Shizuo Heiwajima (平和島静雄)
You ready for a beating?
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.
Shizuo Gameplay Sample
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
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
7
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2
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16
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-5 +8 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HLA
|
-
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A forward kick, jump cancellable. At close range it not the best at picking up stray hits, but its horizontal reach is good for stopping jumps.
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2A
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
6
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2
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16
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-5
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SC, EX, ISC, TCC, CAC
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LA
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-
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Crouching punch that hits low and is self-chainable. Very fast start up but short range, good for tick throw into 214X
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5B
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
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Hitbox
|
500
|
10
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3
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22
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-10 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
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-
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Attacks with an iron pipe, jump cancellable and air unblockable. Longer range than 5C, so it’s better it checking the opponent but it has no hitbox above it. Since it’s air unblockable, he can force his opponent to air block j.A > j.C or an assist and then 5B.
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2B
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Damage
|
Startup
|
Active
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Recovery
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Frame Adv
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Cancels
|
Guard
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Hitbox
|
450
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9
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3
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17
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-5 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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L
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-
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Crouching kick that hits low, is air unblockable, and is jump cancellable.
- Lowers his hurtbox significantly
- About the same range as 5A
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5C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
|
700
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12
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3
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25
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-11
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SC, EX, ISC, TCC, CAC
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HLA
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-
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Swings a big road sign, has a better vertical hitbox than 5B. It is punishable by some Climax Arts on block, but during the super flash he can use 5A+B or 2A+B to beat the super.
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5[C]
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1200
|
26
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3
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24
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-12
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SC, EX, ISC, TCC, CAC
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HLA
|
-
|
Moves forward slightly, has a bigger hitbox and will wall bound in the corner.
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|
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
|
2
|
27
|
-12
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SC, EX, ISC, TCC, CAC
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L
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-
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Sweeps with a road sign, hits low, is air unblockable, and knocks down. Has very long range so it’s great for checking an opponent trying to run in however, it moves his upper hurtbox forward, making him susceptible to jump ins.
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j.A
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
|
8
|
3
|
X+2
|
Varies
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JC, SC, EX
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HA
|
-
|
Downward angled kick, jump cancellable. Good for jump ins, but not as effective as a rising air-to-air.
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|
j.B
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Damage
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Cancels
|
Guard
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Hitbox
|
500
|
11
|
3
|
X+3
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Varies
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JC, SC, EX
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HA
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-
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Horizontal swing with an iron pipe, jump cancellable. Horizontal hitbox makes it great for neutral or back jumps to check the opponent. On the other hand, it has a weak vertical hitbox.
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|
j.C
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
12
|
4
|
X+4
|
Varies
|
JC, SC, EX
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HA
|
-
|
Downward angled swing with a road sign, jump cancellable. Good attack for crossing up, but not much forward range. Also good for jump ins.
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j.[C]
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1000
|
22
|
4
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X+4
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Varies
|
JC, SC, EX
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HA
|
-
|
Downward angled swing with a road sign, jump cancellable. Huge hitbox everywhere. Beware.
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Special Moves
YOU CAN’T RUN! 「逃げんな!」 236X
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
800
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17
|
20 (max)
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11* (min)
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+9 to -7
|
SC, EX, TCC, CAC
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HLA
|
-
|
- Frame data note: Move will always last a total of 47 frames, so recovery frames start as soon as the trash can hits the opponent.
- Throws a trash can at a low angle
- One of the few projectile attacks in the game that go full screen
- However the hitbox is fairly narrow and the move has some long recovery.
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
800
|
24
|
29 (max)
|
6* (min)
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+10 to -11
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Throws at a horizontal angle.
- Frame data note: Move will always last a total of 57 frames, so recovery frames start as soon as the trash can hits the opponent.
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
800
|
27
|
31* (max)
|
0* (min)
|
+10 to -7
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SC, EX, TCC, CAC
|
HLA
|
-
|
Throws steeply angled up.
- Frame data note: Move will always last a total of 57 frames, so recovery frames start as soon as the trash can hits the opponent.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1400
|
11
|
29* (max)
|
2* (min)
|
+16 to -5
|
SC, TCC, CAC
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HLA
|
-
|
Throws a vending machine.
