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[CP] Relius Clover Combo Thread

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[table=width: 700, align: center]

General Notations Used

Guide Specific Notations Used

[table=width: 350, class: grid, align: center]

j

Jump

sj

Super Jump

ad

Air Dash

iad

Instant Air Dash

jc

Jump Cancel

sjc

Super Jump Cancel

CH

Counter Hit

FC

Fatal Counter

RC

Rapid Cancel

[ ]

Hold Input

(N)

Attack must deal N amount of hits.

[???] xN

Repeat ??? N amount of times.

[/table]

[table=width: 350, class: grid, align: center]

DM

Damage

HG

Heat Gain %

IC

Ignis Cost

Text

Challenge Mode Combo

Text

Input Replaceable

[/table]

[/table]

[table=width: 400, align: center]

Ignis Costs [Gauge Total = 10000]

[table=width: 400, class: grid]

Move

Cost

(Active)

Cost

(Inactive)

6D

1300

-

2D

2000

-

4D

1000

-

j.6D

1000

-

j.2D

1000

-

j.8D

1000

-

Id Haas (236C > 214A)

1000

1000

Id Haas (air) (j.236C > j.214A)

1000

1000

Id Naiads (j.236C > j.214B)

1000

1000

Val Lanto (214A)

2000

3000

Val Lyra (214B)

1500

3000

Val Tus (214C)

1500

3000

Geara Act (236D)

1500

3500

Geara Nose (214D)

1500

3500

Bel Lafino (j.214B)

1500

3000

Vol Tedo (632146D)

1000

1000

Duo Bios (236236D)

1500

1500

The Puppeteer's Altar (214214D)

0

0

[/table]

[/table]

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2A.) Mid-screen

Normal Starters

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    Special Starters
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      Throw Starters
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        Distortion Drive Starters
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2B.) Near-Corner

Normal Starters
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    Special Starters
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      Throw Starters
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        Distortion Drive Starters
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2C.) Corner

Normal Starters
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    Special Starters
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      Throw Starters
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        Distortion Drive Starters
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3A.) Mid-screen

Normal Starters
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    Special Starters
    • -

    Throw Starters

    [*]-

    Distortion Drive Starters

    [*]-

    3B.) Near-Corner

    Normal Starters

    [*]-

    Special Starters

    [*]-

    Throw Starters

    [*]-

    Distortion Drive Starters

    [*]-

    3C.) Corner

    Normal Starters

    [*]-

    Special Starters

    [*]-

    Throw Starters

    [*]-

    Distortion Drive Starters

    [*]-

    BBCP_Info_Bar_c04.png

    Normal Starters

    [*]-

    Special Starters

    [*]-

    BBCP_Info_Bar_c05.png

    Ignis Active Starters

    [*]-

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Feel free to change/add to these. Just day 1 things that I found:

Midscreen:

5B > 5C > 236C > 214B - 2121 DMG

5B > 5C > 236C > 214A > 22C - 23237 DMG

Air grab > j.B > 2C > 6C > 41236B > 66 5B > 6B > sj.B > j.236C > j.214B - 3017 DMG

2C air hit > 6C > 41236 B > 5B > 6B > sj.B > j.B > j.C > j.236C > j.214B - 2821 DMG

(crouching) 5B > 5C > 6C > 6D > 41236B > 5B > 6B > s.jB > j.B > j.C > j.236B > j.214B - 3295 DMG

(crouching) 6A > 2D > 5C > 6C > 6D > 41236B > 5B > 6B > sj.B > j.B > j.C > j.236B > 214B - 3.3k~ DMG

Grab > 236C > 214A > 22C - 2319 DMG

Grab > 2D > 41236B > 66 5B > 6B > sj.B > j.B > j.C > j.236B > j.214B - 2849 DMG

5B > 5C > 3C > 6D > 41236B > 66 5B > 6B > sj.B > j.B > j.C > j.236B > j.214B - 3323 DMG

will add more later in the day/tomorrow when I can.

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(Corner) 5B > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > j.B (while falling) > 2C > 6C > 41236B > 4D (Near the end of 41236B) > 3C

Does about 4.2k, uses around 30% of the Ignis Gauge.

Cannot be done off a 2A>5A starter or Throw.

