BBCF/Relius Clover

From Dustloop Wiki

Overview

Overview

Relius is an offensive puppet character with great neutral that easily transitions into strong, safe pressure. His puppet, Ignis, is great for covering Relius and mitigating risks. Ignis creates new combo extensions, pressure opportunities, okizeme, and great space control. Ignis is managed by a specific bar called the IG Bar. Each of her attacks use up part of this meter. Relius needs to be careful with using Ignis, because completely depleting the IG Bar temporarily disables her. Thankfully, Relius's Overdrive helps mitigate this aspect. During Overdrive each of Ignis's attacks improve and the IG bar constantly regenerates.

Relius does have some weaknesses, however. In general, he is a meter hungry character. He often needs HT for solo routing and to regenerate the IG bar. Additionally, he lacks a meterless reversal. Like all puppet characters, Relius is significantly weaker without Ignis. However, Relius has great solo buttons to make up for his weakened pressure and conversions. Regardless, when played well Relius can trap opponents like mice and leave them with no way out.
BBCF Relius Clover Nameplate.png


BBCF Relius Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~7F Inv All, 3~12 airborne)
Fastest Attack
5A (6F, whiffs crouchers)
2A (7F)
Reversals
2363214C (11F)
Fatal Starters
6C
214B
41236B
Drive: Detonator

Relius uses the Drive button to summon, command and unsummon Ignis. While Ignis is present, Relius has access to many tools to pressure, trap and combo the opponent due to her ability to attack in tandem with Relius's attacks. This ability is limited by the Ignis Gauge (called IG for short), displayed above Relius' heat meter; All of Ignis's attacks consume this gauge. If it depletes completely, Ignis becomes disabled until it recovers to full. This takes about 13 seconds. IG can only normally be regenerated by unsummoning her for 3 seconds. Ignis can use her normal drive attacks independent of Relius as long as Relius himself is not in hit or blockstun. This does not apply to specials or distortion drives.

After each attack, Ignis stays in her position for a short time before returning to Relius. If she is behind an opponent, she will stay in position slightly longer. Ignis can attack from this position. This allows Ignis to attack from afar or sandwich the opponent between Relius and herself.

Ignis can only be hit while she is attacking. She also naturally Guard Points projectiles. If an opponent hits Ignis or Relius while she is summoned, Ignis will stop her attack, desummon, and the IG bar will change to blue. While in this state, the IG Gauge has a delayed recovery. This also occurs if Relius techs a throw or an opponent techs Relius' throw.

For more information on Detonator, check the Strategy Page.
Overdrive: Maxim Dance

Relius' Overdrive greatly increases the overall effectiveness of Ignis.

  • Increases Ignis Gauge recovery rate. Unless Ignis is performing an attack, The IG Bar always recovers. This includes times when Relius has Blue IG.
  • Ignis can only be killed if she's hit when there is absolutely no remaining IG. While dead, IG will still replenish rapidly
  • All of Ignis' moves have their recovery cut in half,
  • Each of Relius' Ignis Specials and all Supers receive a buff in some way, dealing more damage, hits, hitstun/untech for more combo options.
  • All Ignis specials cost more, so careless combo routing can result in OD ending with little to no gauge left.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 9 ±0 +9 B
  • Cannot whiff cancel
  • Situational anti-air

A standard jab. Small, low damage, but Relius's fastest normal. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it whiffs on crouching opponents and can often be low profiled. Its animation is hard to differentiate from his throw start-up, so it's useful for tick throws.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 5 14 -2 +0 B
  • Great poke
  • 0 on block when spaced

One of Relius' best tools in his arsenal. Fast, longest reach, and little recovery to boot. On top of that it is air unblockable. It can easily be confirmed on airhit into 2C for a full combo, but on ground hit it will either need to be confirmed into 3C, 6D, or 236C > RC to get a good reward. 5B is also capable of catching forward rolls, backward rolls, and even quick wake-up when used with good timing. It does extend Rel's hurtbox a bit but it's well worth it. In CF it was changed to only be fully extended on frame 10, but is now neutral on block due to its faster than average recovery. On the bright side, now that 6C > 41236B works on grounded opponents, 5B > 6C comboing on counter hit makes it an even stronger punish tool! 5B > 6C will also work if the starter of the combo was a fatal, so it can make confirming out of moves like 214B or 41236B easy!

Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500×2 Mid 12 3,3 18 -2 -9 B
  • Hits opponents in Hard knockdown (OTGs)

An easy move to confirm into, but its shorter range keeps it from being used much outside of combos. The hitbox on it extends from the ground to the "elbows" on the arms, and even behind Relius. It be used as a situational anti-air or simply just to stall or space the opponent during blockstrings while Ignis regenerates. It combos into 6C on on counter hit, crouching hit, or if the combo started with a fatal; this is especially useful now that 6C>41236B works on grounded opponents! It OTGs and can even be used to catch quick wake-up, delayed wake-up, and forward rolls. With it being easy to cancel into, ambiguously multi-hit, and having only one less frame of hitstun than 6C, it's a good move for cloaking desummons or using riskier things. This move is surprisingly quick to recover, only being -2, and when cancelled into from a jab, there can only ever be a 4f gap between hits regardless of how it's blocked, making it a fairly easy frametrap while also making it hard for the opponent to be pushed beyond 5C's bounds. Notably this move doles out a whopping 5F of one-sided hitstop on counter hit, allowing you to bring out Bios before Burst cuts your invuln. This can lead to fairly simple 5K combos anywhere that are largely burst safe before the bulk of their damage is delivered.

