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Everything posted by Kurushii
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3A.) Mid-screen Normal Starters 5B > 6D > 66 > 2A > 5B > 6D > 66 > 2A > 5B > 6D [DM:1837/HG:14/IC:3900] 5B > 6B > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3146/HG:28/IC:3000] 5B > 3C > 6D > j.B > j.C > J.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3177/HG:30/IC:4300] *Can swap 6D with 2D 5B > 6D > 66 > 5B > 5C(2) > 6D > 66 > 5B > 3C > 2D > 6B > j.B > j.236C > j.214B > ad [DM:3156/HG:37/IC:5600] 2D > iad.B > j.C > Land > 5B > 5C(2) > 6D > 66 > 5B > 3C > 6D > j.C > j.236C > j.214A > ad [DM:3295/HG:35/IC:5600] 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:3835/HG:30(-50)/IC:5000] 5B > 3C > 6D > [66 > 3C > 6D]x4 > 3C > 632146D [DM:3900/HG:X/IC:7500] *Kamoihito Special (Jin/Litchi/Tager Specific) Special Starters *Note: Combos are the same as Ignis Inactive starters, but with less IC used. 214A > 66 > 5B > 5C(2) > 236C > 214A [DM:2332/HG:17/IC:3000] 214A > 66 > 5B > 5C(2) > 2D > 66 > 5B > 3C > 6D > j.B > j.C > j.236C > 214A > ad [DM:3006/HG:34/IC:6300] 214B > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:3681/HG:35/IC:5500] 214C > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:4984/HG:41/IC:5500] 214C > 66 > 5B > 5C(2) > 632146C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:4599/HG:16(-50)22/IC:4000] 214C > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:5360/HG:40(-50)/IC:6500] 214D > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:2818/HG:24/IC:3500] 236D > 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3581/HG:37/IC:5500] Throw Starters BC > 2D > 6B > j.B > j.C > j.236C > j.214B [DM:2759/HG:29/IC:3000] 4BC > 4D > sj.B > j.236C > j.214A [DM:2405/HG:17/IC:2000] Distortion Drive Starters *Note: Combos are the same as Ignis Inactive starters, but with less IC used. 632146C > 2C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:2482/HG:(-50)+6/IC:2500] 236236D > 66 > [after last hit] > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:2239/HG:(-50)+24/IC:3500] 3B.) Near-Corner Normal Starters *Note: Combos are the same as Ignis Inactive starters, but with less IC used. 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3506/HG:31/IC:3000] CH 3C > 214C > 3C > 66 > 5C(2) > 6B > j.B > dj.B > j.8D > j.236C > j.214B [DM:3766/HG:40/IC:3500] CH 3C > 214C > 3C > 66 > 5C(2) > 4D > sj.B > dj.B > j.8D > j.236C > j.214B [DM:3853/HG:40/IC:4500] FC 2C > 214A > 66 > j.B > dj.B > j.C > j.236C > j.214A [DM:2638/HG:20/IC:3000] *Anti-Air Only FC 2C > 214B > 66 > sj.B > j.C > j.236C > j.214B [DM:3042/HG:25/IC:2500] *Anti-Air Only FC 2C > 214C > 66 > 5C(2) > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3702/HG:36/IC:2500] *Anti-Air Only Special Starters *Note: Combos are the same as Ignis Inactive starters, but with less IC used. 214B > 66 > 5B > 5C(2) > 2D > 66 > 6B > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [3524/43%] [DM:3524/HG:43/IC:5500] 214C > 66 > 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.8D > j.236C > j.214B [DM:5024/HG:42/IC:5500] Throw Starters j.BC > j.C > 5C(2) > sj.B > j.8D > dj.B > j.8D > j.236C > j.214B [DM:3127/HG:32/IC:3000] Distortion Drive Starters [*]*Note: Combos are the same as Ignis Inactive starters, but with less IC used. [*]CH 632146C > 2C > 214C > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:2713/HG:(-50)+14/IC:2500] 3C.) Corner Normal Starters [*]*See Ignis Inactive Starters Special Starters [*]*Note: Combos are the same as Ignis Inactive starters, but with less IC used. [*]214C > 6C > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:7319/HG:60(-50)/IC:8500] [*]214C > 5C(2) > 236C > 214A > 6C > 214A > 66 > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5C > 632146D [DM:7689/HG:65(-100)/IC:10000] Throw Starters [*]*See Ignis Inactive Starters Distortion Drive Starters [*]*See Ignis Inactive Starters
