BBCF/Relius Clover: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Relius Clover|discord=https://discord.gg/0nnb4SWS418cy4cz|forums=http://www.dustloop.com/forums/index.php?/forums/forum/155-relius-clover/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RE.html}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box|header=Overview
|header=Overview
|content=
|content=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.
{{Bio
 
| name = Relius Clover
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.
| game = BBCF
| voice =
| quote =
| lore =
Mad Scientists are common in all forms of media, but few are madder and more frightening than Relius. Working alongside Hazama and the Imperator, Relius sees all forms of biological life as merely objects, due to being able to literally look beyond their physical appearance and see their very soul. Relius turned his wife and daughter into subservient robot dolls, and was responsible for the creation of the Murakumo units.
}}
{{StrengthsAndWeaknesses
|intro=
|pros=
* A solid set of midrange options across his normals and specials
* A self generating resource
* A powerful offensive callout tool in led ley
* Ignis can convert nearly all grounded Relius moves into combos or pressure.
* Having Ignis active gives him powerful, safe, pressure mixup and oki options on the fly.
* Has a solid amount of damage from his combos with various ways to extend them.
* Solid control in the neutral game which is furthered through Ignis' presence.
* Forces his opponent to pay attention to two different characters at the same time. Making mixups harder to react to.


|cons=
* Is very resource dependent to keep momentum. When Ignis is low or recharging, he becomes much more vulnerable.
* Without Ignis pressure, offensive potential and chances for extended damage are notably weaker.
* Lack of meterless reversal outside of Exceed Accel; must often rely on defensive system mechanics when under pressure.
* Requires awareness of many factors at the same time to optimize play.
* Occasionally has to cut combos short to preserve Ignis.
}}
}}
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#Req Vinum|2363214C]] (11F)
| fatalStarter = [[#6C|6C]]<br/>[[#Val Lyra|214B]]<br/>[[#Gad Leis|41236B]]
}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{card|width=4
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
|header= Drive: Detonator
{{FP TOC}}
|content=
{{FP Box
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.
| padding=no
| content={{CharaInfo
| game=BBCF
| fullname=Relius Clover
| health={{#lst:{{PAGENAME}}/Data|health}}
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
{{Closediv}}
 
{{FP Box|header=Drive: Detonator
| content=
Summon Ignis to attack, giving Relius access to many tools to pressure and trap the opponent with. Ignis has an energy gauge. Having Ignis summoned or attack costs Ignis gauge, and fully emptying it will disable Ignis for a long time.
 
After attacking, Ignis will move to Relius' position. However after each attack, Ignis will stay still for a bit. Inputting an Ignis attack during this time will have Ignis attack from her current position. This allows Ignis to attack from further distances or to keep the opponent sandwiched between Relius and Ignis.


Ignis is normally untouchable, but she can be hit while performing an attack. Hitting her will unsummon her and her gauge will turn blue, which prevents gauge regeneration for a while.
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.  


Players will need to manage Ignis energy or else lose access to her for long periods of time. Manually unsummoning Ignis will have her gauge recover faster versus her getting hit or emptying her gauge.  
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.


| subheader1=Overdrive: Maxim Dance
For more information on Detonator, check the [[/Strategy|Strategy Page]].
| content2=
|header2= Overdrive: Maxim Dance
|content2=
Relius' Overdrive greatly increases the overall effectiveness of Ignis.  
Relius' Overdrive greatly increases the overall effectiveness of Ignis.  
* Increases Ignis Gauge recovery rate, can recover gauge even when she has blue bar status, and recovers gauge while summoned and idle
* 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 cannot be disabled by using up her gauge while OD is active. If she is already disabled, she will reactivate with whatever gauge she had regenerated in that time.
* 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
* 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.
* 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.
* All Ignis specials cost more, so careless combo routing can result in OD ending with little to no gauge left.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
{{MoveData
|image=BBCS_Relius_5A.png |caption= Relius' fastest normal!
|name=5A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5A}}


{{!}}-
===<big>{{clr|A|5A}}</big>===
{{Description|8|text=
{{BBCF Move Card
Relius slaps his adversary.
|input=5A
|description=
*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.  


A standard jab, small, low damage, but comes out quick. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it will whiff on crouching opponents and often be low profiled. It's animation is hard to differentiate from his throw start-up, so it's useful for tick throws. It confirms well into 2A, 5B, or 2C.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
*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 {{clr|C|2C}} for a full combo, but on ground hit it will either need to be confirmed into {{clr|C|3C}}, {{clr|D|6D}}, or {{clr|C|236C}} > RC to get a good reward. {{clr|B|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 {{clr|C|6C}} > {{clr|B|41236B}} works on grounded opponents, {{clr|B|5B}} > {{clr|C|6C}} comboing on counter hit makes it an even stronger punish tool! {{clr|B|5B}} > {{clr|C|6C}} will also work if the starter of the combo was a fatal, so it can make confirming out of moves like {{clr|B|214B}} or {{clr|B|41236B}} easy!
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
====== <span style="visibility:hidden;font-size:0">5B</span> ======
{{MoveData
|image=BBCS_Relius_5B.png |caption= Demi-God level poke. Rule the world with an iron fist!
|name=5B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5B}}


{{!}}-
===<big>{{clr|C|5C}}</big>===
{{Description|8|text=
{{BBCF Move Card
As Relius turns a metal fist shoots out of his cape.
|input=5C
|description=
*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 {{clr|C|6C}} on on counter hit, crouching hit, or if the combo started with a fatal; this is especially useful now that {{clr|C|6C}}>{{clr|B|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 {{clr|C|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 {{clr|C|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.


Still 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>Rapid 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 got nerfed so that it only fully extends on frame 10 however. 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!
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
*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 {{clr|C|3C}}, {{clr|B|5B}}, and {{clr|C|2C}} gives you your choice of good punishes for your frame traps. Can be used as a situational anti-air as well.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
====== <span style="visibility:hidden;font-size:0">5C</span> ======
{{MoveData
|image=BBCS_Relius_5C.png |caption= Smaller horizontal range than 5B, take care not to whiff!
|name=5C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5C}}


{{!}}-
===<big>{{clr|B|2B}}</big>===
{{Description|8|text=
{{BBCF Move Card
Relius crunches his foe betwixt two iron fists.
|input=2B
|description=
A low with surprisingly long reach. It's commonly confirmed into {{clr|B|5B}} or {{clr|D|6D}} at max range. Like {{clr|B|5B}} it can be used to catch rolls, only {{clr|B|2B}} hits delay tech as well. Like {{clr|B|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 {{clr|B|2B}} can confirm into {{clr|C|6C}} on crouching counter hit.


