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Kurushii

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Everything posted by Kurushii

  1. Ya come to CEO! :D
  2. Hey now Florida is leveling up too! :P
  3. 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]
  4. Thanks Spark for clearing that up.
  5. 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.
  6. Asian driver, no survivors. :X
  7. Ignis would have to be out when you confirmed that 5B to even do 6D. If my 5B hits at max distance and she isnt out ill normally just 214A into a different followup.
  8. *brohoof* :3
  9. Too much teeth. :X
  10. Mmm GummiBursts... delicious gummy blood. :F
  11. Just so we are on the same page. I am not saying you can make a new thread for impressions. Keep it in the General Discussion. Thanks, it was a experiment to see if I could even remake a wiki style layout on the forum. Going to add in the rest of the layout tonight.
  12. You can feel free to post your impressions but for matchups it be best if you don't speak on it with only a day of experience. Not trying to come off rude but there isn't anything we have to request of people to test that we can't do ourselves. If a new setup comes up that someone posts then feel free to test and post any finds on it. Multiple players have imported and been investing weeks of time already on him. Enjoy your time learning and playing him. Figure out new combos, and setups is primary atm.
  13. Contents 1.) Intro and General Information 2.) Ignis Inactive Starters 2A.) Mid-screen 2B.) Near-corner 2C.) Corner 3.) Ignis Active Starters 3A.) Mid-screen 3B.) Near-corner 3C.) Corner 4.) Astral Heat Combos 5.) Counter Assault Combos All mid-screen combos should end in Air Dash, Id Haas (236C > 214A), or Id Haas (air) (j.236C > j.214A) unless you are going for higher damage output. All Near-Corner and Corner combos you want to end in 3C > Oki, or maximum damage. Yes, their are more strings of combos for Relius but we want to keep this thread down to the most optimal combos in different starters/situations. That means if you aren't going for maximum damage it needs to be the most damage possible with the least amount of Ignis meter used. If you feel you have a better optimal combo than one we have listed please post it in the general thread or contact me so I can add it in. Inputs in Red Text represent moves that can be replaced with other moves, as long as they can combo into the first move out of the red text. For example: In the combo (5B > 5C(2) > 236C > 214A > 66 > 6B > TK j.236C > 2C > 6C > 4D > 3C > Oki), the 5B > 5C(2) can be replaced with something like 5B > 2B > 3C, or even just 6A. The damage and meter gain, however, represents the combo if the red text inputs were specifically used, and different starters may lead to different damage and meter gain. [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash jc Jump Cancel sjc Super Jump Cancel TK Tiger Knee CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % IC Ignis Cost Text Challenge Mode Combo Text Input Replaceable [/table] [/table] [table=width: 400, align: center] Ignis Costs [Gauge Total = 10000] [table=width: 400, class: grid] Move Cost (Active) Cost (Inactive) 6D 1300 - 2D 2000 - 4D 1000 - j.6D 1000 - j.2D 1000 - j.8D 1000 - Id Haas (236C > 214A) 1000 1000 Id Haas (air) (j.236C > j.214A) 1000 1000 Id Naiads (j.236C > j.214B) 1000 1000 Val Lanto (214A) 2000 3000 Val Lyra (214B) 1500 3000 Val Tus (214C) 1500 3000 Geara Act (236D) 1500 3500 Geara Nose (214D) 1500 3500 Bel Lafino (j.214B) 1500 3000 Vol Tedo (632146D) 1000 1000 Duo Bios (236236D) 1500 1500 The Puppeteer's Altar (214214D) 0 0 [/table] [/table]
