BBCF/Relius Clover/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:22F (1-7F Inv All)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Relius 5A.png 300 All 6 3 9 ±0 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Relius 5B.png 600 Mid 8 5 14 -2 B - SR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
  • Hitbox fully extended on 10
5CBBCS Relius 5C.png 500*2 Mid 12 3,3 18 -2 B - S(J)R 100 92 Long 4 18 19 19 24 34 12 +0 +5 Click!
2ABBCS Relius 2A.png 300 All 7 3 9 0 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCS Relius 2B.png 550 Low 11 5 15 -6 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
  • Hitbox fully extended on 13
2CBBCS Relius 2C.png 800 Mid 12 7 25 -15 B 7~14 H SJR 90 89 Long 3 16 17 26 Crumple 30 54 11 +0 +2 Click!
6ABBCS Relius 6A.png 800 High 26 3 21 -7 B - SR 80 89 Normal 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 Click!
  • Bonus Proration 110%
6BBBCS Relius 6B.png 690 Mid 10 3 22 -8 B - SJR 90 79 Long 3 16 Launch 22 Launch 36 11 +0 +2 Click!
  • Bonus Proration 110%
6CBBCS Relius 6C.png 1110 Mid 20 8 28 -17 B - SR 90 82 Long 4 18 Launch 30 Launch 48 12 +0 +5 Click!
  • Fatal Counter
3CBBCS Relius 3C.png 700 Low 9 3 19 -5 F - SR 90 79 Long 3 16 Launch 38 Launch 52 + Down 23 11 +0 +2 Click!
j.ABBCS Relius jA.png 160*3 All 7 3,3,3 9 - H - SJR 80 92 Normal 1 11 12 12 16 23 6 +0 +0 Click!
  • j.A > j.A immediately goes into the active frames
j.BBBCS Relius jB.png 600 High/Air 10 5 16 - H - SJR 80 85 Long 2 13 14 17 18 29 10 +0 +1 Click!
  • Hits crossup on 13-14F
j.CBBCS Relius jC.png 800 High/Air 12 6 20 - H - SR 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
SummonBBCS Relius 5D.png
Unsummon
- - - - 22 - - - - - - - - - - - - - - - - Click!
Crouch SummonBBCS Relius 2D.png - - - - 22 - - - - - - - - - - - - - - - - Click!
Air SummonBBCS Relius jD.png - - - - 25 - - - - - - - - - - - - - - - - Click!
Air UnsummonBBCS Relius jD.png - - - - 24 - - - - - - - - - - - - - - - - Click!
6DBBCS Relius Ignis 6D.png 560 All 17 3 16 [8] - BD 1~End Guard P - 100 85 Normal 2 13 14 14 18 26 0/+10 +10 +11 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
2DBBCS Relius Ignis 2D.png 620, 780 All 25 3(12)3 33 [13] - BD 1~End Guard HBFP - 100 80 Normal 1 11 16 20 20 31 6, 7 +6, +7 +6, +7 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
4DBBCS Relius Ignis 4D.png 850 Mid 16 9 30 [11] - BD 1~End Guard P - 80 82 Normal 4 18 Launch 30 + WBounce 50 Launch 45 + WBounce 50 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • Bonus Proration 110%
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
j.8DBBCS Relius Ignis j8D.png 900 All 15 3 20 [6] - HD 1~End Guard P - 80 92 Long 4 18 19 19 24 34 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
j.2DBBCS Relius Ignis j2D.png 900 All 18 3 16 [5] - HD 1~End Guard P - 80 92 Long 4 18 19 19 24 34 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
j.6DBBCS Relius Ignis j6D.png 900 All 16 4 16 [5] - HD 1~End Guard P - 80 92 Long 4 18 19 19 24 34 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Relius FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 60 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Relius BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 60 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCS Relius AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - Launch 80 + GBounce + Down 23 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Relius 5C.png 0 All 13 6 30 -17 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Relius CrushTrigger.png
Uncharged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Led LeyBBCS Relius LedLey.png
236A
- - - - 35 - - 1~31 HBFP - - - - - - - - - - - - - Click!
  • Can pass through opponent 1-31
  • Counterhit state for entire move
Gad LeisBBCP Relius GadLeis.png
41236B
680*2 Mid 21 3(6)2 21 -4 B - R 100 82 Long 4 18 25 35, 35 + GBounce 33 53, 53 + GBounce 12 +0 +5 Click!