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 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 with only one less frame of hitstun than 6C, it's a good move for cloaking desummons or using riskier things.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
*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, {{clr|C|2C}} > j.[A] is the recommended method to confirm easily. On {{clr|C|2C}} counterhit, j.[A] will whiff and upon landing you will be able to confirm into {{clr|B|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 {{clr|D|4D}} or rising J.A in situations where committing to {{clr|C|2C}} may be dangerous.
It sees a lot of use in pressure too, so don't be afraid to use {{clr|C|2C}}>{{clr|D|6D}}>J.C to add variety to your blockstrings.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
====== <span style="visibility:hidden;font-size:0">2A</span> ======
{{MoveData
|image=BBCS_Relius_2A.png |caption= This move is static on block. Take advantage of that.
|name=2A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2A}}


{{!}}-
===<big>{{clr|A|6A}}</big>===
{{Description|8|text=
{{BBCF Move Card
Relius strikes the foe with his gloved hand.
|input=6A
|description=
*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 {{clr|D|6D}}>{{clr|C|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.


A fairly standard crouching jab for it's hitbox and damage, although the fact that it is static (+-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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">2B</span> ======
{{MoveData
|image=BBCS_Relius_2B.png |caption= A slow but far reaching low.
|name=2B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2B}}


{{!}}-
===<big>{{clr|B|6B}}</big>===
{{Description|8|text=
{{BBCF Move Card
Relius guides a fist out of his cape to strike at his foe's legs.
|input=6B
|description=
*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 {{clr|B|41236B}} midscreen if spaced right or TKj.{{clr|C|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 {{clr|D|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 {{clr|C|2C}} in pressure


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.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">2C</span> ======
{{MoveData
|image=BBCS_Relius_2C.png |caption= Make them hate this move.
|name=2C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2C}}


{{!}}-
===<big>{{clr|C|6C}}</big>===
{{Description|8|text=
{{BBCF Move Card
A large metal hand appears from behind the crouching Relius to launch the foe sky high.
|input=6C
|description=
*Launches on hit
*Fatal Counter
*highest damage single hit Relius attack
Primarily a combo tool (usually alongside {{clr|B|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 {{clr|C|3C}}, so use this if you can help it. {{clr|C|6C}} can be looped midscreen with {{clr|B|41236B}}, which lets Relius get great damage. On Fatal hit it can loop even more or confirm into {{clr|C|214C}} in the corner for better damage, or get a meterless Regen combo.


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. The counter hit launches the opponent very high. on airhit, 2C>j.[A] is the recommended method to confirm easily, if the 2C counter hit then the j.[A] will whiff and upon landing you will be able to confirm into 5B. It also has a ton of actives so it can be used to win some trades.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">6A</span> ======
{{MoveData
|image=BBCS_Relius_6A.png |caption= The overhead of infamy.
|name=6A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6A}}


{{!}}-
===<big>{{clr|C|3C}}</big>===
{{Description|8|text=
{{BBCF Move Card
A scorpion tip appendage comes out of Relius' neck region and strikes the foes head.
|input=3C
|description=
*Floats on hit
*Strong counter poking move
No longer a primary launcher. This move is mostly used for midscreen knockdown into desummon after {{clr|B|41236B}}. It is still Relius' quickest low and OTG however. On counter hit you can choose to desummon Ignis and pick up with {{clr|C|5C}} or {{clr|C|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 {{clr|B|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.


The scorpion tail overhead. Generally should not be used outside of combos without Ignis or 50% meter to back it up. This move now has 110% bonus proration for the first use in a combo. Forces crouching and has quite a bit of hitstun and blockstun. New to CP Extend, is 6A's hard knockdown, which is instrumental in setting up Relius' more potent oki or unblockables.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">6B</span> ======
{{MoveData
|image=BBCS_Relius_6B.png |caption= Actually good now.
|name=6B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6B}}


{{!}}-
===<big>{{clr|A|j.A}}</big>===
{{Description|8|text=
{{BBCF Move Card
A hand appears from behind relius and punches the space directly upwards.
|input=j.A
|description=
*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 {{clr|B|j.B}} or {{clr|B|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 {{clr|B|j.B}} or double jump>{{clr|D|j.2D}}. Because it's got very little hitstop, this is a good means of combatting armored moves like Rachel {{clr|A|6A}} since you will not be locked out of a jump cancel.


As of CF2 this move has been buffed with better start-up and proration, and longer hitstun, so that it can combo into 41236B midscreen if spaced right or TKj.236C in the corner for solo combos. It's interesting feature is that on hit it launches the opponent straight upward with little if any push backwards. It also has very little pushback on block so it can be used with 2D for some cheeky cross-ups.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">6C</span> ======
{{MoveData
|image=BBCS_Relius_6C.png |caption= Delay longer to float lower.
|name=6C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6C}}


{{!}}-
===<big>{{clr|B|j.B}}</big>===
{{Description|8|text=
{{BBCF Move Card
A large metal hand appears from hammer-space and backhands the foe.
|input=j.B
|description=
*Good crossup hitbox
 
CF {{clr|B|j.B}} is still very good. It acts as a usable air to air and it still does its job as a cross-up. new to CF, it floats closer on normal hit and counter hit making it an easier confirm.


Primarily a combo tool, usually alongside Gad Leis, but sometimes it's a risky or expensive frame trap component or catch bad jump outs. Since it can combo on ground hit without any outside help it's a more reliable albeit slow punish too! With buffed damage and higher P2 we use this or Lauger as a launcher rather than 3C midscreen if we can help it. It's been a staple component of our combos. With SMP gone from it and changes on Gad Leis, it can be looped midscreen, which lets us get 3000 or more damage even if 6C was the starter. On Fatal hit it can loop even more or else confirm into 214C in the corner for some better damage.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}
}}


====== <span style="visibility:hidden;font-size:0">3C</span> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Relius_3C.png |caption= Still good after all these years.
|input=j.C
|name=3C
|description=
|data=
A great air to ground move. Relius' hurtbox shrinks frame 1 then doesn't extend until going active, making it a better normal than it may seem.
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|3C}}


{{!}}-
Can be early in a re-jump after {{clr|C|2C}} to stuff some anti-airs. Great damage/P2 so it's excellent combo fodder.
{{Description|8|text=
Relius shows off his patented robo-karate-chop-action.


With 79P2 it's no longer our 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. In CF this move floats closer to Relius, and on airhit it doesn't pop up quite as much, so 3C>214214D will not work at lower heights.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
{{MoveData
|image=BBCS_Relius_jA.png |caption= Who ordered the actives?
|name=j.A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.A}}


{{!}}-
<br style="clear:both;"/>
{{Description|8|text=
 
Relius calls forth a small array of gears to grind his foe.
==Drive/Ignis Moves==
 
===<big>{{clr|D|5D}}</big>===
{{BBCF Move Card
|input=5D
|description=
*Summons or desummons Ignis.
*Has CH recovery
*Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned.