Gatling options: 6B, 2C, 6C, 3C, 5D, 2D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 3 9 0 +8 F
  • Cannot whiff cancel

A fairly standard crouching jab for its hitbox and damage, although the fact that it is neutral (±0) on block can lead to some interesting stagger pressure situations. Being able to cancel into 3C, 5B, and 2C gives you your choice of good punishes for your frame traps. Can be used as a situational anti-air as well.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 3C, 5D, 2D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 11 5 15 -6 -4 F

A low with surprisingly long reach. It's commonly confirmed into 5B or 6D at max range. Like 5B it can be used to catch rolls, only 2B hits delay tech as well. Like 5B it will extend your hurtbox. In CF it extends to its full reach over three frames, becoming fully extended on frame 13. Can be used as a situational anti-air as well. CH 2B can confirm into 6C on crouching counter hit.

Gatling options: 6A, 5B, 6B, 5C, 2C, 6C, 3C, 5D, 2D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 12 7 25 -15 -17 B 7~14 H
  • Anti-air
  • CH Launches airborne opponent high.

This is Relius' primary anti-air. It makes up for smaller vertical reach with great horizontal reach, many active frames, and the ability to jump cancel on block. On airhit, 2C > j.[A] is the recommended method to confirm easily. On 2C counterhit, j.[A] will whiff and upon landing you will be able to confirm into 5B. It has many active frames so it can win some trades. Be weary of how you use it in neutral, as the small vertical hitbox and lengthy recovery will result in you eating a painful crouch confirm from opponents that air dash right over you. Consider using 4D or rising J.A in situations where committing to 2C may be dangerous.

It sees a lot of use in pressure too, so don't be afraid to use 2C>6D>J.C to add variety to your blockstrings.

Gatling options: 6C, 3C, 5D, 2D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High 26 3 21 -7 -23 B
  • Overhead
  • Hard knockdown on air hit
  • Forces crouch on hit
  • Vacuums on hit and on block

A somewhat slow overhead with a distinguished animation from his other normals. Though mainly used for it's property of yielding hard knockdown in the corner and setting up oki and kill confirms, you can toss it in your pressure as a cheeky mixup to catch opponents that are conditioned to respect Rel's highly oppressive offense for decent reward. Because it forces crouching, it can be confirmed with a delayed 6D>5C midscreen. Use it sparingly, as opponents desperate to get out of your pressure will actively seek it out and use it as a chance to escape. It's also fairly unsafe without Ignis backing you up, so be mindful if your doll meter usage in this case. Has 110% bonus proration, so it can net solid damage in the corner for on the fly confirms.

Because this move causes hard knockdown, reversals requiring a 2[8] input (i.e Kagura CFaf) can't be used safely due to the charge motion forcing either roll or quick getup.

Gatling options: None

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
690 Mid 10 3 22 -8 -8 B
  • Situational anti air
  • Launches on hit

This move is key in low IG confirms on standing opponents, or confirming from high air hits that are closeby. it can combo into 41236B midscreen if spaced right or TKj.236C in the corner for solo combos. An interesting feature is that on hit it launches the opponent straight upward with little if any pushback. It also has very little pushback on block, so it can be used with 2D for some cheeky cross-ups. In the corner it is heavily featured in meterless regen routes, and low cost side-swaps, and is really rarely seen intentionally used to anti-air. Because it can jump cancel on block, it at time occupies the same space as 2C in pressure

Gatling options: None

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1110 Mid 20 8 28 -17 -29 B
  • Launches on hit
  • Fatal Counter
  • highest damage single hit Relius attack

Primarily a combo tool (usually alongside 41236B), but sometimes it's a risky or expensive frametrap component or a way to catch bad jump-outs. Since it can combo on ground hit without any outside help it's a reliable (albeit slow) punish tool. Leads to better damage than 3C, so use this if you can help it. 6C can be looped midscreen with 41236B, which lets Relius get great damage. On Fatal hit it can loop even more or confirm into 214C in the corner for better damage, or get a meterless Regen combo.

Gatling options: None

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Low 9 3 19 -5 -4 F
  • Floats on hit
  • Strong counter poking move

No longer a primary launcher. This move is mostly used for midscreen knockdown into desummon after 41236B. It is still Relius' quickest low and OTG however. On counter hit you can choose to desummon Ignis and pick up with 5C or 2C regardless of what you choose. A new bar of IG is a great asset in a fight so it's something one should weigh against 400+ damage you'll lose for not using 5B in its place in punish or frametrap situations. Fine as a tool to check jump outs or inputs during a blockstring, but this move's very poor P2 should make you think twice about using it to hitconfirm.

Gatling options: 5D, 2D

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
160×N All 7 [3,3,3]×N
(3,3,3,3,3,1)
9 H
  • Hold A to extend the move much longer
  • Not an overhead

Another of Relius' most powerful moves. It becomes active quickly and stays that way for a while. It functions best as an air to air, especially when stuffing IAD attempts. Can be confirmed into j.B or 5B. In aerial blockstrings the hits of this move are so grouped together that it will force the opponent upwards, making for an easy staircase into j.B or double jump>j.2D. Because it's got very little hitstop, this is a good means of combatting armored moves like Rachel 6A since you will not be locked out of a jump cancel.

Gatling options: j.B, j.C, j.D

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 80 92×N 1
  • On hit, performs 3 hits and checks for held button on frame 16. If held, returns to frame 7 (first active frame of first hit) up to two times for a total of 6 or 9 hits.
  • (If all of the first 3 hits whiff, automatically attempts 3 more hits but with shortened active frames on hit 6. If any hits connect, reverts to on-hit behaviour and can be extended to 9 hits total as normal.)

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 10 5 16 H

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High/Air 12 6 20 H


Drive/Ignis Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 +4
  • Summons or desummons Ignis.
  • Has CH recovery
  • Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned.

Gets Ignis out for cheap, and is the only way to put her away without penalty. Commonly used in blockstrings when the opponent is sleeping on their buttons or wary of 214A, after 3C knockdown in a combo, or else from a distance where it cannot be punished. Often, and especially so in the corner, Id Lauger's follow-ups are the preferred way to summon Ignis during combos. There are combos with and without meter that allow for desummon as well.

2D (Summon)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22 +4
  • Essentially 5D, but crouching
  • Has CH recovery
  • Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned.