- Frame data note: Move will always last a total of 41 frames, so recovery frames start as soon as the trash can hits the opponent.
- Not invincible but its startup is fast and its recovery is short
- Wall bounds in the corner
- Projectile durability is the same as the regular versions
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WHAT WAS THAT! 「なんだそりゃあああ!」 214X
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
1371
|
8
|
2
|
Whiff: 47 Hit: 120
|
+55 (hit)
|
SC, EX, TCC, CAC (hit only)
|
N/A
|
-
|
Command grab, does a giant swing then tosses them away.
- Range is about 2A range
- Not very high damage overall, but a knockdown and long wall carry gives him the advantage
- Because of the distance the opponent is thrown, it’s difficult to get okizeme with assist when he is not near the corner
- Strike throw, is usable mid combo
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
1371
|
8
|
2
|
Whiff: 47 Hit: 120
|
+55 (hit)
|
SC, EX, TCC, CAC (hit only)
|
N/A
|
-
|
Virtually identical to the A version except Shizuo throws the foe behind him.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1205
|
8
|
2
|
Whiff: 47 Hit: 120
|
+23 (hit)
|
SC, EX, TCC, CAC (hit only)
|
N/A
|
-
|
Only hits airborne opponents, making it a surprise anti-air. Can be used mid combo as a strike throw.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1800
|
7
|
2
|
Whiff: 52 Hit: 144
|
+64 (hit)
|
SC, TCC, CAC (hit only)
|
N/A
|
-
|
EX version is not invincible and the startup only a frame less, so it’s best used in combos. It has about the same range as the A version.
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|
YOU PEST! 「うぜええええええ!」 j.236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
1200
|
14
|
10 to 2*
|
20
|
-5 to -15
|
SC, EX
|
HLA
|
-
|
Divekick.
- Frame data note: The move is active until it hits either the opponent or the ground.
- Has the closest distance
- Not an overhead.
- Good for rush down but it punishable on block so it’s best used with assists
- Can be used after an air tech to run away and get down faster
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
1200
|
16
|
10 to 2*
|
20
|
-6 to -15
|
SC, EX
|
HLA
|
-
|
Has medium distance
- Frame data note: The move is active until it hits either the opponent or the ground.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1200
|
17
|
10 to 2*
|
20
|
-6 to -15
|
SC, EX
|
HLA
|
-
|
Has the furthest distance
- Frame data note: The move is active until it hits either the opponent or the ground.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1700
|
8
|
12 to 4*
|
20
|
-7 to -15
|
SC
|
HLA
|
-
|
Still punishable but it has armor so it’s good to use to beat out anti-airs and when in close range air-to-air situations. As of DFCI, the armor on this move is projectile invulnerable as well.
- Frame data note: The move is active until it hits either the opponent or the ground.
|
|
Universal Mechanics
Throw 6C or 4C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
4
|
1
|
87
|
+52 (hit)
|
SC, EX, TCC, CAC
|
N/A
|
-
|
|
|
Impact Skill I’LL SQUASH YOU! 「ぶっ潰れろ!」 5A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1190
|
12
|
17
|
32
|
-20
|
SC, EX, CAC (hit only) TCC
|
HLA
|
-
|
Rushing attack with a car door.
- Great for anti-airing, beating pokes and getting out of the corner.
- Big vertical hitbox, so he can delay after a 5C and still combo into 5A+B.
- Hits 4 times, and the hitstun/untechable time is very long. Easy to combo into assists.
- The armor is only on the car door itself. So it has no lower body armor.
|
|
Impact Skill COME ON...! 「来いよ……!」 2A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1156
|
1 Hit: 7
|
~35 Hit: 4
|
Whiff: 56 Hit: 4 (Failure) 59 (Success)
|
Failure: -46 Hit: +50
|
SC, EX, CAC, TCC
|
HLA
|
-
|
Counter. Taunts the opponent and if they hit him with a melee attack, he retaliates with an uppercut.
- Does not lock the opponent in animation, so it can be safe jumped or activated by fast attacks and be blocked.
- However, it has fast startup and the uppercut itself is invulnerable.
