Kurushii Report post Posted January 12, 2012 Contents 1.) Intro and General Information 2.) Moveset 2A.) Normals 2B.) Drives 2C.) Specials 2D.) Supers and Astral Heat 3.) Ignis Data 3A.) Basics 3B.) Gauge 3C.) Super Armor 3D.) Management 4.) Combos 4A.) Combo Theory 4B.) BnB's 4C.) Pressure, Oki, and Mix-up 4D.) Gimmicks and Resets 5.) Misc. Data 5A.) Revolver Action Tables 5B.) Unlimited Relius Changes 6.) Important Links 6A.) System Guide 6B.) Notation Guide 6C.) Relius Frame Data 6D.) Relius Color Palletes 6E.) Relius Youtube Guide Relius Clover, one of the more technical characters to pick up and learn the game with. His combos aren't too difficult and require an average level of execution at best, however utilizing his drive and managing Ignis's meter is where the real challenge lies. If you want to play a character with many tools to control the flow of a match and the combo potential of a mad scientist you picked the right character. Health: 11,000 Guard Primers: 5 Dash Type: Character Combo Rate: 80 Drive: Detonator - Summons Ignis giving Relius access to many tools to pressure and trap the opponent with. Primer Breaking moves: 214D, 214C, j214B, 236D, and 236236D. Fatal Counter moves: 2C and 6C Strengths: Good neutral tools.OK pressure/mixup/oki with Ignis activated.Good damage and corner carry.Weaknesses: Relies on Ignis for pressure/mixup/damage AND oki, so good meter management is a must have.In a way you are limited in your offense.Needs a strong neutral game to be effective. 2A.) Normals 5A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 240 99 80 84 6 3 9 0 Click! [/table] 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. [/table] 5B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 600 248 90 89 8 5 14 -2 Click! [/table] 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. [/table] 5C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 480x2 198x2 100 92 12 2, 4 18 -2 Click! [/table] 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. [/table] 2A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 200 82 80 84 7 3 8 +1 Click! [/table] 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. [/table] 2B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 460 190 80 86 11 5 15 -6 Click! [/table] Relius's main crouching low poke. Hits low with slightly shorter reach than his 5B. Used mainly as a pressure tool. [/table] 2C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 760 314 80 89 12 7 25 -15 Click! [/table] 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). [/table] 6A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 700 289 80 89 26 3 20 -7 Click! [/table] 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). [/table] 6B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 580 240 90 89 10 3 15 -1 Click! [/table] 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. [/table] 6C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 920 380 100 90* 20 8 28 -17 Click! [/table] Forward advancing punch used mainly in combos. Forces standing on hit. Fatal possible. 80% repeat proration. [/table] 3C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 700 289 80 89 9 3 24 -10 Click! [/table] Hits low. His only normal that's jump-cancellable on block. Causes knockdown on airborn opponents. Your main combo-ender. [/table] j.A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 80x3 33x3 90 92 7 3, 3, 10 10 - Click! [/table] 3 hit move that hits mid. Possible to prolong attack to 9 hits by holding button down. 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). [/table] j.B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 450 186 90 89 11 3 13 - Click! [/table] 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. [/table] j.C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 660 273 90 89 12 6 20 - Click! [/table] 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. [/table] Forward Throw (BC) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0, 1400 579 90 100, 55 7 5 15 - Click! [/table] Slams the opponent into the ground sending them forward. Special cancellable into Id Lauger (236C), supers, and astral. Common followup is Ignis 2D during the animation if she's active. 2nd attack downs on hit, cannot emergency tech. 100% minimum damage. [/table] Back Throw (4BC) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0, 1400 579 90 100, 55 7 5 15 - Click! [/table] Slams the opponent twice sending them backward. Special cancellable into Id Lauger (236C), supers, and astral. Common followup is Ignis 4D if she is active. 2nd attack downs on hit, cannot emergency tech. 100% minimum damage. [/table] Air Throw (j.BC) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0, 1300 538 100 55 7 3 15 - Click! [/table] Grabs the opponent and then bounces them off the ground. Falling jB and jC are your followups to this. 2nd attack bounces on hit. 100% minimum damage. [/table] Counter Assault [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0 0 50 92 10 6 30 -17 Click! [/table] 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. [/table] Share this post Link to post Share on other sites
