Dengeki Bunko: Fighting Climax/DFCI/Tatsuya Shiba: Difference between revisions
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'''Rusian''' | '''Rusian''' | ||
<br /> | <br />The most common assist with Tatsuya and debately a top 1 team (the entirety of top 3 is interchangeable). Tatsuya has multiple left/right setups with Rusian, ways to cover him via gun, 5B/5C etc., an above average damage ceiling with Rusian, and his trump state allows him to interact even less, letting you to effectively not play neutral for the entirety of your trump gauge. Rusian 6S being active gives Tatsuya a great way to cover his otherwise high recovery on whiff j236/236. After the 2nd wave of Rusian 6S on hit, if Tatsuya does 2AB or ends in j214x, Rusian will start to recharge before the opponent even recovers, making Rusian's "longer" cooldown time pointless. The threat of Tatsuya calling 6S if you don't approach him makes giving him any room a fatal mistake, causing bad over-extensions that Tatsuya can easily call out via 5B, 236x, etc. This becomes more obvious when you realize Tatsuya doesn't even need HKDs to get 6S going. He can summon 6S after an air-string falling (on hit), after 236x~C on reaction to backwards airtechs (on hit), on 236A block in blockstrings with excess meter, if you whiff an assist call/move in neutral, etc. An absolutely great pick for people who don't enjoy interacting and love 1P FG experiences. | ||
'''Dokuro''' | '''Dokuro''' | ||
<br /> | <br />Another common assist pick with Tatsuya, Dokuro is for players who want an explosive wait and see game as Dokuro's simple routing with Tatsuya and easy extensions allow for high damage at a low cost. 6S can be hit-confirmed into 236x on reaction, and 5S makes for high damage extensions off of 214AB > jc falling jBjC > 5S, off of j214x into 236B~C > 426BC, etc. A safe pick for people who want a more proactive defensive Tatsuya playstyle. | ||
'''Maou''' | '''Maou''' | ||
<br /> | <br />Not an uncommon team but underexplored in the western side of DFCI. Maou gives Tatsuya's wait-and-see game a terrifying punish tool, safe "meaty" after OTG strings, combo-extension, etc. Tatsuya, who benefits from forcing approaches, now has a loaded gun when Maou is ready allowing for him to stall out the timer and do a massive amount of chip damage leading to timeouts. If Maou 5S hits, opponents bursting too early could be punished by Maou himself due to his active frames or Tatsuya purposely backing up to make escape blasts whiff into a 236AB punish. Great for players who want a unique timer-scam team. | ||
'''Offense''' | '''Offense''' | ||
<br />Tatsuya's pressure outside of trump is mainly standard DFCI, being tickthrows to open up the opponent as well as staggers to answer pushblock. Specifically, shorter A strings as your B normals don't have much reach as other characters. Commonly you'll see A staggers backed with 2C~4AB/214A/236A or 5A jc, 5A (recover) grab, 2A~A~5C236A. Your 2C/5C are punishable so you do need to cancel them. On jump cancels, you can fall with jB, do j214x to blow-up fuzzy 5As, or even j236x to catch fuzzy dashblocking. | <br />Tatsuya's pressure outside of trump is mainly standard DFCI, being tickthrows to open up the opponent as well as staggers to answer pushblock. Specifically, shorter A strings as your B normals don't have much reach as other characters. Commonly you'll see A staggers backed with 2C~4AB/214A/236A or 5A jc, 5A (recover) grab, 2A~A~5C236A. Your 2C/5C are punishable so you do need to cancel them. On jump cancels, you can fall with jB, do j214x to blow-up fuzzy 5As, or even j236x to catch fuzzy dashblocking. | ||
In trump your pressure style changes a bit. Doing 2A2C/5A2C becomes a common string, as your trump BnB uses 2C to launch and 2C moves you in, allowing you to after 2/5A2C frametrap into 2A/5A rebeat (followed by 5C236A or (recover) grab), delay jump cancel, 4AB, and more. Keeping your options | In trump your pressure style changes a bit. Doing 2A2C/5A2C becomes a common string, as your trump BnB uses 2C to launch and 2C moves you in, allowing you to after 2/5A2C frametrap into 2A/5A rebeat (followed by 5C236A or (recover) grab), delay jump cancel, 4AB, and more. Keeping your options are 2C ambiguous or just tickthrowing after 2A/5A without going into 2C is your key to staying ambiguous as you wait for Rusian (if applicable) to get off cooldown. | ||
