Relius Clover (BBCSE)

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Relius Clover

Overview[edit]

Backstory.

Health: 11,000
Guard Primers: 5
Play-style: Offensive, Frame Traps
Movement Options: 1 Double Jump/Airdash, Character Dash

Drive: Detonator
Summons Ignis giving Relius access to many tools to pressure and trap the opponent with.

Move List[edit]

See also: Relius Full Frame Data

Normal Moves[edit]

5A
BBCS Relius 5A.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
240 99 80 84 6 3 9 0 Click!

Standing jab. Whiffs on all characters crouching hitbox except for Tager. Used mostly as combo filler. Can combo into every normal. Same proration as his 2A. Not very effective as a pressure tool because of vertical reach and slightly slower startup than most of the characters. Throw cancelable.


5B
BBCS Relius 5B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 90 89 8 5 14 -2 Click!

Relius's main poke to start combos and pressure with. Has a large amount of priority due to its range, hitbox, and startup. Extends his hitbox on the last active frame. Being it has a farther horizontal hitbox than the majority of his moves you have less options for followup at max range.


5C
BBCS Relius 5C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480x2 198x2 100 92 12 2, 4 18 -2 Click!

A standing mechanical claw attack. Hits twice and is jump-cancellable. Used for combo fodder. Common followups are 2C, 6B, 3C, or Id Lauger (236C). Staggers on counter hit.


2A
BBCS Relius 2A.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200 82 80 84 7 3 8 -1 Click!

Staple crouching jab. Hits mid. Slower than his 5A by 1F but faster in recovery by 1F. Same startup speed as the majority of the cast. Throw cancelable. The +1 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. The proration on this won't really mess up your combo route, but it will hurt the damage.


2B
BBCS Relius 2B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 190 80 86 11 5 15 -6 Click!

Relius's main crouching low poke. Hits low with slightly shorter reach than his 5B. Used mainly as a pressure tool.


2C
BBCS Relius 2C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 80 89 12 7 25 -15 Click!

Relius's main anti-air. 7~14F head invulnerability. Fatal possible. Causes stagger for 30F on ground CH. Common anti-air followup on fatal counter is Val Tus (214C).


6A
BBCS Relius 6A.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 89 26 3 20 -7 Click!

Relius's only ground overhead that doesn't use Ignis. Doesn't gatling into any other normals. Can only special cancel into Id Lauger (236C), supers, astral or use Ignis D normals to followup. Forces crouch on ground hit. Pulls opponent in on hit. The particular overhead is one of the slowest and easy to to see overheads in the game. It will work in certain situations using Ignis to distract or to setup a frame trap with. Common followup is 6D, 2D, or Id Lauger (236C).


6B
BBCS Relius 6B.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580 240 90 89 10 3 15 -1 Click!

Upwards punch. Has a short horizontal hitbox but a tall vertical one. Launches on hit. Only jump-cancellable on hit. Used in combos. So-so anti-air.


6C
BBCS Relius 6C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
920 380 100 90* 20 8 28 -17 Click!

Forward advancing punch used mainly in combos. Forces standing on hit. Fatal possible. 80% repeat proration.


3C
BBCS Relius 3C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 89 9 3 24 -10 Click!

Hits low. His only normal that's jump-cancellable on block. Causes knockdown on airborn opponents. Your main combo-ender.


j.A
BBCS Relius jA.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
80x3 33x3 90 92 7 3, 3, 10 10 -- Click!

3 hit move that hits mid. The longer you hold down A the longer it stays active. If you hold down A the whole time Relius is in the air, the move will remain active until he lands. Not much use other than combo-filler. It's OK as a jump in but will wiff on all crouchers rising (but it will land one hit on crouching Tager).


j.B
BBCS Relius jB.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 90 89 11 3 13 -- Click!

His main air attack. Also hits behind him. Used for both air-to-air and air-to-ground. Can be used as a cross-up. Jump cancellable.


j.C
BBCS Relius jC.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 90 89 12 6 20 -- Click!

