Dengeki Bunko: Fighting Climax/DFCI/Tomoka Minato

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

Originally from the light novel Ro-Kyu-Bu!.

Gameplay

A character that uses tricky basketball moves with her teammates to control the field. Tomoka’s recommended play style is to use her basketball attacks to stop her opponent’s movements. From afar, “One Handed Jump Shot” is great for this.

Pros

  • Strong Wakeups
  • Built in Assists
  • Solid Pokes
  • High Damage
  • Cute

Cons

  • Short range on normals
  • No airdash
  • Poor anti-air normals

Tomoka is an aggressive character, who utilizes her teammates in order to allow her to get close to the opponent. She has fairly high damage, and generally uses assists to further setup her strong wakeup game. Tomoka likes getting the opponent in the corner where she can have ice and fireworks pressuring the opponent. Her j.C is a very strong air attack both offensively and defensively, and really allows her to keep the pressure, or combo for large amounts of damage. If you like characters that can call a partner to help them, then you'll like playing as Tomoka! Beware of the characters with longer range and assists with long range, though! Tomoka doesn't have any ways to instantly get in or hit the opponent from far (her 214B6C is the closest), so it can feel very grindy and very hard to close in against an opponent that keeps pushing you out, especially due to her lack of an airdash. She also lacks an air attack that gives her extra mobility, giving her possibly the worst air mobility in the game, as every other character that doesn't have an air dash has an attack that can be used to either escape from a certain incoming attack, or to hit an opponent below them. You might find yourself without the ability to do much about a lot of character's anti-air attacks with Tomoka, so be ready to adapt to that playstyle if you want to use this character! However, once you get her offense going, it's very strong and allows her to often loop setup into setup until the opponent blocks correctly or you won the round!

Recommended Assists:

Kino - By far the most used by Tomoka players. Kino gives you a full screen quick option outside of 214B6C, and not only that, because Kino's air shot hits the opponent up for a hard knockdown, it's easy to combo into that and setup a charged falling ice! When you use your trump card, Kino is made much stronger not only by the ability to instantly shoot the opponent even if you're in the air, but also because she will not cost anything when you want to cancel into her air shot mid combo. Since Tomoka benefits from using her meter to setup over and over, this could give you a huge advantage, both in damage and in meter!

Koko - Koko's neutral assist hits the opponent up, allowing you to combo into 214A after an A+B. It also steals some of the opponent's meter, giving you not only damage, but slight meter advantage as well. Her secondary walk up can also be very useful for pressure. If the opponent is forced to block all 5 hits, then you can easily mix them up with a 2A or an overhead, and from that you can easily do a 214A into a full combo or a pink burst. There are times when you hit air to air, but don't have enough meter to combo into super, so after letting the combo go after a j.C, you can call Koko and the opponent now has to worry about her while they're on their way down. In the corner, after doing an A+B A+B wall bounce, you can call Koko for free (since you're already recovered) and have plenty of time to set up a 214C, giving you a mixup attempt on the opponent, which would lead into a full combo if you can open up the opponent. All the while, this is stealing meter from them.

Enju - Enju acts functionally similar to Koko, she has a kick that hits the opponent up after A+B or the A+B A+B wall bounce, but it also hits grounded opponents too, unlike koko which just hits opponent's in the air, which is especially strong defensively post-trump card, where you can activate assists in blockstun. Her neutral D will hit the opponent anywhere on screen and allows you to combo as well, like Kino but stronger. If you charge up Enju, then any hit will cause her to hit the opponent instantly (or take out their assist if it's called, whichever comes first, which is also really strong), allowing for a lot of combo possibilities!

