Relius Clover, like Carl, works in tandem with his puppet in order to deal massive amounts of damage. Unlike Carl, who uses Nirvana specifically for trapping the opponent in between the two of them and going for pseudo-unblockable setups, Relius uses Ignis as a pressure and frame trap tool, and can apply pressure from both in front or on both-sides of the opponent with Ignis. In the hands of an expert player, Relius’ offense can become almost impossible to counter or predict without the use of meter, along with powerful usage of being able to dismiss and summon Ignis on-screen and off-screen whenever he needs/wants.
Relius’ moves are a bit odd at first glance, but one thing is clear: he is meant to be as close as possible to the opponent. Many of his normals have very small hitboxes that belie their sprites. His 5B, for example, can be chained into 5C, but to get the full two hits on the 5C you must be standing right next to the opponent. Instead of Carl’s dodging roll (Vivace), Relius has a stationary dodging maneuver thus adding to his versatile offense.
Relius’ Drive, Detonator (デトネーター,Detonētā), allows him to summon and recall Ignis. Ignis is also automatically summoned through many of Relius’ special attacks and Distortions. The main purpose of Ignis is to add damage to normally-weak combos and to force 50/50 frame traps on the opponent if they block.
Relius’ Overdrive is Maxim Dance (マキシムダンス,Makishimu Dansu), which speeds up Ignis’ recharge rate.
The use of Ignis is the defining, yet most difficult point of Relius because there are so many combo and frame trap possibilities at your disposal that it can get very confusing at times. If you let yourself get confused, you will most likely drop a combo or get predictable, which is very bad news for Relius, but on the flipside can reward him with solid damage resets in tandem with okizeme and vortex setups. However, compared to Nirvana, Ignis can focus on playing a footsies game from any distance on the fly due to being able to levitate alongside Relius.
Also unlike his son, Relius has moves that summon Ignis/invoke Ignis’ actions much more frequently, as his Ignis-based moves are not exclusive to the D button. This is both a good thing and a bad thing, as Relius can call Ignis out at unexpected times for quick hit-confirms and always have her at the ready, but must remember which moves will involve her and thus, have a chance to put her into a dangerous situation; which is either from spamming too many Ignis-based moves or frequently putting her in harm’s way.
Relius’ main weaknesses are his lack of defensive options and average stamina. His only true and reliable reversal is his Req Vinum (レク・ヴィノム,Reku Vinomu) Distortion, which, like all wakeup Distortions, can be easily predicted and punished. Unlike Carl, who has reliable overheads and a tick-throw option with Nirvana, Relius has only a lone overhead command normal done by himself (much like his son) and two unlikely overheads done with Ignis, along with a slow-startup low attack with her. This forces him to rely more on frame traps and baiting as opposed to actual mixup.
More so however, Relius also has limited mobility options, so his chances at escaping pressure without system mechanics tends to be lacking. Even if he has decent footsies, Relius can’t control space that much without Ignis, for his normals despite their bulk and hitbox size, do not reach far beyond “decent” and have his own hurtbox overlap with them, much like his son’s normal attacks. His air-to-air tools also tend to be weak, as he’s more suited for air-to-ground with them.
Relius attacks horizontally with his hand outward in a forward swat. Typical light attack, can be used as an anti-air.
Input
Damage
Heat gain
600
248
A puppet-like hand comes out of Relius’ mantle from behind and punches forward. Decent reach and speed. Cannot be jump canceled, but is a basic combo starter as one of his main pokes.
Input
Damage
Heat gain
480x2
198x2
Two green mecha-like hands come out of Relius’ mantle, punching the opponent in a pliers-like fashion. It has short reach making it difficult to use as a poke but it is pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent. Two-hit move.
Input
Damage
Heat gain
200
82
Relius attacks low with his hand in an outward swat, much like his 5A. Short ranged, but has one frame faster startup than his 5A. Typical light attack.
Input
Damage
Heat gain
460
190
A puppet-like hand comes out of Relius’ mantle and punches low forward. Reaches about the same length as 5B, having a good reach as well, but has a little slow startup.
Input
Damage
Heat gain
760
314
Relius summons a green mecha-like hand that punches upward through behind Relius, as he’s crouching and turns to the background and back. Has head invincibility attribute during its active frames (meaning that it can be used as an anti-air move). Like many 2C moves, it causes Fatal Counter, and if the FC occurs on a grounded opponent it will cause stagger (but it no longer does so in Centralfiction). Despite its uses, this normal tends to be too low of a height to use as an effective poke for anti-airs, so most deep hitting aerials can hit Relius out of this attack if he mistimes it so.