Good vertical hitbox. Used for air-to-ground, yet j.B is a better jump-in. Mainly used in combos and a j.B followup in pressure/mixup. Not jump cancellable. 16~18F attack hitbox below Relius.


Counter Assault
BBCS Relius 5C.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 10 6 30 -17 Click!

Animation is a copy of his 5C normal. Can followup in the corner with 6D if Ignis is active. 1~20F fully invulnerable. Blows back on hit. 180F Heat gauge cooldown.


Drive Moves[edit]

5D
BBCS Relius 5D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 22 total -- Click!

Relius summons or dismisses Ignis on the ground.


2D
BBCS Relius 2D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 22 total -- Click!

Relius summons Ignis on the ground while crouching.


j.D
BBCS Relius jD.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 25 total -- Click!

Relius summons or dismisses Ignis in the air. 24 frames of total recovery when dismissing.


Ignis Moves[edit]

6D
BBCS Relius Ignis 6D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 190 100 86 16 4 -- -- Click!

Forward punch. Your main tool for Ignis in pressure. Also used in combos.


2D
BBCS Relius Ignis 2D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
520, 780 215, 322 100 84* 24 3 (12) 3 -- -- Click!

Double swipe move. Good pressure, mixup, and oki tool. Has super armor during full duration.


4D
BBCS Relius Ignis 4D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 310 100 92 15 9 -- -- Click!

Diagonally upward-aiming drill attack. Causes wall bounce similar to Carl's 623D. Used as corner combo ender due to it's untechable time. 30% Repeat proration.


j.6D
BBCS Relius Ignis j6D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 100 92 18 4 36 -- Click!

Ignis rushes towards the opponent horizontally in the air. Primarily used as a neutral tool.


j.2D
BBCS Relius Ignis j2D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 231 100 92 21 3 36 -- Click!

Ignis rushes towards the opponent diagonally downward in the air. Primarily used as a neutral tool.


j.8D
BBCS Relius Ignis j8D.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760 314 100 92 16 3 36 -- Click!

Ignis rushes towards the opponent diagonally upward in the air. Combo filler and neutral tool.


Throws[edit]

Forward Throw
BBCS Relius FThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 579 90 100, 55 7 5 15 -- Click!

Relius picks opponent up with large metal arm and slams them to the ground. Can cancel into 236C to continue combo.


Back Throw
BBCS Relius BThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 579 90 100, 55 7 5 15 -- Click!

Relius picks opponent up with large metal arm and slams them once to the ground, then again behind him. Can cancel into 236C to continue combo.


Air Throw
BBCS Relius AThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1300 538 100 55 7 3 15 -- Click!

Relius grabs opponent with large metal arm and bounces them off the ground. Can easily followup with falling air normals.


Special Moves[edit]

Id Lauger
236C
BBCS Relius IdLauger.png
Ground
BBCS Relius AirIdLauger.png
Air
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 950 393 100 92* 16 6 36 -23 Click!
Air 950 393 100 92* 14 3 Until Landing +15 -- Click!

Ground version summons a large fist out of the ground that blows the enemy away. Unsafe on block but can control Ignis with D normals during it. Can be followed up with 214A on hit.

Air version summons a large fist from his cape that blows the enemy away. Can be followed up with j.214A and j.214B on hit.

Id Haas
214A after Id Lauger
BBCS Relius IdHaas.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 800 331 100 92 27 17 total 44F -- Click!
Air 800 331 100 92 27 17 total 36F -- Click!

Buzz-saw followup to the air version of 236C. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius.


Id Naiads
j.214B after Id Lauger
BBCS Relius IdNaiads.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200xN 82xN 100 92(once) 33 3xN 45T -- Click!

Downward drill followup to j236C that tracks the opponent. Your main midscreen air combo ender. Can also be used mid-combo, but landing followups depends on the opponent's height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius.


Led Ley
236A
BBCS Relius LedLey.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 37 total -- Click!

Relius' spin move that is invulnerable to hits, but can be thrown. In CH state for 3 frames of recovery. Invulnerable from frame 1. Can control Ignis with D normals while this move is active.


