Dengeki Bunko: Fighting Climax/DFCI/Shizuo Heiwajima
Introduction
Shizuo Heiwajima is the notorious bodyguard for debt collector, Tom Tanaka. Armed with a short fuse, incredible strength, and barbaric fighting skills (namely through the use of unorthodox weapons like vending machines, road signs, etc.), Shizuo is acclaimed as the strongest fighter in the Ikebukuro district. Shizuo is surprisingly not a fan of violence, but when provoked, his body will instinctively resort to fighting. Underneath his rough exterior, Shizuo worries about his incredible power which stems from childhood experiences where people feared him for it, leading him to be alienated or mistakenly hurting those he cared for. Shizuo is often seen chasing his rival, Izaya Orihara, as they both share an unnaturally strong disdain for one another. This rivalry often ends with Izaya running away while Shizuo chases screaming the infamous “IZAYA!” while pursuing.
Originally from the light novel series Durarara!!
Gameplay
Shizuo is the grappler character of DFCI. With excellent normals and charged j.C as contender for the best jump normal in the game, he establishes respect with his deceptive reach and then has both command throws and universal mix-up options to run over his foes. While he is not speedy by any means, his ability to control the space immediately around him with charged j.C is able to sufficiently mask his small flaws. Unsurprisingly, his damage potential can be explosive if you hit the opponent with the right starter. Yes, that's right, charged j.C.
Pros
- Excellent jump normals, especially charged j.C. This really can't be stressed enough
- Decent ground normals, including 2C to poke at the opponent
- Versatile specials, including 236X projectiles to check opponents from afar and j.236X divekicks to alter air trajectory and momentum or disrespect anti-airs
- Noteworthy amount of Escape Blast safe combo routes from command throw. EX j.236 divekick is also Blast invulnerable
Cons
- Slow start-up on normals and mediocre Impact Skills means Shizuo has issues escaping pressure
- Gameplan is relatively assist-dependent and generally requires a lockdown assist to mesh his toolkit together
- Some difficulty against zoning characters
Recommended Assists
Iriya - 5S gives you a plate projectile to use for setplay or to help you close in on opponents. 6S is a moped that can be used to punish Blasts or whiffed attacks and force out air options from the foe. Use Iriya's 5S to bait opponents into attacking her and move in with an attack of your own to punish the dinner-crashers.
Dokuro - Dokuro-chan 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. This is perfect for catching jump-outs on your offense, and clipping jump-happy opponents on your defense. 6S is a full-screen projectile. Just in case.
Celty - 5S is a giant hitbox in front of you that zooms across the screen with only 10 frame start-up. It's great for scrambles, mid-screen stand-offs, and quick punishes into hard knockdown. 6S is a giant anti-air bike that hits twice to afford you two opportunities to run cross-ups or tick throws.
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: Hit the opponent 2 times with either 214X or 63214BC for Attack Level 1 for 10 seconds. Can be activated twice 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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5[C] |
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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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j.[C] |
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Special Moves
YOU CAN’T RUN! 「逃げんな!」 236X |
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WHAT WAS THAT! 「なんだそりゃあああ!」 214X 214A/B 214C 214AB |
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YOU PEST! 「うぜええええええ!」 j.236X Same hitboxes for all versions, including EX. |
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Universal Mechanics
Throw 6/4C |
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Impact Skill I’LL SQUASH YOU! 「ぶっ潰れろ!」 5A+B Startup hurtbox. Active frame boxes, boxes on right are the final hit. |
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Impact Skill COME ON...! 「来いよ……!」 2A+B Trigger box during active frames on the left. Pray they don't use throw on you. They didn't use throw on you. |
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Impact Break 4A+B(~X) Collision box extends to below the hop, making it normally impossible to cross under. Launcher follow-up. |
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Trump Card FLY AWAY! 「吹き飛べえっ!」 5A+C This is an overhead. |
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Climax Arts
PISSING ME OFF! 「うるせええええええ!」 41236B+C |
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KILL KILL KILL KILL! 「殺す殺す殺す殺す!」 63214B+C |
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Combos
Important Notation Info:
- "X > Y" = X input is cancelled into input Y
- "X > delay Y" or "X > dl.Y" = Must wait for a short period before cancelling X input into Y.
- "X/Y" = Either the X or Y input can be used.
- "X~Y" = This notation has two meanings: "use attack X with Y follow-up input" or "input X then within a few frames, input Y."
- "j.X" = X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. The follow applies to all air chain sections: assume a forward jump cancel if no direction is given and air chains such as j.A > j.B > j.C can be shortened to j.ABC.
- "dj.X" = X input is done after a double jump.
- "(X)" = X is optional, typically the combo will be easier if omitted.
- "X(N)" = Attack X should only hit N times.
Meterless
- 2A > 5B > 2C (1101 DMG)
- Basic 1-2-3 chain, grants hard knockdown.
- 2A > 5B > 214A (1466 DMG)
- Short combo into hard knockdown for more damage, but harder to confirm.
- 2A > 5B > 5C > 5A+B (1759 DMG)
- Higher damage confirm, knocks the opponent away and leaves them open to air tech.