Another of Relius' most powerful moves. Its quick, constant flow of actives lets it be used as an anti-air as well as an air to air can be confirmed into j.B or 5B. in CF it gained a hurtbox in front of Relius, but the move is still quite good.
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 {{clr|A|214A}}, after {{clr|C|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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
{{MoveData
|image=BBCS_Relius_jB.png |caption= Still catches rolls when you safejump!
|name=j.B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.B}}


{{!}}-
===<big>{{clr|D|2D}} (Summon)</big>===
{{Description|8|text=
{{BBCF Move Card
Emerging from his cape, a large hard wraps from Relius' shoulder to his knee then vanishes.
|input=2D Summon
|description=
*Essentially {{clr|D|5D}}, but crouching
*Has CH recovery
*Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned.


CF j.B is still very good. It acts as a usable air to air and it still does its job as a cross-up. new to CF, it floats closer on normal hit and counter hit making it an easier confirm.
It is, in all ways imaginable, a crouching variant of {{clr|D|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' {{clr|D|2D}} and takes on a very different role.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{MoveData
|image=BBCS_Relius_jC.png
|name=j.C |caption= Not a divekick.
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.C }}


{{!}}-
===<big>{{clr|D|j.D}}</big>===
{{Description|8|text=
{{BBCF Move Card
Relius ejects a large saw-blade downward from his cape
|input=j.D Summon,j.D Unsummon |versioned=input
|description=
*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.


A great air to ground move. Its hurtbox extends beyond its hitbox on all sides, but isn't often an issue. Can be early in a re-jump after 2C to stuff some anti-airs. Great damage/P2 so it's excellent combo fodder.
The aerial variant of {{clr|D|5D}}, and a popular way to get Ignis out. {{clr|D|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. {{clr|D|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.
}}
}}


}}
===<big>Active State</big>===
<br style="clear:both;"/>
{{BBCF Move Card
|input=Active
|description=
*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.


==Drive/Ignis Moves==
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.


Note: All ignis moves that are prefixed with "j." refer to when Ignis herself is airborne, not necessarily Relius.
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 {{clr|D|4D}}, Ignis will still be in the air from the jump but will perform {{clr|D|4D}} from where she is in the air anyway, even though it is not possible to perform that move if Relius is airborne himself.


====== <span style="visibility:hidden;font-size:0">5D</span> ======
The only move that doesn't conform to this rule is {{clr|D|236D}}, which is a ground or air throw attack depending on if Ignis herself is airborne or grounded when the move begins.
{{MoveData
|image=BBCS_Relius_5D.png
|name=5D |caption=Less IG used to summon, more for later.
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5D}}


{{!}}-
While Ignis is not Active she will regenerate health:
{{Description|8|text=
*When desummoned for any reason;
*Relius snaps, Ignis appears or disappears.
**Ignis will perform a desummoning animation (10F)
*Dismissing ignis takes longer than summoning.
**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.


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, 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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">2D</span> ======
{{MoveData
|image=BBCS_Relius_2D.png
|name=2D |caption=Don't go trying to use this to desummon.
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2D Summon}}


{{!}}-
===<big>Disabled State</big>===
{{Description|8|text=
{{BBCF Move Card
Crouching, Relius calls forth Ignis.
|input=Disabled
|description=
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.  


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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">j.D</span> ======
{{MoveData
|image=BBCS_Relius_jD.png
|name=j.D |caption=Can also glide backwards for a safe retreat as you summon/desummon!
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Summon}}
{{#lst:{{PAGENAME}}/Data|j.D Summon}}
{{!}}-
{{AttackVersion|name=Unsummon}}
{{#lst:{{PAGENAME}}/Data|j.D Unsummon}}
{{!}}-
{{Description|9|text=
Relius snaps his finger in the air, beckoning or dismissing the wife.


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. is 24F on desummon.
===<big>{{clr|D|2D}}</big>===
}}
{{BBCF Move Card
|input=2D
|description=
*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 {{clr|D|6D}}. Has all the utility of {{clr|D|6D}} and then some, but costs an extra 7% Ignis bar. The blockstun granted by {{clr|D|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. {{clr|D|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. {{clr|D|2D}}'s float on air hit floats low and far toward Ignis, making for easy confirms, even from full screen.
 
}}
}}
====== <span style="visibility:hidden;font-size:0">6D</span> ======
{{MoveData
|image=BBCS_Relius_Ignis_6D.png |caption=Does everything.
|name=6D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6D}}
{{!}}-
{{Description|8|text=
Ignis claws at the opponent.


Costs 13% Ignis Bar.
===<big>{{clr|D|6D}}</big>===
{{BBCF Move Card
|input=6D
|description=
*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 us confirm from most anything Relius 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 6D's Ignis recovery is shortened, although said recovery was never much of an issue.
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>{{clr|D|6D}}>{{clr|C|6C}}>{{clr|B|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. {{clr|D|6D}} is low profilable, though Relius's ability to adjust its timing (or stuff with 2B) make this impractical in most cases.
}}
}}
===<big>{{clr|D|4D}}</big>===
{{BBCF Move Card
|input=4D
|description=
*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
{{clr|D|4D}} is a low commitment anti-air that hits high above Ignis wherever she currently is. {{clr|D|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 {{clr|D|4D}} allows for Relius to cross-under and it can create interesting oki opportunities. {{clr|D|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 {{clr|A|j.A}} to staircase the opponent while allowing Ignis to recover.
}}
}}
====== <span style="visibility:hidden;font-size:0">2D</span> ======
{{MoveData
|image=BBCS_Relius_Ignis_2D.png |caption="Don't touch my waifu."
|name=2D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
{{Description|8|text=
Ignis' ribbons eject and retract hook-like blades of purple energy.


Costs 20% Ignis Bar.
===<big>{{clr|D|j.6D}}</big>===
{{BBCF Move Card
|input=j.6D
|description=


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.
*Costs 10% Ignis Bar.
}}
*Pauses Relius's air momentum similarly to {{clr|D|j.D}}.
}}
*Jump cancellable on hit/block
====== <span style="visibility:hidden;font-size:0">4D</span> ======
{{MoveData
|image=BBCS_Relius_Ignis_4D.png |caption=Is still an air unblockable even if Ignis is high up in the air herself.
|name=4D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|4D}}
{{!}}-
{{Description|8|text=
Ignis' hands morph into drills, which pierce the heavens.


Costs 10% Ignis Bar.
Ignis lunges forward and slashes. Attacks faster if she makes contact before the full lunge.


