|Profile||Image gallery||Command list||Combo list||Quote list||Miscellaneous|
|Health||Double Jumps/Airdashes||Dash Type|
|Overdrive Duration (in frames)|
|100 – 90%||89 – 80%||79 – 70%||69 – 60%||59 – 50%||49 – 40%||39 – 30%||29 – 20%||19 – 10%||9 – 0%|
Relius' Overdrive is Maximum Dance, which speeds up Ignis' recharge rate.
Relius, 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 (similar to that of the "Extra" style in the King of Fighters series) thus adding to his versatile offense.
Relius' Drive, Detonator, 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.
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 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.|
|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.|
|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.|
|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.|
|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.|
|(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.|
|Can followup in the corner with 6D if Ignis is active. 1~20F fully invulnerable. Blows back on hit. 180F Heat gauge cooldown.|
|Relius picks opponent up with large green metal arm and slams them to the ground. Can cancel into 236C to continue combo.|
(in the air)
|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.|
|Relius summons or dismisses Ignis on the ground.|
|Relius summons Ignis on the ground while crouching.|
|(in the air)||--||--|
|Relius summons or dismisses Ignis in the air. 24 frames of total recovery when dismissing.|
|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.
(in the air)
|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.
(in the air)
|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||English Name||Japanese Name||Damage||Heat Gain|
|Maximum Dance||マキシマダンス Makishima Dansu|
|Ignis Gauge recharges faster.|