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Corner:

5B > 5C (2) > 236C > 214A > 66 2C > 6C > 41236B > 4D > 3C > setup/j.D - 3499 DMG

Throw > 236C > 214A > 66 2C > 6C > 41236B > 4D > 3C > setup/j.D - 3252 DMG

5B > 5C (1) > 3C > 6D > j.B > j.C > j.236C > j.214A > falling j.B > 2C > 6C > 41236B > 4D > 3C > setup/j.D - 3450 DMG

5B > 5C (2) > 236C > 214A > 66 6C > 214A > 5C (2) > j.C > j.8D > j.C > j.236C > j.214B - 4171 DMG

(Low Ignis gauge w. Ignis summoned) 5B > 5C (1) > 236C RC > 5D > 2C > 6C > 41236B > 5B > 6B > sj.B > j.C > j.236C > (j.214B) - 3483 (/3635) DMG

41236B > 6D > 5B > 5C (1) > 236C > 214A > 66 2C > 6C > 41236B > 4D > 3C > setup/j.D - 3591 DMG

2B > 5C (2) > 236C > 214A > 41236B > 66 6B > j.C > j.236C > 5B > 2C > 4D - 3115 DMG

Seems that the general corner route is xx > 2C > 6C > leith > 4D > 3C

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Midscreen:

5B>3C>6D>j.B>2C>6C>41236B>(66)5B>5C>sj.B>j.C>j.236C>j.214B 3379/24/2300 IC

crouch confirm

5B>5C>6C>41236B>6D>5B>5C>sj.B>j.C>j.236C>j.214B 3375/24/2300 IC

B+C>41236B>6D>66 5B>5C> sj.B>j.236C>j.214B 3009/21/2300 IC

Air grab > 2C > 6C > 41236B > 5B > 5C(1) > sj.B > j.236C > j.214B - 3072/12/1000 IC

Corner swap: (can do without fatal)

(2C fatal>66) 2C>6C>41236B>6B>j.B>j.C>6B> j.B>j.B>j.C>j.236C>j.214B 2963/21/1000 IC (reference)

Corner

5B>3C>236C>214A>2C>6C>41236B>6B>2369C(tk)>3C 3634/26/1000 IC

5B>236C>RC>2C>6C>41236B>6B>2369C(tk)>3C>5D 3224/13 (214C is costly at 3k) ~+5500 IC

(Corner) 5B > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > j.B (while falling) > 2C > 6C > 41236B > 4D (Near the end of 41236B) > 3C

does: 4308/30/3000 IC

Can do: (if you miscalculated Ignis gauge and can't 4D to end)

5B > 3C > 236C > 214A > 66 > 5C(1) > j.C > j.236C > j.214B > j.B (while falling) > 2C > 6C > 22A for 3957/28/2000 IC

5B>3C>236C>214A>66 5C(1)>j.B>j.C>j.236C>2C>6C>22A>4D>3C 3862/27/2000 IC

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CH 3C>CT>665B>2C>6C>41236B>5C>6B>j.B>j.B>j.C>236C>214B 4108 damage, 15 heat (-25 CT) 1000 ignis. Pretty nice

RYO crouch combo I saw. 5B>5C>6C>214A>5B>5C>j.C>j.8D>j.B>j.C>j.8D>236C>214B. 3721 damage ~23 heat 5000/6000 Ignis

Corner OD10 combo

5B>3C>236C>214A>CT>4D>OD>6B>214A>214B>214C>3C>(optional 632146D) 4549 (5584) damage, 23 heat, varying ignis depending on what od you're in. Doesnt work on small sliding hitboxes.

Classic RYO brand corner swap without ignis.

x>6B>delay j.B>j.C>66B>j.B>dj.B>j.236C>j.214B. 2510 damage ~17 heat 1000 ignis

Sorry for these bein so unorganized xD;

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format: damage/heat/IC

RYO crouch combo I saw. 5B>5C>6C>214A>5B>5C>j.C>j.8D>j.B>j.C>j.8D>236C>214B. 3721 damage ~23 heat 5000/6000 Ignis

Was ignis unsummoned?