4D is a low commitment anti-air that hits high above Ignis wherever she currently is. 4D wall bounces, and it has a very upward angled hitbox, which means it becomes exponentially more powerful the closer Relius gets to the corner. It's big, it's fast, it's air unblockable, and it's has untech for days on counter hit or on wallbounce. Can be used to reset opponents who air tech in the corner, or can simply be used to stop opponents from jumping out. in combos 4D is used to set-up 6A while keeping Ignis low to the ground. 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. In CF 4D lost SMP and gained 110% bonus prorate for the first use in a combo, making it an ideal follow-up to Lauger in the corner.
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 {{clr|D|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. {{clr|D|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 {{clr|D|4D}}, {{clr|D|2D}}, {{clr|A|214A}}, {{clr|C|214C}} or a glide into another {{clr|D|j.6D}} allowing Relius to potentially pave his way in.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">j.6D</span> ======
{{MoveData
|image=BBCS_Relius_Ignis_j6D.png |caption=
|name=j.6D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.6D}}
{{!}}-
{{Description|8|text=
Ignis lunges forward, slashing as she goes.


Costs 10% Ignis Bar.
===<big>{{clr|D|j.2D}}</big>===
{{BBCF Move Card
|input=j.2D
|description=
*Has similar properties to {{clr|D|j.6D}} (jump cancel, air momentum, etc.)
*Costs 10% Ignis Bar


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. They are also are jump cancelable even on block! If Ignis is already nearby this move becomes insanely quick, 12 frames for a large attack that can occur fullscreen. With Ignis' natural ability to absorb projectiles this move is prerfect 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 airbackdash 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.
}}
}}
====== <span style="visibility:hidden;font-size:0">j.2D</span> ======
{{MoveData
|image=BBCS_Relius_Ignis_j2D.png |caption=
|name=j.2D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.2D}}
{{!}}-
{{Description|8|text=
Ignis descends on the foe, mincing the opponent with her claws.
Ignis descends on the foe, mincing the opponent with her claws.


Costs 10% Ignis Bar.
This move has all the uses and nuances of {{clr|D|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.
 
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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">j.8D</span> ======
{{MoveData
|image=BBCS_Relius_Ignis_j8D.png |caption=
|name=j.8D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.8D}}
{{!}}-
{{Description|8|text=
Ignis ascends, clawing her way skyward.


Costs 10% Ignis Bar.
===<big>{{clr|D|j.8D}}</big>===
{{BBCF Move Card
|input=j.8D
|description=


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.
*Costs 10% Ignis Bar.
}}
*Similar properties to {{clr|D|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 {{clr|D|j.6D}} and {{clr|D|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 {{clr|D|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.
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
===<big>Forward Throw</big>===
{{MoveData
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|image=BBCS_Relius_FThrow.png |caption=
{{BBCF Move Card
|name=Forward Throw
|input=B+C
|data=
|description=
{{AttackDataHeader-BBCF}}
*Ground Bounces
{{!}}-
Relius' can now follow-up his throws with {{clr|B|41236B}} letting him get 2.5K~3K damage for very cheap! in the corner you can follow into {{clr|C|236C}}~{{clr|A|214A}} or {{clr|C|236C}}>{{clr|D|4D}} for more damage!
{{#lst:{{PAGENAME}}/Data|BC}}
 
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 {{clr|B|5B}} and {{clr|C|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.


{{!}}-
{{Description|8|text=
A large hand emerges from Relius' cape to slam his foe against the ground.


Relius' can now follow-up his throws with 41236B now 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!
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ======
{{MoveData
|image=BBCS_Relius_BThrow.png
|name=Back Throw
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|4BC}}


{{!}}-
===<big>Back Throw</big>===
{{Description|8|text=
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
A large hand emerges from Relius cape and slams the foe against the ground as Relius turns.
{{BBCF Move Card
|input=4B+C
|description=


Swaps sides! The opponent is tossed higher, so some things are possible that aren't on forward throw like 41236B>2C or 236C~214B>2A. If you delay the 41236B midscreen it does all the things forward throw does though.
Essentially forward throw, but switches sides with a higher bounce. Some things are possible that don't normally work on forward throw like {{clr|B|41236B}}>{{clr|C|2C}}. If you delay the {{clr|B|41236B}} midscreen it does all the things forward throw does though. Its over-long animation is good for dealing with guaranteed projectiles like Kokonoe {{clr|A|214214A}} or Mu {{clr|D|236D}}
}}
}}
===<big>Air Throw</big>===
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|description=
*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 {{clr|C|j.C}} or {{clr|C|2C}}. This throw uniquely can cancel into {{clr|D|j.D}} to desummon and continue comboing free of charge. If you're at normal jump height use {{clr|D|j.D}}>{{clr|B|j.B}}, higher than, {{clr|D|j.D}}>{{clr|C|j.C}}, however any lower and a pick-up is impossible after desummon.
}}
}}
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
{{MoveData
|image=BBCS_Relius_AThrow.png |caption=
|name=Air Throw
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.BC}}


{{!}}-
===<big>Counter Assault</big>===
{{Description|8|text=
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
A large metal hand appears from within Relius' cape and slams his foe to the floor.
{{BBCF Move Card
|input=6A+B
|description=
*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, {{clr|A|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.


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. It can cancel into summon/desummon, which is useful for regenerating Ignis if you're high up enough. Generally followed up with j.C or 2C.
With Ignis summoned this option becomes far more menacing, because Ignis is actionable during the invulnerability of the move's start-up {{clr|D|4D}} or {{clr|D|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+{{clr|D|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 {{clr|B|6B}}, which you should be prepared to convert off of in the chance it makes contact with an opponent jumping to bait your CA.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
{{MoveData
|image=BBCS_Relius_5C.png |caption=
|name=Counter Assault
|input=6A+B while blocking
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6AB}}


{{!}}-
===<big>Crush Trigger</big>===
{{Description|8|text=
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
Relius wants his turn now THX.
{{BBCF Move Card
|input=5A+B,5[A+B] |versioned=input
|description=
*Launches opponent on air hit
 
Relius gets especially favored by quick Crush Trigger, because with Ignis on guardcrush it can be confirmed into {{clr|D|6D}} > {{clr|C|6C}} > {{clr|B|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 {{clr|C|6C}} > {{clr|B|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 {{clr|C|6C}} and even set-up safejumps.
 
A charged CT can be completely covered with a single Relius normal and {{clr|D|6D}} with key timing, and CT also has enough blockstun to allow one to slip another {{clr|D|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 {{clr|D|5D}}>{{clr|B|665B}} or throw which allowing for regen combos, or with {{clr|C|214C}} which hits for massive damage.