Val Lanto
214A
BBCS Relius IdHaas.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ignis Unsummoned 950 393 70 92 23 18 27 total +16 Click!
Ignis Active 950 393 70 92 20 18 27 total +13 Click!

Buzz-saw summon. Useful neutral tool to start pressure or approach. Can cancel into other specials and Ignis normals while she is floating back to Relius. Has 70% repeat proration.


Val Lyra
214B
BBCS Relius ValLyra.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ignis Unsummoned 1200 496 70 94 37 6 27 total +33 Click!
Ignis Active 1200 496 70 94 39 6 27 total +35 Click!

Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against zoning attempts but can leave Relius vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius.


Val Tus
214C
BBCS Relius ValTus.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ignis Unsummoned 850x3 351x3 100 92 56 3(6)3(15)3 36 total +107 Click!
Ignis Active 850x3 351x3 100 92 46 3(6)3(15)3 36 total +97 Click!

Ignis advances forward and performs a 3 hit 'dance'. Removes one primer. Good for oki and mixup but uses a lot of meter if she isn't already summoned. OTG's and hits opponents out of rolls. Leads to huge damage.


Geara Act
236D
BBCS Relius GearaAct.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ignis Unsummoned 200x8 82x8 80 98 56 32 27 total +95 Click!
Ignis Active 200x8 82x8 80 98 66 32 27 total +105 Click!

Ignis is summoned behind Relius and performs a low yo-yo type blade attack that hits 8 times. Only hits low on the first hit that comes into contact with the opponent (hit or block). Breaks one primer.


Geara Nose
214D
BBCS Relius GearaNose.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ignis Unsummoned 720 298 80 92 48 9 36 total +54 Click!
Ignis Active 720 298 80 92 58 9 36 total +64 Click!

Ignis is summoned above Relius and performs a diving overhead drill attack. Can be used as an oki tool or in unblockable setups. Removes one primer.


Bel Lafino
j.214B
BBCS Relius IdNaiads.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ignis Unsummoned 200xN 82xN 100 92(once) 20 3xN 54 total -- Click!
Ignis Active 200xN 82xN 100 92(once) 20 3xN 54 total -- Click!

Ignis is summoned in front of Relius and performs a downward drill attack that looks a lot like the j236C > j214B followup, only this doesn't track the opponent. Last hit removes a primer. No real use other than to cover yourself while falling towards the opponent or stop your momentum.


Distortion Drives[edit]

Req Vinum
632146C
BBCS Relius ReqVinum.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200x7 0 80 92x7 7+4 9 53 -23 Click!

Relius summons a number of gears from the ground and creates a field that hits the opponent in place. Invulnerable on startup so it can be used as a reversal, but it is unsafe on block. Active hitbox doesn't have much height so the opponent can bait the reversal with a safe jump. Does very little damage. Relius can move and perform moves while the distortion is active. 1~10F is fully invincible. Projectile property. 25% minimum damage. 370F heat gain cooldown. Hitting with 1st attack will initiate the rest of the attacks. 31F hitstop.


Vol Tedo
632146D
BBCS Relius VolTedo.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800, 2500 0 85 92 7+4* 3 37 total -10 Click!

Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them away. Fast startup, good damage, and your main super to put onto the end of combos. 8~22F is fully invincible. 180F heat gain cooldown. 1st attack has 20% minimum damage, 2nd attack 35% minimum damage giving a base minimum of 1035 damage. Causes opponent to slide backwards on hit. Ignis has super armor throughout animation. Startup of move depends on how far away opponent is from Ignis (max 7+12). Ignis's total duration lasts till 36F after startup. Ignis disappears if hit. Uses 1000 gauge.


Duo Bios
236236D
BBCS Relius DuoBios.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200x6, 300x2, 300x2, 500 0 70x10, 70 95x10, 70 10+16 * 24 total -- Click!

