Jump to content
Dustloop Forums

[CSE] Relius Clover - General Discussion "American Frame Traps"


Recommended Posts

Posted
That's bloody impressive man, most I can manage is 3 and even that's pushing it *congratulatory slap on the back*

I play with five characters myself: Ragna, Noel, Tsubaki, Platinum, and Relius. I main Relius, Noel, and Tsubaki; and I sub Ragna and Platinum.

A bit too much, don't you think?

  • Replies 431
  • Created
  • Last Reply

Top Posters In This Topic

Posted

It's just that I can't keep playing the same character twice in a row in a player room. That's why I have subs to switch it up and not get raped at the same time.

Posted
214A is the best option for getting in, canceling it into other Ignis attacks gives her armor and a solid way for Relius to approach. You have to be careful on how you approach with him though, if you come from the air, then you can be anti-aired, if you come from the ground you need to make sure you have Ignis meter left to keep yourself safe. If you're doing blockstrings you have to keep Ignis out, or else you can be punished, heavily.

In general, you need to rely on Ignis for pretty much all approaching. Don't forget about Relius' 2B > 5B gatling either, it's his longest range poking tools, outside of Ignis attacks, and if she's out you can cancel into 6D for free combos or mixups on block.

One of my biggest problems is that half the time when I use Val Lanto, my opponent somehow hits her either during it or right after, and she goes away. People can just sit full screen until they either manage to hit Ignis, or she's out of meter. How do I combat that?

Posted
One of my biggest problems is that half the time when I use Val Lanto, my opponent somehow hits her either during it or right after, and she goes away. People can just sit full screen until they either manage to hit Ignis, or she's out of meter. How do I combat that?

The point is for them to have to deal with her while you go in, whether she gets hit or not, you approach.

If they just sit full screen and wait for you to use her, then don't, use 214B so they can't hit her, or just rush in by yourself, or with her activated for support. Just quit being too predictable and try to keep things fresh, so they don't know what to expect, then they'll start to block in fear of getting hit by something they didn't predict.

Posted (edited)

In order of competence...

Mu, Hazama, Bang, Ragna, Tager, Valkenhayn, CS2 Makoto, Jin, Relius.

I need to shut up talking in games, Sit up straight and learn a character for real. I have a lot of knowledge but I have trouble actually applying it. I live by the code "Hit them before they hit you" And against other players who follow the same code, I always win. For those with skill...However.

I'm also considering picking up

Noel

Edited by YukiBlue
Posted

im no expert (yet... lol), but fullscreen if l know my foe will easily counter val lanto, l use val lyra. its easily seeable but it forces a reaction most of the time, and that reaction is jump/superjump.

now, relius's anti airs can be situational, but you can employ left/rightmixups while the foe is landing (you have to be close enough to dash under the foe), or get into a midrange position with 5b.

Posted
im no expert (yet... lol), but fullscreen if l know my foe will easily counter val lanto, l use val lyra. its easily seeable but it forces a reaction most of the time, and that reaction is jump/superjump.

now, relius's anti airs can be situational, but you can employ left/rightmixups while the foe is landing (you have to be close enough to dash under the foe), or get into a midrange position with 5b.

Val Lyra can be countered with an IAD or just a fast dash in general, I'm trying to find a set up that doesn't involve 214B, 66, Block. But as for Val Lanto, I found if they're chilling full screen, throw it out and dash after it, then throw another out, with a dash but use 2D, 6D, 4D, j6D, or j2D, they seem to work most of the time. If they try to hit Ignis to make her go away, use 2D, and if it's a jumping attack, use 4D. I haven't done too much testing with 4D but from what I understand it usually wins, I think you can do a j6D after a counter hit to try and combo but I haven't tested it. If anyone else wants to test it while I'm in class, that'd be swell.

Posted

I only use 214B when someone is doing a full screen move with a huge startup (Mu stein startup, Tsubaki charging, exc.), opponent is about to land on the ground, or I just did 632146D midscreen.

Posted

I use Val Lyra either to scare my opponent into doing something silly or on knockdown. The move is good when used sparingly or when your opponent is expecting Val Lanto.

Posted
Also, what's Relius's Air to Air game like? Should he ever try and fight the AA battle? My experience says no

Air to Air he gets beat by a lot of the cast. You can win it but it's tough. I personally say stick more to the ground until you feel confident in your air entry against your opponent.

Posted
Also, what's Relius's Air to Air game like? Should he ever try and fight the AA battle? My experience says no

j.A is really good air to air against a variety of pokes b/c it's active for so long, and it has quick start up. That being said, don't expect to beat things like Carl/Arakune j.A, Ragna j.C (unless it's preemptive, which is very difficult), Arakune j.B, Mu j.C and a few others.

Posted
Air to Air he gets beat by a lot of the cast. You can win it but it's tough. I personally say stick more to the ground until you feel confident in your air entry against your opponent.

So how should I deal with air born characters? Should I just avoid them all together? I know I can win with 2C but that attack is so slow, I usually just get counter hit. Also, if the attack whiffs at all, you're a sitting duck.

And when advancing, should I jump when I feel like they're gonna stay on the ground?

j.A is really good air to air against a variety of pokes b/c it's active for so long, and it has quick start up. That being said, don't expect to beat things like Carl/Arakune j.A, Ragna j.C (unless it's preemptive, which is very difficult), Arakune j.B, Mu j.C and a few others.

How do you deal with this?

Posted
Not jumping. Stay on ground so you can 2c or 4d people jumping on you.

lol was gonna type something talking about how awful Relius's AA attacks are but 4D overjoyed. However, in my experience 2C usually gets counter hit or comes out when they're on the ground already. I'm gonna try and use 4D much more.