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. There is a way to combo Counter Assault into 4D and onward, but counter assault combos don't fetch for much and cannot kill, so the gain for that is negligible.
For more general information, see the [[BBCF/Mechanics#Crush_Trigger| Crush Trigger]] explanation in the wiki.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
{{MoveData
|image=BBCP_Relius_CrushTrigger.png |caption=
|name=Crush Trigger
|input=5A+B
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
{{Description|9|text=
Relius poses and summons a pool of arms, which combine into two giant hands, which in turn launch the opponent skyward.


New to CF is quick crush trigger! Relius gets especially favored by this tool because with Ignis on guardcrush it can be confirmed into 6D>6C>41236B even midscreen! No additional set-up required! The good news doesn't stop there even it's Static on block buffed from -8! 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.
==Specials==


For more general information, see the section: http://www.dustloop.com/wiki/index.php/BBCF/Offense#Crush_Trigger}}
===<big>Led Ley</big>===
{{InputBadge|{{clr|A|236A}}}}
{{BBCF Move Card
|input=236A
|description=
*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 {{clr|A|2366A}}, it can be given dash momentum which will sometimes let Relius avoid grab hitboxes or switch sides instead. Ignis is free to {{clr|D|6D}} {{clr|D|4D}} or {{clr|D|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.
}}
}}
<br style="clear:both;"/>


==Specials==
===<big>Gad Leis</big>===
====== <span style="visibility:hidden;font-size:0">Id Lauger</span> ======
{{InputBadge|{{clr|B|41236B}}}}
{{MoveData
{{BBCF Move Card
|name=Id Lauger
|input=41236B
|input=236C
|description=
|image=BBCS_Relius_IdLauger.png |caption=Ground
*Vacuums opponent towards Relius on second hit
|image2=BBCS_Relius_AirIdLauger.png |caption2=Air
*Relius' only somewhat safe special that chips
|data=
*Fatal Counter
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.236C}}
{{!}}-
{{Description|9|text=
Relius calls forth a giant fist to launch his foe.


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 j.236C can be combo'd to and from with proper timing. 2C>TKj.236C will work with the air version, and 2C>236C>5B works on the grounded version if you make the 2C float the opponent over the first few actives of the 236C and onto the last active. Each has it's own SMP value, but in CF that doesn't affect combo time so there will be combos that use two or even three of each.
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 {{clr|B|5B}}>{{clr|C|6C}} pretty easily to convert from it, or go into a regen combo with {{clr|C|3C}}>{{clr|D|6D}}>{{clr|C|662C}}>{{clr|D|5D}}>{{clr|A|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.
}}
}}
===<big>Id Lauger</big>===
{{InputBadge|{{clr|C|236C}} (Air OK)}}
{{BBCF Move Card
|input=236C,j.236C |versioned=input
|description=
*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 {{clr|C|236C}} and {{clr|C|j.236C}} can be combo'd to and from with proper timing. {{clr|C|2C}} > TK {{clr|C|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.
}}
}}
====== <span style="visibility:hidden;font-size:0">Id Haas</span> ======
{{MoveData
|image=BBCS_Relius_IdHaas.png |caption=Fireball?
|name=Id Haas
|input=214A after Id Lauger
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236C 214A}}
{{!}}-
{{Description|8|text=
Ignis appears next to the flung opponent, turns her ribbons into buzz saws, and tackles the foe, slamming them to the ground.


Costs 10% Ignis Bar, 20% in OD.
===<big>Id Haas</big>===
{{InputBadge|{{clr|A|214A}} after Id Lauger}}
{{BBCF Move Card
|input=236C~214A
|description=
*Costs 10% Ignis Bar
*Costs 20% Ignis Bar in OD.
*Causes sliding knockdown in OD


Used to knock the opponent away after lauger. Does slightly less damage than ~214B/~j.214B but does not put Ignis in sandwich mode. In CF Ignis now appears at the height Relius is currently at, and she does not cause the opponent to ground slide instead letting them emergency tech. when the opponent is air-hit by the move one now 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. The P2 has also been decreased so 4D is the more optimal move to continue from 236C with if 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.
Ignis tackles her opponent.
Used to knock the opponent away after Lauger. Does much less damage than ~{{clr|B|214B}}/~{{clr|B|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 {{clr|C|236C}}~{{clr|A|214A}} whiff completely if the opponent was high up when {{clr|C|236C}} connected. Since the P2 has been decreased so {{clr|D|4D}} is the more optimal move to continue from {{clr|C|236C}} with if Ignis is summoned {{clr|D|4D}}'s bonus proration hasn't been used in the combo prior to {{clr|C|236C}}. The loss of vertical tracking can let you set up an inescapable Val Tus oki from {{clr|C|2C}}>{{clr|C|6C}}>{{clr|C|236C}}~{{clr|A|214A}} midscreen if timed correctly. In the corner ~{{clr|A|214A}} can be followed up with {{clr|B|5B}}, {{clr|C|3C}}, or {{clr|C|2C}}. In the corner, ~{{clr|A|j.214A}} can follow up into {{clr|B|5B}} {{clr|C|3C}} or airdash {{clr|B|j.B}}>{{clr|C|j.C}}>{{clr|C|j.236C}}>{{clr|D|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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Id Naiads</span> ======
{{MoveData
|image=BBCS_Relius_IdNaiads.png |caption=
|name=Id Naiads
|input=214B after Id Lauger
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236C 214B}}
{{!}}-
{{Description|8|text=
Ignis appears above the flung opponent, turns her legs into drills, and pierces them all the way to the ground.


Costs 10% Ignis Bar, 40% in OD
===<big>Id Naiads</big>===
{{InputBadge|{{clr|B|214B}} after Id Lauger}}
{{BBCF Move Card
|input=236C~214B
|description=
*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, go-to, 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 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 it always costs 40% IG, but it gains an additional hit that bounces the foe leading to easier combo extenders and distortion enders. ~214B and ~j.214B now have SMP in CF and they share it with one another AND their OD versions too unfortunately.
The primary midscreen knockdown tool in the air when you have the Ignis to burn. For oki, simply land, rush toward the opponent, and {{clr|B|5B}}>{{clr|C|2C}} the moment you believe they'll roll or if you suspect a simple delay tech a {{clr|C|3C}}>{{clr|C|236C}}~{{clr|B|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 {{clr|B|5B}} or {{clr|C|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. ~{{clr|B|214B}} and ~{{clr|B|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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Id Zain</span> ======
{{MoveData
|image=BBCS_Relius_ValTus.png |caption=
|name=Id Zain
|input=214C after Id Lauger
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236C 214C}}
{{!}}-
{{Description|9|text=
Ignis appears beside the flung foe, and slashes them, sending them spiraling back toward Relius.