In any case, here's the notation without the extra j.8Ds. (Ignis unsummoned when using lanto (214A))

5B>5C>6C>214A>66 5B>5C(1)>sj.B>j.236C>j.214B. 3401/24/4000 IC

Midscreen Ignis-less combos:

5B>3C>RC>2C>6C>41236B>5B>5C>sj.B>j.C>j.236C>j.214B 3592/13/1000 IC

Used when close to the enemy when you 236C (50 heat req)

5B>3C>236C>RC>66 2C>6C>41236B>66 5B>5C>sj.B>j.C>j.236C>j.214B 3911/16/1000 IC

Used when a bit farther than previous (50 heat req)

5B>3C>236C>RC>66 5B>2C>6C>41236B>66 5B>5C>sj.B>j.C>j.236C>j.214B 3959/16/1000 IC

A more showoff way. (50 heat req)

5B>3C>236C>RC>IAD>j.B>2C>6C>41236B>66 5B>5C>sj.B>j.C>j.236C>j.214B 3882/18/1000 IC

Grab conversion for the extra damage when needed IF ignis is not out.(50 heat req)

B+C(4B+C)>RC>2C>6C>41236B>66 5B>5C(1)>sj.B>236C>214B 3172/14/1000 IC

near-Corner to corner oki

5B>3C>236C>214A>66 5B>2C>6C>41236B>3C 3298/23/1000 IC

When the one above won't make it.

5B>3C>236C>214A>66 5B>6C>6D>41236B>3C 3113/22/2300 IC

corner

5B>3C>236C>214A>41236B>6B>2369C(tk)>66 3C 3237/23/1000 IC

which is the easier version of:

5B>3C>236C>214A>2C>6C>41236B>6B>2369C(tk)>3C 3634/26/1000 IC

B+C>236C>214A>41236B>6B>2369C(tk)>66 3C 3066/22/1000 IC

You in corner

4B+C>41236B>6B>2369C(tk)>66 3C 2534/18/0 IC

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Corner combo, any good starter

5B>3C>236C>214A>66AB>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>41236C>4D>3C. 4978 damage, 23 heat, 3000 Ignis.

Micro-dash CT seems to be the way to effecientlg use your heat for damage compared to ending in 632146D. Only does ~300 less damage. If you have the heat you can end in distortion to get 5500-6000 damage though

RYO grade flashy as hell combo xD

2B>5B>6D>5B>236C>214A>2C>6C>214C>2C>41236C>6B>j.236C>5C(2)>2C>4D ~3400 damage ~22 heat 4900 ignis. Probably not very practical, but its fawkin RYO. Sorry about values, blurry video

COD7 midscreen HUGE corner carry

5B>3C>COD>2C>6C>214A>214B>214C>66>6B>j.B>j.236C>4D>3C 3933 damage, 28 heat, varying ignis meter due to OD. It won't fullscreen, but if you have a longer OD duration it almost will cuz of 214C wallsplat in OD

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No need to RC after a throw combo if you've got Ignis out to get more damages midscreen.

Throw combos:

B+C>(delay)>6D>6C>41236C>66>5B>5C(1)>j.B>j.C>236C>214B (3084/22/2300)

4B+C>(delay even more)>6D>6C>41236C>66>5B>5C(1)>j.B>j.C>236C>214B (3082/22/2300)

Backthrow one is harder to execute than forward throw, especially at the 66>5B part.

By the way, I'm currently making a video with Relius' basic combos (and different paths in certain combos). I'll post it later here when I'm done with it.

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Okay here's some more stuff:

Ignis efficient and max damage meterless corner combo:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>41236B>5B>5C(2)>4D>3C (4502/32/3000)

Max damage meterless corner:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>214C>2C>41236B>5B>4D>3C (4657/33/4500)

Ignis efficent max damage with 25% meter (you're still meter positive though):

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>CT>5C(2)>2C>4D>3C (4670/4/3000)

Max damage with 25% meter:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>214C>2C>CT>5C(2)>2C>4D>3C (4852/6/4500)

Ignis efficent max damage 50% meter corner:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>41236C>5B>5C(2)>4D>3C>632146D (5537/18/4000)

Max damage 50% meter corner:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>214C>2C>41236B>5B>4D>3C>632146D (5692/20/5500)

Ignis efficent max damage 75% meter corner:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>CT>5C(2)>2C>4D>3C>632146D (5705/4?/4500)

Max damage 75% meter corner:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>214C>2C>CT>5C(2)>2C>4D>3C>632146D (5887/6?/5500)

I could go on for the 100% combos but I think they're not really practical, they basically end up at 6K (6.3K with OD at the end) damages. Better keep 50%/25% and sacrificing 200/600(and your burst) damages.

for 100% meter, after 4D>3C do 2363214C into (Optional OD) 632146D.

Timing are weird, I'll record them and upload them.

