Dengeki Bunko: Fighting Climax/DFCI/Shizuo Heiwajima

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Shizuo Heiwajima (平和島静雄)
You ready for a beating?

Players to Watch

JP:


NA:

  • Tomuhawk (Shizuo/Dokuro), loves to clown around.
  • Aces_High (Formerly Aodhan, Shizuo/Touma), retired. Appears sometimes in DFCI discord.
  • Hyde (Shizuo/Celty OR Boogiepop), newer Shizuo player. Has some thoughts, possibly pertaining to Boogiepop.

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. They are such good roommates.

Originally from the light novel series Durarara!!

Shizuo is considered the grappler character of DFCI, which is valid if having a command grab makes a character a grappler. Shizuo shines at his brightest when he is played with a keepaway style. This is accomplished with his excellent air normals, such as jA, jB and charged jC, with jB and charged jC being contenders for the best jump normals 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. He is unfortunately very slow on the ground and as such demands mastery over the players' understanding of air movement and landing advantage/disadvantage. With the right assist, both his damage can be explosive and his weaknesses can be covered up.

Shizuo Gameplay Sample

Pros

  • Excellent jump normals, especially charged j.C. This really can't be stressed enough.
  • Versatile specials, including 236X projectiles to check opponents from afar and j.236X divekicks to alter air trajectory and momentum or disrespect anti-airs. Needs resources to be safe however (assist cancel or combo-blast).
  • Noteworthy amount of Escape Blast safe combo routes from command throw. EX j.236 divekick is also Blast invulnerable. This enables some great checkmate situations for Shizuo that are difficult to answer.

Cons

  • Slow start-up on normals and mediocre Impact Skills means Shizuo has issues escaping pressure. His 2AB is seems nice as if an opponent clashes with their AB back vs it, he gets multiple guardpoint frames to react with, but it is among the weakest in the game.
  • Lives and dies on an assist to cover his faults, such as poor A2A conversions without j[C], an unsafe divekick that is a risk without an assist to cover it, and very linear neutral on top of being a red trump character, which is already a cause to be linear.
  • His slow movement, and linear approach options means that he requires great patience to answer defensive players. An impatient Shizuo will find themselves with their back in the corner very quickly.

Recommended Assists

Iriya - An unconvential assist for Shizuo, but not bad. He has decent means at protecting 5S in neutral, and the plate sets up some nice command grab situations. Fireworks is air unblockable, and as such the threat of command grab becomes that much scarier, forcing the opponent to attempt to mash and burn resources, which could be baited by j[C] etc. leading to unreal damage.

Dokuro - Dokuro is by far Shizuo's best assist. It gives him grounded presence and a grounded AA, a fullscreen blazing fast projectile, meterless routing and trump installs, an unblockable in the corner in trump, sets up burst invuln routing to checkmate, makes his divekick not only safe on block but gives it insane reward on hit+5S cancel, etc. Like Tomoka, Dokuro completes Shizuo as a character giving him little weaknesses outside defense.

Celty - A strong but more difficult assist for Shizuo to use than Dokuro. 5S makes his neutral genuinely terrifying, assuming he understands how to AA and control space without Dokuro. 6S oki enables an insane amount of 50/50 situations for Shizuo (meaty 2B/wait&block vs cmd grab). Meterless 214A with 6S does nearly BnB levels of damage.

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.

Gameplan

This section is dedicated to showing unique elements in a characters gameplan, not necessarily defining it entirely (ie. explaining how Shizuo might play around his j[C] in neutral but not exactly what spacings to be at).


Neutral

A few elements worth highlighting in Shizuo's gameplan is his air normals, divekick, and 5B and how they all come together to make the opponent second guess their commitment.

5A/2A
These are unfortunately very underwhelming, due to both their startup speed and Shizuo's movement speed in neutral. They may appear every now and then to check the opponent's slight advantage/disadvantage however.

2B, 2C
2B does not have much neutral use over 5B. 2C however, may be useful for calling out an opponent's landing after a doublejump, or a high-commitment poke option.

