Relius Clover
Guard Primer: 5
HP:10500~11000
Dash Type Character
Drive: Detonator
- Basis
By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack).
After that Ignis follows closely Relius while floating behind him in mid-air.
By pressing D with a direction an attack command will be issued making Ignis start an attack.
The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there.
For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position.
She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.
Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius.
Ignis Gauge
When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.
Further more, having her move/attack through a command will cost and consume more gauge.
While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.
Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.
Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.
Ignis Costs:
[Gauge Total = 10000]
[TABLE=class: cms_table, width: 350]
Move
Cost (Active)
Cost (Inactive)
6D
1325
-
2D
2000
-
4D
1000
-
j6D
1000
-
j2D
1000
-
j8D
1000
-
236C>214A
1000
1000
j236C>j214A
1000
1000
j236C>j214B
1000
1000
214A
2000
3000
214B
1500
3000
214C
1500
3000
214D
1500
3500
236D
1500
3500
j214B
1500
3000
632146D
1000
1000
236236D
2000
2000
214214D
0
0
[/TABLE]
Health
Ignis has her own health bar (the gauge below)
- if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)
if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.
Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.
Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover.
Ignis SuperArmor
Ignis has 2 moves, to my knowledge, that she cannot be hit out of:
The first one is 236236D. This is pretty straight forward (and everyone already knows about) since it works the same as Carl's super that we're all familiar with.
The second one is 2D after using 214A to advance Ignis. Let me explain:
-Ignis can be hit out of any of her D normals (2D, 6D, 4D and jD's) and during her 214X summons/specials. She can armor projectiles/bursts though. (I'm not sure if she can armor projectiles with all of her normals/specials, since I haven't tested this yet.)
1). Standalone 2D has projectile armor and armor against A normals. If she is hit with an A normal or a projectile during 2D startup/active/recovery she will just continue the move.
2). Standalone 2D does not have armor against B normals, C normals, or specials. If she is hit during the startup/active/recovery frames she will stop but not be de-summoned. She will return to behind Relius.
3). During the recovery state after 214A/214B/214C/j214B/j214A, her 236C/j236C follwups, and D normals where she is floating back to Relius: if 2D is input during this time she will gain super armor against everything. She is a truck during this state. Highs/lows, specials, any button, and any projectile will not stop her from doing 2D... except when Relius is hit :<
4). If 2D is input during 236A (Led Ley), she will gain super armor against everything, just like #3.
5). These armor exceptions do no have any effect on her other D normals or specials. She cannot give extra armor to any other moves other than 2D.
Also, 236A can dodge Yukikaze but not regular D button Hakumen counters.
Normals
5A: typical light attack, can be used as anti-air
2A: typical light attack
6A: mantis-like overhead, has a good reach but it's slow
5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke
2B: blue arm crouching punch, it's a low that has a good reach but has slow startup
6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility
5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent.
2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering.
6C: huge mecha punch, used solely for combos. Causes FC.
3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block.
j.A: cogwheel attack, chains into itself up to 3 times.
j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in
j.C: "chainsaw kick" attack, good jump-in tool
Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel
Air Throw: same as above
6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use
2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration.
4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.
j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks.
Specials
Id Lauger (236C/j.236C)
A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle.
Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version.
The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral.
It has followups.
Despite having the same proration as the ground version, treat the air one as a different move.
->Haas (214A/j.214A, followup of Id Lauger)
Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.
While striking the opponent she'll also slide down.
If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.
Also, Ignis position doesn't matter when she starts searching for the opponent.
->Naiads (j.214B, followup of Id lauger)
Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.
Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground.
It's mainly a useful move that is adopted in Relius basic combo route.
Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.
Led Ley (236A)
Relius spins around while temporarily being in a state of invincibility
Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles.
No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way)
It can also be used to taunt the opponent while Ignis is on screen rushing towards him.
Val Lanto (214A)
Ignis is summoned, turns into a chainsaw and attacks the opponent
Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.
Appears to be safe on block.
Val Lyra (214B)
Ignis is summoned behind the opponent and attacks him
Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous.
Against rushdown characters like Ragna this can be a good move.
It can still be useful against zoners.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Val Tus (214C)
Ignis is summoned and attacks the opponent three times while dancing
Even though she starts attacking from the very beginning of her rush, the move is still pretty slow
The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage. breaks primer
Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it.
Geara Nose (236D)
Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.
Though the first part is a low hit, it's slow. breaks primer
It's likely going to be used for okizeme purposes.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Geara Act (214D)
Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)
Overhead move, launches the opponent on hit. breaks primer
This move is also useful to lock the opponent down.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Bel Lafino (j.214B)
Ignis is summoned in front of Relius, and she performs a attack in the shape of a drill.
Though it knocks the opponent down so far it hasn't been used a lot.
Again, Ignis position doesn't matter when she starts searching for the opponent. breaks primer
Distortion Drives
Req Vinum (632146C)
Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.
It's invincible during its startup which makes it useful as a reversal move
Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent
Its strong point is that you can set Ignis up or have her chase the opponent during the move.
The recovery (on whiff) is pretty awful which makes this move only useful as a reversal
Vol Tedo (632146D)
Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.
On hit confines the opponent inside a ball, an explosion occurs.
Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Be warned though, the move is not invincible during its startup frames.
Duo Bios (236236D)
Exactly the same kind of DD as Carl's Rhapsody
The only difference is the motion, the rest is identical (included the timing of each move). breaks primer
Ignis is summoned in front Relius no matter what was her previous position.
