Dengeki Bunko: Fighting Climax/Kazari Uiharu: Difference between revisions
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==Who Does This Assist Work Well With?== | ==Who Does This Assist Work Well With?== | ||
'''Note that, this section is for defined teams and does not dictate that the assist can only be ran with "x" characters. Despite the age of DFCI (and DFC in general), decently strong synergy has yet to be discovered which can rival most of the game's strong teams.''' | |||
===Tatsuya=== | ===Tatsuya=== | ||
Tatsuya has some odd synergy with Uiharu where his gun follow-ups and defensive gameplan can be amplified by 5S. Tatsuya grab, 214 and 236 are multi-hit allowing him to easily meet the pre-req for the multi-hit shot, his ability to runaway allows him to easy meet the pre-req for the time delay shot, and he possibly has left-right setups with the knockdown shot due to his 236AB sideswapping. Lots of possible room for creativity with this team. | Tatsuya has some odd synergy with Uiharu where his gun follow-ups and defensive gameplan can be amplified by 5S. Tatsuya grab, 214 and 236 are multi-hit allowing him to easily meet the pre-req for the multi-hit shot, his ability to runaway allows him to easy meet the pre-req for the time delay shot, and he possibly has left-right setups with the knockdown shot due to his 236AB sideswapping. Lots of possible room for creativity with this team. |
Latest revision as of 23:00, 23 July 2022
Introduction
Kazari Uiharu (初春 飾利) is Originally from the light novel Toaru Majutsu no Index.
Uiharu is a strange, niche assist who is roughly a single change away from being super strong. To make the most of her, be prepared to have a gameplan ready around each 5S gunshot condition as you will have to adjust on the fly.
A simple example would be:
- If clock (neutral), stall time and avoid getting hit / take adv of antsy opponent, if during pressure then prepare tickthrow situation around it.
- If V (knockdown symbol), prepare to expect the opponent to read throw and play around them knowing what's coming in mind.
- If explosion, you may be up to come up with a string into some sort of tickthrow/UOH mix. ie. Kuroko 236 is 3 hits.
Who Does This Assist Work Well With?
Note that, this section is for defined teams and does not dictate that the assist can only be ran with "x" characters. Despite the age of DFCI (and DFC in general), decently strong synergy has yet to be discovered which can rival most of the game's strong teams.
Tatsuya
Tatsuya has some odd synergy with Uiharu where his gun follow-ups and defensive gameplan can be amplified by 5S. Tatsuya grab, 214 and 236 are multi-hit allowing him to easily meet the pre-req for the multi-hit shot, his ability to runaway allows him to easy meet the pre-req for the time delay shot, and he possibly has left-right setups with the knockdown shot due to his 236AB sideswapping. Lots of possible room for creativity with this team.
Mikoto
Mikoto's strange hit and run neutral can be further amplified by Uiharu, with the different 5S gunshot follow-ups giving her unique neutral options on the fly.
Other
Fairly unexplored assist other than Tatsuya. If you wish to make her work, think of ways to get 5S going with a character you like. For example, Yuuki can max delay 5S cancel after 236AB into a left/right (similar to her celty/wil ones) which can get 5S started. Kuroko 236 is 3 hits and can make the "explosion" 3 hit condition get triggered.
Assist Moves
5S |
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6S |
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Colors
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Color 17 | Color 18 | Color 19 | Color 20 |
Color 21 | Color 22 | Color 23 | Color 24 |