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==Normal Moves== | ==Normal Moves== | ||
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==Drive/Ignis Moves== | ==Drive/Ignis Moves== | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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==Specials== | ==Specials== | ||
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==Distortion Drives== | ==Distortion Drives== | ||
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==Exceed Accel== | ==Exceed Accel== | ||
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==Astral Heat== | ==Astral Heat== | ||
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==External References== | ==External References== | ||
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* Arcade Profile Dan Rankings: | * Arcade Profile Dan Rankings: | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBCF/Relius Clover/Data|Links}} | {{#lsth:BBCF/Relius Clover/Data|Links}} |
Revision as of 01:12, 29 May 2019
Relius Clover |
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Overview
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.
Drive: Detonator
Summons and dismisses Ignis, giving Relius access to many tools to pressure and trap the opponent with. Similar to a Stand, for those familiar with Jojo's series.
- Ignis is either present or not present at any given time, and Relius starts a round with her not present.
- Ignis can be summoned with 5D, 2D and j.D and dismissed with 5D and j.D
- If Ignis is not present when commanded to do a move, she will appear behind Relius first to do the move unless there is a specific location she teleports to for that move.
- While ignis is present, she will normally float just behind Relius, including in the air, however Ignis will lag behind Relius' position slightly.
- Ignis' state is indicated by her arm position, if she's holding her hands in front of her, she's in a grounded state, if had hands are by her sides, she's in her airborne state, note that this can be different to Relius' own state.
- However when Ignis recovers from an attack on the opposite side of an opponent she will linger in that position for about 80F. This can be refreshed by using additional moves while in that state.
- Ignis is normally untouchable, but she can be hit when in the start-up, actives, or recovery of an attack that is not 2D, 632146D, 236236D, or 214214D.
- Normal Drive moves can be performed by Ignis while Relius is performing other actions, however special and distortion drives that use Ignis require Relius to perform his own gesture.
- Unless the move teleports Ignis to a specific place, she will perform any move she is commanded to do in whatever position she happens to be in, changing facing towards her opponent if required.
- Move inputs are always based on Relius' own facing. For example if Relius is facing right, pressing 6D will always make Ignis do the same attack regardless of her own facing.
- Ignis has a gauge similar to Nirvana's, which is used up when using attacks.
- The amount of guage used varies per move. If Ignis is also summoned by a move, it will consume even more of her gauge.
- Her Gauge will also very slowly deplete whenever she is present.
- Unlike Nirvana, Ignis taking damage does not deplete her gauge.
- Ignis' gauge can only be regenerated when she is not present or has completely depleted, however, the rate varies depending on the situation
- It is still possible to summon Ignis without a full bar, unless she has been incapacitated, (see below)
- If she is dismissed with 5D or j.D, she will have a red bar and regenerate very rapidly
- If Ignis is interrupted by being hit or if Relius is put in hitstun while she is summoned Ignis will be desummoned and given blue Ignis gauge as a penalty. No regeneration will happen while it is blue, but it will switch to red after some time
- Progress toward erasing the blue bar is saved when Ignis is summoned with the blue bar, and the duration does not refresh, therefore Ignis will not accrue any additional penalty whatsoever for being force desummoned while she already has a Blue bar. For example: if Ignis has 20 frames of "non-regeneration" left before the blue bar expires and is summoned in only to be forced desummoned once more, she will still only have 20 frames of blue bar to recover from.
- If Ignis does not have enough of her gauge left to perform a move, she will perform it anyway and her gauge will go to zero.
- If Ignis gets completely depleted she becomes incapacitated for a set amount of time and her gauge will turn grey, filling up at the slowest rate. She cannot be interacted with or used at all until it refills, afterwards she will dismiss herself.
Overdrive: Maxim Dance
- Increases Ignis Gauge recovery
- Ignis can recover gauge even when she has blue bar status
- Ignis recovers gauge while summoned and idle
- 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.