Kurushii Report post Posted January 13, 2012 2B.) Drives 5D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox---------Click! [/table] Relius summons or dismisses Ignis on the ground. [/table] 6D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox46019010086164--1300Click! [/table] Forward punch. Your main tool in pressure. Also used in combos. [/table] 2D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox520, 780215, 32210084*243 (12) 3--2000Click! [/table] Double swipe move. Good pressure, mixup and oki tool. See super armor section for more on this move. [/table] 4D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox75031010092159--1000Click! [/table] Up drill that causes wall bounce, similar to Carl's 623D. Used as corner combo ender due to it's untechable time. 30% Repeat proration. [/table] j.D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox---------Click! [/table] Relius summons or dismisses Ignis while in the air. [/table] j.6D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox6602731009218436-1000Click! [/table] Makes Ignis rush towards the opponent horizontally. Combo filler and neutral tool. [/table] j.2D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox5602311009221336-1000Click! [/table] Makes Ignis rush towards the opponent diagonally downward. Combo filler and neutral tool. [/table] j.8D [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox7603141009216336-1000Click! [/table] Makes Ignis rush towards the opponent diagonally upward. Combo filler and neutral tool. [/table] 2C.) Specials Id Lauger (236C) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvHitbox95039310092*16636-23Click! [/table] 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. [/table] Id Lauger (air) (j.236C) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvHitbox95039310092*143until landing + 15-Click! [/table] 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. [/table] Id Haas (214A, followup of Id Lauger) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox80033110092271744-1000 (1000)Click! [/table] Buzz saw followup to both the ground and air versions of 236C, respectively. Buzz saw move. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Id Haas (air) (j.214A, followup of Id Lauger) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox80033110092271736-1000 (1000)Click! [/table] Buzz saw followup to both the ground and air versions of 236C, respectively. Buzz saw move. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Id Naiads (j.214B, followup of Id Lauger in air) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox200xN82xN10092(once)333xN45-1000 (1000)Click! [/table] Downward drill followup to j236C that tracks the opponent. Your main midscreen aircombo ender. Can also be used mid-combo, but landing followups depends on the opponents height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Led Ley (236A) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvHitbox------37 total-Click! [/table] 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. [/table] Val Lanto (214A) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox950393709223182716 (13)2000 (3000)Click! [/table] Buzz saw summon. Your main tool in neutral to start pressure or approach. Can cancel into other specials and Ignis normals while she is floating back to Relius. Has 70% repeat proration. [/table] Val Lyra (214B) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox1200496709439627+33(+35)1500 (3000)Click! [/table] Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against people trying to zone but leaves Relius pretty vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Val Tus (214C) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox850x3-10092x3----1500 (3000)Click! [/table] Ignis advances forward and performs a 3 hit 'dance'. First hit removes a 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. [/table] Geara Act (236D) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox200x8-8092x7----1500 (3500)Click! [/table] Ignis is summoned behind Relius and performs a low yo-yo type attack that hits 8 times. Only hits low on the first hit. Breaks a primer on the first hit. [/table] Geara Nose (214D) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox720-8092----1500 (3500)Click! [/table] Ignis is summoned above Relius and performs a diving overhead drill attack. Not much use since it launches on hit and is very slow. Removes a primer. [/table] Bel Lafino (j.214B) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox200xN-10092----1500 (3000)Click! [/table] Ignis is summoned in front of Relius and performs a downward drill attack 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. [/table] Share this post Link to post Share on other sites