'''Defense''' | '''Defense''' | ||
<br />Tatsuya's defense is difficult to deal with as long as he keeps a trump available as it is impossible to grab (as long as you are OSing with 4AC). This constant threat opens up room for you to mash out, dash out, fuzzy superjump, and other various escape options. Your 5B is a nice grounded AA allowing you to deal with lazy jump cancel pressure, and for actual throwteching said 5B makes for a good 4B~C OS. Alternatively, just standard 4BC/4C throwteching still can catch airborne opponents due to the size of 5C and you should be buffering 236A behind every 5C | <br />Tatsuya's defense is difficult to deal with as long as he keeps a trump available as it is impossible to grab (as long as you are OSing with 4AC). This constant threat opens up room for you to mash out, dash out, fuzzy superjump, and other various escape options. Your 5B is a nice grounded AA allowing you to deal with lazy jump cancel pressure, and for actual throwteching said 5B makes for a good 4B~C OS. Alternatively, just standard 4BC/4C throwteching still can catch airborne opponents due to the size of 5C and as you should be buffering 236A behind every 5C you can convert said air hit. 2C when whiffed from 1BC can slide you under the opponent if whiffed vs jump cancel pressure. 2AB is a hitgrab and difficult for the opponent to answer on a clash back due to it going airborne halfway through. A nice option to present later in the round if you haven't trumped yet and the opponent is super jumpy and oppressive to avoid trump. It's worth noting that the center of Tatsuya's defensive threat is a trump card being on the table. Learning to take advantage of the constant trump card will be important to stay a problem for your opponents. | ||
==Move List== | ==Move List== |
Revision as of 12:30, 12 July 2022
Players to Watch
JP:
- OZ (Top 3 Worldwide, Rank 1 Tatsuya/Rusian OR Dokuro)
- Shimetarou (Rank 3 Tatsuya/Rusian, Maou)
- Kurisuta (Rank 8(?) Tatsuya/Rusian)
- Panajiumu (Rank 10(?) Tatsuya/Maou)
- MateoKK (Rank <20 Tatsuya/Rusian)
- Hako (Formerly known as EMIYA, Tatsuya/Iriya)
- Segawa (Oldhead DFC Player, Tatsuya/Dokuro)
- stalwart_degree1 (PSN Tatsuya/Rusian who can be found via Pigu VODs (catalogued on ignite-boost))
NA:
- CrippledRoach (Can be found in DFCI Discord)
- AKay (Can be found in DFCI Discord)
- Alps (Can be found in DFCI Discord, NYC LunarPhase Player)
- YURI_WARRIOR (Can be found in DFCI Discord)
Introduction
Elder of the Shiba siblings. A freshman in the National Magic University Affiliated First High School. A Year 1 Class E Course 2 student ridiculed as a "Weed". His expertise is the field of CAD design and technology.
Originally from the light novel series Mahouka Koukou no Rettousei, localized as The Irregular at Magic High School.
Tatsuya, not to be confused with his assist form, is an all-purpose character blessed with the most versatile special moves in the game. He is most known for his ability to be able to punish virtually anything from a full screen away, provided he has meter. Tatsuya's run speed is among the best in the game, even before the movement buff from his Blue Trump Card, giving him a terrifying tick throw game. Tatsuya is ultimately a "wait-and-see" character. Players with good reaction speed and spatial awareness will enjoy his toolset.
Pros
- Amazing specials for hit confirms, whiff punishing, hard knockdown, frame advantage, etc. You name it, he's probably got it.
- Great Blue Trump Card that is technically unpunishable, having no cooldown frames
- Impressive Impact Skills. 2AB is particularly strong and can invuln through Rusian, Iriya fireworks, escape blasts, etc.