It is, in all ways imaginable, a crouching variant of 5D. Reduced vertical hurtbox, slightly enlarged horizontal hurtbox, gives the opponent a crouch confirm opportunity if punished. When Ignis is summoned this move becomes Ignis' 2D and takes on a very different role.

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D Summon 25
j.D Unsummon 24
  • Has CH recovery
  • Pauses Relius's aerial momentum
    • If Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling
  • Ignis is present on frame 5 when summoned and fully desummoned on frame 29 when being desummoned.

The aerial variant of 5D, and a popular way to get Ignis out. j.D halts all momentum in the air and reduces Relius' jumping hurtbox, which allows Relius to dodge attacks bait anti-airs while summoning Ignis. j.D can also be used after an airdash to let Relius glide, all the while being able to barrier for a very safe approach. Takes 24F on desummon.

Active State

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
10F 10F
  • 10,000 units of Ignis Gauge or "IG" for short.
  • While active consumes 2 units per frame, or 1.2% per second, unless attacking.
  • Has no collision normally and cannot be hit except while attacking.

Ignis active state, where all of her moves may be performed. While active, Ignis will try to float behind Relius, but will have a small delay when following him, this can be a hindrance and a boon, since it will tend to shorten her range when Relius is trying to rush forwards, but can be used to extend it if she is moved forward by one of her own moves and then performs another.

Ignis has a different set of normal attacks for being airborne or grounded, however somewhat counterintuitively, this is dependent on if Relius is airborne or not, even if Ignis doesn't share that state. For example, if Relius jumps and, upon landing, inputs 4D, Ignis will still be in the air from the jump but will perform 4D from where she is in the air anyway, even though it is not possible to perform that move if Relius is airborne himself.

The only move that doesn't conform to this rule is 236D, which is a ground or air throw attack depending on if Ignis herself is airborne or grounded when the move begins.

While Ignis is not Active she will regenerate health:

  • When desummoned for any reason;
    • Ignis will perform a desummoning animation (10F)
    • She will wait 180F before recovering anything
    • Afterwards, she will gain 75 IG per frame. Therefore she regenerates fully in (at most) 324 frames normally.
  • If desummoned by taking a hit, there will be a second concurrent cooldown of 260F where her bar turns blue and will not renegerate, this timer stops counting down if she is summoned again.
    • Strangely, if Ignis takes another hit while her gauge is still showing blue, the 260F timer will not reset when she is desummoned. However the standard 180F still applies.
  • During overdrive:
    • The 180F timer is ignored, Ignis will begin regenerating immediately if desummoned manually
    • The 260F time still applies as normal.
    • Ignis gains 50 additional IG per frame while desummoned, even when her bar is blue.

Disabled State

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
776 [234]

Ignis' dead state when you aren't paying attention to how much IG you're using and something you universally want to avoid since she regenerates much more slowly than normally. Unlike Carl's Nirvana, Ignis doesn't take damage from the opponent hitting her, so letting her get into this state is much more avoidable and solely on you if it happens.

  • Regenerates 15 IG per frame, or 75 per frame in Overdrive
  • After fully regenerating, Ignis unsummons herself with an unskippable 100F animation and can be summoned as normal thereafter.
  • Therefore the entire process takes 776F normally, or 234F in overdrive
  • Ignis only enters this state after completing a move that costed more than her remaining IG, (Including if it was interrupted). Her health will not go negative if you do this.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
620, 780 All 25 3(12)3 33 [13] +32 BD 1~End Guard HBFP
  • Costs 20% Ignis Bar.
  • Second hit vaccums opponent towards Ignis on hit and on block.
  • Guard points all attacks; attacking Ignis during this move will not desummon her

Sort of a bigger, stronger, and more expensive 6D. Has all the utility of 6D and then some, but costs an extra 7% Ignis bar. The blockstun granted by 2D can be used to set up cross-ups, empty jump grab/low/high, led ley gimmicks, among many other tricky maneuvers. It can also keep an opponent locked down after a blocked Lauger. 2D is a great way to punish those who attack the doll because it has the benefit of Ignis being completely armored, so no amount of hitting her will desummon her. 2D's float on air hit floats low and far toward Ignis, making for easy confirms, even from full screen.

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
560 All 17 3 16 [8] +13 BD 1~End Guard P
  • Costs 13% Ignis Bar.

Arguably Ignis' best move. It's relatively cheap, can be used to reset pressure, poke, zone, frame trap, destroy projectiles, and can be used in TRM mix-up. It lets Relius confirm from most anything he manages to hit with, and is a staple in midscreen combos by becoming the linking component in XX>6D>6C>41236B. When Ignis is in sandwich mode Ignis pushes the opponent into its hitbox, so whiffs due to Ignis being too close are much less common. In OD its small recovery is halved. 6D is low profilable, though Relius's ability to adjust its timing (or stuff with 2B) make this impractical in most cases.

4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 16 9 30 [11] +30 BD 1~End Guard P
  • Costs 10% Ignis Bar
  • Air unblockable
  • Wall bounces in the corner
  • CH has untech that brings the opponent very low to the ground
  • 110% Bonus Proration

4D is a low commitment anti-air that hits high above Ignis wherever she currently is. 4D's corner wall bounce makes it a very strong tool to trap an opponent on the ground and force them to contend with Relius' midrange tools. It's big, fast, air unblockable regardless of Ignis' current altitude, and has untech for days on counter hit or wallbounce. It's worth noting that, though it doesn't look it, the wall bounce on 4D allows for Relius to cross-under and it can create interesting oki opportunities. 4D's Untech values are refreshed after the opponent hits the wall, so if the opponent is spaced about one forward airtech away from the corner, you may desummon and keep comboing. On block use a dash jump into j.A to staircase the opponent while allowing Ignis to recover.

j.6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 16 4 16 [5] +10 HD 1~End Guard P
  • Costs 10% Ignis Bar.
  • Pauses Relius's air momentum similarly to j.D.
  • Jump cancellable on hit/block

Ignis lunges forward and slashes. Attacks faster if she makes contact before the full lunge.

