Dengeki Bunko: Fighting Climax/DFC/Kuroyukihime
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Outdated Version
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Introduction
Originally from the light novel Accel World.
Gameplay
A synopsis of this character's play-style, strengths, weaknesses, etc
Pros 1. Her trump card has many variety to suit different kinds of play-style. 2. Instead of her own body, she uses her Avatar instead. and her attacks have a distance. Meaning more time to recover after a failed attempt.
- Example 3
Cons
- Example 1
- Example 2
- Example 3
Recommended Assists
Kino - Kino is everyone's friend. Death By Piercing is good, but 5S is faster and goes full screen. 6S can be used to juggle into Power Up Blast.
Accelerator - Get a knockdown and hit 5S to park Last Order on them. Instant respect. Against characters not packing Kino, long-range 5S shuts down approaches. 6S ground wave can be jumped, but is fast, reaches about as far as a Mode Red 236C, and launches.
Assist Character - Short description of why this assist is recommended with this character
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: Block 10 attacks to gain 1 bar of Climax Gauge. Can be activated once a round.
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
Death by Piercing 「デス・バイ・ピアーシング」 236X Air O.K. |
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Death by Flashing 「デス・バイ・フラッシング」 214X Air O.K. |
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Follow-up: Attack 「攻撃」 A or B after Death by Flashing Air O.K. |
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Follow-up: Feint 「フェイント」 C after Death by Flashing |
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Universal Mechanics
Throw 6C or 4C |
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Impact Skill Death by Barraging 「デス・バイ・バラージング」 5A+B |
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Impact Skill Soft Act Counter 「柔法当身」 2A+B |
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Impact Break 4A+B |
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Trump Card Overdrive 「オーバードライブ」 A+C |
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Climax Arts
Death by Embracing 「デス・バイ・エンブレイシング」 41236B+C |
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Starburst Stream 「スターバースト・ストリーム」 63214B+C |
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Combos
Combo Notation Guide: |
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Note: Damage listed is without Power Up Blast/Trump Card Overdrive unless otherwise specified.
Assorted Combos
Quick Combination
- 5A > 5A > 5A > 5A > 5A(2) (> 5A)
- 1703 (2138). Equivalent to 5A > 5B > 5C > 214A -> B(2) (> 236A+B).
- 2A > 2A > 2A > 2A > 2A > 2A -> 2A(2) (> 2A)
- 1573 (1903). Equivalent to 2A > 2A > 2A > 2B > 5C > 214A -> B(2) (> 236A+B).
- Less damaging than the 5A combo, so if you're gonna mash, mash 5A after you hit-confirm.
Air Combo Enders
- (etc.) > j.B > j.C > 8jc > (j.B >) j.C > j.214C -> B(2) (/ j.214A+B)
- Opponent can tech high in the sky as you land. Meter ender causes hard knockdown. Make sure to input the jump cancel as 8 to get the spacing right for the third hit of EX Flashing.
- You may need to omit the second j.B off of some starters, depending on height.
- (etc.) > j.B > j.C > 8jc > j.B > j.C > j.236A (> j.236A+B)
- Opponent can tech as you they hit the ground. EX ender adds ~200 damage and forces opponent to tech later (as you land).
Overdrive OTG Ender
- (etc.) 5A > 5B > 2B > 2C > 2A > 2A
- Tacks on a little extra damage to opponents lying on the ground near you.
Midscreen
5A/2A Starter
Meterless
- 5A > 5B > 5C > 236C
- 1472. Safest meterless option, since it sends the opponent flying.
- 5A > 5B > 5C > 5A+B
- 1663. Lets the opponent tech near you, so probably not advisable.
- 5A > 5B > 5C > 214A -> B(2)
- 1703. Leaves the opponent standing at slight advantage about a 5C's reach away.
- 2A > 5A > 5B > 5C > 236C
- 1526. Most damage meterless Piercing combo from an A starter. Throw in an extra 2A for lazy low confirms and 100 less damage.
0-1 Stocks, During Mode Green
- (2AxN >)5A > 5B > 5C > 5A+B > jc > (Air Combo Ender)
- Standard meterless ender does 2420, 1 stock ender does 2668 with knockdown.