Input
Damage
Heat gain
700
289
A mantis-like hand appears at Relius’ back and stabs down on the opponent. Relius’ only normal overhead. Good range, but slow. Pulls opponent in a little on hit.
Input
Damage
Heat gain
580
240
A puppet-like hand comes out of Relius’ mantle and uppercuts from his gesture. Sends both grounded and airborne opponents to the air. Lacks head attribute invincibility, and tends to be very short on horizontal reach, so it’s best as a combo filler.
Input
Damage
Heat gain
920
380
Relius turns and a green mecha-like hand comes out of his mantle to punch upward. Moves him forward a bit. It can be used as an anti-air if timed and positioned right, but due to the startup it is mainly used in the middle of Relius’ combos. Causes forced stand on hit and can also Fatal Counter.
Input
Damage
Heat gain
700
289
Relius summons a mecha-like green hand from his mantle, which attacks low in an outward sweeping chop. Has a short range but it can be followed with Id Lauger. Can also be jump-canceled. Good for setting basic unblockable strings (although not very safely) and is a primary knockdown tool into combos or wakeup setups. It is also recommendable to use 3C in the end of long combos (or when Ignis’ gauge is low), so you can chain it with 5D, calling Ignis back to restore her gauge. Can make some midscreen combos possible by using 6D after this attack. Sadly however, it tends to have short range, so most Revolver Action strings into this move should be short to ensure it hits. It also should be used up-close standalone, otherwise more bulky pokes can beat Relius out of this move.
Input
Damage
Heat gain
() (in the air) (Hold)
80x3
33x3
A green cogwheel comes out from behind Relius as he leans forward on it in the air. Does 3 hits on normal, and can be held down to extend active frames for more hits and if possible, create some pressure on block.
Input
Damage
Heat gain
(in the air)
450
186
A puppet-like hand comes out of Relius’ mantle and punches from above in a downward take-down hook. Can be used for cross-ups and is a strong air-to-ground poke, but not that good for air-to-air however.
Input
Damage
Heat gain
(in the air)
660
273
A green chainsaw hook mechanism pops out for Relius to hit below with in the style of a diving kick (but is not a dive). Good jump-in tool and one of his primary aerial overhead tools for frame traps and pressure. Cannot be jump-canceled, so it’s often the main normal for chaining into air combo finishers like an aerial Id Lauger.
Throws[]
Input
Damage
Heat gain
0, 1400
579
Relius picks opponent up with large green metal arm and slams them to the ground. Can cancel into 236C to continue combo.
Input
Damage
Heat gain
0, 1400
579
Relius picks opponent up with large green metal arm (much like his forward throw) and slams them once to the ground, then again behind him. Does not do damage until the second slam. Can cancel into 236C to continue combo.
Input
Damage
Heat gain
(in the air)
0, 1300
538
Relius grabs opponent with large green metal arm and bounces them off the ground with an outward toss aimed straight downward. Can easily followup with falling air normals.
Counter Assault[]
Input
Damage
Heat gain
0
0
Can followup in the corner with 6D if Ignis is active. 1~20F fully invulnerable. Blows back on hit. 180F Heat gauge cooldown.
Crush Trigger[]
Drive[]
Relius’ moves[]
Input
Japanese name
English name
Damage
Heat gain
デトネーター Detonētā
Detonator
--
--
Summons Detonator: Ignis. Ignis’ Gauge has 10000 points, and all attacks involving her uses these points. Pressing D when Ignis is already summoned will remove her. When out, her gauge recovers slightly quick. Once the gauge is completely used, Ignis will “break down” like Nirvana, with her gauge recovering slowly. During this time, Relius cannot use her.
Input
Damage
Heat gain
--
--
Relius summons or dismisses Ignis on the ground.
Input
Damage
Heat gain
--
--
Relius summons Ignis on the ground while crouching.
Input
Damage
Heat gain
(in the air)
--
--
Relius summons or dismisses Ignis in the air. 24 frames of total recovery when dismissing.
Ignis’ moves[]
Input
Damage
Heat gain
460
190
Can only be used while Ignis is summoned. Ignis jabs forward with her following hand claws. Can be used simultaneously with Led Ley. Good as pressure tool. Uses 1500 points of Ignis’ gauge.