Exactly like Carl's Tsuioko no Rhapsody distortion. Ignis advances forward while punching. Relius can move freely while this distortion is active. Good for mixup/pressure but the proration is bad. Very easy to full screen corner carry someone by dashing behind Ignis advancing her forward. First hit removes a primer. Fully invincible through superflash. Ignis has super armor throughout animation. 20% minimum damage. 430F heat gain cooldown. Ignis is guaranteed to attack after superflash. Hitstuns: 8th attack = 30F, 9th attack = 36F, 10th and 11th attacks = 45F. Active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(13)5(26)5(38)6. 11th attack has 21F hitstop. Ignis's total duration is 440F. Uses 1500 gauge.


Astral Heat[edit]

The Puppeteer's Altar
214214D
BBCS Relius PuppeteersAltar .png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death 0 -- -- 5+14 4 26 -21 Click!

Relius's astral that has a different ending animation depending on the character. Can be combo'd into from the majority of his normals. With no Ignis cost you can easily add it in to the end of a long combo if you meet all the other requirements. 1F~43F after superflash is fully invincible. Heat Gauge is used up on superflash. Ignis has super armor throughout the animation.



Strategy[edit]

Offense[edit]


While Relius has very solid pressure with the help of Ignis, his mixup can be quite mediocre in comparison. It is because of this that a very important aspect of offense with Relius is taking risks during your pressure in order to bait your opponent into mashing when you can land a counter hit with Ignis. Relius has many normals that are very unsafe by themselves or even if canceled into a special, and it is because of this that an opponent might be tempted to punish you for using such moves. When Ignis is out, a properly timed 6D can catch the opponent's punish attempt and give you a combo of your own. Punishes such as this might lead to your opponent respecting what would normally be unsafe pressure, as they would be weary of getting punished by a 6D.


Relius' combos are not too complicated and are rather straightforward, but can lead to a variety of different setups on oki. The following are all examples of potential oki options:


Mid-screen after j236C > j214B

  • dash 5B (beats tech roll forward)
  • doll 6D (beats tech roll back but will not meaty)
  • doll 2D (keeps them in place after neutral tech and beats mashing)
  • Flying jA or 4D can keep them in place after jumping, but nothing will 100% beat jump


Corner after 4D:

  • Walk back 3C > Neutral Jump Un-summon > falling jC (Beats forward roll out of the corner and at the right distances will safe-jump reversals. With forward jump you can meaty jC but it will lose to reversals.)
  • Walk forward into the corner 3C > 214C (Beats back roll out of the corner but late neutral tech will dodge 214C.)
  • Walk forward into the corner 214C > dash 236A or jump over (Really good ambiguous cross-up, destroys inputs and Relius cannot be thrown, loses to late neutral tech and roll out of the corner.)
  • 3C > 236C > 214C (Pushes you away from the corner at a distance that makes you safe against reversals and beats forward tech out of the corner. Good for baiting counter-assaults and bursts as well. Against Ragna/Tager/Hakumen you can hit them with a rising jC and the 214C will combo.)



Setups with Relius are not just limited to oki. The following are examples of setups that can be done after a combo, during pressure, or even in the middle of a combo:


  • After a Vol Tedo (632146D) mid-screen, do a Val Lyra (214B) to get a easy followup hit on the opponent's wakeup as Ignis will be hidden off the screen.
  • During a Id Naiads (j.236C > j.214B) if you land early enough you can air throw them while they are still getting hit.
  • During the final hits of Duo Bios (236236D) you can forward throw for a easy green throw.
  • During blockstrings, after a 2D, dash and delay a forward throw for a easy green throw setup.
  • During Duo Bios (236236D) mid-screen do extra attacks to break the hitstun, forcing the person to block and give you a chance to setup a mixup for more damage than you would of got off of the normal Duo Bios (236236D) followup.



Defense[edit]


On defense, Relius has a few options but they are generally situational. He in invulnerable to all attacks except for throws during 236A, but can still be punished during the recovery. If Ignis is out, a 6D or 2D can be used to make 236A safe if the opponent blocks, and can even lead to pressure of your own. However Ignis is not always out during the opponent's pressure, so this option is not always available. Relius can also use his distortions as reversals, though only 632146C has invincibility from frame one, and they are all unsafe on block with the exception of 236236D. If 236236D is used to get out of pressure, it will usually lead to a combo or pressure of your own unless the opponent manages to avoid it entirely. Even this option is not completely reliable, as it requires 50 heat to use and does not have frame 1 invincibility, although a trade with 236236D will almost always end up in your favor. Counter assaults are also another helpful tool to getting out of pressure, though they cost 50 heat as well and can still be baited. Relius' counter assault also does not have the best range (the same hitbox as 5C), so be careful when using it to ensure that it connects with your opponent.