- As such, it’s better suited as a way to get out of pressure or to beat impact skills, rather than as an anti air or reversal.
- Cannot be cancelled in anyway on whiff.
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|
Impact Break 4A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
First Hit: 900 Launcher: 800
|
First Hit: 22 Launcher: 9
|
First Hit: 8 Launcher:2
|
First Hit: 14
|
First Hit: -2 Launcher: -37
|
First Hit: N/A Launcher: SC, EX, TCC, CAC (on hit)
|
First Hit: HA Launcher: HLA
|
-
|
Hop kick in followed by a launching hit with a road sign
- The kick is safe on block by itself, but the follow up will always make you jump cancel. On block, you won’t be able to do anything until you land.
- Hit confirming is possible, but hard. However, the armor makes it great for beating out attacks.
|
|
Trump Card FLY AWAY! 「吹き飛べえっ!」 5A+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3000
|
25
|
3
|
36
|
-12
|
N/A
|
H
|
-
|
Swings a guard rail upward. Overhead and air unblockable.
- Long horizontal reach, but has not hitbox directly above it.
- Startup is about 25f, so standard speed for an overhead. It animation can make it hard to see.
- Safe on block. Virtually unpunishable in DFCI.
- It can be beaten by invincible attacks like Climax Arts or Trump Cards.
- Makes his 5C jump cancellable, allowing for 2C > 5C > Air Combo
|
|
Climax Arts
PISSING ME OFF! 「うるせええええええ!」 41236B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3540
|
13
|
30
|
111
|
-64
|
N/A
|
HLA
|
-
|
Throws debris across the screen.
- High damage makes it great in combos
- Long recovery makes it hard to pressure the opponent after it hits
- Unsafe on block, but has fast start up and it will go through normal projectiles
|
|
KILL KILL KILL KILL! 「殺す殺す殺す殺す!」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2760
|
7
|
23
|
20
|
-25
|
N/A
|
HLA
|
-
|
Rushing Ranbu. Has invincibility instead of armor as of DFCI.
- However, it has almost no upper hitbox, so it’s easily crossed up.
- Doesn’t add much damage in combos, but leaves him with significant advantage after it hits.
|
|
Combos
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 Burst 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 Burst dash 5B j.A j.B dj.A j.C 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.
- 4A+B follow-up j.A j.B dj.A j.C j.236A - 2157 dmg
- Same combo, only off the universal overhead launcher.
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.
Assists
With Dokuro
- 5A > 5B > 5C > 5AB(4) > 5S > dl.j[C] > land > j[C] > djABC = 2707
- 5A > 5B > 5C > 5AB(4) > 5S > dl.j[C] > dl.dj[C] > 5C > 214C >(optional 214AB/624C) = 3101/3458/4308/5085 for 1-4 bars
- Basic dokuro route for ground starter.
- 5S > dl.j[C] > dl.dj[C] > 5A > 5C > 214C > (optional meter spend) = 2668
- Routing to convert dokuro hit in neutral. You can do the same routing for j236X hit cancelled into 5S.
- jA > jC > djC > j236A > 5S > j[C] > dj[C] > 5A > 214C > (optional meter spend) = 2483
- Air to air route. Can do fewer buttons before j236A 5S if they would be too high.
- 5A > 5B > 5C > 5AB(4) > 5S > dl. j[C] > 5AC = 3472
- (5C) > 5AB(4) > 5AC
- Meterless trump install route, corner only.
- 4/6C > 5AC
- You can do throw into trump in the corner.
- 5A > 5B > 2C > 5AB(4) > 236AB > dl.5AB(4) > 5S > j[C] > 214A > (optional meter spend) = 3082
Assist Character 2
- 5A > 5B > 5C > 6D > etc
- Notes about this particular combo
Colors
Color 1
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Color 2
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Color 3
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Color 4
|
|
|
|
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Color 5
|
Color 6
|
Color 7
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Color 8
|
|
|
|
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Color 9
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Color 10
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Color 11
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Color 12
|
|
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Color 13
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Color 14
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Color 15
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Color 16
|
|
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Color 17
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Color 18
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Color 19
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Color 20
|
|
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Color 21
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Color 22
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Color 23
|
Color 24
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General
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Characters
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Assists
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