This move is a cheap way to mobilize Ignis and dominate space. Can also be used to clean up any projectiles while airborne. In CF, this move and its sisters launch the opponent much further forward on counter hit, towards Relius if she happens to be behind them. Relius can use the jump cancel to stay safe or convert the hit into a small combo. If Ignis is already nearby this move becomes insanely quick, with 16 frames for a large attack that can occur fullscreen. With Ignis' natural ability to absorb projectiles this move is perfect for interfering with opponents setting up far away from you. Similar to j.D, it can be used to halt momentum, initiate a glide from an airdash, and bait or dodge moves. When used from an air backdash the effective space covered increases and when used with a forward airdash the effective range shrinks. j.6D can also be used to position Ignis forward from Relius. This move and its sisters have a lot of base damage despite their speed, low cost, and relative safety, so clipping the opponent with a few of these can really add up over time. After this move is blocked or hits, Ignis can continue to harass the opponent with 4D, 2D, 214A, 214C or a glide into another j.6D allowing Relius to potentially pave his way in.

j.2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 18 3 16 [5] +12 HD 1~End Guard P
  • Has similar properties to j.6D (jump cancel, air momentum, etc.)
  • Costs 10% Ignis Bar

Ignis descends on the foe, mincing the opponent with her claws.

This move has all the uses and nuances of j.6D, but travels a little less horizontally. Additionally, it can be used to send Ignis lower, to set-up 50/50s, and to punish bad throw rejects or pokes. When accompanied by dash-jumps or airdashes it can be used for cross-ups as well.

j.8D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 15 3 20 [6] +9 HD 1~End Guard P
  • Costs 10% Ignis Bar.
  • Similar properties to j.6D (e.g Jump cancel, pauses air momentum)

Ignis ascends, clawing her way skyward.

Can be used in some of the same ways as j.6D and j.2D, but most of the utility is lost due to its angle; it's mostly combo fodder. It can be used to put Ignis higher up, and can also be used to lock opponents back down at times when 4D won't connect. It's also the best way to initiate a glide from an airdash while keeping Ignis summoned without putting her in harms way.

Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 T
  • Ground Bounces

Relius' can now follow-up his throws with 41236B letting him get 2.5K~3K damage for very cheap! in the corner you can follow into 236C~214A or 236C>4D for more damage!

Throw Tech on any grab will cause Ignis to be desummoned. This makes throws somewhat of a weighty thing when you have a lot of Ignis Gauge remaining since it could spell an end to the very hard to contest part of your offense prematurely. The opponent is set to a range where your 5B and 3C are applicable at even frame advantage so it isn't the worst situation to land yourself in. For this reason both green and purple throws can be seen to be a pretty good method of desummoning Ignis if you are unconcerned with the blue bar penalty. Should the throw go through, following up into a desummon is a very cheap and simple thing to do.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

Essentially forward throw, but switches sides with a higher bounce. Some things are possible that don't normally work on forward throw like 41236B>2C. If you delay the 41236B midscreen it does all the things forward throw does though. Its over-long animation is good for dealing with guaranteed projectiles like Kokonoe 214214A or Mu 236D

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T
  • Ground bounce into hard knockdown

Slams the opponent to the ground. It's a fairly standard BB airthrow, that is to say it's gigantic. Use it with the rest of your tools to anti-air opponents, especially if they have any hurtboxes sticking out. Generally followed up with j.C or 2C. This throw uniquely can cancel into j.D to desummon and continue comboing free of charge. If you're at normal jump height use j.D>j.B, higher than, j.D>j.C, however any lower and a pick-up is impossible after desummon.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 6 30 -17 B 1~20 All
  • Blows opponent away on hit similarly to other Counter Assaults

Along with Rapid Cancels, this is what your meter should primarily be spent on. With Relius' defense not being the greatest, and the versatility and potential gain to momentum offered by counter assault being great it's a valuable asset. On CH, 214A can meaty an opponent's neutral tech. If nothing else this move buys time to regenerate Ignis's IG and also summon her to get back into a favourable position.

With Ignis summoned this option becomes far more menacing, because Ignis is actionable during the invulnerability of the move's start-up 4D or 2D which can cover the move on block or confirm into a combo on hit! Do note counter assault combos don't fetch for much and cannot kill, so your reward is primarily the shift in momentum from their turn into your blockstring or knockdown. With that said, this can be deployed as a fantastic deterrent to opponents spending too much of their own resources trying to get in on you or trying to keep their pressure going. CA+2D in response to rapid or OD is pretty palatable since their resource has now amounted to even less than yours. Inputting CA outside of blockstun usually results in 6B, which you should be prepared to convert off of in the chance it makes contact with an opponent jumping to bait your CA.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~-60 B
  • Launches opponent on air hit

Relius gets especially favored by quick Crush Trigger, because with Ignis on guardcrush it can be confirmed into 6D > 6C > 41236B even midscreen! No additional set-up required! On guardcrush, quick CT can be confirmed into a throw for 3K or more. On hit it can still be confirmed into 6C > 41236B. Quick CT still reduces the full amount of barrier as well! The downside is that CT no longer ignores character combo rate. In solo combos CT can also be used to knockdown from 6C and even set-up safejumps.

A charged CT can be completely covered with a single Relius normal and 6D with key timing, and CT also has enough blockstun to allow one to slip another 6D in before the opponent escapes blockstun. It's entirely possible to put an opponent in danger state and then guard crush them gaplessly with Relius as a result. Charged guardcrush has enough time to be followed up with 5D>665B or throw which allowing for regen combos, or with 214C which hits for massive damage.

For more general information, see the Crush Trigger explanation in the wiki.