Astral Heat
Altar of Puppet (214214D)
Ignis teleports to the opponent's location, and if her punch connects she grabs them by the face and teleports the opponent and Relius to a secret lab. The opponent is seen tied up in some form, and Relius gets up from his chair and begins having his way with them as the doors close.
Confirmed binding methods
Ragna: Crucified on an X-stake
Arakune: Poured into a flask
Tager: Limbs are magnetized to two U-magnets bolted to the groundJin: Chained up
All Murakumos (Noel, Lambda, Nu, Mu): Put inside of this huge test tube thingy with the corresponding numbers on them.
Rachel: Crucified on the cross from her Astral
Taokaka: Trapped in a cage
Litchi: Hands are tied to a huge version of her Mantenbo staff
Bang: Ancient Japanese cinderblock torture (hands tied behind back, cinderblocks placed on knees to break their legs)
Carl: Suspended by puppet strings.
Hakumen: Tied to the seal used in his Story Mode by Kokonoe
Tsubaki: Not bound, she just sits on the floor praying
Hazama: Also not bound, just sits in a chair not giving a fuck and chats with Relius
Makoto: Trapped in either a bubble or that ball thing that hamsters run in
Valkenhayn: Strapped via leather belts to an iron maiden and gagged so he can't bite in wolf form (think Hannibal Lecter in Silence of the Lambs)
Platinum: Her body is trapped in a barrel and she cries a fountain of tears
Another Relius: Both Relius's sit in chairs while the ignis of the player that got hit with the astral is disabled
-The Astral is NOT a grab. It is a physical attack that can be blocked, but if the opponent Rapid Cancels to try avoiding it or does anything not related to blocking it WILL connect.
-Hitbox of Ignis' fist reaches hits about 1/4 screen distance in front of her, and is apparently quite large.
-Auto tracks the opponent
-Guard point throughout the entire animation
these are the changes to unlimited relius
Ignis always starts out with you, and doesn't consume meter while idle.
-Faster Ignis Meter regeneration.
-Can do 214B followup after 236C on ground. Normally it's air only.
-Can TK j214B.
-jB now causes ground bounce.
-2141236C New DD which has a gear sphere go fast forward like Venom's Dark Angel
-2141236D New DD which is a super version of Ignis's 214C special.
Astral Combo
3C>214214D
6B>214214D
BC>214214D
4BC>214214D
CH 6A>214214D
CH 5B>214214D
CH 2B>214214D
CH 5C>214214D
CH 2C>214214D
CH 6C>214214D
Combo Rate: 80
[TABLE=class: cms_table, width: 600]
Move
Damage
P1
P2
Notes
5A
240
80
84
[/TD]
5B
600
90
89
5C
480x2
100
92x2
2A
200
80
84
2B
460
80
86
2C
760
80
89
6A
700
80
89
6B
580
90
89
6C
920
100
92
同技80
3C
700
80
89
jA
80x9
90
92x9
jB
450
90
89
jC
660
90
89
BC
1400
90
55
保障100
4BC
1400
90
55
保障100
jBC
1300
100
55
保障100
6D
460
100
86
2D
520, 780
100
84x2
同技70
4D
750
100
92
同技30
j6D
660
100
92
j2D
560
100
92
j8D
760
100
92
236C
950
100
92
同技10
236C>214A
800
?
92
j236C
950
100
92
同技10
j236C>j214A
800
?
92
j236C>j214B
200xN
?
92
214A
950
70
92
同技70
214B
1200
70
94
214C
850x3
100
92x3
214D
720
80
92
236D
200x8
80
98x8
j214B
200xN
100
92
632146C
200x7
80
92x7
保障25(350)
632146D
800, 2500
85
92x2
保障20.35(160.875)
236236D
200x6, 300x2, 350x2, 500
70
95x10.70
保障20(600)
[/TABLE]
Ground Revolver Action Table
[TABLE=class: cms_table_grid, width: 500]
5A
5B
5C
2A
2B
2C
6A
6B
6C
3C
Throw
Special/Super
Jump
5A
Yes+
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
On Hit
On Hit
5B
-
-
Yes
-
Yes
Yes
Yes
Yes
Yes
Yes
-
On Hit
-
5C
-
-
-
-
-
Yes
-
Yes
Yes
Yes
-
On Hit
On First Hit
2A
Yes
Yes
Yes
-
Yes
Yes
Yes
Yes
-
Yes
Yes
On Hit
-
2B
-
1x Per String
Yes
-
-
Yes
Yes
-
Yes
Yes
-
On Hit
-
2C
-
-
-
-
-
-
-
-
Yes
Yes
-
On Hit
-
6A
-
-
-
-
-
-
-
-
-
-
-
On Hit
-
6B
-
-
Yes
-
-
-
-
-
Yes
-
-
On Hit
On Hit
6C
-
-
-
-
-
-
-
-
-
-
-
On Hit
-
3C
-
-
-
-
-
-
-
-
-
-
-
On Hit
On Hit
[/TABLE]
Air Revolver Action Table
[TABLE=class: cms_table_grid, width: 500]
[TD]jA
jB
jC
Throw
Special/Super
Jump
jA
-
On Hit
On Hit
-
On Hit
-
jB
-
-
On Hit
-
On Hit
-
jC
-
-
-
-
On Hit
-
[/TABLE]
+ Available even on whiff
Thank you very much Kurushii :3