- All of Ignis' moves have their recovery cut in half
- Each of Ignis' special moves and distortion drives recieves a buff in some way. However, they all cost their full unsummoned amount:
- Val Lanto (214A) is faster, causes a longer slide with much greater hitstun. Always costs 20% IG
- Val Lyra (214B) launches even on grounded hits and has more hitstun. Always costs 30% IG
- Val Tus (214C) launches on grounded hits, last swipe shoots the opponent forward and has wall stick. Always costs 30% IG
- Geara Kaas (236D) Ignis moves quicker. The move itself Has more hits that deal less base damage. Always costs 40% IG
- Geara Nose (214D) bounces foe higher. Always costs 35% IG
- Bel Lafino (j.214B) tracks to the opponent's location. Always costs 30% IG
- Id Haas (~214A/~j.214A) causes a ground slide similar to Val Lanto. Always costs 20% IG
- Id Naiads (~214B/~j.214B) gains an additional ending hit that bounces the foe. Always costs 40% IG
- Id Zain (~214C/~j.214C) floats the opponent backwords in an untechable arc until they reach the ground. Always costs 40% IG.
- Req Vinum (2363214C) does more damage, more hits, and restands in the crouching position.
- Vol Tedo (632146D) does more damage
- Duo Bios (236236D) does more damage, more hits, lasts longer and launches the opponent higher
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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Relius slaps his adversary. 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. |
5B
5B |
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As Relius turns a metal fist shoots out of his cape. 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! |
5C
5C |
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Relius crunches his foe betwixt two iron fists. 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. |
2A
2A |
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Relius strikes the foe with his gloved hand. 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. |
2B
2B |
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Relius guides a fist out of his cape to strike at his foe's legs. 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. |
2C
2C |
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A large metal hand appears from behind the crouching Relius to launch the foe sky 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. 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. |
6A
6A |
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A scorpion tip appendage comes out of Relius' neck region and strikes the foes head. 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. |
6B
6B |
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A hand appears from behind relius and punches the space directly upwards. 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. |
6C
6C |
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A large metal hand appears from hammer-space and backhands the foe. 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 With SMP gone from it and changed 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. |
3C
3C |
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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. |
j.A
j.A |
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Relius calls forth a small array of gears to grind his foe. 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. |
j.B
j.B |
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Emerging from his cape, a large hard wraps from Relius' shoulder to his knee then vanishes. 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. |
j.C
j.C |
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Relius ejects a large saw-blade downward from his cape 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. |
Drive/Ignis Moves
Note: All ignis moves that are prefixed with "j." refer to when Ignis herself is airborne, not necessarily Relius.
5D
5D |
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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. |
2D
2D |
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Crouching, Relius calls forth Ignis. 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
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6D
6D |
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Ignis claws at the opponent. 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. |
2D
2D |
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Ignis' ribbons eject and retract hook-like blades of purple energy. Costs 20% Ignis Bar. 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. |
4D
4D |
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Ignis' hands morph into drills, which pierce the heavens. Costs 10% Ignis Bar. 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. |
j.6D
j.6D |
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Ignis lunges forward, slashing as she goes. 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. |
j.2D
j.2D |
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Ignis descends on the foe, mincing the opponent with her claws. Costs 10% Ignis Bar. 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
j.8D |
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Ignis ascends, clawing her way skyward. Costs 10% Ignis Bar. 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
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B while blocking |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Id Lauger
Id Lauger 236C |
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Id Haas
Id Haas 214A after Id Lauger |
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Id Naiads
Id Naiads 214B after Id Lauger |
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Id Zain
Id Zain 214C after Id Lauger |
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Led Ley
Led Ley 236A |
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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. |
Val Lanto
Val Lanto 214A |
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Val Lyra
Val Lyra 214B |
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Val Tus
Val Tus 214C |
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Geara Kaas
Geara Kaas 236D |
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Geara Nose
Geara Nose 214D |
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Bel Lafino
Bel Lafino j.214B |
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Geara Lugia
Geara Lugia 22A/B/C |
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Gad Leis
Gad Leis 41236B |
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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. |
Distortion Drives
Req Vinum
Req Vinum 2363214C |
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Relius summons a number of gears from the ground and creates a field that hits the opponent in place. 20% minimum damage 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. |
Vol Tedo
Vol Tedo 632146D |
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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 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. |
Duo Bios
Duo Bios 236236D |
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Exceed Accel
Zera Varius ABCD during Overdrive |
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Astral Heat
Puppeteer's Altar 214214D |
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External References
- Japanese Name: レリウス=クローバー
- Japanese Wiki:
- Japanese BBS:
- Arcade Profile Dan Rankings:
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •