specials.

 

 

Buuut i'm only looking at damage and easiness right now, haven't bothered with doll meter yet.

 

I usually do j.C>j.236C>5B(on the ground) which works on everybody very well. I've tested it on everybody and it works because j.236C has incredible untech time that nobody uses for some reason.

 

The best Damage/Doll meter efficiency I've got is 5B>3C>236C~214A>665C(2)>jump>j.C>j.236C>land>5B>2C>6C>41236B>3C which does 4011DMG for 1000 IG

You try to 5B them as late as possible so they stay low to the ground. For Tao and Makoto it makes 3C hit easier.

 

Starter wise 5B is better than 5C(1). Not only are the P1's the same and go into all the same stuff (Sans jump cancel), 5B does more damage and is easier to land.

 

I know we're supposed to spend meter to get damage, but I have a hard time not adding the 1500 to the oki attempt getting me a potential 3500~4500 damage instead of the additional 250 it adds to most corner stuff.

 

I know how to spend 10%, 20%, and 30% for the following combos routes from 5B>3C>236C starters

 

~214A>665B>2C>6C>41236B>66B>TKj.236C>3C (For if 10% if 5C won't reach in time. 3730DMG)

 

~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C (Standard 10% route. 4011DMG)

 

~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>5B>5C(2)>4D>3C (Standard 20% route. 4316DMG)

 

~214A>665C(1)>j.C>j.236C~j.214B>j.B>2C>6C>41236B>5B>5C(2)>4D>3C (Standard 30% route. 4502DMG)

 

It's would be grand if I had 40%, 50% variants and onwards, as well as 15% and 25% increments, to make absolutely sure you're not wasting any IG when you finally do desummon her, but I've found it hard to improve the damage of these Bnb's while using such amounts of Ignis (The rest of the Ignis moves we have are clunky and bad for combos P2 wise.)

 

That said, it's still good to know a couple "everything must go" combos that drain all of your supplies for that assured kill.

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Here's a big BIG morsel: 6A>5A+B>6D>(5A+B hits)>5D>665A>6B>5C(1)>2C>6C>41236B>665B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [3200DMG/-12HT/IG=9000]

 

It refills your Ignis gauge and does 3.2K from midscreen on any 6A while landing your foe in j.214B oki. ALL FOR 12 GAUGE. This combo is pure gold.

 

Previously our solo combo from 6A would be 6>236C>Rapid>5C(2)>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash which did 3544DMG at the steeper price of 35 net Heat. This will of course still be used when Ignis is away, but I thought I'd put it here for comparison.

 

Technically this works off of any early combo Crush trigger standing hit so feel free to confirm Tus and stuff into it. I can't wait to see the many applications of this route.

 

On the less exciting side of things we have this:

 

Corner: Airdash>j.[A]x 3>j.B>665B>6B>TK 7 j.236C>5B>2C>6C>236C>3C [1962DMG/+?HT/No IG]

 

It's a lot of execution for 1.96K but I needed a working solo combo for this situation.

 

Also wondering what I should do if I want to spend Ignis gauge since our standard S timer combo lets them tech at 6C. I need more routes for this situation I think, I'm still uncovering situations where I don't know the optimal combos.

 

Like what do I do off of Air hits>j.236C~j.214A in the corner? Right now I just cross my fingers that I can follow up j.236C with 4D. What do I do off of Air hit 2D when they're too high for 2C to reach them and 6C wont get to them in time? Right now I just go for a 6B>j.B>j.C>j.236C~j.214B air ender which seems horribly inefficient. Is there anything special I can do when I catch someone trying to roll out of the corner with j.C or 5B?

 

Lotsa stuff.

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Found something kind of cool that has the potential to turn into something really cool

 

5B>3C>6D+jump>j.B>66>delay j.B>delay j.C>low to the ground j.236C>632146D works.

 

Before we could never really get any Tedo enders out midscreen without OD or without ending combos at 41236B>5C(2)>Tedo But now I believe we might be able to.

 

It'd be sweet if we could get 4.2K+ whenever we so pleased.

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Okay so far I got 5B>3C>jump+6D>j.B>2C>6C>41236B>665B>6B>jump9+Tkj.236C>632146D to work for [4007DMG/-29HT/-2300IG]

 

I think we can get more, so let's try!

 

I found out the closer you are to the corner when the j.236C happens the more leniency it gives. Stuff like CH3C>5A+B>665B>2C>6C>41236B>665B>6B>TKj.236C>632146D for 4623 are possible near the edge 

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Today's solo combo is a boring corner 4B+C one.

 

Corner: 4B+C>5A+B>665B>6B>TKj.236C>5B>2C>6C>236C>3C [3570DMG/-10HT/NoIG]

 

As always IDK if the 3C will work on people like Mu, but if you put a 214A right before the 3C it surely will

 

with the 214A in there it bumps to [3690DMG/-9HT/-1000IG] which ain't too bad cuz you'll more likely than not have a full bar by that point in time if you didn't before.

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Here is something you guys will love me for: Grounded 236C>214B in combos.

 

in corner: 5B>3C>6D>j.C>236C>214B>665C(1)>j.C>j.236C>j.214B>j.B>2C>6C>41236B>3C

 

4111 damage.