Input
Damage
Heat gain
520, 780
215, 322
Can only be used while Ignis is summoned. Swings her following arm back then bends back and away from the foe, thrusting at them twice with an energy spike from her "ribbon". It has no same move proration. Can be used to make some pressure strings. Uses 2000 points of Ignis’ gauge.
Input
Damage
Heat gain
750
310
Can only be used while Ignis is summoned. Ignis attacks diagonally upward with her arms crossed in a drill-like fashion. Ignis’ version of Carl/Ada/Nirvana’s Con Brio. Causes wallbounce on hit and because of that, it helps to extend Relius’ corner combos. Uses 1000 points of Ignis’ gauge.
Input
Damage
Heat gain
(in the air)
560
231
Can only be used while Ignis is summoned. Ignis rushes and flings both arms outward to slash towards the opponent diagonally downward. Uses 1000 points of Ignis’ gauge.
Input
Damage
Heat gain
(in the air)
660
273
Can only be used while Ignis is summoned. Ignis rushes and and flings both arms outward to slash towards the opponent diagonally forward. Uses 1000 points of Ignis’ gauge.
Input
Damage
Heat gain
(in the air)
760
314
Can only be used while Ignis is summoned. Ignis rushes and and flings both arms outward to slash towards the opponent diagonally upward. Mainly used to extend Relius’ combos, specially after his j.C, which is not jump cancelable. Uses 1000 points of Ignis’ gauge.
Overdrive[]
Input
Japanese name
English name
English localization
Damage
Heat gain
マキシムダンス Makishimu Dansu
Maxim Dance
Maximum Dance
--
--
Ignis Gauge recharges faster.
Exceed Accel[]
Input
Japanese name
English name
Damage
Heat gain
(during Overdrive)
ゼラ・ヴァリアス Zera Variasu
Zera Varius
2000 4000 (Active Flow)
New move in Centralfiction. Relius strikes the opponent with two big puppet hands (formed out of many others) that cross together. Upon connecting, the very same hands then come out of the ground in a continuous row hitting the opponent along from behind until they reach Relius, who then grabs them with a big green puppet hand and crushes them with a thrusting punch while Relius himself poses.
The Active Flow version instead causes Relius to delay the final strikes, which inflicts more damage alone than the normal version’s finishing blow and causes a different background effect.
Special moves[]
Input
Japanese name
English name
Damage
Heat gain
(Ok in midair)
イド・ロイガー Ido Roigā
Id Lauger
950, (Ground), 393 (Air)
950, (Ground), 393 (Air)
A huge mechanical hand is summoned from the ground and blows the opponent away (which takes the shape of his leading fist). For the air version the hand comes out of Relius’ mantle (takes the shape of his following fist). 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 is better to avoid using it on neutral. Despite having the same proration as the ground version, the air one is treated as a different move (especially since the ground version has no hurtbox on the arm, while the air version does). It is one of the two (or four as of CP) only command moves that Relius does not uses Ignis.
Id Lauger MUST connect on-hit for any of the followup inputs to come out.
Input
Japanese name
English name
Damage
Heat gain
(during Id Lauger) (Ok in midair)
イド・ハース Ido Hāsu
Id Haas
800 (Ground), 331 (Air)
800 (Ground), 331 (Air)
Ignis is summoned, she searches and rushes the opponent in the shape of a vertical chainsaw. While striking the opponent she will also slide down via ground slide. If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase. Also, Ignis position does not matter when she starts searching for the opponent. In the corner, this attack helps to extend Relius’ combos. Uses 1000 points of Ignis’ Gauge, and Id Lauger must connect on-hit to be able to input this move.
Input
Japanese name
English name
Damage
Heat gain
(during Id Lauger) (Ok in midair)
イド・ナイア Ido Naia
Id Naiads
200xN
82xN
Ignis is summoned, she searches and knocks the opponent down while being in the form of two drills on her feet. Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform their tech before hitting the ground. It is mainly a useful move that is adopted in Relius basic combo route. Just like Haas, Ignis position does not matter when she starts searching for the opponent. Uses 1000 points of Ignis’ Gauge and Id Lauger must connect on-hit to be able to input this move. Chronophantasma: Can now followup from grounded Id Lauger.
