Dengeki Bunko: Fighting Climax/DFCI/Shizuo Heiwajima

From Mizuumi Wiki
Jump to navigation Jump to search
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
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.

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. Very fast start up but short range, good for tick throw into 214X

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. 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.

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.

  • 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. 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.

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.

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 for checking an opponent trying to run in however, it moves his upper hurtbox forward, making him susceptible to jump ins.

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 for jump ins, but not as effective as a rising air-to-air.


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. On the other hand, it has a weak vertical hitbox.


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. Good attack for crossing up, but not much forward range. Also good for jump ins.

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. Beware.


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
  • 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.

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
  • 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
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.

  • 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
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.
  • 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.
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

  • 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
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 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
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.

  • 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
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. 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

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

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
Controls
Change List
FAQ
Glossary
HUD
System
Characters
Akira
Ako
Asuna
Emi
Kirino
Kirito
Kuroko
Kuroyukihime
Mikoto
Miyuki
Quenser
Rentaro
Selvaria
Shana
Shizuo
Taiga
Tatsuya
Tomoka
Yukina
Yuuki
Assists
Accelerator
Alicia
Boogiepop
Celty
Dokuro
Enju
Erio
Froleytia
Haruyuki
Holo
Innocent Charm
Iriya
Izaya
Kino
Kojou
Kouko
Kuroneko
Leafa
LLENN
Mashiro
Miyuki
Pai
Rusian
Ryuuji
Sadao
Tatsuya
Touma
Tomo
Uiharu
Wilhelmina
Zero