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 disables Ignis. 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 to help regenerate the IG bar and extend combos with Ignis. Additionally, he lacks a meterless reversal. Furthermore, like all puppet characters, Relius is much weaker without Ignis. However, Relius has great solo buttons to make up for his weaker pressure and neutral game. Regardless, when played well Relius can trap opponents like mice and leave them with no way out.
|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.|
|Relius Clover is a puppet character with strong neutral and pressure tools for suffocating opponents.|
While Ignis is summoned, the IG bar slowly depletes. Emptying the IG bar disables Ignis until it completely refills. The IG bar also recovers much slower than normal.
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 and desummon (with some exceptions). Additionally, the IG Bar changes to a Blue Bar (called Blue IG). While in this state, the IG Gauge cannot recover. Relius can fix the IG bar by desummoning Ignis for some time. Disabling Ignis will also fix the IG Bar.
For more information on Detonator, check the Strategy Page.
- 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 while OD is active. If she is already disabled, she will reactivate with whatever gauge she had regenerated in that time.
- 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.
- 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.
- Great poke
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!
- 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.
A fairly standard crouching jab for its 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.
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.
- 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.
- 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 terribly 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.
- Situational anti air
- Floats on hit
As of CF2 this move has been buffed with better start-up, proration, and longer hitstun; 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.
- Launches on hit
- Fatal Counter
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.
- Floats on hit
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. 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.
- Hold A to extend the move slightly longer
Another of Relius' most powerful moves. It becomes active quickly and stays that way for a while. You can use it 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.
- Good crossup hitbox
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.
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.
- Summons or desummons Ignis.
- Dismissing Ignis takes longer than summoning.
- Has CH recovery
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.
- Essentially 5D, but crouching
- Has CH recovery
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.
- 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
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.
- 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 6D's Ignis recovery is shortened, although said recovery was never much of an issue. While techincally it can be low profiled, Relius can adjust the timing for it such that it's borderline impossible to do so for the cast.
- 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.
- Costs 10% Ignis Bar
- Air unblockable
- Wall bounces in the corner
- CH has untech until opponent hits the ground
- 110% Bonus Proration
- Does not suffer from SMP
4D is a low commitment anti-air that hits high above Ignis wherever she currently is. 4D's wall bounce, paired with its upward angled hitbox is exponentially more powerful as Relius gets closer to the corner. It's big, fast, air unblockable, and 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. 4D's new CF properties make it an ideal follow-up to Lauger in the corner.
- 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.
- 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.
- 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.
- Ground Bounces
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!
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 or 236C~214B>2A. If you delay the 41236B midscreen it does all the things forward throw does though.
- 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.
When blocking 6A+B
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.
You can also link Counter Assault into 2D to take your turn if your opponent opts to block your CA.
- 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.
- Special cancellable on hit
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, 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. The ground and air versions are treated as separate moves for SMP, but combos will use two or even three of each.
214A after Id Lauger
- 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 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.
214B after Id Lauger
- 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
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 now have SMP in CF and they share it with one another AND their OD versions too, unfortunately.
214C after Id Lauger
- 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. However, it allows for midscreen follow-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 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.
- Can invuln through Bursts
- Disables Relius's hurtbox
- Retains some horizontal momentum
- 4F of CH recovery
Relius twirls while flashing various shades of purple.
31F of invulnerability to all things but grabs, and 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, or things like Nu's drives that start a lengthy blockstrning. 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 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.
- 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
Ignis turns her ribbons into buzzsaws and tackles the foe.
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 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.
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.
- 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 the foe and slashes at them. 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 her stalking function. 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 CH, you can followup from fullscreen into 5B > 6C > 41236B without much trouble. In OD it can combo into other specials.
- 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 dashes forward and slashes 3 times.
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, and it leads into incredible damage and can confirm from full screen. If you have the time and need space covered there's not many better tools out there. In OD the third hit blows the opponent back, and will wallsplat if they reach the corner.
- 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.
- If Ignis is airborne, she will catch jumping opponents.
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.
- 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.
- 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.
- Each version attacks relative to Relius's position
- Can appear offscreen and hit an opponent
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.
- 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.
- 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.
- 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.
- Vacuums opponent towards Relius on second hit
- Second hit Ground bounces on air hit. Still vacuums.
- 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. 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 Relius loop this move to let Ignis regen and get optimal damage.
- Reversal super
- Restands opponent
- 20% minimum damage
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. 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. This essentially creates an unblockable reset for massive damage. For more details, see the Combo Section.
- 20% minimum damage
- Costs 10% IG
Fast startup, good damage, and your main super to put onto the end of combos. Ignis has super armor throughout the animation. The super has additional recovery on hit 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 Cancel thanks to its upward trajectory.
- Ignis is fully invincible, and cannot be desummoned by hitting Relius
- 20% min damage.
- 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 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.
ABCD during Overdrive
- Works like other Exceed Accels
- IG Bar will still regenerate during the animation
- Relius can move Ignis during the animation
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 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.
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.
- 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:
- Ground throws
- Air hit 2C
- ...And more!
- Comprehensive Guide on Relius
- Very detailed guide on Relius. Unclear if updated for CF2. Beginners don't need to read the entire thing, but it has a lot of information if you want to level up your play.
- Myoro's Combo Guide
- Dustloop Combo Thread
- Arguably less useful than Myoro's guide, but nice as another combo resource.
- 6B > 41236B Character Specifics
- Japanese Name: レリウス＝クローバー
- Japanese Wiki:
- Japanese BBS:
- Arcade Profile Dan Rankings:
|To edit frame data, edit values in BBCF/Relius Clover/Data.|
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