|Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message.|
Dengeki Bunko: Fighting Climax/FAQ
- 1 What character should I pick?
- 2 What assist should I pick?
- 3 Where can I find menu translations?
- 4 How should I be playing this game?
- 5 What option selects are available?
What character should I pick?
This is based on their general strengths, sorted alphabetically.
- Rushdown: Akira, Asuna, Kirino, Kuroko, Taiga
- Zoning: Kuroyukihime, Mikoto, Miyuki, Selvaria, Yukina
- Grappler: Shizuo
- Setplay: Tomoka
- Versatile: Emi, Tatsuya, Yuuki, Rentaro
- Big Damage: Kirito, Quenser, Shana
- Assister: Ako
Tsuntenshi's Tier List (2018):
- S: Shana, Yuuki, Tatsuya, Asuna, Kirino, Kuroyukihime
- A: Tomoka, Taiga, Mikoto, Quenser, Shizuo, Kuroko, Rentaro
- A-: Emi, Selvaria, Yukina, Miyuki, Kirito, Akira, Ako
There is no order within the tiers. You will notice that the tiers only range from S to A-, which is intentional to show that this game is considered very balanced, and that the worst matchups are barely 6-4. Anyone can win even at the highest level.
What assist should I pick?
It's recommended to start with the assists listed on your chosen character's page. However, if you feel like experimenting with other assists, here are a few generically strong options:
- Celty: Great for wakeup oki and mid-range pokes
- Dokuro: Great for preemptive anti-airs and combo extensions
- Iriya: Great projectile after meals, and eventual full-screen attack with enough uses
- Kuroneko: Great for lockdown
- Mashiro: Great for lockdown
- Rusian: Great for forcing action, and a counter
- Zero: Great for counters
Here are the menu translations for vanilla DFC.
How should I be playing this game?
- Use Power Blast over other Blasts
- In this game, meter is very important for being able to deal additional damage beyond simple combos. So if you have Blast ready, just do a Power Blast (a Blast done while in neutral) to quickly gain a lot of meter. Ideally you'll want to hit the opponent with the Blast to gain a bonus bar of meter, but you'll still be safe if they block it (it's ±0 on block). Even doing a Power Blast at full screen is fine, honestly. Don't use Escape Blast to burst out of combos until you've gotten more used to this game, unless you're actually going to lose the entire match.
- Use your Trump Cards
- Your character's Trump Card is performed by pressing A+C, and can help swing the round in your favor. You start out with 2 Trump Cards at the start of the match, and any time you lose a round you gain 1 back. However, you can only hold a max of 2 Trump Cards, so if you're about to lose a round and still have 2, you might as well use it. Trump Cards have strike and projectile invincibility on frame 1, so you can use it as a wake-up reversal. Red Trump Cards are definitely easier for new players to use as a comeback tool, so try using characters that have them.
- Use Reflection Guard (a.k.a. Pushblock)
- You can perform a Reflection Guard by pressing any two attack buttons (A/B/C, not S) during blockstun. It will spend half a bar of your meter, and push the opponent a short distance back. Useful for making an opponent whiff part of their blockstring for you to punish, or preventing a mixup while you are being locked down by an assist's attack. However, for the player with lower life, Reflection Guard can be done for free. There will be a white mark in between the timer and the health bars to indicate who is currently lower in life.
- Ignition Selection
- In between each round, you can choose an Ignition to buff your character, your assist, or your blast. If you are just starting out, you should probably choose the Character Ignition for greater attack and defense, unless your Blast is in the red penalty state from an Escape Blast, or if your Blast is lower than 50% and you have low meter, in which case you should probably choose the Blast Ignition. As you get more used to the system and what you want out of your team, you can fine-tune your Ignition decision-making on your own.
- Use Assists to approach
- Depending on the Assist, you should use an appropriate assist move to take control of neutral and approach the opponent safely. On the same topic, be cautious about the opponent's assist and how they will approach.
- Dealing with Throws
- Throws and throw-teching must be done with the 4C or 6C input. Thus, you can bait out and punish throw-tech attempts with a 2A low (the opponent has to stand to throw) or a neutral jump (the opponent's 5C will come out instead, which is punishable).
- However, as long as 4C or 6C is input within the 13-frame tech window, the throw can be teched even if other buttons are pressed, which allows for some techniques to help deal with some throw-baits.
What option selects are available?
A technique where 5A is timed so that you will block against jump in attacks, and in the case where a jump in is not used (ie. double jump, empty jump low/throw etc.) 5A will come out
- Loses to delayed jump in attacks (ie. Asuna j.236C, Kirito j.236X, etc) and moves with invuln upon landing
A technique where jump, then immediately crouch, is timed right when the opponent would throw
- The input is 171
- If the opponent throws, you will jump
- If the opponent attacks, you will block
- It is also possible to input 17BC1
- If you mis-time the fuzzy jump and the opponent throws, you will tech the throw
- If you do not mis-time the fuzzy jump you will get 7j.C
- If the opponent attacks you will pushblock
- Loses to staggers
- A high risk/high return technique
A technique used to deal with multi-hit jump ins (Shana, Kirino, Yukina, characters in Trump State etc.)
- Do not stand guard until right before you have to block the opponent's jump attack
- If it is successful you will only have to block one jump attack, or the opponent's attack will whiff
- Risky to attempt because if timed incorrectly you will eat a combo
4AC Throw OS
- If the opponent throws, you will throw tech
- If the opponent goes for 4AB, Trump will activate
- If the opponent attacks, you will pushblock
- You want to delay the input as long as possible because it will lose against delayed throw attempts
- This OS costs a Trump Card so be weary when using it
4B~C Throw OS
Effect is similar to 4AC Throw OS, but will also catch opponents using jump to throw bait
- In the case of 4AB clashing against 5B, you can Trump, AB, Blast, etc. on reaction
- Very effective for characters with an anti-air 5B
- Loses to frame traps
Used to deal with AB from the opponent
- The input is A > A or B > AB (Standing or crouching attacks does not matter)
- On hit or block you will get A > B
- If the opponent uses AB you will get A > AB
- With the proper resources and reactions, the opponent can punish the clash attempt with Ranbu, Combo Blast, or Trump Card
Safe Jump Ranbu OS
Used to deal with almost every reversal option in the game
- The input is any jump normal > 63214BC
- This OS does not work for any character with a j.214X attack
- Against reversal AB the safe jump will clash and you will block the attack
- Against reversal Power Blast, Red Trump Card, or backdash, you will get Ranbu (in the case of a Blue Trump Card the jump in will whiff)
- An overall very safe OS, but costs 2 meter
Safe Jump AB OS
- An alternative to the Ranbu OS mainly used for punishing reversal backdash
- The input is any jump normal > 5AB
- This will work for most 5ABs that have good horizontal range
- For some characters with multi-hitting AB attacks, this OS can also be used against reversal Power Blast
Safe Jump Trump OS
- Another variation of the Safe Jump OS, mainly used for punishing reversal Power Blast without 2 meter
- The input is any jump normal > 5AC
- Most effective when used with Red Trump Cards, but it's also possible to use Blue Trump Cards then 5AB
- Does not work for Kirino
- Slightly more riskier because if the opponent backdashes, depending on your character the Trump Card can whiff