0 Stocks, During Mode Blue
- (2AxN >) 5A > (5B >) 5C > 2C > 214A -> C -> j.B
- 2262. You will need to subtract attacks depending on spacing to connect the j.B knockdown at the end, especially if you start with one or more 2As or hit from 2A/5A's max distance.
0 Stocks, During Mode Red
- (2AxN >) 5A > 5B > 5C > 2C > 236C > 236C
- 2286. Good times with wall bound.
1 Stock, During Mode Red
- (2AxN >) 5A > 5B > 5C > 236C > 236C > delay 236A+B > 236C
- 2816. Even better times with wall bound.
1 Stock
- (2A >) 5A > 5B > 5C > 5A+B(5) > 214A+B
- 2235. Knocks down the opponent just outside 5C range.
- (2A >) 5A > 5B > 5C > 5A+B(5) > 236A+B
- 2230. The "get out of my face" option.
2 Stock
- (2A >) 5A > 5B > 5C > 214A -> B(2) > 41236B+C
- 3173. Death by Embracing does more damage than Starburst Stream. Leaves opponent at roughly round-start distance.
- (2A >) 5A > 5B > 5C > 5A+B > 61234B+C
- 2805. Starburst Stream combo, for getting people out of your face and across the stage. Thanks to the magic of Damage Scaling(tm), Barraging has better proration into Starburst than Flashing.
Trump Card (Mode Red)
- (2A >) 5A > 5B > 5C > 5A+B(5) > 4A+C > 236C > 236C
- 2275. Link the second Piercing as they bounce off the wall.
Trump Card (Mode Blue)
- (2A >) 5A > 5B > 5C > 214A -> A > 6A+C > 5B > 5C > 214A -> C -> j.B
- 2335. Don't mash the j.B followup link. Side-switches, causes soft knockdown.
Trump Card & 2 Stocks
- (2AxN >) 5A > 5B > 5C > 214A -> A > 4A+C > (5B >) 5C > 2C > 236C > 236C > 63214B+C
- 3426. Slightly delay the attack after Mode Red activation so the opponent is closer to you. Omit the second 5B if you start from a couple of 2As. (You can do this one without the super ender, but it does less damage than the Barraging combo above.)
- (2AxN >) 5A > 5B > 5C > 5A+B(5) > 4A+C > 5A+B(5) > 41236B+C
- 3754. A much easier and more damaging Mode Red activation combo.
- (2AxN >) 5A > 5B > 5C > 214A -> A > 6A+C > 5B > 5C > 214A -> B > 41236B+C
- 3911. Nice damaging option for Mode Blue fans.
5B/5C Anti-Air
No Trump Card
- 5B > jc > Air Combo Ender
- For the one-stock ender, at peak height, you may want to omit the 214C and go right into 214A+B.
- 5B > 5C > 236C
- 1262. Piercing won't catch foes at the apex of the jump.
- (5B >) 5C/2C > 214C -> B
- (1493) 1324. Meterless option if you don't want to do an air combo or stuffed something with a C attack.
During Any Trump Card Overdrive
- 5C/2C > jc > (Air Combo Ender)
- You may need to omit the first (or second) j.B depending on the height/spacing of the opponent when you catch them with 5C/2C. It's possible to combo into Mode Blue's C warp -> j.B follow up, but because of proration it won't knock down.
Throw Starter
1 Stock
- 4/6C(4) > 236A+B
- 1532. Blow away.
- 4/6C(4) > 214A+B
- 1534.
2 Stocks
- 4/6C(4) > 412346B+C
- 2570.
- 4/6C(4) > 63214B+C
- 1993. Fly away now.
Trump Card (Mode Red)
- 4/6C(4) > 4A+C > 236C > 236C
- 1570.
Trump Card (Mode Blue)
- 4/6C(4) > 6A+C > 214C -> C -> j.B
- 1531. Opponent can tech the knockdown.
4A+B Starter
- 4A+B -> B > Air Combo Ender
- Basic 1-stock EX Flashing ender does 2380.
2 Stocks
- 4A+B -> B > 63214B+C
- 2445. Buffer it during the zoom-in on the second hit of the follow-up. Not worth it unless you can burn some Trump Cards to end the match (does ~2900 if you use two).
