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Kurushii

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Everything posted by Kurushii

  1. 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.
  2. *brohoof* :3
  3. Too much teeth. :X
  4. Mmm GummiBursts... delicious gummy blood. :F
  5. 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.
  6. 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.
  7. 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]
  8. 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]
  9. o.o I need a new pair of pants....
  10. Litchi Announcer DLC is now available on JP PSN for 600¥.
  11. 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.
  12. KoF series have had those diagonal double inputs for awhile. :/
  13. 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)
  14. 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
  15. For Valk it was easier for me doing 9 first, but every other character I do 7/9 last with no issues.
  16. If only I had more sig space... ..Someone should make a AXIS quotes twitter bot.
  17. I bet he has a different game he focuses more on. Sad to see him drift away each time but have to thank him for putting in the time and effort on each random new character that comes out. :3
  18. I like H-Ryougi for the godlike dagger pickup.
  19. The moons arent universal in the same style for the whole cast.
  20. Shadow went to Relius then he did what he always does by eventually not showing up in recordings.
  21. Damn that's boss :O
  22. Talk with one of the mods that runs the character section you would like to help out on.
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