5B
For better or worse, this is Shizuo's best grounded option. It goes a decent distance, can catch an opponent rising early, and can be staggered into 2C/5C on hit/block. Worth establishing so your neutral has more layers than just being airborne.

5C/5[C]
An interesting set of tools, where 5C is a decent grounded poke when the opponent is cornered, and 5[C] may find itself established at times in neutral, such as roundstart, or when an opponent is about to land. It nets a full combo on counter-hit with superjump j[C] (5[C]), and 5C is easily confirmable into 5AB. Explore with caution.

jA
A very nice situational ATG and abare A2A. Its downwards hitbox makes it great for catching people who are looking to run under j[C] on reaction and can call out standing AAs. Likewise, it can catch rising opponents in jump startup. However, as it is only an A strength normal it has low frame-advantage and Shizuo's 5A/2A are quite slow, so maintaining advantage vs fuzzy options can be hard. Be careful over-committing on block (ie dash-up).

jB
Quite similar to a maid's jB in a different FPan title, this move is insanely underrated in North American circles. It's ridiculous horizontal reach makes catching Shizuo's landings difficult, and punishes opponents who flail in the air trying to preemptively answer Shizuo. The point about landings lets Shizuo push his grounded disadvantage more by jumping again, calling his assist, etc., and can really push the opponent's buttons.

jC
Seeing j[C] may make you think there's no reason not to charge this normal, but it's a great way to change up the timing and callout players who can answer you when you go for j[C]. It also still crosses up, albeit less so.

j[C]
Often considered Shizuo's god button. This move nets him his best confirms by far and has an insane cross-up hitbox. The cross-up hitbox lets him intentionally go over the opponent to catch a grounded AA attempt or even avoid a rising button. This combined with jA to establish respect up close, as well as jB to scout in the air safely makes Shizuo a real problem in neutral.

j.236x
Occasional neutral tool which can save Shizuo when he falls from a dj in a bad spot or after an opponent dashes under, as well as catch the opponent off guard in a variety of situations. Unfortunately, all versions including EX are unsafe on block and as such you'll need to spend blast or a bar on assist cancel to make it safe.

236x
Shizuo's projectile which has some usage in various MUs, ie. vs Mikoto/Rusian. However, Shizuo is stuck in recovery until the projectile either hits, is blocked or whiffs and as such characters like Mikoto can 2AB punish on reaction, or characters may ranbu it.

5S
Ideally, you've picked either Dokuro/Celty/Iriya. These three all have 5S options in neutral that make Shizuo a more dynamic character. Even something like Boogiepop 5S can establish some utility in neutral. Counter assists, like Izaya, Tatsuya, Touma are all very weak for Shizuo as in neutral they accomplish nothing and the opponent can and will just upback.


Offense
5A
The basis of Shizuo pressure. Establishes respect vs wakeup fuzzys and lets him jump cancel to avoid reflect-guard, a huge problem for non-trump Shizuo.

2A
Decent low-poke but nothing crazy. 2B ends up being better even though it isn't chainable, as the slowness of 2A makes it easy to punish on reflect-guard. Still worth establishing as a quick low vs fuzzys.

2B, 2C
2B is a very nice low that is also jump cancellable, making Shizuo's pressure more dynamic. 2C works as a nice string ender to establish sometimes after 2B to catch antsy opponents, or after 5A/2A to catch people post reflect-guard who are hitting buttons without looking at the screen.

5C
Pretty nice option for Shizuo as it hits high, meaning if it comes out in tickthrows it's difficult to whiff-punish in the corner as it will either hit or be air blocked. Possibly jA-able on airblock however.

jc [4]jX
Great option as Shizuo's jump cancel pressure is fairly scary. jA has similar uses as described in neutral, it's fast and establishes respect. Driftback jB is hard to answer as he leaves the opponent's 9j range, and if he doesn't put out jB, the opponent will just whiff a grounded AA, and of course j[C] is j[C].

236A
For offense, this tool is a way to check opponents at times after your C normals. Just be aware of players reacting and blue trump > ranbuing. If they choose to 5AB the C normal > 236x gap, you can act via ranbu/trump/CB.

