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]