- 2A > 5B > 5C > 5A+B > Combo Blast > 5[C] (2069 DMG)
- Similar to the above combo, knocks them away, using a burst to launch and gain meter.
- 2A > 5B > 5C > 5A+B > Combo Blast > dash 5B > j.AB > dj.AC > j.236A (2527 DMG)
- High damage meterless confirm. Leaves opponent in the air above you. Because Shizuo does not have strong ground-to-air options, it may be difficult to deal with an opponent in this position.
- 4AB~X > j.AB > dj.AC > j.236A (2157 DMG)
- Same combo, only off the universal overhead launcher.
- j[C] > land 236A > 5AC [1 Trump Card] (2987 DMG)
- Meterless Trump Card combo that works anywhere on the screen
- (5C >) 5AB > 5AC [1 Trump Card] (3045 DMG)
- Corner only meterless Trump Card combo.
- 4C/6C > 5AC [1 Trump Card] (2090 DMG)
- After a throw with the opponent backed up in the corner, your Trump Card can hit them before they touch the ground.
Metered
- 2A > 5B > 5C > 5A+B > 214AB [1 bar] (2388 DMG)
- Quick, easy confirm into knockdown anywhere on the screen. Keep in mind you must cancel into the grab before the last hit of 5A+B depending on the distance.
Assists
With Dokuro
- 2A/5A > 5B > 5C > 5AB(4) > 5S > dl.j.[C] > land > j.[C] > dj.ABC (2707 DMG)
- Powerup blast route.
- 2A/5A > 5B > 5C > 5AB(4) > 5S > dl.j[C] > dl.dj.[C] > 5C > 214C (> 214AB/624C) (3101/3458/4308/5085 DMG for 1-4 bars)
- Basic dokuro route for ground starter.
- 5S > dl.j.[C] > dl.dj.[C] > 5A > 5C > 214C > (optional meter spend) (2668 DMG)
- Routing to convert dokuro hit in neutral. You can do the same routing for j236X hit cancelled into 5S.
- j.A > j.C > dj.C > j.236A > 5S > j.[C] > dj.[C] > 5A > 214C > (optional meter spend) (2483 DMG)
- Air to air route. Can do fewer buttons before j.236A 5S if they would be too high.
- 2A/5A > 5B > 5C > 5AB(4) > 5S > dl.j.[C] > 5AC [1 Bar, meterless with Trump Card active; 1 Trump Card] (3472 DMG)
- Trump install route.
- 2A/5A > 5B > 2C > 5AB(4) > 236AB > dl.5AB(4) > 5S > j.[C] > 214A > (optional meter spend) (3082 DMG)
- Corner route.
Izaya/Kouko
Both assists use the same combo theory of 214AB > 5S, the main difference lies in timing and when their launcher triggers: Izaya's 5S triggers after the opponent is launched away and gives you corner carry midscreen but you need to run up to the opponent to continue the combo while Kouko's 5S triggers before 214AB can launch the opponent away so all you need to do is properly time a 214X to continue your combo.
- 2A/5A > 5B > 5C > 5AB(4) > 214AB > 5S > 214A/C > 214AB > Combo Blast > 214A/C > 214AB > 426BC [5 Bars with Trump Card active, 6 otherwise; uses Combo Blast]
- High damage combo route, uses up a lot of resources. Works anywhere on the screen with both assists but you need to run up the opponent after Izaya's 5S midscreen (doing a 624 input for the command grab helps) and after the Combo Blast. (5412 DMG with Izaya, 5292 DMG with Kouko)
- j.[C] > (delay j.[C] >) 214A/C > 214AB > 5S > 214A/C > 214AB > Combo Blast > 214A/C > 214AB > 426BC [5 Bars with Trump Card active, 6 otherwise; uses Combo Blast] (4804 DNG with Izaya, 4680 DMG with Kouko)
- Resource intensive combo with charged j.C, double charged j.C route deals more damage (slightly above 5k with either assist) but requires slightly precise timing.
- j.[C] > (delay j.[C] >) 214A/C > 6S [1 Bar, meterless with Trump Card active] (Minimum Izaya 1880 DMG or 2211 DMG with two j.[C])
- Single bar (or meterless while Trump Card timer is active) Izaya combo, his 6S leaves opponent in an OTG state so only minimum damage is listed.
- j.[C] > delay j.[C] > 5C > 214A/C > 5S > microwalk 5C > 214A/C [1 Bar, meterless with Trump Card active] (Kouko only, 2677 DMG)
- Single bar (or meterless while Trump Card timer is active) j.[C] combo with Kouko.
- 214C > 5S > microwalk 5C > 214A/C [1 Bar, meterless with Trump Card active] (Kouko only, 1763 DMG)
- Basic single bar Kouko follow-up after a sucessful 214C hit.
- 214C > 214AB > 5S > 214A/C > 214AB > Combo Blast > 214A/C > 214AB > 426BC [5 Bars with Trump Card active, 6 otherwise; uses Combo Blast
- Higher damage, resource intensive anti-air grab route (4360 DMG)
Colors
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