Being A Grappler
At the beginning of the page, I established that Shizuo is debatably a grappler. This is because I believe the reward on command grab is so low, and on whiff it is nearly 60 frames of recovery. Likewise, if you land a command grab midscreen, you send the opponent so far that your advantage is awful. A normal grab on the other hand, can be trump installed after meterlessly, is not burstable, gives assist oki options, AND if they fuzzy jump, which they will, 5C can catch them and keep you save and alive. Due to this, regular grab in MOST situations is better for Shizuo than command grab. It is inside trump state that Shizuo can become a grappler, with the ability to time things like Celty 6S/Dokuro 5S to beat jump startup and be 214AB-able, giving him true unblockables. The Celty one can be mashed to make her go away, so its more like a 50/50, but the Dokuro one is very problematic and high damage for Shizuo.


Defense
Likely one of the worst characters wrt. defense in the game. As such, you'll have to be patient and at times lose some interactions such as tick-throw situations. Looking to fuzzyjump (171), fuzzy superjump, and reflect-guard and whiff punish with 5C is your best bet at getting out. Due to his weak defense, Shizuo may find himself needing to double down on passivity in neutral to avoid scrambles that he struggles to win in.

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
DFCI Shizuo 5A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 7 2 16 -5
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

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. It is is the group of the slowest 5As in the game, but makes up for its size.

2A
DFCI Shizuo 2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 6 2 16 -5 SC, EX, ISC, TCC, CAC LA -

Crouching punch that hits low and is self-chainable. Somewhat slow, but a necessary tool to establish respect from fuzzyjumpers.

5B
DFCI Shizuo 5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 10 3 22 -10
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Attacks with an iron pipe, jump cancellable and air unblockable. One of Shizuo's most useful ground normals to cover his space when jumping isn't an option, or when the opponent is close enough that you want to establish micro-dash button.

2B
DFCI Shizuo 2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 17 -5
+10 (JC)
JC, SC, EX, ISC, TCC, CAC L -

Crouching kick that hits low, is air unblockable, and is jump cancellable. One of his most useful pressure buttons.

  • Lowers his hurtbox significantly
  • About the same range as 5A
5C
DFCI Shizuo 5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 12 3 25 -11 SC, EX, ISC, TCC, CAC HLA -

Swings a big road sign, has a better vertical hitbox than 5B (NOT AN ANTI-AIR). A decent tool when the opponent is cornered to control space, especially in trump when it's jump cancelable. It is punishable by some Climax Arts on block as its very unsafe, so be careful using it haphazardly.

5[C]
DFCI Shizuo Charged 5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1200 26 3 24 -12 SC, EX, ISC, TCC, CAC HLA -

Moves forward slightly, has a bigger hitbox and will wall bound in the corner. Usually grants HKD and can be confirmed on counter-hit.

2C
DFCI Shizuo 2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 2 27 -12 SC, EX, ISC, TCC, CAC L -

Sweeps with a road sign, hits low, is air unblockable, and knocks down. Has very long range so it’s great to trip-guard and check landings. Also unsafe on block like 5C.

j.A
DFCI Shizuo Jump A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 8 3 X+2 Varies JC, SC, EX HA -

Downward angled kick, jump cancellable. Good all around tool that sees lots of use up close in air scrambles, serving a similar niche as Yuuki jA where it can be used to check players trying to dash-under, 5B AA, jump at you, etc.


j.B
DFCI Shizuo Jump B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 11 3 X+3 Varies JC, SC, EX HA -

Horizontal swing with an iron pipe, jump cancellable. Horizontal hitbox makes it great for neutral or back jumps to check the opponent. One of if not the strongest defensive air poke.


j.C
DFCI Shizuo Jump C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 12 4 X+4 Varies JC, SC, EX HA -

Downward angled swing with a road sign, jump cancellable. Great for jumping in and the ability to partial charge and charge lets you mess with your button timing.

j.[C]
DFCI Shizuo Charged Jump C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1000 22 4 X+4 Varies JC, SC, EX HA -

Downward angled swing with a road sign, jump cancellable. Huge hitbox everywhere. Insane crossup option to auto-bait 2ABs and 9jA attempts.