  14. Contents 1.) Intro and General Information 2.) Moveset 2A.) Normals 2B.) Drives 2C.) Specials 2D.) Supers and Astral Heat 3.) Ignis Data 3A.) Basics 3B.) Gauge 3C.) Super Armor 3D.) Management 4.) Combos 4A.) Combo Theory 4B.) BnB's 4C.) Pressure, Oki, and Mix-up 4D.) Gimmicks and Resets 5.) Misc. Data 5A.) Revolver Action Tables 5B.) Unlimited Relius Changes 6.) Important Links 6A.) System Guide 6B.) Notation Guide 6C.) Relius Frame Data 6D.) Relius Color Palletes 6E.) Relius Youtube Guide Relius Clover, one of the more technical characters to pick up and learn the game with. His combos aren't too difficult and require an average level of execution at best, however utilizing his drive and managing Ignis's meter is where the real challenge lies. If you want to play a character with many tools to control the flow of a match and the combo potential of a mad scientist you picked the right character. Health: 11,000 Guard Primers: 5 Dash Type: Character Combo Rate: 80 Drive: Detonator - Summons Ignis giving Relius access to many tools to pressure and trap the opponent with. Primer Breaking moves: 214D, 214C, j214B, 236D, and 236236D. Fatal Counter moves: 2C and 6C Strengths: Good neutral tools. OK pressure/mixup/oki with Ignis activated. Good damage and corner carry. Weaknesses: Relies on Ignis for pressure/mixup/damage AND oki, so good meter management is a must have. In a way you are limited in your offense. Needs a strong neutral game to be effective. 2A.) Normals 5A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 240 99 80 84 6 3 9 0 Click! [/table] Standing jab. Whiffs on all characters crouching hitbox except for Tager. Used mostly as combo filler. Can combo into every normal. Same proration as his 2A. Not very effective as a pressure tool because of vertical reach and slightly slower startup than most of the characters. Throw cancelable. [/table] 5B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 600 248 90 89 8 5 14 -2 Click! [/table] Relius's main poke to start combos and pressure with. Has a large amount of priority due to its range, hitbox, and startup. Extends his hitbox on the last active frame. Being it has a farther horizontal hitbox than the majority of his moves you have less options for followup at max range. [/table] 5C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 480x2 198x2 100 92 12 2, 4 18 -2 Click! [/table] A standing mechanical claw attack. Hits twice and is jump-cancellable. Used for combo fodder. Common followups are 2C, 6B, 3C, or Id Lauger (236C). Staggers on counter hit. [/table] 2A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 200 82 80 84 7 3 8 +1 Click! [/table] Staple crouching jab. Hits mid. Slower than his 5A by 1F but faster in recovery by 1F. Same startup speed as the majority of the cast. Throw cancelable. The +1 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. The proration on this won't really mess up your combo route, but it will hurt the damage. [/table] 2B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 460 190 80 86 11 5 15 -6 Click! [/table] Relius's main crouching low poke. Hits low with slightly shorter reach than his 5B. Used mainly as a pressure tool. [/table] 2C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 760 314 80 89 12 7 25 -15 Click! [/table] Relius's main anti-air. 7~14F head invulnerability. Fatal possible. Causes stagger for 30F on ground CH. Common anti-air followup on fatal counter is Val Tus (214C). [/table] 6A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 700 289 80 89 26 3 20 -7 Click! [/table] Relius's only ground overhead that doesn't use Ignis. Doesn't gatling into any other normals. Can only special cancel into Id Lauger (236C), supers, astral or use Ignis D normals to followup. Forces crouch on ground hit. Pulls opponent in on hit. The particular overhead is one of the slowest and easy to to see overheads in the game. It will work in certain situations using Ignis to distract or to setup a frame trap with. Common followup is 6D, 2D, or Id Lauger (236C). [/table] 6B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 580 240 90 89 10 3 15 -1 Click! [/table] Upwards punch. Has a short horizontal hitbox but a tall vertical one. Launches on hit. Only jump-cancellable on hit. Used in combos. So-so anti-air. [/table] 6C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 920 380 100 90* 20 8 28 -17 Click! [/table] Forward advancing punch used mainly in combos. Forces standing on hit. Fatal possible. 