Move List

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Sweeping horizontal hit with a folding fan. Jump cancellable. Generic 5A.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Low sweep with a folding fan. Hits low, is jump cancellable and air unblockable. Super solid 2A, and like the other 2As in this game, you can chain it 3 times into itself before it will automatically do 2B. Tomoka crouches pretty low, and hits deceptively far, so you will most likely be tossing out 2A just because you can in a lot of match ups.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Forward push with both hands. Jump cancellable and air unblockable. Doesn't have nearly the hitbox or range of many other character's 5Bs, but dashing up with a 5B if you think the opponent is going to jump is a pretty safe option, as you can jump cancel on either block or hit.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Uses some small firework sticks, with a bucket of water nearby. Long reach, does not hit low. Opponent can slip on the bucket after the fireworks are done. Not a low. Has very long recovery when whiffed. This is her longest range normal that you can jump cancel. it's fairly quick and will always hit when a 2A hits. Don't get too predictable with jump cancelling or your opponent will be able to read that and j.A in response to seeing you jump. You can delay after the 2As to try to catch the opponent doing something and bait for the counter hit.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Cleans the floor with a mop. While it looks like it should hit low, it does not. Long reach, long recovery. There's a few things to be careful about with this move. It has long range, but due to the opponent getting pushed back on hit, depending on the range, 5C into 5A+B will not always connect, and you're then setting yourself up to get hit for free if your 5A+B is blocked. Also, because you throw with the C button, when the throw whiffs, you're generally open to get hit if you just 5C really close and don't followup with anything, though if you're too close, no matter what you do, you're most likely screwed. In addition, while you can cancel into 236A or 214A or whatever you want after the 5C, it's very easy to 5A+B in reaction to seeing either of those moves come out, so if you start to get predictable, you're going to end up losing more likely.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Spins around while holding onto a basketball. Despite its animation, it is a low. Very minus on block. 2A > 2C will combo. Air unblockable. I would recommend using 2A > 2B > 2C over 2A > 2B > 5C because even though Tomoka has terrible range on 2C, if it hits, then no matter how far away the opponent is the 5A+B will always hit. So if the opponent is so far away that 2A > 2B > 2C doesn't connect, at least you're not whiffing a 5A+B that's a little bit out of your range. This move is also useful in a lot of combos where the opponent is bouncing to allow you to combo into 5A+B from her specials.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Sweeps folding fan diagonally down. Will hit standing Kirito while rising. Fast startup and can cross up. Can sometimes be used to fuzzy guard. Overall a fast and very good air move. Not as much range as some other character's, but the speed is there.


j.B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Swings her school bag out in front of her. Hits very horizontally, so it’s best used air-to-air. Jump cancellable. Will cross up in some situations, but because it's her longest range air move, it's best used from a somewhat medium range.


j.C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Attacks with an umbrella. Jump cancellable. The hitbox is quite big for this move, and it's pretty fast. Very easy to abuse.


Special Moves

One Handed Jump Shot
「ワンハンドジャンプシュート」

236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX x x x x x x x -

fluff

One Handed Jump Shot
(Air Version)
「ワンハンドジャンプシュート」

j.236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX x x x x x x x -

fluff

Innocent Charm
「無垢なる魔性-イノセントチャーム-」

214A
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

fluff

Ice Age
「氷の絶対女王制-アイスエイジ-」

214B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

fluff

Fireworks
「打ち上げ花火-ファイヤーワークス-」

214C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

fluff


Trump Card

Uhhh……N-noooo!
「ふえ……だ、だめえええ~っ!」

5A+C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

fluff


Impact Skill

Steal
「スティール」

5A+B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

fluff

Anti-Air
「日舞演目・『対空』」

2A+B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

fluff


Impact Break

4A+B
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

fluff


Climax Arts

Shiny Gift
「雨上がりに咲く花 -シャイニー・ギフト-」

41236B+C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

fluff

RO-KYU-BU!
「RO-KYU-BU!」

63214B+C
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

"Elementary school kids are the best!"


Combos

Midscreen Starter

fluff

Corner Starter

fluff

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
Dengeki Bunko: Fighting Climax
General

ControlsFAQGlossaryHUDSystem

Characters

AkiraAsunaKirinoKiritoMiyukiKuroyukihimeMikotoRentaroSelvariaShanaShizuoTaigaTomokaYukina

Assists

AcceleratorAliciaBoogiepopCeltyDokuroEnjuErioHaruyukiHoloInnocent CharmIzayaKinoKojouKoukoKuronekoLeafaMashiroPaiRyuujiSadaoTatsuyaToumaWilhelmina