Special Moves

YOU CAN’T RUN!
「逃げんな!」

236X
DFC.Shizuo.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 800 17 20 (max) 11* (min) +9 to -7 SC, EX, TCC, CAC 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.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 800 24 29 (max) 6* (min) +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.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 800 27 31* (max) 0* (min) +10 to -7 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 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
WHAT WAS THAT!
「なんだそりゃあああ!」

214X
DFCI Shizuo 214A B.png
214A/B
DFCI Shizuo 214C.png
214C
DFCI Shizuo 214AB EX.png
214AB
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
  • If the opponent bursts and you do not cancel into another action, you'll invuln through their escape blast even if they have escape blast buffed.
  • Not very high damage overall, but a knockdown and corner 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
  • Can be used 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, but every frame matters for certain unblockable setups. Likewise, it is unburstable. It has about the same range as the A version.

YOU PEST!
「うぜええええええ!」

j.236X
DFCI Shizuo Jump 236X.png
Same hitboxes for all versions, including EX.
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
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, as some characters can falling jA/jB, they can do 9jB~C on block to punish etc. 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. The armor also lets you invuln through escape blasts, which you can then combo blast to confirm into a kill if they do not escape blast.

  • Frame data note: The move is active until it hits either the opponent or the ground.


Universal Mechanics

Throw
6/4C
DFCI Shizuo Throw.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 87 +52 (hit) SC, EX, TCC, CAC N/A -

Shizuo grabs the opponent and headbutts them into a hard knockdown.

Impact Skill
I’LL SQUASH YOU!
「ぶっ潰れろ!」

5A+B
DFCI Shizuo 5AB Startup.png
Startup hurtbox.
DFCI Shizuo 5AB Active.png
Active frame boxes, boxes on right are the final hit.
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.

  • 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.
Impact Skill
COME ON...!
「来いよ……!」

2A+B
DFCI Shizuo 2AB.png
Trigger box during active frames on the left. Pray they don't use throw on you.
DFCI Shizuo 2AB Hit.png
They didn't use throw on you.
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 hit with any attack, 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.
  • Cannot be cancelled in anyway on whiff.
  • Cancelling it on block into trump will cause the trump to whiff if the opponent holds [4], no matter their walk speed.
  • If you do 2AB vs KYH, and she 2ABs your counter, you cannot cancel into ANYTHING no matter the case.
Impact Break
4A+B(~X)
DFCI Shizuo 4AB.png
Collision box extends to below the hop, making it normally impossible to cross under.
DFCI Shizuo 4AB X.png
Launcher follow-up.
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.

Trump Card
FLY AWAY!
「吹き飛べえっ!」

5A+C
DFCI Shizuo 5AC.png
This is an overhead.
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 a red trump. Its animation can make it hard to see.


Climax Arts

PISSING ME OFF!
「うるせええええええ!」

41236B+C
DFC.Shizuo.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3540 13 30 111 -64 N/A HLA -

Throws debris across the screen. Works as a great fullscreen punisher in some MUs.

KILL KILL KILL KILL!
「殺す殺す殺す殺す!」

63214B+C
DFCI Shizuo 624BC.png
DFC.Shizuo.63214BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2760 7 23 20 -25 N/A HLA -

Rushing Ranbu. Gives great oki.


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. Not really worth it but it is possible.
2A > 5B > 5C > 5A+B (1759 DMG)
  • Higher damage confirm, knocks the opponent away and leaves them open to air tech.
4AB~X > j[C] > dj[C] > 214C
  • Meterless 4AB combo that can be 214AB cancelled for HKD. 214x means opponent cannot burst it without being punished if you go meterless.
4AB~X > j.AB > dj.AC > j.236A (2157 DMG)
  • Easier 4AB combo than above.
jB > 2C
  • At tip spacings of jB, only 2C will connect (not 5C).

j[C] > delay > 5B > jB > delay > jC > land, 214C

  • Meterless j[C] routing that ends in fullscreen airtech situation. Standard non-assist j[C] BnB.
j[C] > land 236A > 5AC (2987 DMG)
  • Meterless Trump Card combo that works anywhere on the screen. Probably difficult so don't be afraid to omit 236A.
2C > 5AB(3) > 5AC
  • Meterless trump routing that works anywhere on the screen.
(5C >) 5AB > 5AC (3045 DMG)
  • Corner only meterless Trump Card combo.
4C/6C > 5AC (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

Stuff > 5C > 5A+B > 214AB [1 bar] (2200~ 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.
j[C] > delay > 5B > jB > delay > jC > land, (5C) 214C > 214AB
  • Standard non-assist 1 bar BnB.