Kurushii Report post Posted January 13, 2012 2D.) Supers And Astral Heat Req Vinum (632146C) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvHitbox200x708092x77+4953-23Click! [/table] 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. [/table] Vol Tedo (632146D) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox800, 2500085927+4*337 total-101000 (1000)Click! [/table] 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. [/table] Duo Bios (236236D) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitbox200x6, 300x2, 350x2, 500070x10, 7095x10, 7010+16*24 total-1500 (1500)Click! [/table] 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. [/table] The Puppeteer's Altar (214214D) [table][table="width: 500, class: grid, align: left]DamageHeat GainP1P2StartupActiveRecoveryFrame AdvIgnis CostHitboxDEATH0--5+14426-210 (0)Click! [/table] 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. [/table] 3A.) Basics [table=width: 1000, align: left]Inputting 5D or j.D will summon Ignis, putting her behind Relius in a idle state. Ignis will follow closely behind Relius even when he is in the air. While Ignis is idle you can input a direction+D to make her attack with moves normally not available when she isn't summoned out. If you already did a move before the input she'll do the attack from that position instead of from behind Relius. She returns behind Relius pretty quickly after a move has been preformed. Pressing 5D or j.D while she is out will dismiss her. Special moves that use Ignis will automatically summon her but for a cost if she isn't out. [/table] 3B.) Gauge [table=width: 1000, align: left]When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting. Each attack she does will consume a set amount of her gauge. If she isn't out when a special move is inputted it'll increase the cost of that move up to almost three times it's normal cost. While Ignis is idle, inputting 5D or j.D will dismiss her and her gauge will gradually recover. If Relius gets hurt she will dismiss and go into a state of slower gauge regeneration. Blocking during any of her moves, except for supers, will stop the move and cause her to return back to being idle behind Relius (unless you used up all of her gauge in the process). No changes to her regeneration state for blocking a attack. If she enters that state, noticeable by a aqua color gauge, you can restore her to normal regeneration state by summoning and dismissing her. If Ignis is hit during her attacks, except for 2D and 236236D, she'll just dismiss and go into slow regeneration status.[table=width: 400, class: grid, align: center]Fully RecoveredNormal Regeneration StatusSlow Regeneration StatusInoperable Status [/table] [/table] 3C.) Super Armor [table=width: 1000, align: left]All of Ignis's attacks have projectile armor for the full duration of it's animation. Two of Ignis's moves have super armor during their full duration. 2D and Duo Bios (236236D). At close range 2D puts Relius in range of getting hit, but if you put 2D after Val Lanto (214A) or another one of her distancing attacks you can setup a great entry cause of the super armor and long hitstun/blockstun of 2D. Duo Bios (236236D), like his son Carl's distortion drive Tsuioko no Rhapsody, has many great uses of it's super armor. It can be used as a reversal in some situations, but the most common use of it is getting through the opponents attacks and forcing them to block. Once you have them blocking you are free to crossup/mixup and carry them into the corner for punishment. [/table] 3D.) Management With how easy Relius combos are the main ability that separates players skill apart is their Ignis Meter management. Failing to manage it will easily make a match harder on you or cost you the match. If you follow some general rules with Relius you can keep your meter in line and make your game much better.If a opening is available and Ignis meter is high summon her out instead of force summoning her with a special. If she gets dismissed from you getting hit, summon and dismiss her the next opening you get so that her regeneration goes back to normal instead of trying to restore under slow regeneration status. Pay attention to her current amount during your combos to see if you need to end the combo early with a possible oki/reset setup so that she doesn't break down. After long corner combos, if her meter is very low, use Req Vinum (632146C) and dismiss her so that you can keep pressure while she restores fast. All mid-screen combos should be the most meter optimal ones possible, save your meter for the corner or to get in. Share this post Link to post Share on other sites