Costs 20% Ignis gauge, 40% in OD
===<big>Id Zain</big>===
{{InputBadge|{{clr|C|214C}} after Id Lauger}}
{{BBCF Move Card
|input=236C~214C
|description=
 
*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.


This move's changed a bit in CF. It costs more and is no longer useful in corner combos due to it's lackluster P2 of 72, however it allows for follow-ups midscreen into good damage on standing opponents even if Ignis hasn't been summoned yet! since Ignis bats the opponent back toward you, XX>236C~214C>66C>41236B allows you to pick the combo up. It also lets us 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.
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 > {{clr|C|236C}}~{{clr|C|214C}} > {{clr|C|66C}} > {{clr|B|41236B}} allows you to pick the combo up. It also lets Relius sideswap when combined with {{clr|A|214A}} by doing XX > {{clr|C|236C}}~{{clr|A|214A}} > {{clr|C|66C}} > {{clr|A|214A}} > crossunder > {{clr|C|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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Led Ley</span> ======
{{MoveData
|image=BBCS_Relius_LedLey.png
|name=Led Ley
|input=236A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
{{Description|8|text=
Relius twirls while flashing various shades of purple.


31F of invulnerability to all things but grabs, 4F of CH-able recovery, Relius' hurtbox doesn't interact with other boxes throughout the whole duration. 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, it can avoid things like Nu's drives which when blocked commit you to a fruitless, avoidable, and lengthy exercise in blocking. If input as 2366A it can be given dash momentum which will at times let it avoid grab hitboxes or put a for in the corner in your stead. Ignis is free to 6D 4D or 2D during the whole thing so it can even be used to dodge and counter pokes. 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.
===<big>Val Lanto</big>===
}}
{{InputBadge|{{clr|A|214A}}}}
}}
{{BBCF Move Card
====== <span style="visibility:hidden;font-size:0">Val Lanto</span> ======
|input=214A Withdrawn,214A Deployed |versioned=input
{{MoveData
|description=
|image=BBCS_Relius_IdHaas.png |caption=
*Costs 10% Ignis Bar
|name=Val Lanto
*Costs 20% unsummoned
|input=214A
*Costs 30% Ignis Bar in OD.
|data=
*In OD, it's faster, Blows opponent back, and ground slides longer
{{AttackDataHeader-BBCF|version=yes}}
*Causes sliding knockdown
{{!}}-
{{AttackVersion|name=Ignis Deployed}}
{{#lst:{{PAGENAME}}/Data|214A}}
{{!}}-
{{AttackVersion|name=Ignis Withdrawn}}
{{#lst:{{PAGENAME}}/Data|214A Deployed}}
{{!}}-
{{Description|9|text=
Ignis turns her ribbons into buzzsaws and tackles the foe.


Costs 10% Ignis Bar summoned, 20% when unsummoned, 30% in OD.
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 {{clr|D|5D}}. Spaced well, a good few reversals in the style of Ragna {{clr|C|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 {{clr|D|5D}} or {{clr|D|j.D}} to call her and using Ignis' aerial normals to mobilize her instead.


This move took some nice buffs in CF firstly the summoned and unsummoned version of it cost 10% less IG. The second buff this move took is the sliding hitstun, which lets it be followed up on counter hit, near the corner or if Ignis was behind the opponent. If used at a certain timing after 3C it will put the opponent in hard knockdown and it can be followed up with 66IAD>j.C midscreen no counter hit involved! In OD it can be used to desummon Ignis in the corner and then follow-up.
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 {{clr|B|665B}} or {{clr|C|662C}} into 4K, making the option considerably more oppressive.


It's big, punishing, and it soaks up projectiles, but be careful throwing this move out carelessly, Ignis will get punished for it on block.
If used at a certain timing after {{clr|C|3C}} or {{clr|A|6A}} it will put the opponent in additional hard knockdown and it can be followed up with 66 > IAD > {{clr|C|j.C}} midscreen with no counter hit involved! In OD it can be used to summon Ignis in the corner and then follow-up.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Val Lyra</span> ======
{{MoveData
|image=BBCS_Relius_ValLyra.png |caption=
|name=Val Lyra
|input=214B
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ignis Deployed}}
{{#lst:{{PAGENAME}}/Data|214B}}
{{!}}-
{{AttackVersion|name=Ignis Withdrawn}}
{{#lst:{{PAGENAME}}/Data|214B Deployed}}
{{!}}-
{{Description|9|text=
Ignis appears behind the foe and slashes at them with two large blades.


Costs 15% Ignis Bar if summoned, 30% if unsummoned or in OD
===<big>Val Lyra</big>===
{{InputBadge|{{clr|B|214B}}}}
{{BBCF Move Card
|input=214B Withdrawn,214B Deployed |versioned=input
|description=
*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


This move has become pretty dreadful, it can still be used for meaties, 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 so it doesn't have safety from mash anymore. Ironically, it can no longer mobilize Ignis correctly either because of the new stalking function she picked up in Extend. 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. It fatals now, and even fullscreen it isn't hard to follow that up into 5B>6C>41236B. In OD it launches higher and can combo into other specials.
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 {{clr|B|5B}} > {{clr|C|6C}} > {{clr|B|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 {{clr|D|5D}} and playing out neutral.
}}
}}
}}


====== <span style="visibility:hidden;font-size:0">Val Tus</span> ======
===<big>Val Tus</big>===
{{MoveData
{{InputBadge|{{clr|C|214C}}}}
|image=BBCS_Relius_ValTus.png |caption=
{{BBCF Move Card
|name=Val Tus
|input=214C Withdrawn,214C Deployed |versioned=input
|input=214C
|description=
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ignis Deployed}}
{{#lst:{{PAGENAME}}/Data|214C}}
{{!}}-
{{AttackVersion|name=Ignis Withdrawn}}
{{#lst:{{PAGENAME}}/Data|214C Deployed}}
{{!}}-
{{Description|9|text=
Ignis arms grow blades as she dashes forward and slashes three times.


Costs 15% Ignis Bar when summoned, 30% when unsummoned or in OD.
*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.


Tus is still an amazing move. It 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, and it leads into incredible damage and can confirm from full screen. Really if you have the time and need space covered there's not many better tools out there. In OD the third hit launches across the screen and will wallsplat if it reaches the corner.
Ignis rushes fowards and attacks three times. Before attacking, Ignis will move until she reaches her opponent or moves the max distance.
}}
}}
====== <span style="visibility:hidden;font-size:0">Geara Kaas</span> ======
{{MoveData
|image=BBCS_Relius_Geara Kaas.png |caption=
|name=Geara Kaas
|input=236D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ignis Deployed}}
{{#lst:{{PAGENAME}}/Data|236D}}
{{!}}-
{{AttackVersion|name=Ignis Withdrawn}}
{{#lst:{{PAGENAME}}/Data|236D Deployed}}
{{!}}-
{{Description|9|text=20%IG, 40% if unsummoned, 30% in OD.  