5A+B Starter
1 Stock
- 5A+B(5) > 236A+B
- 1505.
- 5A+B(5) > 214A+B
- 1507. At close ranges, the third hit of EX Flashing will whiff and the opponent will be able to air-tech above you.
2 Stocks
- 5A+B(5) > 41236B+C
- 2543.
- 5A+B(5) > 63214B+C
- 1966. As usual, pick damage or flinging opponent across the stage.
Trump Card (Mode Blue)
- 5A+B(5) > 6A+C > 5B > 7jc > j.C > j.214A -> C -> j.B
- 1720. For showboats.
Trump Card (Mode Red)
- 5A+B(5) > 4A+C > 5C > 236C > 236C
- 1688.
Trump Card & 2 Stocks
- 5A+B(5) > 4A+C > 5C > 236C > 236C > 63214B+C
- 2665.
2A+B Starter
1 Stock
- 2A+B > 236A+B
- 2052.
- 2A+B > 214A+B
- 2059. Pick your distance, etc.
2 Stocks
- 2A+B > 63214B+C
- 2774.
- 2A+B > 41236B+C
- 3170. Again, distances.
During Code Green
- 2A+B > 5C > jc > (Air Combo Ender)
- 2491 or 2727 for one stock. Omit the second j.B and input the jc as 9jc.
236X Starter
Most of these combos can be used for grounded hits and anti-air.
1 Stock
- 236C > 236A+B
- 1510 (ground hit). Can be used for anti-air hits, but not at max height.
2 Stock
- 236C > 63214B+C
- 2347 ground, 2277 air hit. Braindead easy at any height, works on anti-air hits, etc.
During Mode Red
- 236C > 236C
- 1345 air hit. Timing can be tricky on very high anti-airs.
1 Stock, During Mode Red
- 236C > 236C > 236A+B (> 236C)
- 2438 ground hit (with optional ender), 2057 air hit (w/o). Link the 236Cs, cancel quickly into EX Piercing, then link the last C Piercing. Last 236C may not work on high aerial opponents. Easiest at near-max range.
2 Stocks, During Mode Red
- 236C > 236C > 63214B+C
- 2785 ground hit, 2691 air hit. Easy and fun.
214B/C Anti-Air Starter
Trump Card (any)
- 214B/C -> A > 4/2/6A+C > 214C -> B
- ~1528 (damage will vary based on Overdrive Mode used). Not an especially great mode activation setup, but the best you're getting off a raw Flashing.
Corner
Meterless, Trump Card-less
- Any two normals > 236C
- Two hits or less before a Piercing is an untechable knockdown. Use when you want to create some space and not deal with a forward-teching opponent in your face.
0 Stocks, During Mode Red
- (2AxN >) 5A > 5B > 5C > 2C > 236C > (Overdrive OTG Ender)
- 2279.
1 Stock, During Mode Red
- (2AxN >) 5A > 5B > 5C > 2C > 236C > delay 236A+B > 5C > 236C
- 2849. Used to knock 'em back down in the corner. Delay the EX Piercing just enough to give yourself the height needed to link the 5C.
Assists
Kino
1 Stock (or during Overdrive), Blast OK
- 5A > 5B > 5C > 6S + 5A+B(5) > 6S hits > dash ABC
- Prototypical combo into launch into Power Up Blast.
Accelerator
1 Stock (or during Overdrive), Blast OK
- 4/6C(3) > 6S > 4/6C(4) > 6S hits > dash > ABC
- Throw into assist launch into Power Up Blast. Time the 6S with the third hit of the throw. Wait until the opponent is done pinballing off the edges of the screen before Blasting.
Enju
3(+1) Stocks, Trump Card (Mode Red), Blast OK
- 2A > 2A > 5B > 5C > 5A+B(5) > 4A+C > 5A+B(5) > 236A+B > 236A+B > 5S > ABC > dash 5A+B(1) > 41236B+C
- 4637. Hit 5S as soon as the second 236A+B connects, then Power Up Blast as soon as Enju hits. Dash up and time the Barraging so the opponent is low enough they don't fly out of Embracing.
Colors
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