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2A.) Mid-screen Normal Starters 5B > 5C(2) > 236C > 214A [DM:2102/HG:13/IC:1000] 5B > 2B > 5C(2) > 3C > 236C > 214A [DM:2424/HG:18/IC:1000] *Character Specific 5B > 6B > 5C(2) > sj.B > j.C > j.236C > j.214B > ad [DM:2745/HG:22/IC:1000] 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3563/HG:30/IC:5000] 2A > 6B > j.B > dj.B > j.C > j.236C > j.214B [DM:1827/HG:18/IC:1000] iad.B > j.C > 5B > 5C(2) > 236C > 214A [DM:2403/HG:18/IC:1000] iad.B > j.C > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3504/HG:32/IC:5000] CH 3C > 214C > 3C > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:3601/HG:34/IC:5000] CH 3C > 214C > 3C > 66 > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3792/HG:39/IC:6000] FC 2C > 5D > 66 > 6B > j.C > j.8D > dj.C > j.236C > j.214B [DM:2951/HG:25/IC:2000] *Anti-Air Only FC 2C > 214C > 66 > 5C(2) > sj.C > j.236C > j.214B > ad [DM:3505/HG:30/IC:4000] *Anti-Air Only 5B > 6D > 66]x5 > 5B > 5C > 236C > 214A [DM:2948/HG:35/IC:7500] 5B > 6B > 236C > RC > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:3376/HG:(50)+14/IC:1000] Special Starters 214A > 66 > 5B > 5C(2) > 236C > 214A [DM:2332/HG:17/IC:4000] 214A > 66 > 5B > 5C(2) > 2D > 66 > 5B > 3C > 6D > j.B > j.C > j.236C > 214A > ad [DM:3006/HG:34/IC:7300] 214B > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:3681/HG:35/IC:7000] 214C > 66 > 5B > 6B > 6C > 214A > 6B > j.B > j.8D > j.236C > j.214B > ad [DM:4984/HG:41/IC:7000] 214C > 66 > 5B > 5C(2) > 632146C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:4599/HG:16(-50)22/IC:5500] 214C > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 2D > 66 > 5B > 5C(2) > 632146D [DM:5360/HG:40(-50)/IC:8000] 214D > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:2818/HG:24/IC:5500] 236D > 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3581/HG:37/IC:7500] Throw Starters BC > 236C > 214A [DM:2067/HG:13/IC:1000] 4BC > 236C > 214A [DM:2067/HG:13/IC:1000] j.BC > j.C > 5C(2) > sj.B > j.236C > j.214B > ad [DM:2675/HG:22/IC:1000] Distortion Drive Starters 632146C > 2C > 214C > 66 > 5B > 5C(2) > 236C > 214A [DM:2482/HG:(-50)+6/IC:4000] 236236D > 66 > [after last hit] > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:2239/HG:(-50)+24/IC:3500] 2B.) Near-Corner Normal Starters 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3506/HG:31/IC:4000] CH 3C > 214C > 3C > 66 > 5C(2) > 6B > j.B > dj.B > j.8D > j.236C > j.214B [DM:3766/HG:40/IC:5000] CH 3C > 214C > 3C > 66 > 5C(2) > 4D > sj.B > dj.B > j.8D > j.236C > j.214B [DM:3853/HG:40/IC:6000] FC 2C > 214A > 66 > j.B > dj.B > j.C > j.236C > j.214A [DM:2638/HG:20/IC:4000] *Anti-Air Only FC 2C > 214B > 66 > sj.B > j.C > j.236C > j.214B [DM:3042/HG:25/IC:4000] *Anti-Air Only FC 2C > 214C > 66 > 5C(2) > 6B > sj.B > dj.B > j.C > j.236C > j.214B [DM:3702/HG:36/IC:4000] *Anti-Air Only Special Starters 214B > 66 > 5B > 5C(2) > 2D > 66 > 6B > 5C(2) > 4D > sj.B > dj.B > j.C > j.236C > j.214B [DM:3524/HG:43/IC:7000] 214C > 66 > 5B > 6B > 6C > 214A > 6B > sj.B > dj.B > j.8D > j.236C > j.214B [DM:5024/HG:42/IC:7000] Throw Starters *See Mid-screen Starters Distortion Drive Starters [*]CH 632146C > 2C > 214C > 66 > 6B > 5C(2) > sj.B > dj.B > j.C > j.236C > j.214B [DM:2713/HG:(-50)+14/IC:4000] 2C.) Corner Normal Starters [*]5B > 5C(2) > 236C > 214A > 66 > 6B > TK j.236C > 2C > 6C > 4D > 3C > Oki [DM:3772/HG:32/IC:2000] *St1ckBuG Special [*]5B > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 66 > 5C(2) > j.B > dj.B > j.C > j.236C > j.214B [DM:4564/HG:49/IC:5000] [*]5B > 5C(2) > 236C > 214A > 66 > 5C(2) > j.B > j.C > j.236C > j.214A > j.C > 2C > 4D > 2C > 632146D [DM:5123/HG:41(-50)/IC:4000] [*]5B > 5C(2) > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:5684/HG:52(-50)/IC:7000] [*]6A > 236C > 214A > 2C > 6C > 214A > 5C(2) > 4D > 6B > j.C > j.8D > dj.C > j.236C > j.214B [DM:4433/HG:50/IC:6000] [*]2B > 3C > 236C > 214A > 2C > 6C > 4D > j.C > j.236C > j.214A > j.C > Land > 2C > 4D > 632146C [DM:3950/HG:41(-50)/IC:4000] [*]FC 2C > 6C > 236C > 214A > 66 > 5C(2) > 214A > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5D [DM:5037/HG:59(-50)/IC:6000] Special Starters [*]214C > 6C > 236C > 214A > 66 > 2C > 214A > 6B > j.B > j.8D > dj.C > j.236C > j.214B > 5C > 2C > 4D > 2C> 632146D [DM:7319/HG:60(-50)/IC:10000] [*]214C > 5C(2) > 236C > 214A > 6C > 214A > 66 > 5C(2) > 4D > 5C(2) > 6B > j.C > j.8D > dj.C > j.236C > j.214B > Land > 5C(2) > 632146C > 5C > 632146D [DM:7689/HG:65(-100)/IC:10000] Throw Starters [*]BC > 236C > 214A > 66 > 6B > TK j.236C > 2C > 6C > 4D > 3C > Oki [DM:3287/HG:32/IC:2000] [*]BC > 236C > 214A > 6C > 214A > 5C(2) > 4D > 5C(2) > 4D > 3C > Oki [DM:3260/HG:30/IC:4000] [*]BC > 236C > 214A > 6C > 214A > j.C > j.236C > j.214A > j.C > Land > 2C > 4D > 3C > j.D [DM:3795/HG:42/IC:5000] Distortion Drive Starters [*]632146D > RC > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 5C(2) > 6B > j.B > dj.B > j.C > j.236C > j.214A [DM:5890/HG:(-100)+26/IC:6000]
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5A.) Ground Revolver Action Table [table=width: 800, class: grid] [/td] 5A 5B 5C 2A 2B 2C 6A 6B 6C 3C 5D Throw Special/Super Jump 5A 連※1 Yes Yes Yes Yes Yes Yes Yes Yes Yes On Hit Yes On Hit On Hit 5B - - Yes - 1x Per String Yes Yes Yes Yes Yes On Hit - On Hit - 5C - - - - - Yes - Yes Yes Yes On Hit - On Hit On Hit 2A Yes Yes Yes 連※1 Yes Yes Yes Yes - Yes On Hit Yes On Hit - 2B - 1x Per String Yes - - Yes Yes Yes Yes Yes On Hit - On Hit - 2C - - - - - - - - Yes Yes On Hit - On Hit - 6A - - - - - - - - - - - - On Hit - 6B - - Yes - - - - - Yes - - - On Hit On Hit 6C - - - - - - - - - - - - On Hit - 3C - - - - - - - - - - On Hit - On Hit On Hit [/table] Air Revolver Action Table [table=width: 500, class: grid] [td] j.A j.B j.C j.D Throw Special/Super Jump j.A 連 On Hit On Hit On Hit - On Hit On Hit j.B - - On Hit On Hit - On Hit On Hit j.C - - - On Hit - On Hit - [/table] 連 Available even on whiff ※1 Allows up to three times 5B.) Unlimited Relius Changes 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 j.214B. j.B 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. j.C is Jump Cancelable j.C can gatling to j.B 6C has longer hitstun Thanks to everyone who contributed information to the guide. Special thanks to St1ckbug for writing a huge chunk of the sections and voicing his opinion, and Solex for making the original thread.