- High average damage output from virtually any starter with meterless HKD access off of 236x~B/j236x~B.
- Good synergy with assists. Try experimenting as you get more experienced in DFCI!
Cons
- Normals have relatively short reach compared to the other DFCI zoners, so learning to take advantage of his specials (with some 5A/5B) is key.
- His strong EX moves may entice players to exhaust resources inappropriately
- Can be overwhelmed by faster characters as his 236/j236 series has deadzones and higher recovery on whiff.
- Pretty much nothing else, Tatsuya and Rusian together have no weaknesses that JP labels the team as the "Shana-killer".
Recommended Assists
Rusian - In tandem with Tatsuya's wait-and-see punish game, Rusian can easily overwhelm opponents with 6S Monster Train and completely control the pace of the match in Tatsuya's favor. 5S is a counter move with a huge trigger box in case one gets a little too close to Tatsuya for his liking. A fearsome combination with a high reward for Tatsuya that allows him to always remain a threat on the screen even if he isn't putting anything out on the screen.
Dokuro - Dokuro is both a powerful neutral tool and a damaging combo extender. 5S is DFCI's greatest anti-air, covering the entire vertical space two character lengths in front of you. Tatsuya in particular uses it for high damage combos, allowing him to do nearly 45-50% with 2 bars in trump making his momentum swings deadly.
Maou - Maou compliments Tatsuya by giving him "wait-and-see" reactionary defensive playstyle an explosive, unreactable tool that does massive damage or chip, with many burst bait options.
Iriya - Tatsuya's strong solo neutral allows him to cover Iriya 5S with ease. Iriya 5S grants him multiple tech chase options to remain slippery, combo extensions, and even oki. 6S is a fullscreen tool that approaches from behind the opponent, giving this character even more fullscreen options.
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Call your assist without Miyuki being hit 4 times for Status Up Level 2 for 20 seconds. Can be activated twice a round.
Gameplan
This section is dedicated to showing unique elements in a characters gameplan, not necessarily defining it entirely (ie. explaining how Tatsuya might play around his j236x in neutral but not exactly what spacings to be at).
Neutral
A few elements worth highlighting in Tatsuya's gameplan is jA, jB, 5B, j214, 236/j236 and how he uses each to be able to constantly remain a threat despite staying away from the opponent.
5B
One of Tatsuya's best tools. 5B catches upbacking, anti-airs, stuffs grounded opponents, and so on. A go-to tool.
5C
5C moves Tatsuya forward and hits fairly high, making it a great way to pin landings and a tool that comes out on top in scrambles if done early, as it's unsafe on block you should always buffer 236A behind it.
jA
An above average jA in the world of DFCI, this is Tatsuya's go-to rising normal to control air space. As players may want to jump at you to get around 236/j236 or just to check how Tatsuya controls his space on the screen.
jB
Tatsuya's go-to jump-in which can hit standing opponents, drastically better than jC for ATG.
236
Tatsuya's scariest tool. 236x hits fairly high, is easily hit confirmable, has RPS followups, etc. 236A is often seen in pressure or behind 5C, and 236B/C has ways to check aggressive neutral. With Rusian, the deadzones of this tool are harder to take advantage of. 236x~B is a meterless HKD follow-up, and 236x~C sends the opponent airborne and allows for airtech situations in which you can punish poor airtech movement or get Rusian 6S out if the opponent respects your positioning by retreating.
j236
Another terrifying tool, j236 stalls Tatsuya's air momentum and is nearly the same as the grounded version. Unlike the grounded version, j236 is a lot harder to hitconfirm due to the longer startup on the C follow-up. Extremely unsafe on whiff and as such using it mindlessly fullscreen is not a good idea as it's easiest to exploit as such a spacing. Taking advantage of this tool on your 7j retreats is the best way to make the opponent second guess approaching, giving you more respect to summon Rusian or just burn out the timer.
j214
j214 is a divekick which stalls Tatsuya's air momentum temporarily, and on hit invulns through Iriya 5S fireworks, escape blasts, etc. A great tool behind fuzzy-jump. If airblocked, it becomes very easy to punish.