  • Fatal Counter
A Geara LugiaBBCP Relius GearaLugia.png
22A
840 All 42 12 Total 58 +5 P1 - R 100 89 Long 3 16 Launch 30 Launch 44 0/+5 +5 +7 Click!
B Geara LugiaBBCP Relius GearaLugia.png
22B
840 All 34 12 Total 58 -3 P1 - R 100 89 Long 3 16 Launch 30 Launch 44 0/+5 +5 +7 Click!
C Geara LugiaBBCP Relius GearaLugia.png
22C
840 All 26 12 Total 58 -11 P1 - R 100 89 Long 3 16 Launch 30 Launch 44 0/+5 +5 +7 Click!
Id LaugerBBCS Relius IdLauger.png
236C
1000 All 16 6 36 -23 B - R 100 92 Long 4 18 Launch 45 Launch 60 12 +0 +5 Click!
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)
Air Id LaugerBBCS Relius AirIdLauger.png
j.236C
1000 All 14 3 Until L+15 - H - R 100 92 Long 4 18 Launch 42 Launch 57 12 +0 +5 Click!
  • If Ignis is available, can cancel into Ignis Followups on hit (not on block)
Val TusBBCS Relius ValTus.png
214C
660*3 All 32~53 3(6)3(15)3 30 [19] - BD 1~End Guard P - 100 94 Long 5 20 21 30*2, 30 [+WBounce 30 + WStick 30] 27 46*2, 46 [+ WBounce 30 + WStick 30] 0/+13 +13 +21 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Val Tus (Ignis Deployed)BBCS Relius ValTus.png
214C
660*3 All 22~43 3(6)3(15)3 30 [19] - BD 1~End Guard P - 100 94 Long 5 20 21 30*2, 30 [+WBounce 30 + WStick 30] 27 46*2, 46 [+ WBounce 30 + WStick 30] 0/+13 +13 +21 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Geara Kaas200x200px
236D
0, 700*6
[0, 420*11]
Unblockable 42 2 42 [24] - TD 1~End Guard P - 80 100, 60 (Once)*6 [*11] Normal 0, 3 16 Crumple 27 17 Crumple 54 31 0 +0, +6*6 [*11] - Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45. If Ignis is airborne, then this attack is an air throw
Geara Kaas (Ignis Deployed)200x200px
236D
0, 700*6
[0, 420*11]
Unblockable 32 2 42 [24] - TD 1~End Guard P - 80 100, 60 (Once)*6 [*11] Normal 0, 3 16 Crumple 27 17 Crumple 54 31 - 0, 0/+6*6 [*11] - Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45. If Ignis is airborne, then this attack is an air throw
Geara NoseBBCS Relius GearaNose.png
214D
920 High/Air 31 9 30 [11] - HD 1~End Guard P - 90 82 Normal 4 18 19 30 + GBounce [50 + GBounce] 24 45 + GBounce [45 + GBounce 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Geara Nose (Ignis Deployed)BBCS Relius GearaNose.png
214D
920 High/Air 68 9 30 [11] - HD 1~End Guard P - 90 82 Normal 4 18 19 30 + GBounce [50 + GBounce] 24 45 + GBounce [45 + GBounce 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36
Val LantoBBCS Relius IdHaas.png
214A
1050 All 19 18 26 [8] - BD 1~End Guard P - 90 89 Normal 3 16 Launch 40 + Slide 25 [70 + Slide 40] Launch 54 + Slide 25 [84 + Slide 40] 11 +0 +2 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39. Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F.
Val Lanto (Ignis Deployed)BBCS Relius IdHaas.png
214A
1050 All 16 18 26 [8] - BD 1~End Guard P - 90 89 Normal 3 16 Launch 40 + Slide 25 [70 + Slide 40] Launch 54 + Slide 25 [84 + Slide 40] 11 +0 +2 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 39. Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F.