80% repeat proration. [/table] 3C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 700 289 80 89 9 3 24 -10 Click! [/table] Hits low. His only normal that's jump-cancellable on block. Causes knockdown on airborn opponents. Your main combo-ender. [/table] j.A [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 80x3 33x3 90 92 7 3, 3, 10 10 - Click! [/table] 3 hit move that hits mid. Possible to prolong attack to 9 hits by holding button down. Not much use other than combo-filler. It's OK as a jump in but will wiff on all crouchers rising (but it will land one hit on crouching Tager). [/table] j.B [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 450 186 90 89 11 3 13 - Click! [/table] His main air attack. Also hits behind him. Used for both air-to-air and air-to-ground. Can be used as a cross-up. Jump cancellable. [/table] j.C [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 660 273 90 89 12 6 20 - Click! [/table] Good vertical hitbox. Used for air-to-ground, yet j.B is a better jump-in. Mainly used in combos and a j.B followup in pressure/mixup. Not jump cancellable. 16~18F attack hitbox below Relius. [/table] Forward Throw (BC) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0, 1400 579 90 100, 55 7 5 15 - Click! [/table] Slams the opponent into the ground sending them forward. Special cancellable into Id Lauger (236C), supers, and astral. Common followup is Ignis 2D during the animation if she's active. 2nd attack downs on hit, cannot emergency tech. 100% minimum damage. [/table] Back Throw (4BC) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0, 1400 579 90 100, 55 7 5 15 - Click! [/table] Slams the opponent twice sending them backward. Special cancellable into Id Lauger (236C), supers, and astral. Common followup is Ignis 4D if she is active. 2nd attack downs on hit, cannot emergency tech. 100% minimum damage. [/table] Air Throw (j.BC) [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0, 1300 538 100 55 7 3 15 - Click! [/table] Grabs the opponent and then bounces them off the ground. Falling jB and jC are your followups to this. 2nd attack bounces on hit. 100% minimum damage. [/table] Counter Assault [table] [table="width: 500, class: grid, align: left] Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox 0 0 50 92 10 6 30 -17 Click! [/table] Animation is a copy of his 5C normal. Can followup in the corner with 6D if Ignis is active. 1~20F fully invulnerable. Blows back on hit. 180F Heat gauge cooldown. [/table]
  15. o.o I need a new pair of pants....
  16. Litchi Announcer DLC is now available on JP PSN for 600¥.
  17. Yea, from what I noticed in EX JP ranked it was like ~6 points for winning, ~3 points lost for losing, if you lose repeatedly it actually will take away no points for a bit.
  18. KoF series have had those diagonal double inputs for awhile. :/
  19. BBCSEX Ranked Replays: BBCSEX PS3 12/30/11 - cruel-crucible (AR) Vs delyuku (RL) BBCSEX PS3 12/30/11 - godof1899 (MU) Vs bbtraining (RL) BBCSEX PS3 12/30/11 - krky24 (BA) Vs pan-DA__ (RL) BBCSEX PS3 12/30/11 - Riyo00 (RL) Vs porie-_- (HZ) BBCSEX PS3 12/31/11 - zeriaharuto (RL) Vs nitraid23 (RG) BBCSEX PS3 01/01/12 - touhugx (HZ) Vs pan-DA__ (RL) BBCSEX PS3 01/06/12 - ronpin (NO) Vs Rusio (RL) BBCSEX PS3 01/06/12 - s-syotan12 (RL) Vs JOKER-SHANA (TB) BBCSEX PS3 01/08/12 - kyou_kyonko (TG) Vs s-syotan12 (RL) BBCSEX PS3 01/08/12 - norata0809 (RG) Vs s-syotan12 (RL) BBCSEX PS3 01/10/12 - buritto-power (RG) Vs zeriaharuto (RL)
  20. You have to understand that not many had hands on with CC in NA before the PC release. Not every character section is going to get the same love. Contribute and help them get back on their feet with the new game. :3
  21. For Valk it was easier for me doing 9 first, but every other character I do 7/9 last with no issues.
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