Other than that I still have trouble getting in. The only time I feel safe going in is when I know for a god damn fact 2D is going to catch them with both hits. Block or not. Anyone have any tricks they wanna share? Should I try and maintain a half screen distance? How would I do that?

Next part of this post is about keeping an offensive pressure.

My bnb is 5b, 6D, 66, 6B, 6C, 214A, 66, 6B, j.B, j., j.B, j.236C, j.214B [3213DMG/+30Meter/~40%Ignis] Combo can be started different ways but this is usually what I do every time.

after the j.214B Relius is left with some breathing room so I try my best to keep my opponent there but it's pretty much a guessing game for me.

Dashing up a little and when I'm able using 6D, 66, 5B and going into a block string seems to work if they neutral teched. But I don't know what to do if they foward teched or backward teched. Backward teching is pretty much the way to go in that situation and I can't figure how to keep them locked down. If they foward tech I feel like they're gonna DP and I just don't know what to do. I guess I could Led Ley but that just seems WAY too obvious and the opponent could easily bait it.

Am I wrong to aim for combos ending in j.214B?

Posted

You can use sj.bc>j.236c etc and airdash after the j.214b to stay close to them trading off a bit of damage. You basically end up right next to them as they neutral tech and I imagine doing airdash j.c would catch a lot of forward rolls. Led ley+6d is probably the safest way to bait a dp, or you could just block. Forward techs could be picked up by doing 6d>66>2b in your original situation, you could then gatling into 5b. Back rolls are usually really strong midscreen and there's not a whole lot you can outside of dashing in on them to put pressure since they probably just rolled into the corner unless you started on their side of the screen.

As far as getting in in general I tend to stay at 5b range. You want to be able to 5b>6d>dash 5b>3c>iad combo basically. At this point you can generally also go in when you want with 5b>6d>dash ins or just play neutral footsies.

4d is a pretty specific area, but it covers the area right on top of him nicely. Try doing 2c a bit earlier if you are getting counterhit out of it. I wouldn't be too surprised if it traded or clashed with stuff like ara j.b or valk j.c though.

Posted
You can use sj.bc>j.236c etc and airdash after the j.214b to stay close to them trading off a bit of damage. You basically end up right next to them as they neutral tech and I imagine doing airdash j.c would catch a lot of forward rolls. Led ley+6d is probably the safest way to bait a dp, or you could just block. Forward techs could be picked up by doing 6d>66>2b in your original situation, you could then gatling into 5b. Back rolls are usually really strong midscreen and there's not a whole lot you can outside of dashing in on them to put pressure since they probably just rolled into the corner unless you started on their side of the screen.

As far as getting in in general I tend to stay at 5b range. You want to be able to 5b>6d>dash 5b>3c>iad combo basically. At this point you can generally also go in when you want with 5b>6d>dash ins or just play neutral footsies.

4d is a pretty specific area, but it covers the area right on top of him nicely. Try doing 2c a bit earlier if you are getting counterhit out of it. I wouldn't be too surprised if it traded or clashed with stuff like ara j.b or valk j.c though.

What should I do if they happen to hit Ignis and she's not out? When I play other relius players I know for a fact their either gonna 5D or 214A after either 5B, 2B, 5C, or 3C it's the most common way of getting her out mid block string. Being against mirror matches I play Hakumen will Enma relius out of that all day, just gotta mash it out. Yeah you can punish that by doing 5B, 6C or something, which will cause a frame trap and fatal counter. but what do you do about something like Inferno Divider? Not to make it character specific or anything, just using enma as an example of an attack that can be punished and Inferno Divider as an example of an invincible attack that will beat a frame trap. What can you do?

6D can catch backrolls after j236C > j214B knockdown. It's a timing thing.

God that match was epic. So I guess I've been doing the right thing trying to end my combos in j.214B.

So once you get the spacing down, what do you do about zoning? If you're stuck full screen and keep getting pushed back or your opponent is running, Can you send Ignis over there and safely attack them before you get hit and whatever you were trying doesn't happen?

Question basically being, how do you go from full screen to the 5B danger range if you're constantly having stuff thrown at you?

Posted

Just 5b>block if you think they will inferno divider. Or maybe led ley. Generally, quick recovering move>block is a good solution to anyone mashing dps/supers during your blockstrings. (Except Tager obviously.) If he infernos you get whatever you want, might even be able to hit a raw 214c starter.

As far as getting into range, learn to use dash braking. Dash in and then barrier guard to cancel the recovery. You can slowly gain ground like this. If you mean Lambda specifically, then you generally want to alternate between dash brake or dash>jump depending on whether you think she will 5d or 6d. Dash>jump IB is also a good way to get in against people chucking projectiles at you.

Posted

Thanks for the info, STenSatsu

Another question i have is when should Relius RC? Are there any high damage combos that only use 50 meter for the RC? What are the practical uses of Using a RC?

Posted
Thanks for the info, STenSatsu

Another question i have is when should Relius RC? Are there any high damage combos that only use 50 meter for the RC? What are the practical uses of Using a RC?

Besides corner carry without Ignis with Whatever>236C>RC>66> or in corner 632146D>RC> You should be using your meter to either CA, corner carry with 236236D, or to end corner combos with 632146C>5D to get Ignis restored or 632146D to add extra 1k+ damage.

Posted

Another situation I'm sorta confused about is when I know someone is going to run up and do something stupid. At the time I have Ignis out and want to Led Ley, 6D their attack, but ignis gets hit, and then I get counter hit out of Led Ley. A solution I found is to do Led Ley, 2D. But is that too risky? Should I avoid doing this all together?

Posted

Approach tech:

214A>9D6 while Ignis is returning

You get an airdash covered by 6D

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...