Input
Japanese name
English name
Damage
Heat gain
(during Id Lauger) (Ok in midair)
イド・ザイン Ido Zain
Id Zain
1200
New move in BlazBlue: Chronophantasma. Ignis just after Id Lauger connects is summoned to rush up with a turning side-blade slash to launch the opponent in a spiraling launch. Very useful in terms of being able to add more followup potential as opposed to a typical knockdown for applying pressure. Said combo setups from this move work well in both the open and corner. Uses 1000 points of Ignis’ Gauge and Id Lauger must connect on-hit to be able to input this move.
Input
Japanese name
English name
Damage
Heat gain
レド・リー Redo Rī
Led Ley
--
--
Relius spins around while temporarily being in a state of invincibility, almost like a matador (in a taunt-like way). 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 cannot predict whether Relius will be hit or if he will evade the opponent’s attack, It can also be used to provoke the opponent while Ignis is on screen rushing towards him. Ignis can be used simultaneously with this attack (specially its 6D), or Relius can use this during any form of momentum that brings him and his opponent close to each other in order to make himself transparent, and thus phase through the opponent to possibly cross them up. It is one of the only two (or four as of CP) command moves that Relius does not uses Ignis.
Input
Japanese name
English name
Damage
Heat gain
バル・ラント Baru Ranto
Val Lanto
--
--
Ignis is summoned, turns into a vertical chainsaw and attacks the opponent (basically a standalone version of Id Haas). 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. Good for punishing holes in the opponent’s defenses, starting some combos (depending of Relius’ distance). Uses 3000 points of Ignis’ Gauge if Ignis is out, and 2000 points if Ignis is already summoned.
Input
Japanese name
English name
Damage
Heat gain
バル・ライア Baru Raia
Val Lyra
1200 (Ignis unsummoned), 496 (Ignis Active)
1200 (Ignis unsummoned), 496 (Ignis Active)
Ignis is summoned behind the opponent and attacks them with her hands each formed into a scissor blade, scissor-cutting the opponent (with an outward dual arm swing) causing them to enter into a stagger animation. Though it is particularly useful against all kind of zoning type characters standing on ground (especially if they are far away enough to make it so Ignis appears off-screen), if the move is yomi’d (read) 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. Again, Ignis position does not matter when she starts searching for the opponent, but the move has some slow startup so it can be baited. Uses 3000 points of Ignis’ Gauge if Ignis is out, and 1500 points if Ignis is already summoned.
Input
Japanese name
English name
Damage
Heat gain
バル・テュース Baru Tyūsu
Val Tus
850x3 (Ignis unsummoned), 351x3 (Ignis Active)
850x3 (Ignis unsummoned), 351x3 (Ignis Active)
Ignis is summoned and attacks the opponent three times while dancing with spinning slashes in a dash. Even though she starts attacking from the very beginning of her rush, the move is still very slow. The proration is pretty high, if a combo is started from this move it can surpass 6000 damage. 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. Breaks one Guard Primer on block. Although slow, can be used as a pressure tool after knocking the opponent with 3C. Uses 3000 points of Ignis’ Gauge if Ignis is out, and 1500 if Ignis is already summoned. CP: Opponent can no longer duck underneath the third hit.
Input
Japanese name
English name
Damage
Heat gain
ギラ・アクト Gira Akuto
Geara Act
200x8 (Ignis unsummoned), 82x8 (Ignis Active)
200x8 (Ignis unsummoned), 82x8 (Ignis Active)
Ignis is summoned behind Relius and throws her own following hand spinning towards the opponent and it comes back like a yo-yo. Hits low on the initial hits, then can be blocked in any position when the hand rises up from the ground. The attack starts up fairly slow however. It is mainly used for okizeme purposes. Again, Ignis position does not matter when she starts searching for the opponent. Breaks one Guard Primer on block. Can be used as an efficient unblockable: after knocking down the opponent, the player can use Geara Act, then quickly doing Relius’ j.B. Uses 3500 points of Ignis’ Gauge if Ignis is out, and 1500 if Ignis is already summoned.
Input
Japanese name
English name
Damage
Heat gain
ギラ・ノーズ Gira Nōzu
Geara Nose
720 (Ignis unsummoned), 298 (Ignis Active)
720 (Ignis unsummoned), 298 (Ignis Active)
Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle) with drill horns. Overhead move, launches the opponent on hit. This move is also useful to lock the opponent down. Again, Ignis position does not matter when she starts searching for the opponent. Breaks one guard primer on block. Can act as an unblockable if used in tandem with a low attack (like Relius’ 2B). Uses 3500 points of Ignis’ gauge if Ignis is out, and 1500 if Ignis is already summoned.