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Throw this out here for people to look at: Large or Small
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Oops. Wow no one noticed that before LOL. Only j.A and j.B are On Hit. Thanks for noticing that. Thanks St1ckbug. The Gatling Chart I'll remove once his Frame Data page is made. The tables with some of his frame data i'm going to keep in unless a lot of people feel it's too much. Where you see Hitbox in the tables is just going to be a quick link to the specific moves hitbox from the hitbox section of the site. The only images of hitboxes I plan on using when it is available is replacing the current graphics of moves with. Once again if enough people don't like them i'll take it down and make the guide more simple like what you wrote already. I took note of your suggestion on a combo category and added it in. I don't want to do a huge combo listing as I rather have that in it's own thread to fill up, but keeping the best bnb's and combo theory in the thread I agree with. Once again thanks for the input and contributing the write up for us to use.
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Yea that's fine. Have you stopped mashing sekkajin everywhere yet? :3
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Im willing to do some matches tonight when I get off work against you Azure.
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Why would you want it banned? That's a bad thing. Just make a new account.
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All videos found on nico and yt have been posted thus far. Valk is one of Relius's bad matchups because of Valks great movement and space control. Also, please refrain from using harsh words like that in your posts.
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CEO is a major. Has fees like the rest.
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Dusk been here chilling with the rest of the family for awhile. He's adopted. :P
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@C0R: Ok so if renaming to Gameplay Mechanics suit it better? I see some threads with the same name and are just combos listings. The one I posted is basically a cleaner version of the previous thread that was already in here with the tech name on it. @St1ckbug: I thought you were kidding on twitter about making a guide. I honestly don't know why you would rather write for a outside source instead of contributing it all to DL. Your choice to do what you want though. I copied the style of the wiki because I felt it brings a better presentation to users. The character isnt exactly popular so I figured having something more appealing to look at might bring in more people interested in him. Yea I know we have a wiki page. I already invested time getting his page started in the first place. I still feel the majority of users are going to read the forum before looking at the wiki since that's how it's been for DL. Not like how it is over in games mizuumi covers where it's second nature to look at the wiki first. Just because something is on the wiki doesn't mean we can't use it on the forums as well. Any other thoughts from people? Toasty?
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If everyone can spend a minute of their time and check out the "Relius Clover Technical Guide and Discussion" thread. I'll greatly appreciate any comments posted here on what should be added to the content list or changes to the layout before I open it up. I personally feel the layout is almost done so I can start working on the combo thread. That all said.... /sleep
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236D doesn't work as fully intended in the corner cause of the limitations of movement. I love using 214D as a corner oki. 2D spam is something you'll have to kill quick. I remember I had the same problem early on. Start to work 6D into your system instead. Everyone that has watched me play recently has seen my habit of almost blowing Ignis up with my corner combo costs. So I can't even talk about good Ignis gauge saving for corners LOL. After I get the technical and combo guide up and running i'm going back into the lab for combo making. Maybe someone else here will give you some good, decent cost corner combos. :3
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BBCS:EX αlpha Station 1/5/2012 Singles Part 1/3 vs http://www.youtube.com/watch?v=IuddspYGQDA#t=12m19s BBCS:EX αlpha Station 1/5/2012 Singles Part 3/3 vs Dora http://www.youtube.com/watch?v=31cFBw0akOQ
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4A.) Combo Theory Description 4B.) BnB's Mid-screen: 5B > 5C(2) > 236C > 214A [DM:2102/HG:13/IC:1000] 5B > 6B > 6C > 214A > 6B > sj.B > j.8D > j.236C > j.214B > ad [DM:3563/HG:30/IC:5000] CH 3C > 214C > 3C > 66 > 5C(2) > sj.B > j.8D > j.236C > j.214B > ad [DM:3601/HG:34/IC:5000] FC 2C > 214C > 66 > 5C(2) > sj.C > j.236C > j.214B > ad [DM:3505/HG:30/IC:4000] *Anti-Air Only BC > 236C > 214A [DM:2067/HG:13/IC:1000] 5B > 6B > j.B > j.C > j.8D > Land > sj.B > j.8D > j.236C > j.214B > ad [DM:3146/HG:28/IC:3000] Corner: 5B > 5C(2) > 236C > 214A > 66 > 6B > ji.236C > 2C > 6C > 4D > 3C > Oki [DM:3772/HG:32/IC:2000] 5B > 5C(2) > 236C > 214A > 6C > 214A > 5C(2) > 4D > 66 > 5C(2) > j.B > dj.B > j.C > j.236C > j.214B [DM:4564/HG:49/IC:5000] 4C.) Pressure, Oki, and Mix-up Pressure/Mixup: St1ckBug said it best, so I give you his exact words: Oki: Relius has a lot of Oki options that, when combined, can cover almost all of your opponents options when getting up. Most of the time you want to end with j214B mid-screen and 3C in the corner. Mid-screen after j236C > j214B [*]dash 5B (beats tech roll forward) [*]doll 6D (beats tech roll back but will not meaty) [*]doll 2D (keeps them in place after neutral tech and beats mashing) [*]Flying jA or 4D can keep them in place after jumping, but nothing will 100% beat jump Corner after 4D: [*]Walk back 3C > Neutral Jump Un-summon > falling jC (Beats forward roll out of the corner and at the right distances will safe-jump reversals. With forward jump you can meaty jC but it will lose to reversals.) [*]Walk forward into the corner 3C > 214C (Beats back roll out of the corner but late neutral tech will dodge 214C.) [*]Walk forward into the corner 214C > dash 236A or jump over (Really good ambiguous cross-up, destroys inputs and Relius cannot be thrown, loses to late neutral tech and roll out of the corner.) [*]3C > 236C > 214C (Pushes you away from the corner at a distance that makes you safe against reversals and beats forward tech out of the corner. Good for baiting counter-assaults and bursts as well. Against Ragna/Tager/Hakumen you can hit them with a rising jC and the 214C will combo.) (Oki setups courtesy of St1ckBug) 4D.) Gimmicks and Resets [*]After a Vol Tedo (632146D) mid-screen, do a Val Lyra (214B) to get a easy followup hit on the opponent's wakeup as Ignis will be hidden off the screen. [*]During a Id Naiads (j.236C > j.214B) if you land early enough you can air throw them while they are still getting hit. [*]During the final hits of Duo Bios (236236D) you can forward throw for a easy green throw. [*]During blockstrings, after a 2D, dash and delay a forward throw for a easy green throw setup. [*]During Duo Bios (236236D) mid-screen do extra attacks to break the hitstun, forcing the person to block and give you a chance to setup a mixup for more damage than you would of got off of the normal Duo Bios (236236D) followup.
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2D.) Supers And Astral Heat Req Vinum (632146C) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 200x7 0 80 92x7 7+4 9 53 -23 Click! [/table] Relius summons a number of gears from the ground and creates a field that hits the opponent in place. 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. Does very little damage. Relius can move and perform moves while the distortion is active. 1~10F is fully invincible. Projectile property. 25% minimum damage. 370F heat gain cooldown. Hitting with 1st attack will initiate the rest of the attacks. 31F hitstop. [/table] Vol Tedo (632146D) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 800, 2500 0 85 92 7+4* 3 37 total -10 1000 (1000) Click! [/table] Ignis is summoned behind Relius and Performs a large punch that, when hits, puts to opponent into a black ball and then blows them away. Fast startup, good damage, and your main super to put onto the end of combos. 8~22F is fully invincible. 180F heat gain cooldown. 1st attack has 20% minimum damage, 2nd attack 35% minimum damage giving a base minimum of 1035 damage. Causes opponent to slide backwards on hit. Ignis has super armor throughout animation. Startup of move depends on how far away opponent is from Ignis (max 7+12). Ignis's total duration lasts till 36F after startup. Ignis disappears if hit. Uses 1000 gauge. [/table] Duo Bios (236236D) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 200x6, 300x2, 350x2, 500 0 70x10, 70 95x10, 70 10+16 * 24 total - 1500 (1500) Click! [/table] Exactly like Carl's Tsuioko no Rhapsody distortion. Ignis advances forward while punching. Relius can move freely while this distortion is active. Good for mixup/pressure but the proration is bad. Very easy to full screen corner carry someone by dashing behind Ignis advancing her forward. First hit removes a primer. Fully invincible through superflash. Ignis has super armor throughout animation. 20% minimum damage. 430F heat gain cooldown. Ignis is guaranteed to attack after superflash. Hitstuns: 8th attack = 30F, 9th attack = 36F, 10th and 11th attacks = 45F. Active frames: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(13)5(26)5(38)6. 11th attack has 21F hitstop. Ignis's total duration is 440F. Uses 1500 gauge. [/table] The Puppeteer's Altar (214214D) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox DEATH 0 - - 5+14 4 26 -21 0 (0) Click! [/table] Relius's astral that has a different ending animation depending on the character. Can be combo'd into from the majority of his normals. With no Ignis cost you can easily add it in to the end of a long combo if you meet all the other requirements. 1F~43F after superflash is fully invincible. Heat Gauge is used up on superflash. Ignis has super armor throughout the animation. [/table] 3A.) Basics [table=width: 1000, align: left] Inputting 5D or j.D will summon Ignis, putting her behind Relius in a idle state. Ignis will follow closely behind Relius even when he is in the air. While Ignis is idle you can input a direction+D to make her attack with moves normally not available when she isn't summoned out. If you already did a move before the input she'll do the attack from that position instead of from behind Relius. She returns behind Relius pretty quickly after a move has been preformed. Pressing 5D or j.D while she is out will dismiss her. Special moves that use Ignis will automatically summon her but for a cost if she isn't out. [/table] 3B.) Gauge [table=width: 1000, align: left] When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting. Each attack she does will consume a set amount of her gauge. If she isn't out when a special move is inputted it'll increase the cost of that move up to almost three times it's normal cost. While Ignis is idle, inputting 5D or j.D will dismiss her and her gauge will gradually recover. If Relius gets hurt she will dismiss and go into a state of slower gauge regeneration. Blocking during any of her moves, except for supers, will stop the move and cause her to return back to being idle behind Relius (unless you used up all of her gauge in the process). No changes to her regeneration state for blocking a attack. If she enters that state, noticeable by a aqua color gauge, you can restore her to normal regeneration state by summoning and dismissing her. If Ignis is hit during her attacks, except for 2D and 236236D, she'll just dismiss and go into slow regeneration status. [table=width: 400, class: grid, align: center] Fully Recovered Normal Regeneration Status Slow Regeneration Status Inoperable Status [/table] [/table] 3C.) Super Armor [table=width: 1000, align: left] All of Ignis's attacks have projectile armor for the full duration of it's animation. Two of Ignis's moves have super armor during their full duration. 2D and Duo Bios (236236D). At close range 2D puts Relius in range of getting hit, but if you put 2D after Val Lanto (214A) or another one of her distancing attacks you can setup a great entry cause of the super armor and long hitstun/blockstun of 2D. Duo Bios (236236D), like his son Carl's distortion drive Tsuioko no Rhapsody, has many great uses of it's super armor. It can be used as a reversal in some situations, but the most common use of it is getting through the opponents attacks and forcing them to block. Once you have them blocking you are free to crossup/mixup and carry them into the corner for punishment. [/table] 3D.) Management With how easy Relius combos are the main ability that separates players skill apart is their Ignis Meter management. Failing to manage it will easily make a match harder on you or cost you the match. If you follow some general rules with Relius you can keep your meter in line and make your game much better. If a opening is available and Ignis meter is high summon her out instead of force summoning her with a special. If she gets dismissed from you getting hit, summon and dismiss her the next opening you get so that her regeneration goes back to normal instead of trying to restore under slow regeneration status. Pay attention to her current amount during your combos to see if you need to end the combo early with a possible oki/reset setup so that she doesn't break down. After long corner combos, if her meter is very low, use Req Vinum (632146C) and dismiss her so that you can keep pressure while she restores fast. All mid-screen combos should be the most meter optimal ones possible, save your meter for the corner or to get in.