Combos[edit]

Notations

- = normal gatling or perform the move after preceding move's recovery
> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
CU = cross-under
(N) = only use the Nth attack of the move (for example, if 5C(1) is written, you only use the first hit of 5C)
(text) = whatever's listed in the parentheses is optional
[AA] = anti-air combo; opponent is in the air at the start of the combo
DM = Damage
HG = Heat Gain %
IC = Ignis Cost
Blue text = Challenge Mode combo
Red text = Input replaceable in combo

Ignis Inactive[edit]

Midscreen



Normal Starters:


5B > 5C(2) > 236C > 214A [DM:2102/HG:13/IC:1000]

5B > 2B > 5C(2) > 3C > 236C > 214A [DM:2424/HG:18/IC:1000]

5B > 6B > 5C(2) > sj.B > j.C > j.236C > j.214B > ad [DM:2745/HG:22/IC:1000]

5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3563/HG:30/IC:5000]

2A > 6B > j.B > dj.B > j.C > j.236C > j.214B [DM:1827/HG:18/IC:1000]

iad.B > j.C > 5B > 5C(2) > 236C > 214A [DM:2403/HG:18/IC:1000]

iad.B > j.C > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3504/HG:32/IC:5000]

CH 3C > 214C > 3C > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:3601/HG:34/IC:5000]

CH 3C > 214C > 3C > 66 > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3792/HG:39/IC:6000]

FC 2C > 5D > 66 > 6B > j.C > j.8D > dj.C > j.236C > j.214B [DM:2951/HG:25/IC:2000] *Anti-Air Only

FC 2C > 214C > 66 > 5C(2) > sj.C > j.236C > j.214B > ad [DM:3505/HG:30/IC:4000] *Anti-Air Only

5B > 6D > 66]x5 > 5B > 5C > 236C > 214A [DM:2948/HG:35/IC:7500]

5B > 6B > 236C > RC > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:3376/HG:(50)+14/IC:1000]



Special Starters:


214A > 66 > 5B > 5C(2) > 236C > 214A [DM:2332/HG:17/IC:4000]

214A > 66 > 5B > 5C(2) > 2D > 66 > 5B > 3C > 6D > j.B > j.C > j.236C > 214A > ad [DM:3006/HG:34/IC:7300]

214B > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:3681/HG:35/IC:7000]

214C > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:4984/HG:41/IC:7000]

214C > 66 > 5B > 5C(2) > 632146C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:4599/HG:16(-50)22/IC:5500]

214C > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:5360/HG:40(-50)/IC:8000]

214D > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:2818/HG:24/IC:5500]

236D > 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3581/HG:37/IC:7500]



Throw Starters:


BC > 236C > 214A [DM:2067/HG:13/IC:1000]

4BC > 236C > 214A [DM:2067/HG:13/IC:1000]

j.BC > j.C > 5C(2) > sj.B > j.236C > j.214B > ad [DM:2675/HG:22/IC:1000]



Distortion Drive Starters:


632146C > 2C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:2482/HG:(-50)+6/IC:4000]

236236D > 66 > [after last hit] > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:2239/HG:(-50)+24/IC:3500]




Near Corner



Normal Starters:


5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3506/HG:31/IC:4000]

CH 3C > 214C > 3C > 66 > 5C(2) > 6B > j.B > dj.B > j.8D > j.236C > j.214B [DM:3766/HG:40/IC:5000]

CH 3C > 214C > 3C > 66 > 5C(2) > 4D > sj.B > dj.B > j.8D > j.236C > j.214B [DM:3853/HG:40/IC:6000]

FC 2C > 214A > 66 > j.B > dj.B > j.C > j.236C > j.214A [DM:2638/HG:20/IC:4000] *Anti-Air Only