The Command throw, or more specifically the unblockable. Geara Kaas is actually not capable of purple throws and will instead simply combo. 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.
Val Tus is a very strong oki option, to be used after {{clr|D|4D}}, {{clr|C|3C}}, or, {{clr|A|6A}} or {{clr|A|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 {{clr|C|6C}} or {{clr|A|214A}}
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Geara Nose</span> ======
{{MoveData
|image=BBCS_Relius_GearaNose.png |caption=
|name=Geara Nose
|input=214D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ignis Deployed}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
{{AttackVersion|name=Ignis Withdrawn}}
{{#lst:{{PAGENAME}}/Data|214D Deployed}}
{{!}}-
{{Description|9|text=
With direction from Relius Ignis rises back into the air then pounces on the foe armed with drill attachments.


15% IG summoned, 30% unsummoned or in OD
===<big>Bel Lafino</big>===
{{InputBadge|{{clr|B|j.214B}}}}
{{BBCF Move Card
|input=j.214B Withdrawn,j.214B Deployed |versioned=input
|description=
*Completely Halts air momentum
*OD version tracks opponent
*Hard knockdown on hit
Relius sends Ignis after his 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 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.
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.{{clr|B|5B}} or Koko {{clr|A|6A}} if you're feeling lucky. On ground hit one can follow up by using {{clr|C|5C}} or {{clr|B|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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Bel Lafino</span> ======
{{MoveData
|image=BBCS_Relius_IdNaiads.png |caption=
|name=Bel Lafino
|input=j.214B
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ignis Deployed}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
{{!}}-
{{AttackVersion|name=Ignis Withdrawn}}
{{#lst:{{PAGENAME}}/Data|j.214B Deployed}}
{{!}}-
{{Description|9|text=
Relius halts air momentum and sends Ignis after his opponent under him.


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.
===<big>Geara Lugia</big>===
}}
{{InputBadge|{{clr|A|22A}}/{{clr|B|B}}/{{clr|C|C}}}}
{{BBCF Move Card
|input=22A,22B,22C |versioned=input
|description=
*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.
----
;'''{{clr|A|22A}}'''
The closest to Relius. Used in oki after {{clr|C|3C}} and {{clr|A|6A}} and as a combo after {{clr|D|4D}}. Often times {{clr|D|4D}} will run out of untech and the addition of {{clr|A|22A}} can bring the opponent low enough for Relius to {{clr|C|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 {{clr|B|5B}} even if it hits on the earliest frame. It even can go into moves like {{clr|C|2C}} or {{clr|C|236C}} on later frames. Its long startup makes a terrible move to throw out without consideration.
----
;'''{{clr|B|22B}}'''
Appears slightly farther than {{clr|A|22A}}. It can make use as meaty after an Id Naiads knockdown along with {{clr|D|2D}} catching non-teching enemies, though this can be done largely with a simple run up {{clr|B|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.
----
;'''{{clr|C|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.
}}
}}
====== <span style="visibility:hidden;font-size:0">Geara Lugia</span> ======
{{MoveData
|image=BBCP_Relius_GearaLugia.png |caption=
|name=Geara Lugia
|input=22A/B/C
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=22A}}
{{#lst:{{PAGENAME}}/Data|22A}}
{{!}}-
{{AttackVersion|name=22B}}
{{#lst:{{PAGENAME}}/Data|22B}}
{{!}}-
{{AttackVersion|name=22C}}
{{#lst:{{PAGENAME}}/Data|22C}}
{{!}}-
{{Description|9|text=
Relius turns an appearing lever to deploy a mechanical claw at distances relative to his position.


Geara Lugia has three different positions where it can appear depending on the input performed. In CF the A and B versions got their actives shifted to later into the move. The A version in particular has had its actives pushed so far back into the move that it can now be used as Oki! The move is capable of catching low level projectiles. All versions of this move have 12 active frames, and the later into those actives they are when they opponent blocks or gets hit, the more advantage they yield.
===<big>Geara Kaas</big>===
{{InputBadge|{{clr|D|236D}}}}
{{BBCF Move Card
|input=236D Withdrawn,236D Deployed |versioned=input
|description=


* 22A is the closest to Relius and in addition to its aformentioned use in oki after 3C and 6A, it also sees use combo ender 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 the shift to actives, it can be followed up by 5B even if it hits on the earliest frame! It even can go into things like 2C or 236C on later frames.
*Costs 20% IG if summoned
* 22B appears not that far from 22A. It can make use as meaty after a Id Naiads knockdown along with 2D catching non-teching enemies. With the suspect start-up and recovery on the move and how easy it is to jump over, it is a more risky to use to intercept an approaching enemy.
*Costs 40% IG if unsummoned,
* 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.
*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 ~{{clr|A|j.214A}} or ~{{clr|C|214C}}/~{{clr|C|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.
}}
}}
}}
====== <span style="visibility:hidden;font-size:0">Gad Leis</span> ======
{{MoveData
|image=BBCP_Relius_GadLeis.png
|name=Gad Leis
|input=41236B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|41236B}}
{{!}}-
{{Description|8|text=
Relius calls forth a gigantic swiss army knife to drag his foe back to him.


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. 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 the change to SMP lets us loop this move for IG optimal damage.
===<big>Geara Nose</big>===
}}
{{InputBadge|{{clr|D|214D}}}}
{{BBCF Move Card
|input=214D Withdrawn,214D Deployed |versioned=input
|description=
*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 {{clr|B|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 {{clr|B|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 {{clr|C|665C}}(1)>{{clr|C|6C}}>{{clr|B|41236B}} on hit.
}}
}}
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==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Req Vinum </span> ======
===<big>Req Vinum</big>===
{{MoveData
{{InputBadge|{{clr|C|2363214C}}}}
|image=BBCS_Relius_ReqVinum.png
{{BBCF Move Card
|name=Req Vinum
|input=2363214C
|input=2363214C  
|description=
|data=
*Reversal super.
{{AttackDataHeader-BBCF}}
*Is considered a projectile.
{{!}}-
*OD version restands opponent.
{{#lst:{{PAGENAME}}/Data|2363214C}}
{{!}}-
{{Description|8|text=
Relius summons a number of gears from the ground and creates a field that hits the opponent in place.


20% minimum damage
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.