You can do 214B>5C

Its a 1 frame link. If you get a perfect microdash it times everything for you.

 

the j.C has to be from a vertical jump.

 

6B>236C>214B>2B in the corner times itself too.

 

And another one: iadj.B>6B>5C(1)>236C>214B>665C>j.C>j.236C>j.214B>j.B>2C>6C>41236B>5B>4D>3C

around 3.2K

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Midscreen Route:

(azrael, tager, rachel, valk)

5B>3C>6D>j.C>j.8D>2366C>214B>665B>2C>6C>41236B>5B>6B>j.C>j.236C>j.214B (4171)

 

4.1 - 4.3K depending on adjustment

 

 

Adjustments:

Amane:

5B>3C>6D>j.B>662C>236C>214B>665B>2C>6C>41236B>5B>6B>j.C>j.236C>j.214B

 

Jin, Platinum:

5B>3C>6D>j.C>2366C>214B>665B>2C>6C>41236B>5B>6B>j.C>j.236C>j.214B

 

Litchi, Ragna

5B>3C>6D>j.B>j.8D>2366C>214B>665B>2C>6C>41236B>5B>6B>j.C>j.236C>j.214B

 

Everyone unlisted: Untested and unadjusted.

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Fellow Terumi player here. A friend of mine recommended i use relius so im trying him out and i like him so far. I'm trying to do this 2A BnB and i can't seem to get 214B to connect at the end:

 

  • 2A > 5B > 3C > 236C > 214A > 214B   [1729/12/1000]

Any tips?

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I generally recommend using 236C~214B because you can get 665B/66D>665B oki or even a fancy NecrotheReaper style 22B+2D oki. In CP2 grounded ~214B puts Ignis in stalking mode as an added bonus.

 

You get way more control and a little more damage with the ~214B follow-up, so I only suggest the ~214A ender when you want them fullscreen for whatever reason or if you're nearing the corner and can cap your combo with a 663C>Ignis oki/Safejump de-summon.

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Kay.

 

3C>5A+B>6D>CThits>5B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3747DMG/-16HT/-1.3K IG]

^a combo from empty jump 3C for 16HT and 1.3K IG. SWD or someone cool should make a better one because there's totally potential there.

 

3C>5A+B>6D>CThits>5C(1)>j.C>j.236C>5B>2C>236C~214A>662C>6C>41236B>3C [4139DMG/-15HT/-2.3K IG]

^with just a little more IG I broke 4K. but I feel like theres a combo out there that can do that from 13%... =(

 

3C>5A+B>6D>CThits>2C>TKj.236C>5B>2C>236C>5B>2C>41236B>3C for [4076DMG/-14~17HT/-1.3K IG]

^This is that combo. It should work in 2.0. Tested with a rapid to imitate jump cancel, so no accurate heat gain.

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3C>CT>6D>5C>6D>tk.236C>5B>2C>236C>5B>2C>6C>41236B>3C

 

should be easy enough. *This one is untested

 

 

for damage:

3C>CT>6D>5C>sj.8D>j.C>j.8D>dj.C>j.8D>j.B>j.236C>j.214B>falling j.C>2C>6C>41236B>3C>236C>214A>3C>632146D

 

ignis meter usage: way too much.

 

It looks cool though.

(i've tested this one, there are more optimal combos for damage compared to ignis meter but this should be close to max damage)

 

another one i have tested:

3C>CT>6D>5B>5C(1)>236C>214B>665C(1)>j.C>j.236C>j.214B>j.B>2C>6C>41236B>5B>5C>4D>3C>632146D

 

 

midscreen:

3C>CT>6D>665B>5C(1)>236C>214B>665B>2C>6C>41236B>665B>6B>j.C>J.236C>j.214B

*character specific like other midscreen 214B pickups.

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double post but midscreen fun routes:

 

 

5B>3C>6D>665C(1)>Delay 2C>6C>214C>236C>663C>6D>41236D>5B>6B>j.C>j.236C>j.214B

 

 

on tager:

2C(AA FC)>214D>665C(1)>iadj.C>j.8D>4D+iad>j.236C(backwards)>j.214A>5B>2C>6C>41236B>3C

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I have a fun new combo to share.

 

6B>j.C>j.236C>Rapid>airdash>j.De-summon>j.B>665B>2C>236C>665B>2C>6C>41236B>3C> [3068DMG/-36HT/+full Ignis]

 

^Really this works from any 6B even with a few hits before it. it's effective range is about where the opponent starts the round if not a little more, but you can have a couple hits before the 6B to get them there so its true reach is a bit longer still. It ends up giving you a full Ignis bar to play with in the corner, 3K+ Damage, and 3C knockdown, so it's well worth the heat IMO. Its damage and heat values of course vary depending on what moves come before the 6B.

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Midscreen 5B: 3880 damage

 

5B>3C>6D>41236B>665B>2C>6C>214C~236C>66>5B>5C>sj.B>j.C>j.236C>j.214B

 

 

214C~236C

 

yes you read that correct.

You hit with 236C after the first hit of 214C, then the other 2 hits hit. 

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