FC 2C > 214B > 66 > sj.B > j.C > j.236C > j.214B [DM:3042/HG:25/IC:4000] *Anti-Air Only

FC 2C > 214C > 66 > 5C(2) > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3702/HG:36/IC:4000] *Anti-Air Only



Special Starters:


214B > 66 > 5B > 5C(2) > 2D > 66 > 6B > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:3524/HG:43/IC:7000]

214C > 66 > 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.8D > j.236C > j.214B [DM:5024/HG:42/IC:7000]



Throw Starters:


  • See Mid-screen Starters



Distortion Drive Starters:


CH 632146C > 2C > 214C > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:2713/HG:(-50)+14/IC:4000]




Corner


Normal Starters:


5B > 5C(2) > 236C > 214A > 66 > 6B > ji.236C > 2C > 6C > 4D > 3C > Oki [DM:3772/HG:32/IC:2000] *St1ckBuG Special

5B > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 66 > 5C(2) > j.B > dj.B > j.C > j.236C > j.214B [DM:4564/HG:49/IC:5000]

5B > 5C(2) > 236C > 214A > 66 > 5C(2) > j.B > j.C > j.236C > j.214A > j.C > 2C > 4D > 2C > 632146D [DM:5123/HG:41(-50)/IC:4000]

5B > 5C(2) > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:5684/HG:52(-50)/IC:7000]

6A > 236C > 214A > 2C > 6C > 214A > 5C(2) > 4D > 6B > j.C > j.8D > dj.C > j.236C > j.214B [DM:4433/HG:50/IC:6000]

2B > 3C > 236C > 214A > 2C > 6C > 4D > j.C > j.236C > j.214A > j.C > Land > 2C > 4D > 632146C [DM:3950/HG:41(-50)/IC:4000]

FC 2C > 6C > 236C > 214A > 66 > 5C(2) > 214A > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5D [DM:5037/HG:59(-50)/IC:6000]



Special Starters:


214C > 6C > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:7319/HG:60(-50)/IC:10000]

214C > 5C(2) > 236C > 214A > 6C > 214A > 66 > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5C > 632146D [DM:7689/HG:65(-100)/IC:10000]



Throw Starters:


BC > 236C > 214A > 66 > 6B > ji.236C > 2C > 6C > 4D > 3C > Oki [DM:3287/HG:32/IC:2000]

BC > 236C > 214A > 6C > 214A > 5C(2) > 4D > 5C(2) > 4D > 3C > Oki [DM:3260/HG:30/IC:4000]

BC > 236C > 214A > 6C > 214A > j.C > j.236C > j.214A > j.C > Land > 2C > 4D > 3C > j.D [DM:3795/HG:42/IC:5000]



Distortion Drive Starters:


632146D > RC > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 5C(2) > 6B > j.B > dj.B > j.C > j.236C > j.214A [DM:5890/HG:(-100)+26/IC:6000]


Ignis Active[edit]

Midscreen



Normal Starters:


5B > 6D > 66 > 2A > 5B > 6D > 66 > 2A > 5B > 6D [DM:1837/HG:14/IC:3900]

5B > 6B > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3146/HG:28/IC:3000]

5B > 3C > 6D > j.B > j.C > J.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3177/HG:30/IC:4300] *Can swap 6D with 2D

5B > 6D > 66 > 5B > 5C(2) > 6D > 66 > 5B > 3C > 2D > 6B > j.B > j.236C > j.214B > ad [DM:3156/HG:37/IC:5600]

2D > iad.B > j.C > Land > 5B > 5C(2) > 6D > 66 > 5B > 3C > 6D > j.C > j.236C > j.214A > ad [DM:3295/HG:35/IC:5600]

5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:3835/HG:30(-50)/IC:5000]

5B > 3C > 6D > [66 > 3C > 6D]x4 > 3C > 632146D [DM:3900/HG:X/IC:7500] *Kamoihito Special



Special Starters:


  • Note: Combos are the same as Ignis Inactive starters, but with less IC used.