Input
Japanese name
English name
Damage
Heat gain
(in the air)
ベル・ラフィーノ Beru Rafīno
Bel Lafino
200xN (Ignis unsummoned), 82xN (Ignis Active)
200xN (Ignis unsummoned), 82xN (Ignis Active)
Ignis is summoned in front of Relius, and she performs a downward attack in the shape of drills on her feet (a standalone version of Id Naiads). However, unlike Naiads, Ignis’ position matters as it does not seek out the opponent. Hits overhead. Breaks one guard primer on block. Uses 3000 points of Ignis’ gauge if Ignis is out, and 1500 if Ignis is already summoned.
Input
Japanese name
English name
Damage
Heat gain
/ /
ギラ・ルギア Gira Rugia
Geara Lugia
600
New move in BlazBlue: Chronophantasma. Relius summons lever on a gear next to himself, which when switched causes a twin-sawblade on the ground at a certain set distance that clamps the opponent (in a turning summoning motion). A is close to Relius, B is mid-screen, and C is far away. A good move for mindgames and zoning to unconventionally mess with the opponent. Can be blocked in anyway despite being a grounded-based move.
Input
Japanese name
English name
Damage
Heat gain
ガド・レイス Gado Reisu
Gaad Leis
600x2
New move in BlazBlue: Chronophantasma. Relius makes a large switchblade mechanism attached to a green mecha-arm pop out from his mantle to slash at his foe and pull them in. Has a long amount of reach, and vacuums the foe. It makes use as either a long range poke or better, a combo extender without the use of Ignis. However, it comes out a bit slow, so it can be very easily blocked despite its frame advantage, as well as easy to punish if instant blocked. Can Fatal Counter.
In Centralfiction, it now has less startup to increase its amount of utility, though it not at a cost, has a lower P2 rating which makes it less optimal for being used early in combos.
Distortion Drives[]
Input
Japanese name
English name
Damage
Heat gain
CSX: CP:
レク・ヴィノム Reku Vinomu
Req Vinum
200x7
0
Motions his hands with energy and places them down on the ground after a quick crouch, which creates a field below that traps the opponent and hits them countless times with various cogwheels and gears. It is invincible during its startup which makes it useful as a reversal, but the damage does not go beyond 1000 which makes it somewhat weak on its own. As a trade-off it is possible to freely move while it restrains the opponent, allowing all sorts of possible followups from either Relius and/or Ignis alike. One of Relius’ moves the not involve Ignis.
Input
Japanese name
English name
Damage
Heat gain
ボル・テード Boru Tēdo
Vol Tedo
800, 2500
0
Ignis is summoned (If she is already on the field, she will disappear quickly, and then she will be re-summoned) behind Relius, does an arm-spiraling motion (a lot like Ada/Nirvana’s Volante) and dashes forward with her leading claw out. On hit confines the opponent inside a ball of dark energy, an explosion occurs which causes ground slide. Counts as a blockable throw. Causes 2364 damage which is pretty high, and it is also terribly fast and can be used both in Relius BnB route combos and as a reversal. Again, Ignis position does not matter when she starts searching for the opponent. Be warned though, the move is not invincible during its startup frames. Minimum damage is 1035. Uses 1000 points of Ignis’ Gauge.
Input
Japanese name
English name
Damage
Heat gain
デュオ・ヴァイオス Dyuo Vaiosu
Duo Bios
200x6, 300x2, 300x2, 500
0
Exactly the same kind of DD as Carl’s Rhapsody of Memories. The only difference is the motion (the five final moves are instead, an inward dual arm hug, outward dual arm slash and three uppercut claws), the rest is identical (included the timing of each move). Ignis is summoned in front of Relius no matter what was her previous position (If she is already on the field, she will disappear quickly, and then she will be re-summoned). Breaks one Guard Primer on block. Excellent for pressure strings (since you are free to move while Ignis hits), and to move your opponent to the corner, since you can dash behind Ignis, thus pushing her towards your opponent. Uses 2000 points of Ignis’ Gauge.
Astral Heat[]
Input
Japanese name
English name
English localization
Damage
Heat gain
アルター・オブ・ジ・パペット Arutā obu ji Papetto
Altar of the Puppet
The Puppeteer’s Altar
Death
--
Relius commands Ignis to grab his opponent. Then, in a mysterious room, the opponent is immobilized while Relius says some words. Finally, a door closes. Can be easily combo'ed from a Command Grab, from a 3C and even from a Gold Burst. This move’s binding methods are different for each character.