Specials

Led Ley

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Total 35 -9 1~31 HBFP
4~12 Burst
  • Disables Relius's collision during the invuln frames
  • Retains some horizontal momentum but otherwise does not move.
  • 4F of CH recovery
  • Disables Relius' collision so opponents using foward-moving moves can find themselves passing through Relius, Matador style.
  • 1~31F of invulnerability to all things but Throws.
  • 4~14F of Burst invulnerability. The invulnerability window is autotimed such that if Relius Special cancels into this move during the same hitstop that his opponent bursts, the burst will miss.

This move can be used for many interesting things: it can avoid moves that give the opponent resources like Arakune's or Terumi's drives, or avoid moves that deal chip damage or other bad effects like Ragna or Tager's drives, or things like Nu's drives that start a lengthy blockstring. If the opponent is using something that expects to be able to cancel off of you to save them from over-long recovery like Kagura Drives, it's usually a viable target! If you microdash it by inputting 2366A, it can be given dash momentum which will sometimes let Relius avoid grab hitboxes or switch sides instead. Ignis is free to 6D 4D or 2D during the move so it can even be used to dodge and counter pokes as a kind of reversal. During Duo Bios Relius can even cross the opponent up by passing through them or feint passing through them for a similar effect. Be sure to experiment with this move.

Gad Leis

41236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
680×2 Mid 21 3(6)2 21 -4 -26 B
  • Vacuums opponent towards Relius on second hit
  • Relius' only somewhat safe special that chips
  • Fatal Counter

Gad Leis got a buff to its speed in CF, so in addition to it's usage as a combo tool it's a bit better at catching jump-outs and mash. Gad Leis Fatals on counter-hit, and can combo into 5B>6C pretty easily to convert from it, or go into a regen combo with 3C>6D>662C>5D>5A. Gad Leis is no longer + on block however, so it's wise to have Ignis or meter to cover it. It's P2 isn't that stellar now, so it's something to avoid early in a combo if you're going for higher end damage. At midscreen it can be looped once to help draw out a combo for regen purposes.

Id Lauger

236C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236C 1000 All 16 6 36 -23 -31 B
j.236C 1000 All 14 3 Until L+15 H
  • Launcher
  • Special cancellable on hit
  • Largely disjointed, but extremely risky to throw out on uncertain terms.

Lauger is where a lot of Relius' damage comes from, outside of combos it doesn't really have a purpose except for punishing moves that cover themselves in actives (IE: Arakune's Spider Distortion.) What makes the move special is the follow-ups Ignis provides. In the corner, both 236C and j.236C can be combo'd to and from with proper timing. 2C > TK j.236C will work with the air version, but the grounded version usually needs to be followed up by Ignis. The ground and air versions are treated as separate moves for SMP, but combos will use two or even three of each.

Id Haas

214A after Id Lauger

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 37 9 18 [6] HD 1~End Guard P
  • Costs 10% Ignis Bar
  • Costs 20% Ignis Bar in OD.
  • Causes sliding knockdown in OD

Ignis tackles her opponent. Used to knock the opponent away after Lauger. Does much less damage than ~214B/~j.214B with worse P2 but is both more available and easier to combo from in the corner. Ignis appears at the height Relius is currently at when he uses this move and so when the opponent is air-hit by the move he has to manually time the move to hit, preferably at the last active it can. Forgetting this can make 236C~214A whiff completely if the opponent was high up when 236C connected. Since the P2 has been decreased so 4D is the more optimal move to continue from 236C with if Ignis is summoned 4D's bonus proration hasn't been used in the combo prior to 236C. The loss of vertical tracking can let you set up an inescapable Val Tus oki from 2C>6C>236C~214A midscreen if timed correctly. In the corner ~214A can be followed up with 5B, 3C, or 2C. In the corner, ~j.214A can follow up into 5B 3C or airdash j.B>j.C>j.236C>4D usually. In OD this move has a lot of untech and puts the opponent in a sliding state. You can use the OD version to desummon Ignis in the corner and follow up.

Id Naiads

214B after Id Lauger

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×N All 37 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P
  • Costs 10% Ignis Bar
  • Costs 40% in OD
  • Causes Ground Bounce in OD
  • Will teleport Ignis to opponent, even if she is unsummoned
  • P2 only applies once
  • Number of hits depends on how high the opponent is at the start.

Ignis appears above the opponent and drills them into the ground.

The primary midscreen knockdown tool in the air when you have the Ignis to burn. For oki, simply land, rush toward the opponent, and 5B>2C the moment you believe they'll roll or if you suspect a simple delay tech a 3C>236C~214B will work just as well. When used on the ground Ignis will end up behind the opponent in sandwich mode. Depending on the height of the opponent relative to Relius and the ground this move can combo into 5B or 2C for very damaging combos, thanks in part to its P2 only being applied once across all of its hits. In OD the bounce leads to easier combo extenders and distortion enders. ~214B and ~j.214B share SMP with one another AND their OD versions too, unfortunately, so double dipping on this move doesn't really do too much.

Id Zain

214C after Id Lauger

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 39 3 32 [21] HD
  • Costs 20% Ignis Gauge
  • Costs 40% Ignis Gauge in OD
  • In OD, launches the opponent back towards Relius.

Ignis appears behind her opponent and sends them spiraling back toward Relius.

While this move has lack-luster P2, it allows for midscreen follow-into good damage on standing opponents even if Ignis hasn't been summoned yetfrom ranges slightly further than 6B might help with. Since Ignis bats the opponent back toward you, XX > 236C~214C > 66C > 41236B allows you to pick the combo up. It also lets Relius sideswap when combined with 214A by doing XX > 236C~214A > 66C > 214A > crossunder > 662C > XX. The move is expensive but it does two jobs no other moves really can. In OD it can be used for desummon combos midscreen.