214A > 66 > 5B > 5C(2) > 236C > 214A [DM:2332/HG:17/IC:3000]

214A > 66 > 5B > 5C(2) > 2D > 66 > 5B > 3C > 6D > j.B > j.C > j.236C > 214A > ad [DM:3006/HG:34/IC:6300]

214B > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:3681/HG:35/IC:5500]

214C > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:4984/HG:41/IC:5500]

214C > 66 > 5B > 5C(2) > 632146C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:4599/HG:16(-50)22/IC:4000]

214C > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:5360/HG:40(-50)/IC:6500]

214D > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:2818/HG:24/IC:3500]

236D > 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3581/HG:37/IC:5500]



Throw Starters:


BC > 2D > 6B > j.B > j.C > j.236C > j.214B [DM:2759/HG:29/IC:3000]

4BC > 4D > sj.B > j.236C > j.214A [DM:2405/HG:17/IC:2000]



Distortion Drive Starters:


  • Note: Combos are the same as Ignis Inactive starters, but with less IC used.

632146C > 2C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:2482/HG:(-50)+6/IC:2500]

236236D > 66 > [after last hit] > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:2239/HG:(-50)+24/IC:3500]




Near Corner



Normal Starters:


  • Note: Combos are the same as Ignis Inactive starters, but with less IC used.

5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3506/HG:31/IC:3000]

CH 3C > 214C > 3C > 66 > 5C(2) > 6B > j.B > dj.B > j.8D > j.236C > j.214B [DM:3766/HG:40/IC:3500]

CH 3C > 214C > 3C > 66 > 5C(2) > 4D > sj.B > dj.B > j.8D > j.236C > j.214B [DM:3853/HG:40/IC:4500]

FC 2C > 214A > 66 > j.B > dj.B > j.C > j.236C > j.214A [DM:2638/HG:20/IC:3000] *Anti-Air Only

FC 2C > 214B > 66 > sj.B > j.C > j.236C > j.214B [DM:3042/HG:25/IC:2500] *Anti-Air Only

FC 2C > 214C > 66 > 5C(2) > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3702/HG:36/IC:2500] *Anti-Air Only



Special Starters:


  • Note: Combos are the same as Ignis Inactive starters, but with less IC used.

214B > 66 > 5B > 5C(2) > 2D > 66 > 6B > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [3524/43%] [DM:3524/HG:43/IC:5500]

214C > 66 > 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.8D > j.236C > j.214B [DM:5024/HG:42/IC:5500]



Throw Starters:


j.BC > j.C > 5C(2) > sj.B > j.8D > dj.B > j.8D > j.236C > j.214B [DM:3127/HG:32/IC:3000]



Distortion Drive Starters:


  • Note: Combos are the same as Ignis Inactive starters, but with less IC used.

CH 632146C > 2C > 214C > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:2713/HG:(-50)+14/IC:2500]




Corner


Normal Starters:


  • See Ignis Inactive Starters



Special Starters:


  • Note: Combos are the same as Ignis Inactive starters, but with less IC used.

214C > 6C > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:7319/HG:60(-50)/IC:8500]

214C > 5C(2) > 236C > 214A > 6C > 214A > 66 > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5C > 632146D [DM:7689/HG:65(-100)/IC:10000]



Throw Starters:


  • See Ignis Inactive Starters



Distortion Drive Starters:


  • See Ignis Inactive Starters






Astral Combos[edit]

Normal Starters:



3C > 214214D

6B > 214214D

BC > 214214D

4BC > 214214D

CH 6A > 214214D

CH 5B > 214214D

CH 2B > 214214D

CH 5C > 214214D

CH 2C > 214214D

CH 6C > 214214D

... > 6B > 6C > 214214D



Special Starters:



214D > 6C > 214214D



Counter-Assault Combos[edit]

Note: Ignis must be active for all CA combos



CA > 2D > 236C > 214A [DM-867/HG-(-50)+6/IC-3000] *Midscreen Big hitbox Specific

CA > 2D > j.C > j.236C > j.214A > j.C > 2C > 4D > 3C [DM-1465/HG-(-50)+9/IC-4000] *Corner Only






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