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Great way to start the beginning of a round if you landed your ground hit.

5B>3C>COD>2C>6C>214A>66>236C>214A>41236B>5B>6B>j.B>j.236C>j.214B. 4086 Damage, 29 heat gain, 5000 ignis cost, but better OD levels can cover that up. Carries from midscreen easily, not sure about further distances

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Depends on where you're at and what you want to accomplish. If it was an air hit 2C FC, dash forward, 2C>6C>41236B>5B>6B>j.B>dj.B>j.C>j.236C>j.214B

Off a standing 2C FC I think you can do 2C (FC)>214A>665B>3C>6D>j.B>2C>6C>41236B>5B>6B>j.B>j.C>j.236C>j.214B.

Sorry for no values, I don't have the game in frony of me right now.

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A really good combo off of 2C fatal for airborne opponent I've seen RYO do: 2CFC>2C>6C>Gad Leis>5C(1)>j.B>j.C(falling)>6B>j.B>j.C>j.236C>j.214B

Should net around 3.4K

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You can get more damage in the corner off of 5B if you use a CT after 236C > 214A. You have to both microdash and execute CT really fast to get it to work though.

5B > 3C > 236C > 214A > 66 CT > 66 5C(1) > j.(9)C > j.236C > j.214B > j.B > 2C > 6C > 41236B > 4D > 3C (4978/23, -25/3000)

Adding 632146D at the end makes it 6013, and 6300 for OD 632146D.

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So does Relius get any shiny new reset combos? does anyone know what is optimal for leading into them? Does anyone know what should be done from the reset?

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Cadacus, I brought up that CT combo on the last page, but yeah. Microdash CT after 214A adds about 600 damage to the combo, and with most moves, still allows 41236B>4D>3C>optional Tedo. Resets, I feel as though the untech to 6C allows UB setups more frequently now honestly. Generally they cant tech until they hit the ground, and 236D is already out by then. Dunno if it can be safejumped to bait dp's though

Midscreen 25 heat

5B>3C>6D>CT>665B>2C>6C>41236B>5B>5C(1)>j.B>dj.B>j.C>j.236C>j.214B. 4153 damage, 17 heat, 2300 ignis

Ok, if you want a reset combo, I'm not sure how big thr gap is, but its nice in thr corner

5B>3C>236C>214A>5C(1)>j.C>j.236C>j.214B>j.B>2C>6C>236Djump j.B/j.C. builds 27 heat before the reset, and you have to slightly delay the 6C so they don't tech before they hit the ground. Honestly, any combo involving 2C>6C could probably do this, but idk

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Decent time wasting meterless, ignisless corner combo for recharge.

j.B>5B>6B>2369C>2C>6C>22A [2177/15%/0]

Doesnt give a lot of damage or heat, but will allow a full ignis meter recharge in the corner, and almost full recharge if in blue state. Plus, its a safejump oki, who doesn't like that?

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Combo modification on kokonoe since she doesn't get picked up by 5B when she slides from ground 236C>214A

instead of:

near-Corner to corner oki

5B>3C>236C>214A>66 5B>2C>6C>41236B>6B>2369C>3C 3628/26/1000 IC

replace the 5B by 2B/5C to pick Kokonoe off the ground:

5B>3C>236C>214A>66 2B>2C>6C>41236B>6B>2369C>3C 3479/26/1000 IC

edit:

5B>3C>236C>214A>66 5C(1)>2C>6C>41236B>6B>2369C>3C 3620/26/1000 IC

(reference

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5B is usually put when you're too far for 5C(1) but yeah stick to 2B/5C(1) for kokonoe. (added: 5C(1))

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Lol Lich teachin me a nice trick in Relius mirror.

Apparently 2C>astral works. Never knew the untech was enough for that. Same with 2C>6C, but that feels more natural to me. You couls take the basic midscreen path and do this.

5B>3C>6D>j.B>2C>6C/astral>astral.

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Okay here's some more stuff:

Ignis efficient and max damage meterless corner combo:

5B>3C>236C>214A>66>5C(1)>j.C>j.236C>214B>j.B>2C>6C>41236B>5B>5C(2)>4D>3C (4502/32/3000)

For this one every time I do the 41236B into 5B they always end up going over to the other side....any tips on keeping them in the corner? I've tried delaying the 41236B and even delaying the 5B. I think got them to stay in the corner once haha :)

thanks

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