Val Lanto

214A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214A Withdrawn 1050 All 19 18 26 [8] +7 -13 BD 1~End Guard P
214A Deployed 1050 All 16 18 26 [8] +4 -13 BD 1~End Guard P
  • Costs 10% Ignis Bar
  • Costs 20% unsummoned
  • Costs 30% Ignis Bar in OD.
  • In OD, it's faster, Blows opponent back, and ground slides longer
  • Causes sliding knockdown

A fireball of sorts. This move has a grand effect for a small cost, but commits you to a lot of duration on Relius. +3 at point blank summoned, and +6 at the same ranges summoned, this move becomes even more advantageous as Ignis travels. This is hard to take advantage of at midrange since both on hit and block the blowback on this attack is extreme. To follow up with even 665B on block, you have to be within a couple character lengths; which is fine as it is often used from buttons to frametrap and cloak 5D. Spaced well, a good few reversals in the style of Ragna 623C get locked in hitstop hitting Ignis, and allow Relius to recover in time to block. On counter hit this move may be followed up into a punishing combo even midscreen. While you as Relius are somewhere between + and very + on block, Ignis is - to the point where she will pretty consistently be punished. Ignis being punsihed isn't always a bad thing though, you gain heat when she's hit, and the opponent commits themselves to the start-up and the hitstop of a move making you even more +, to the point where you can punish them if you use the correct option. If you find you cannot keep Ignis out at neutral, please consider using 5D or j.D to call her and using Ignis' aerial normals to mobilize her instead.

In the corner, pushback is transferred to the attacker, which is Ignis, so you are more fully able to take advantage of the + frames the move generates. Additionally you become able to follow-up the move on normal hit with 665B or 662C into 4K, making the option considerably more oppressive.

If used at a certain timing after 3C or 6A it will put the opponent in additional hard knockdown and it can be followed up with 66 > IAD > j.C midscreen with no counter hit involved! In OD it can be used to summon Ignis in the corner and then follow-up.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214A Withdrawn Normal 90 89 3
214A Deployed Normal 90 89 3

214A Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39
  • Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F
  • Maximum Slide duration 25F [40F]


214A Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39
  • Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F
  • Maximum Slide duration 25F [40F]

Val Lyra

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B Withdrawn 1200 All 33 3 54 [19] +18 -10 BD 1~End Guard P
214B Deployed 1200 All 35 3 54 [19] +20 -10 BD 1~End Guard P
  • Costs 15% Ignis Bar if summoned
  • Costs 30% Ignis Bar if unsummoned or in OD
  • Fatal Counter
  • Launches on air hit
  • Launches in OD on all hits, untechable until opponent hits ground

Ignis appears behind your opponent and performs a slow but heavy hitting strike. You should only really use this move as a rare punish or OD combo tool. This move has become pretty dreadful. It can still be used for meaties from burst on an opponent too unfamiliar or hasty to deal with the match-up, but all of its other functions are essentially nil as a result of the spectacular nerfs it got. It has larger start-up, larger recovery for both Ignis and Relius, and it even picked up a hurtbox on the blades, which can occasionally eat a projectile, but more often are seen getting Ignis mashed and desummoned. Ironically, it can no longer mobilize Ignis correctly either because of her stalking function If the opponent blocks or dodges the move Ignis is usually left in the dust leaving Relius to figure the situation out for himself. The unsummoned version has less start-up than the summoned version, so if an opponent isn't aware of that you can sometimes get a lucky hit in. On FC, you can followup from fullscreen into 5B > 6C > 41236B without much trouble. In OD it can combo into other specials. It's an option you can play to harass an opponent from fullscreen, but regardless of where you choose to use it, you're usually better off pressing 5D and playing out neutral.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214B Withdrawn Normal 90 92 4
214B Deployed Normal 90 92 4

214B Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
  • Fatal Counter
  • Crumple Duration 28F, Crumple Fall 63F
  • On CH Crumple Duration 43F, Crumple Fall 73F


214B Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
  • Fatal Counter
  • Crumple Duration 28F, Crumple Fall 63F
  • On CH Crumple Duration 43F, Crumple Fall 73F

Val Tus

214C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214C Withdrawn 660×3 All 32~53 3(6)3(15)3 30 [19] +59 -10 BD 1~End Guard P
214C Deployed 660×3 All 22~43 3(6)3(15)3 30 [19] +59 -10 BD 1~End Guard P
  • Costs 15% Ignis Bar when summoned,
  • Costs 30% Ignis Bar when unsummoned or in OD.
  • In OD, travels farther, blows opponent back, and wall sticks in the corner.

Ignis rushes fowards and attacks three times. Before attacking, Ignis will move until she reaches her opponent or moves the max distance.

Val Tus is a very strong oki option, to be used after 4D, 3C, or, 6A or 22A after certain amounts of delay to catch rolls and get the foe blocking all while setting up an empty jump mix. On hit it leads into incredible damage and can confirm from full screen, or even on aerial opponents behind Ignis. If you have the time and need space covered there's not many better tools out there since it's big, dangerous, and still soaks up projectiles. In OD the third hit blows the opponent back, and will wallsplat if they reach the corner. Can be used in pressure if the opponent is to hesitant to put out midrange options in the middle of Relius pressure, or is scared of 6C or 214A

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214C Withdrawn Long 100 94×3 5
214C Deployed Long 100 94×3 5

214C Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36


214C Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Bel Lafino

j.214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.214B Withdrawn 280×N All 30 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P
j.214B Deployed 280×N All 20 Until L, 3
[Until L, 1]
33 [11] HD 1~End Guard P
  • Completely Halts air momentum
  • OD version tracks opponent
  • Hard knockdown on hit

Relius sends Ignis after his opponent.

Rather weak at baiting most anti-airs but it can cover your landing in some scenarios. It can be used to challenge some things like Valk w.5B or Koko 6A if you're feeling lucky. On ground hit one can follow up by using 5C or 2B. OD version adds a little twist as it tracks the opponent location, but does so poorly and only allows follow up on close CH so is actually worse. Unsummoned version sends Ignis down first.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.214B Withdrawn Long 80 92 4
j.214B Deployed Long 80 92 4

j.214B Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45


j.214B Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45

Geara Lugia

22A/B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22A 840 All 42 12 Total 58 +5 -32 P1
22B 840 All 34 12 Total 58 -3 -32 P1
22C 840 All 26 12 Total 58 -11 -32 P1
  • Each version attacks relative to Relius's position
  • Can appear offscreen if too close to the wall. With correct spacing it can still hit an opponent but be very hard to see.

Geara Lugia has three different positions based on the button strength used. The only differences between versions are their position and startup, giving them different use cases.


22A

The closest to Relius. Used in oki after 3C and 6A and as a combo after 4D. Often times 4D will run out of untech and the addition of 22A can bring the opponent low enough for Relius to 3C them to guarantee the knockdown and tack on a little extra damage. Thanks to its very short recovery it can be followed up by 5B even if it hits on the earliest frame. It even can go into moves like 2C or 236C on later frames. Its long startup makes a terrible move to throw out without consideration.


22B

Appears slightly farther than 22A. It can make use as meaty after an Id Naiads knockdown along with 2D catching non-teching enemies, though this can be done largely with a simple run up 5B in most cases. With the suspect start-up and recovery on the move and how easy it is to jump over, it is a more than risky idea to use it to stuff approaches.


22C

Appears at the largest distance from Relius. Used as an Ignis-less poke fullscreen. Can disrupt opponents setting up or using projectiles carelessly fullscreen. One can also punish opponents poking at Ignis with this move.

Geara Kaas

236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236D Withdrawn 0, 700×6
[0, 420×11]
Unblockable 42 2 42 [24] -19 TD 1~End Guard P
236D Deployed 0, 700×6
[0, 420×11]
Unblockable 32 2 42 [24] -19 TD 1~End Guard P
  • Costs 20% IG if summoned
  • Costs 40% IG if unsummoned,
  • Costs 30% IG in OD.
  • In OD, Ignis moves faster; the attack also has more hits with less base damage.
  • Has two versions, if Ignis is grounded or below 150,000 units above the ground, she will perform a ground throw (Dropping to the ground if needed). If airborne, she will move horizontally forwards in the air and perform an air throw instead. (150,000 units is about where Ignis' toes are about level with Relius' waist when he is stood on the floor)

The Command throw, or more specifically the unblockable. Geara Kaas behaves like combo throws. This move is quite slow, but it can catch people sleeping. This move is also costly, so it's definitely something one shouldn't put in heavy rotation. Like Id Naiads, this move only prorates once, so not letting the rest of the moves hits play out is really a waste. The move can be used when Ignis is in the air. If she's close enough to the ground she'll sink to ground level and execute the command grab as normal, however if she's high up enough she'll do an airgrab version instead and restand the opponent! One can actually combo the air version from ~j.214A or ~214C/~j.214C in OD! It's also worth noting that the OD version of the move also travels faster. Used in some unblockable set-ups.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236D Withdrawn Normal 80 100, 60 0, 3
236D Deployed Normal 80 100, 60 0, 3

236D Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
  • If Ignis is airborne, then this attack is an air throw
  • Drill hits are considered one attack with P2: 60
  • Crumple Duration 27F, Crumple Fall 60F


236D Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
  • If Ignis is airborne, then this attack is an air throw
  • Drill hits are considered one attack with P2: 60
  • Crumple Duration 27F, Crumple Fall 60F

Geara Nose

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D Withdrawn 920 High/Air 31 9 30 [11] +30 -10 HD 1~End Guard P
214D Deployed 920 High/Air 68 9 30 [11] +30 -10 HD 1~End Guard P
  • Costs 15% IG summoned, 30% unsummoned
  • Costs 35% IG in OD
  • Summoned version Ground bounces
  • Attacks much faster when unsummoned, though loses its ground bounce

Ignis slowly rises then pounces on the opponent. The unblockable set-up move. Like Val Lanto and Val Tus it can cover a large amount of space, but this move also meaties the opponent high, letting you set up fshikis (hitting a standing opponent when they're actually blocking low) with j.B. If you send Ignis high into the air it can be used to make her travel proportionately far. Usual unblockable set-ups require the opponent to neutral tech in the corner, or else to have OD Vinum restand them. Usually used in concert with 2B to hit the opponent low and high simultaneously. Nose can also be implemented in some gimmicky IAD cross-ups on an opponent's neutral tech. In CF the unsummoned version of the move became much quicker and put standing opponents in crouching hitstun. This has its uses as a surprise overhead and can naturally be continued into 665C(1)>6C>41236B on hit.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214D Withdrawn Normal 90 82 4
214D Deployed Normal 90 82 4

214D Withdrawn:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36


214D Deployed:

  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Distortion Drives

Req Vinum

2363214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400, 200×6 [400, 200×12] All 7+(76 Flash)+4 9 Total 62 -23 -36 P2 1~10 All
  • Reversal super.
  • Is considered a projectile.
  • OD version restands opponent.

A short ranged attack with a hitbox very close to the floor. On hit, inflicts only mediocre damage, but Relius recovers fully whilst it is still hitting the opponent, so it sets up easy followup combos.

This is Relius' only reversal attack outside of Astral. It's slow and therefore vulnerable to option select jabs, doesn't have much height, and loses invuln to all but throws so it has a tendency to trade, but on hit it has a rather sizable reward in letting you sideswap and use a follow-up of your choice. The move is a high level projectile, so its hitstop is independent of Relius and will lock an opponent down for 30f on block, and this means an opponent who blocks this move while meatying with a projectile of their own may find themselves unable to follow-up the punish or even be at a frame disadvantage. While Ignis is out, Relius may opt to cover this move with 2D or 6D since Ignis is actionable during the attack. Req Vinum when used, even midcombo midscreen can allow Relius to unsummon and continue a combo for an Ignis regen. The OD version does more damage and restands the opponent allowing for an unblockable setup after it. You can also use this for double or triple supers.

The restand property is particularly useful. You can end a combo with this super, then jab them so they can start blocking the rest of Vinum. While they're blocking, Relius and Ignis are free, so you can use 236D. Done properly, this will create what's called a "vinumblockable". You can also use 214D or other unblockable setups. For more details, see the Combo Section.