Val LyraBBCS Relius ValLyra.png
214B
1200 All 33 3 54 [19] - BD 1~End Guard P - 90 92 Normal 4 18 Crumple 28 [Launch] 40 [80] Crumple 43 [Launch] 58 [95] 0/+3 +3 +8 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36. Fatal Counter
Val Lyra (Ignis Deployed)BBCS Relius ValLyra.png
214B
1200 All 35 3 54 [19] - BD 1~End Guard P - 90 92 Normal 4 18 Crumple 28 [Launch] 40 [80] Crumple 43 [Launch] 58 [95] 0/+3 +3 +8 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36. Fatal Counter
Bel LafinoBBCS Relius IdNaiads.png
j.214B
280*N All 30 Until L, 3
[Until L, 1]
33 [11] - HD 1~End Guard P - 80 92 Long 4 18 19*N, Launch + Down 23 50*N, 50 24*N, Launch + Down 23 65*N, 65 0/+2 +2 +8 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
Bel Lafino (Ignis Deployed)BBCS Relius IdNaiads.png
j.214B
280*N All 20 Until L, 3
[Until L, 1]
33 [11] - HD 1~End Guard P - 80 92 Long 4 18 19*N, Launch + Down 23 50*N, 50 24*N, Launch + Down 23 65*N, 65 0/+2 +2 +8 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 45
Id HaasBBCS Relius IdHaas.png
236C > 214A
1000 All 37 9 18 [6] - HD 1~End Guard P - 100 92 Long 4 18 Launch 36 [60 + Slide 58] Launch 51 [75 + Slide 58] 0/+8 +8 +13 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 36 on the ground, 45 in the air
Id NaiadsBBCS Relius IdNaiads.png
236C > 214B
300*N All 37 Until L, 3
[Until L, 1]
33 [11] - HD 1~End Guard P - 100 92 Long 4 18 19 + Down 23 25 24 + Down 23 40 0/+1 +1 +6 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 43 on the ground, 45 in the air
Id ZainBBCS Relius ValTus.png
236C > 214C
1000 - 39 3 32 [21] - HD - - 100 72 Long 4 18 Launch 30 [60] Launch 45 [75] 0/+12 +12 +17 Click!
  • Values in [] are during OD
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
  • Relius has total animation 48 on the ground, 51 in the air

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Req VinumBBCS Relius ReqVinum.png
2363214C
400, 200*6 [400, 200*12] All 7+(76 Flash)+4 9 Total 62 -23 P2 1~10 All R 80 72(Once), 100 Normal 4 18 19 40 24 55 0/+10 +30 +30 Click!
  • Only does 1 hit on block
  • Values in [] are during OD
  • Minimum Damage 20%: 320 [560]
Duo Bios (Relius)BBCS Relius DuoBios.png
236236D Relius
- - - - Total 10+(57 Flash)+14 +113 [+170] - - - - - - - - - - - - - - - Click!
  • Values in [] are during OD
  • Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks
  • Normal: after blocking 8 hits. OD: after blocking 21 hits
Duo Bios (Ignis)BBCS Relius DuoBios.png
236236D Ignis
300*10, 1000 All 10+(57 Flash)+16 See notes 48 - BD 1~End Guard All - 80 82 (Once) Normal 4 20 30*8, 32, 44, Launch 20*8, 32, 44, 60 35*8, 37, 49, Launch 35*8, 47, 59, 75 0/+4*10, 0/+20 +4*10, +20 +5 Click!
  • Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 800
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
Duo Bios (Ignis OD)BBCS Relius DuoBios.png
236236D Ignis OD
300*3, 150*16, 300*2, 1000 All 10+(57 Flash)+16 See notes 48 - BD 1~End Guard All - 80 82 (Once) Normal 4 20 30*19, 32, 44, Launch 20*19, 32, 44, 120 35*19, 37, 49, Launch 35*19, 47, 59, 135 0/+2*3, 0/+1*18, 0/+20 +2*3, +1*18, +20 +5 Click!
  • Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 [(4) 1]*9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6
  • Minimum Damage 20%: 1100
  • On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged
Vol TedoBBCS Relius VolTedo.png
632146D
1000, 3200 [1000, 4300] All 7+(88 Flash)+4 3 Total 38 - BD - (R) 80 84 Normal 4 18 Crumple 200, Launch 200, 200 + Down 38 Crumple 359, Launch 215, 215 + Down 38 0 +0 +5 Click!
  • Minimum Damage 20%: 840 [1060]

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Zera VariusBBCF Relius ExceedAccel.png
ABCD during Overdrive
600, 300*5, 0, 960
{600, 300*5, 0, 2300}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 - - 20 20, 8*5, 0, 30 +0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 306 {440+44}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Puppeteer's AltarBBCS Relius PuppeteersAltar2.png
214214D
0*3, 36000 All 6+(87 Flash)+14 4 87 -81 BD 1~?? All - - - Long 0 9 - - - - 0 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 6C, 3C Yes Special
5C - - 2C, 6C, 3C Yes Jump[-], Special
2A[3] 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C Yes Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 6C, 3C Yes Special
2C - - 6C, 3C Yes Jump, Special
6A - - - - Special
6B - - - - Jump, Special
6C - - - - Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A[3] j.A[+] j.B j.C Yes Throw, Jump, Special
j.B - - j.C Yes Jump, Special
j.C - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Relius Clover/Data.