Overview
Summons Ignis giving Relius access to many tools to pressure and trap the opponent with.
- Health: 11,000
- Guard Primers: 5
- Movement Options: 1 Double Jump/Airdash, Character Dash
Relius Clover uses his puppet to go on the offensive
- Excels in pressure, frame traps and mixups with Ignis; allows him to disrespect with setups or tick throws
- Has solid damage output in his combos
- Overall has great space control in the neutral
- Has poor damage extensions and offensive momentum without resources; hurts especially if Ignis is not managed properly
- Lack of a meterless reversal; must rely on good defensive system mechanics when under pressure himself
Move List
- See also: Relius Full Frame Data
Normal Moves
5A
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
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
2A
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
2C
6A
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
6C
3C
j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
80×3 | 33×3 | 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
j.C
Counter Assault
Drive Moves
5D
2D
j.D
Ignis Moves
6D
2D
4D
j.6D
j.2D
j.8D
Throws
Forward Throw
Back Throw
Air Throw
Special Moves
Id Lauger
236C, air OK
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
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200×N | 82×N | 100 | 92(once) | 33 | 3×N | 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
Val Lanto
214A
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
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
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 850×3 | 351×3 | 100 | 92 | 56 | 3(6)3(15)3 | 36 total | +107 | Click! |
Ignis Active | 850×3 | 351×3 | 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
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 200×8 | 82×8 | 80 | 98 | 56 | 32 | 27 total | +95 | Click! |
Ignis Active | 200×8 | 82×8 | 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
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
Version | Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|---|
Ignis Unsummoned | 200×N | 82×N | 100 | 92(once) | 20 | 3×N | 54 total | -- | Click! |
Ignis Active | 200×N | 82×N | 100 | 92(once) | 20 | 3×N | 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
Req Vinum
632146C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200×7 | 0 | 80 | 92×7 | 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
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
200×6, 300×2, 300×2, 500 | 0 | 70×10, 70 | 95×10, 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
The Puppeteer's Altar
214214D
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
Offense
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
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
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
- iad = instant air dash
- FC = Fatal Counter
- CH = Counter hit
- (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
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
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
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
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