Vol Tedo

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000, 3200 [1000, 4300] All 7+(88 Flash)+4 3 Total 38 -9 -12 BD
  • Minimum damage: 840 OD: 1060
  • Costs 10% IG

Summons Ignis to just behind Relius if she is currently unsummoned. Then Ignis rushes forwards with a blockable punch that explodes.

Super ender. Ignis has super armor throughout the animation, but can still be interrupted if Relius takes a hit. On hit it is +12 on e-tech. If blocked, the further away the move was blocked from Ignis' origin point the less - it will be. (even becoming + in some very rare isolated incidences.) If unsummoned, Ignis will teleport behind Relius before the move initiates. When Ignis is summoned it will start from her position, so tricks like corner 4D > 632146D, CH j.6D > 632146D or OD 214A > 632146D are possible from fullscreen.

All the same, this move is very rarely used outside of combos, although it can be used to punish some haphazard projectiles or other supers carelessly thrown out. Can be followed up on Rapid Cancel thanks to its upward trajectory.

Duo Bios

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236D 300×10, 1000 All 10+(57 Flash)+16 See notes 48 +2 BD Ignis: 1~End Guard All
236236D OD 300×3, 150×16, 300×2, 1000 All 10+(57 Flash)+16 See notes 48 +170 +2 BD 1~End Guard All
  • Ignis is fully invincible, and cannot be desummoned by hitting Relius.
  • Ignis ignores all sources of hitstop except her own hits, even superflashes, while attacking.
  • Minimum damage: 60*10, 200
  • OD minimum damage: 60*3, 30*16, 60*2, 200
  • Costs 20% IG
  • Relius has 10+14F duration on this attack.

Summons Ignis in front of Relius for a flurry of hits.

Fully armored and takes no damage from hits unlike Carl's similar distortion. It has quite a few uses, from creating a wall to trap a dying opponent behind at neutral, to locking an opponent down for mix-up to just hard countering a counter assault or standing burst. CH 5C and CH 2C can combo into it on ground hit for some good, damaging, burst safe confirms. If you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your opponent has run out of air options or put themselves in a situation where you can trade with this move and win, you may as well throw it out there.

While the move is happening you can do high/low mix-ups for the first eight hits, cross-ups using jumps or Led Ley, or frame traps/throws during the last three hits. It's worth noting that Ignis will not stop for anything short of Relius being hit by an EA, hitting his own EA and some cinematic distortions. Because of this it is possible to combo a burst into the last hit of Bios into 3C > 632146D to close a match out. Also keep in mind that as long as Relius is not in hitstun when the move ends Ignis will stay summoned even after this move is finished. Many characters can backdash, take a hit and then airtech to escape when they see the move. However, Relius can jump up and cover this without much issue. Characters with DPs can DP clash the move until it's over for safety as well. New to CF is the fact that the last three hits will combo without counter hit even if they're airborne! Strangely this move will advance even during the superflash of Vinum and OD, so it's possible to lock an opponent into it if they do something risky in or around it.

With all that said, if your opponent does avoid Ignis, there is no way to stop her attacking, she will not turn around, nor can her attacks ever damage someone on the wrong side of her (even if the hitboxes overlap). Therefore you will be without Ignis to defend yourself if this happens.

When an opponent is opened up and being hit by Bios, it's usually a good idea to only use 6A, 236C, or Charged Crush Trigger, since Bios only scales once, and you'll be cutting into the super's damage a lot otherwise. Follow the last hit up into a short combo that exhausts the scaling, and you'll usually wind up with 4~5K in damage. If you aim to kill and have OD, following the last hit with neutral jump>ODc>j.236C~j.214B>various attack until the OD timer is nearly expired>EA or super.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D Normal 80 82 4
236236D OD Normal 80 82 4

236236D:

  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks
  • ] after blocking 8 hits
  • Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 800
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 24


236236D OD:

  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks after blocking 21 hits
  • Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 {(4) 1}×9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 1100
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 24


Exceed Accel

Zera Varius

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 300×5, 0, 960
{600, 300×5, 0, 2300}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

Varius has a long range even among EAs, but it lacks a good vertical hitbox so it can be jumped over and punished. Relius doesn't get any worthwhile oki from this. One can use 6D>2D to get oki on a neutral teching opponent if Ignis is out during Varius, however that's 33% IG for pretty poor oki. The moment Zera Varius hits, Ignis ceases benefitting from OD in any capacity, so watch her IG bar going into this move or she may die.

Relius's EA has a strange property where it will desummon Ignis with Blue IG if she is performing Duo Bios. If IG is depleted, Ignis will immediately become disabled instead. Currently it is thought to be RNG when done with Red Bar IG.

2D can be used prior to Varias similar to Izanami using pinwheel, however this doesn't really result in a favorable situation. 4D might be better deployed to at least try to ward off an opponent jumping over Varius.


Astral Heat

Puppeteer's Altar

214214D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×3, 36000 All 6+(87 Flash)+14 4 87 -81 -84 BD 1~?? All
  • Requires Ignis to be active

Ignis appears in front of Relius and captures the enemy.

This move is long reaching, invincible for Relius, but armored for Ignis, and punishable if blocked or whiffed. However, the astral is still very useful to Relius as it can be performed on most of his combos or any string into 2C, or 6C. When performed, if Ignis is hit by a physical attack the opponent will be occasionally be stuck to her until she finishes her animation, nullifying the safe qualities of certain set-ups. Be careful, as a rapid cancel, or a cancel into an invincible or evasive move may save a stuck opponent.

A couple of solid ways to combo into astral are 6D>6C>214214D or Launcher >41236B>5B>2C>214214D.

Other Ways to Combo Into This Include:

  • 3C
  • 6C
  • Ground throws
  • Air hit 2C
  • ...And more!


Colors

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Color 19
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To edit frame data, edit values in BBCF/Relius Clover/Data.


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