Trump
Tatsuya's trump is +0 allowing him to ranbu through throw start-up and gives Tatsuya increased movement speed and faster fall speed (among other things). Within trump, Tatsuya has the ability to retreat further and faster, easily dash under opponents to avoid interacting, etc. This on top of universal trump mechanics means stopping him from getting Rusian 6S going is near impossible.
Assist Specific
Rusian
The most common assist with Tatsuya and debately a top 1 team (the entirety of top 3 is interchangeable). Tatsuya has multiple left/right setups with Rusian, ways to cover him via gun, 5B/5C etc., an above average damage ceiling with Rusian, and his trump state allows him to interact even less, letting you to effectively not play neutral for the entirety of your trump gauge. Rusian 6S being active gives Tatsuya a great way to cover his otherwise high recovery on whiff j236/236. After the 2nd wave of Rusian 6S on hit, if Tatsuya does 2AB or ends in j214x, Rusian will start to recharge before the opponent even recovers, making Rusian's "longer" cooldown time pointless. The threat of Tatsuya calling 6S if you don't approach him makes giving him any room a fatal mistake, causing bad over-extensions that Tatsuya can easily call out via 5B, 236x, etc. This becomes more obvious when you realize Tatsuya doesn't even need HKDs to get 6S going. He can summon 6S after an air-string falling (on hit), after 236x~C on reaction to backwards airtechs (on hit), on 236A block in blockstrings with excess meter, if you whiff an assist call/move in neutral, etc. An absolutely great pick for people who don't enjoy interacting and love 1P FG experiences.
Dokuro
Another common assist pick with Tatsuya, Dokuro is for players who want an explosive wait and see game as Dokuro's simple routing with Tatsuya and easy extensions allow for high damage at a low cost. 6S can be hit-confirmed into 236x on reaction, and 5S makes for high damage extensions off of 214AB > jc falling jBjC > 5S, off of j214x into 236B~C > 426BC, etc. A safe pick for people who want a more proactive defensive Tatsuya playstyle.
Maou
Not an uncommon team but underexplored in the western side of DFCI. Maou gives Tatsuya's wait-and-see game a terrifying punish tool, safe "meaty" after OTG strings, combo-extension, etc. Tatsuya, who benefits from forcing approaches, now has a loaded gun when Maou is ready allowing for him to stall out the timer and do a massive amount of chip damage leading to timeouts. If Maou 5S hits, opponents bursting too early could be punished by Maou himself due to his active frames or Tatsuya purposely backing up to make escape blasts whiff into a 236AB punish. Great for players who want a unique timer-scam team.
Offense
Tatsuya's pressure outside of trump is mainly standard DFCI, being tickthrows to open up the opponent as well as staggers to answer pushblock. Specifically, shorter A strings as your B normals don't have much reach as other characters. Commonly you'll see A staggers backed with 2C~4AB/214A/236A or 5A jc, 5A (recover) grab, 2A~A~5C236A. Your 2C/5C are punishable so you do need to cancel them. On jump cancels, you can fall with jB, do j214x to blow-up fuzzy 5As, or even j236x to catch fuzzy dashblocking.
In trump your pressure style changes a bit. Doing 2A2C/5A2C becomes a common string, as your trump BnB uses 2C to launch and 2C moves you in, allowing you to after 2/5A2C frametrap into 2A/5A rebeat (followed by 5C236A or (recover) grab), delay jump cancel, 4AB, and more. Keeping your options are 2C ambiguous or just tickthrowing after 2A/5A without going into 2C is your key to staying ambiguous as you wait for Rusian (if applicable) to get off cooldown.