Kurushii Report post Posted January 13, 2012 4A.) Combo Theory Description 4B.) BnB's Mid-screen: 5B > 5C(2) > 236C > 214A [DM:2102/HG:13/IC:1000]5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3563/HG:30/IC:5000]CH 3C > 214C > 3C > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:3601/HG:34/IC:5000]FC 2C > 214C > 66 > 5C(2) > sj.C > j.236C > j.214B > ad [DM:3505/HG:30/IC:4000] *Anti-Air OnlyBC > 236C > 214A [DM:2067/HG:13/IC:1000]5B > 6B > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3146/HG:28/IC:3000]Corner:5B > 5C(2) > 236C > 214A > 66 > 6B > ji.236C > 2C > 6C > 4D > 3C > Oki [DM:3772/HG:32/IC:2000]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] 4C.) Pressure, Oki, and Mix-upPressure/Mixup: St1ckBug said it best, so I give you his exact words:It's very important to understand that with Relius (and fighting games in general), most of the time you will be taking risks to mix someone up during pressure. It is important to realize that there is usually and answer to get out of every situation. For Relius this is true for all of his mix-up. You will be leaving gaps in your pressure in order to do high/low and side-swap. The reason this needs to be understood is because there is no 1 mix-up with Relius that will be safe. There will be times when you take a risk and it doesn't work out in your favor. Get over it. Do not try and break down the game so much that you're theory fighting with yourself. Know what your options are, cycle through them in a way you feel comfortable with, and depending on who you're playing against choose your options that you feel suits the situation. It's important to test your options in pressure and know in advanced what beats them. Things you should always test pressure/mixup against: -Mashing -IB Reversal/DP/Super -Chicken Blocking (holding up back) -Backdash -Character specifics Take this opportunity to make yourself a smarter and better player. Fighting games are full of double-blind situations, random guessing, and sometimes illogical decisions. Shit happens. Try not to dwell on negative outcomes too much. Understand that there are answers to your options. Plan ahead. If something happens for the first time during a match and you lose then remember what happened and try to find an answer to it later. This is what good players do and it's not difficult! This is why we have practice mode! With that being said there are a lot of ways you can branch out Relius pressure and mix-up. Most of the time you will be starting your pressure with the neutral pokes used for approaching listed above. From there you will branch out into whatever option you feel like running at the moment. Before you make your decision you should be conscious of your opponents meter and burst. A general blockstring would be something like this: 5B > 6D > 5B > 3C > 2D > Jump > Low Airdash jB > jC or land 2B This is very simple and straight forward high/low mixup that is tight for the most part. If the airdash jB > jC is done to late you will be open to get hit. If you do the land 2B then you will also be open to get hit. It's important to note here that if the opponent gets hit by 3C then the 2D will combo and you will be able to land after your jump and do 6B > air combo. This is what we call an auto-hitconfirm: it covers both pressure and is very easy to hitconfirm. This is just an example of what you can do. It's up to you to come up with ideas and test them out yourself. Know what works and what doesn't. You want pressure and mix-up options that can beat options the list above. Run your option you feel will work and understand the risk that comes with it. Oki: Relius has a lot of Oki options that, when combined, can cover almost all of your opponents options when getting up. Most of the time you want to end with j214B mid-screen and 3C in the corner. 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.) (Oki setups courtesy of St1ckBug) 4D.) Gimmicks and Resets [*]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. Share this post Link to post Share on other sites
Kurushii Report post Posted January 14, 2012 5A.) Ground Revolver Action Table [table=width: 800, class: grid] [/td] 5A 5B 5C 2A 2B 2C 6A 6B 6C 3C 5D Throw Special/Super Jump 5A 連※1 Yes Yes Yes Yes Yes Yes Yes Yes Yes On Hit Yes On Hit On Hit 5B - - Yes - 1x Per String Yes Yes Yes Yes Yes On Hit - On Hit - 5C - - - - - Yes - Yes Yes Yes On Hit - On Hit On Hit 2A Yes Yes Yes 連※1 Yes Yes Yes Yes - Yes On Hit Yes On Hit - 2B - 1x Per String Yes - - Yes Yes Yes Yes Yes On Hit - On Hit - 2C - - - - - - - - Yes Yes On Hit - On Hit - 6A - - - - - - - - - - - - On Hit - 6B - - Yes - - - - - Yes - - - On Hit On Hit 6C - - - - - - - - - - - - On Hit - 3C - - - - - - - - - - On Hit - On Hit On Hit [/table] Air Revolver Action Table [table=width: 500, class: grid] [td]j.A j.B j.C j.D Throw Special/Super Jump j.A 連 On Hit On Hit On Hit - On Hit On Hit j.B - - On Hit On Hit - On Hit On Hit j.C - - - On Hit - On Hit - [/table] 連 Available even on whiff※1 Allows up to three times 5B.) Unlimited Relius ChangesIgnis 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 j.214B.j.B 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.j.C is Jump Cancelablej.C can gatling to j.B6C has longer hitstun Thanks to everyone who contributed information to the guide. Special thanks to St1ckbug for writing a huge chunk of the sections and voicing his opinion, and Solex for making the original thread. Share this post Link to post Share on other sites