Stuff > 5AB > slight delay > 236AB > 214AB > combo-blast > 236A 214AB > 426BC

  • Full meter dump routing for kills. 236A 214AB, if done right, should be unburstable. You can omit 236A if it is too difficult however.
  • On j[C] starter, you can do (dj[C]) 214C > into 236AB... for same effect, likely similar damage.

Assists

With Dokuro

2A/5A > 5B > 5C > 5AB(4) > 5S > dl.j.[C] > land > j.[C] > dj.ABC (2707 DMG)
  • Powerup blast route.
5S hit > 9j[C] > 9dj[C] > land, 5B > jAjC > djABC
  • Powerup blast route for 5S starter.
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.
Air string > divekick > 5S cancel > 5AC
  • Trump install on divekick.
j[C] > delay 2B > 9jAjB~jC > land, 5S > trump
  • Meterless trump install on j[C].
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.


Miyuki

Stuff > j236x j6S > PUB/5AC
  • Can powerblast off j6S, trump install, 214C, etc.
j236x j6S > j[C] > 5AC
  • Trump install on divekick + miyuki j6S cancel.
4/6C > 5S > sj[C] > djABC
  • Powerblast install on grab.
214AB > 6S cancel last hit > 5AC (whiff) > dash-up 5[C] > 9j[C] > 5[C] > j[C]B > 214C > 426BC
  • Expensive kill combo but definitely has its use. Corner only.


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)

Okizeme

Dokuro

  • Not an oki assist, but after trump install, you can sj~5S at a timing where the opponent will get hit if they jump or grabbed by 214AB. Mashing shouldn't make Dokuro go away but they could mash > 5AB/CB/etc. and as such it's worth sometimes doing 4AB/~2B/dj[C] etc.

Celty

This section roughly goes over Celty oki, and under External Links > Celty oki video there are some special setups, such as left/rights.
  • After trump install, you can call 6S at a timing where it'll catch the opponent jumping, or they'll be grabbed by 214AB setting up an "unblockable". However, they can mash to make Celty go away if you mess up the timing and as such you have to establish land block/land rejump/land 2B etc.
  • After 214AB ender/214A HKD ender you can dash up and call 5S as a meaty option to gain respect and make your advantage scarier.
  • In the corner, after ranbu, or on 2C HKD, you can call 6S to setup a 50/50 with meaty vs cmd grab. Both options net great damage so don't forget to establish your buttons to not get mashed.

External Links

Colors

Color 1 Color 2 Color 3 Color 4
DFCIShizuo-1.png
DFCIShizuo-2.png
DFCIShizuo-3.png
DFCIShizuo-4.png
Color 5 Color 6 Color 7 Color 8
DFCIShizuo-5.png
DFCIShizuo-6.png
DFCIShizuo-7.png
DFCIShizuo-8.png
Color 9 Color 10 Color 11 Color 12
DFCIShizuo-9.png
DFCIShizuo-10.png
DFCIShizuo-11.png
DFCIShizuo-12.png
Color 13 Color 14 Color 15 Color 16
DFCIShizuo-13.png
DFCIShizuo-14.png
DFCIShizuo-15.png
DFCIShizuo-16.png
Color 17 Color 18 Color 19 Color 20
DFCIShizuo-17.png
DFCIShizuo-18.png
DFCIShizuo-19.png
DFCIShizuo-20.png
Color 21 Color 22 Color 23 Color 24
DFCIShizuo-21.png
DFCIShizuo-22.png
DFCIShizuo-23.png
DFCIShizuo-24.png


General
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