Defense
Tatsuya's defense is difficult to deal with as long as he keeps a trump available as it is impossible to grab (as long as you are OSing with 4AC). This constant threat opens up room for you to mash out, dash out, fuzzy superjump, and other various escape options. Your 5B is a nice grounded AA allowing you to deal with lazy jump cancel pressure, and for actual throwteching said 5B makes for a good 4B~C OS. Alternatively, just standard 4BC/4C throwteching still can catch airborne opponents due to the size of 5C and as you should be buffering 236A behind every 5C you can convert said air hit. 2C when whiffed from 1BC can slide you under the opponent if whiffed vs jump cancel pressure. 2AB is a hitgrab and difficult for the opponent to answer on a clash back due to it going airborne halfway through. A nice option to present later in the round if you haven't trumped yet and the opponent is super jumpy and oppressive to avoid trump. It's worth noting that the center of Tatsuya's defensive threat is a trump card being on the table. Learning to take advantage of the constant trump card will be important to stay a problem for your opponents.
Move List
L = Low, H = High, A = Air
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel
Startup includes the first active frame.
Normal Moves
5A |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
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j.C |
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Special Moves
Mist Dispersion 「ミスト・ディスパージョン」 236X Air O.K. |
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Additional Action 「追加アクション」 After 236X Air O.K. |
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Loop Cast 「ループキャスト」 214X |
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Falcon 「隼」 j214X |
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Self-Restoration 「自己修復術式」 |
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Universal Mechanics
Throw 6C or 4C |
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Impact Skill Verdant Storm 「青嵐」 5A+B |
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Impact Skill Drifting Cloud 「浮雲」 2A+B |
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Impact Break 4A+B |
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Flash Cast 「フラッシュキャスト」 A+C |
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Climax Arts
Sonic End 「ソニック・エンド」 41236B+C |
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Cadenza 「カデンツァ」 63214B+C |
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Combos
Midscreen
Standing
0 Bar
- 5A>(2A>)5B>j.B>j.C,5A>5B>5C>236A>B
- 2161(2149) damage
- High damage for a meterless combo, ending with 236A>C adds like 60 damage) but lacks hard knockdown.
- 5A>(2A>)5B>j.B>j.C,5A>5B>5C>236A>C>A+C>214C>Powerup Blast
- 2399 damage
- 0 bar route into powerup blast and Trump state.
1 bar
- 5A>(2A>)5B>j.B>j.C,5A>5B>5C>236A>C>214A+B>Powerup Blast
- 2632 damage
- Main route into powerup blast.
Anti Air
0 bar
- anti air 5B>j.B>delay j.C,land,sj.A>j.C>dj.C>214C
- 1999 damage
- Good meterless damage.
3 bar
- anti air 5B>j.B>delay j.C,land,sj.A>j.C>dj.C>236A>C>236A+B>X>236B+C
- 3863 damage
- Solid consistent air to air damage
Standing or Crouching
5A Starter
- Notes about this particular combo
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Assist
- Notes about this particular combo
Corner
5A Starter
- 5A > 5B > 5C > 236A~C > 214AB > jc > j.C > j.214C > j.236AB
- Corner specific, ends in hard knockdown.
- Deals ~~2797-2850 damage.
4A+B Starter
- 4A+B > follow-up > j.ABC > jc > j.BC > j.214C (1 hit) > j.214AB > trump > Dash to corner
- Could extend a bit for more damage with Dokuro 5S or Zero 6S after trump.
- Serves as a route for trump state for more pressure in the corner after the combo.
- Deals 2514 damage.
Assists
Assist Character 1
- 5A > 5B > 5C > 5D > etc
- Notes about this particular combo
Assist Character 2
- 5A > 5B > 5C > 6D > etc
- Notes about this particular combo
Colors
Color 1 | Color 2 | Color 3 | Color 4 |
---|---|---|---|
Color 5 | Color 6 | Color 7 | Color 8 |
Color 9 | Color 10 | Color 11 | Color 12 |
Color 13 | Color 14 | Color 15 | Color 16 |
Color 17 | Color 18 | Color 19 | Color 20 |
Color 21 | Color 22 | Color 23 | Color 24 |
Additional Resources
- DFCIDiscord's Tatsuya Character Page
- Neutral and Mixup Tatsuya guide written by JP Player "sssr", translated to ENG