Invulnerable on startup so it can be used as a reversal, but it is unsafe on block. Active hitbox doesn't have much height so the opponent can bait the reversal with a safe jump. Req Vinum can be used midcombo midscreen to be able to unsummon and continue the combo for an Ignis regenerating combo. The OD version does more damage and restands the opponent allowing for an unblockable setup after it.
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 {{clr|D|236D}}. Done properly, this will create what's called a "vinumblockable". You can also use {{clr|D|214D}} or other unblockable setups. For more details, see the Combo Section.
}}
}}
===<big>Vol Tedo</big>===
{{InputBadge|{{clr|D|632146D}}}}
{{BBCF Move Card
|input=632146D
|description=
*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 {{clr|D|4D}} > {{clr|D|632146D}}, CH {{clr|D|j.6D}} > {{clr|D|632146D}} or OD {{clr|A|214A}} > {{clr|D|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.
}}
}}
====== <span style="visibility:hidden;font-size:0">Vol Tedo</span> ======
{{MoveData
|image=BBCS_Relius_VolTedo.png
|name=Vol Tedo
|input=632146D
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|632146D}}
{{!}}-
{{Description|8|text=
Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them upwards.


20% minimum damage
===<big>Duo Bios</big>===
{{InputBadge|{{clr|D|236236D}}}}
{{BBCF Move Card
|input=236236D,236236D OD |versioned=input
|description=
*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 {{clr|C|5C}} and CH {{clr|C|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.


Fast startup, good damage, and your main super to put onto the end of combos. Has invincible frames of during the frames ~8-22F. Ignis has super armor throughout the animation. The super has additional recovery on hit in Extend to the point where you only slightly have frame advantage if they emergency 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.) The move actually starts from where Ignis is if she's already summoned and far enough away, 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 thanks to its upward trajectory.
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 {{clr|C|3C}} > {{clr|D|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.
}}
}}
====== <span style="visibility:hidden;font-size:0">Duo Bios</span> ======
{{MoveData
|image=BBCS_Relius_DuoBios.png
|name=Duo Bios
|input=236236D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Relius}}
{{#lst:{{PAGENAME}}/Data|236236D Relius}}
{{!}}-
{{AttackVersion|name=Ignis}}
{{#lst:{{PAGENAME}}/Data|236236D Ignis}}
{{!}}-
{{AttackVersion|name=Ignis OD}}
{{#lst:{{PAGENAME}}/Data|236236D Ignis OD}}
{{!}}-
{{Description|9|text=
Ignis is summoned to perform a series of punches for Relius.


20% min damage.
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.


Fully armored and takes no damage from hits unlike Carl's similar distortion with Nirvana. 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. This move has changed from CP to Extend. CH 5C and CH 2C can combo into it on ground hit for some good, damaging, burst safe confirms. The first eight hits occur faster and no longer have gaps in them with which you can cross up an opponent. (This however doesn't let an opponent who's blocked the first hit disrespect the remaining 7. The final three hits still have gaps so cross-ups are possible.) If you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your for 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 and 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 or a couple cinematic distortions. Because of this it is possible to combo a green 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. Beware though because many characters can merely backdash, take a hit and then airtech to escape when they see the move. 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!
When an opponent is opened up and being hit by Bios, it's usually a good idea to only use {{clr|A|6A}}, {{clr|C|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>{{clr|C|j.236C}}~{{clr|B|j.214B}}>various attack until the OD timer is nearly expired>EA or super.
}}
}}


}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
 
|name=Zera Varius
===<big>Zera Varius</big>===
|input=ABCD during Overdrive
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|image=BBCF_Relius_ExceedAccel.png |caption=
{{BBCF Move Card
|data=
|input=A+B+C+D
{{AttackDataHeader-BBCF}}
|description=
{{!}}-
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
{{#lst:{{PAGENAME}}/Data|ABCD}}
*306/649 Minimum Damage
{{!}}-
*IG Bar will still regenerate during the long animation
{{Description|8|text=
*Relius can move Ignis during the animation
Varius has a long range even among EAs, lacks a good vertical hitbox, which means 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 Varias, 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.
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 {{clr|D|6D}}>{{clr|D|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.
 
{{clr|D|2D}} can be used prior to Varias similar to Izanami using pinwheel, however this doesn't really result in a favorable situation. {{clr|D|4D}} might be better deployed to at least try to ward off an opponent jumping over Varius.
}}
}}


}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Puppeteer's Altar</big>===
|image=BBCS_Relius_PuppeteersAltar.png |caption=
{{InputBadge|{{clr|D|214214D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBCS_Relius_PuppeteersAltar2.png |caption2=
{{BBCF Move Card
|name=Puppeteer's Altar
|input=214214D
|input=214214D
|data=
|description=
{{AttackDataHeader-BBCF}}
*Requires Ignis to be active
{{!}}-
{{#lst:{{PAGENAME}}/Data|Astral}}


{{!}}-
{{Description|8|text=
Ignis appears in front of Relius and captures the enemy.
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 or a Cancel into an invincible or evasive move may save a stuck opponent. A couple solid ways to combo into astral is 6D>6C>214214D or XX>41236B>5B>2C>214214D.
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 {{clr|C|2C}}, or {{clr|C|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 {{clr|D|6D}}>{{clr|C|6C}}>{{clr|D|214214D}} or Launcher >{{clr|B|41236B}}>{{clr|B|5B}}>{{clr|C|2C}}>{{clr|D|214214D}}.
 
'''Other Ways to Combo Into This Include:'''
*{{clr|C|3C}}
*{{clr|C|6C}}
*Ground throws
*Air hit {{clr|C|2C}}
*...And more!
}}
}}


}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==Colors==
* Japanese Name: レリウス=クローバー
{{BBCFColors|Size=120|Character=Relius}}
* Japanese Wiki:
* Japanese BBS:
* Arcade Profile Dan Rankings:
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBCF|Relius Clover|size=42px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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Latest revision as of 19:39, 15 March 2024

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 B 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 B 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 B 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 H 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 H 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 H 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] H 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] H 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] H
  • 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 B 1~End Guard P
214A Deployed 1050 All 16 18 26 [8] +4 -13 B 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 B 1~End Guard P
214B Deployed 1200 All 35 3 54 [19] +20 -10 B 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 B 1~End Guard P
214C Deployed 660×3 All 22~43 3(6)3(15)3 30 [19] +59 -10 B 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] H 1~End Guard P
j.214B Deployed 280×N All 20 Until L, 3
[Until L, 1]
33 [11] H 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 T 1~End Guard P
236D Deployed 0, 700×6
[0, 420×11]
Unblockable 32 2 42 [24] -19 T 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 H 1~End Guard P
214D Deployed 920 High/Air 68 9 30 [11] +30 -10 H 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 B
  • 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 B Ignis: 1~End Guard All
236236D OD 300×3, 150×16, 300×2, 1000 All 10+(57 Flash)+16 See notes 48 +170 +2 B 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 B 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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