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Still welcome to contribute any legit findings you find. You can pull a crowd but Romey can still pull the most with glitter. :P
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Ya come to CEO! :D
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Hey now Florida is leveling up too! :P
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2B.) Drives 5D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox - - - - - - - - - Click! [/table] Relius summons or dismisses Ignis on the ground. [/table] 6D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 460 190 100 86 16 4 - - 1300 Click! [/table] Forward punch. Your main tool in pressure. Also used in combos. [/table] 2D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 520, 780 215, 322 100 84* 24 3 (12) 3 - - 2000 Click! [/table] Double swipe move. Good pressure, mixup and oki tool. See super armor section for more on this move. [/table] 4D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 750 310 100 92 15 9 - - 1000 Click! [/table] Up drill that causes wall bounce, similar to Carl's 623D. Used as corner combo ender due to it's untechable time. 30% Repeat proration. [/table] j.D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox - - - - - - - - - Click! [/table] Relius summons or dismisses Ignis while in the air. [/table] j.6D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 660 273 100 92 18 4 36 - 1000 Click! [/table] Makes Ignis rush towards the opponent horizontally. Combo filler and neutral tool. [/table] j.2D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 560 231 100 92 21 3 36 - 1000 Click! [/table] Makes Ignis rush towards the opponent diagonally downward. Combo filler and neutral tool. [/table] j.8D [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 760 314 100 92 16 3 36 - 1000 Click! [/table] Makes Ignis rush towards the opponent diagonally upward. Combo filler and neutral tool. [/table] 2C.) Specials Id Lauger (236C) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 950 393 100 92* 16 6 36 -23 Click! [/table] Ground version summons a large fist out of the ground that blows the enemy away. Unsafe on block but can control Ignis with D normals during it. Can be followed up with 214A on hit. [/table] Id Lauger (air) (j.236C) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 950 393 100 92* 14 3 until landing + 15 - Click! [/table] Air version summons a large fist from his cape that blows the enemy away. Can be followed up with j.214A and j.214B on hit. [/table] Id Haas (214A, followup of Id Lauger) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 800 331 100 92 27 17 44 - 1000 (1000) Click! [/table] Buzz saw followup to both the ground and air versions of 236C, respectively. Buzz saw move. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Id Haas (air) (j.214A, followup of Id Lauger) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 800 331 100 92 27 17 36 - 1000 (1000) Click! [/table] Buzz saw followup to both the ground and air versions of 236C, respectively. Buzz saw move. Important in combos. Causes ground slide on hit. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Id Naiads (j.214B, followup of Id Lauger in air) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 200xN 82xN 100 92(once) 33 3xN 45 - 1000 (1000) Click! [/table] Downward drill followup to j236C that tracks the opponent. Your main midscreen aircombo ender. Can also be used mid-combo, but landing followups depends on the opponents height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Led Ley (236A) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox - - - - - - 37 total - Click! [/table] Relius spin move that is invulnerable to hits, but can be thrown. In CH state for 3 frames of recovery. Invulnerable from frame 1. Can control Ignis with D normals while this move is active. [/table] Val Lanto (214A) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 950 393 70 92 23 18 27 16 (13) 2000 (3000) Click! [/table] Buzz saw summon. Your main tool in neutral to start pressure or approach. Can cancel into other specials and Ignis normals while she is floating back to Relius. Has 70% repeat proration. [/table] Val Lyra (214B) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 1200 496 70 94 39 6 27 +33(+35) 1500 (3000) Click! [/table] Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against people trying to zone but leaves Relius pretty vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius. [/table] Val Tus (214C) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 850x3 - 100 92x3 - - - - 1500 (3000) Click! [/table] Ignis advances forward and performs a 3 hit 'dance'. First hit removes a primer. Good for oki and mixup but uses a lot of meter if she isn't already summoned. OTG's and hits opponents out of rolls. Leads to huge damage. [/table] Geara Act (236D) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 200x8 - 80 92x7 - - - - 1500 (3500) Click! [/table] Ignis is summoned behind Relius and performs a low yo-yo type attack that hits 8 times. Only hits low on the first hit. Breaks a primer on the first hit. [/table] Geara Nose (214D) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 720 - 80 92 - - - - 1500 (3500) Click! [/table] Ignis is summoned above Relius and performs a diving overhead drill attack. Not much use since it launches on hit and is very slow. Removes a primer. [/table] Bel Lafino (j.214B) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Ignis Cost Hitbox 200xN - 100 92 - - - - 1500 (3000) Click! [/table] Ignis is summoned in front of Relius and performs a downward drill attack a lot like the j236C > j214B followup, only this doesn't track the opponent. Last hit removes a primer. No real use other than to cover yourself while falling towards the opponent or stop your momentum. [/table]
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Thanks Spark for clearing that up.
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So you are going to do exactly like the person you talking about does. Talk ish of a section somewhere else. Thanks for the contrbutions Guardian but it's no need to shun a whole section cause of one person sees something different. We all have different minds you know. Always welcome to contribute in my lab.
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Asian driver, no survivors. :X
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Michi's Land of Wonderment and Joy [Commissions: Open!]
Kurushii replied to Michi's topic in Zepp Museum
Cute Tsubaki :3