Dengeki Bunko: Fighting Climax/Kazari Uiharu

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

Kazari Uiharu (初春 飾利) is Originally from the light novel Toaru Majutsu no Index.

Uiharu is a strange, niche assist who is roughly a single change away from being super strong. To make the most of her, be prepared to have a gameplan ready around each 5S gunshot condition as you will have to adjust on the fly.
A simple example would be:

  • If clock (neutral), stall time and avoid getting hit / take adv of antsy opponent, if during pressure then prepare tickthrow situation around it.
  • If V (knockdown symbol), prepare to expect the opponent to read throw and play around them knowing what's coming in mind.
  • If explosion, you may be up to come up with a string into some sort of tickthrow/UOH mix. ie. Kuroko 236 is 3 hits.

Who Does This Assist Work Well With?

Note that, this section is for defined teams and does not dictate that the assist can only be ran with "x" characters. Despite the age of DFCI (and DFC in general), decently strong synergy has yet to be discovered which can rival most of the game's strong teams.

Tatsuya

Tatsuya has some odd synergy with Uiharu where his gun follow-ups and defensive gameplan can be amplified by 5S. Tatsuya grab, 214 and 236 are multi-hit allowing him to easily meet the pre-req for the multi-hit shot, his ability to runaway allows him to easy meet the pre-req for the time delay shot, and he possibly has left-right setups with the knockdown shot due to his 236AB sideswapping. Lots of possible room for creativity with this team.

Mikoto

Mikoto's strange hit and run neutral can be further amplified by Uiharu, with the different 5S gunshot follow-ups giving her unique neutral options on the fly.

Other

Fairly unexplored assist other than Tatsuya. If you wish to make her work, think of ways to get 5S going with a character you like. For example, Yuuki can max delay 5S cancel after 236AB into a left/right (similar to her celty/wil ones) which can get 5S started. Kuroko 236 is 3 hits and can make the "explosion" 3 hit condition get triggered.

Assist Moves

5S
DFC.Uiharu.5S.jpg
Damage Startup Recovery Recharge Time Guard
1200 4.5 seconds HLA

Uiharu uses her laptop to coordinate an attack against the opponent

  • A reticle appears over the opponent then attacks shortly afterwards
  • After the initial attack, Uiharu assists the player with 3 additional sequential attacks
  • If a Climax Arts is used, it will cancel out the remaining attacks
  • If the Uiharu player is hit, Uiharu's remaining attacks are cancelled.
  • If the user's throw is teched, Uiharu's remaining attacks are cancelled.
  • If two gunshots go off back-to-back in the same combo, the next follow-up shot (if applicable) is not shown/buffered until the opponent wakes up.
  • The activation requirements for the follow up attacks are selected at random and include the following:
    • Denoted by the clock symbol, activates automatically after about 5 seconds
    • Denoted by the V looking symbol, activates when the opponent is knocked down (does not activate against air teching)
    • Denoted by the explosion symbol, activates when the player attacks the opponent 2~3 times (regardless of hit or block)
  • Aside the timed attack, you have about 20 seconds to activate the follow up attack before Uiharu disappears
6S
DFC.Uiharu.6S.jpg
Damage Startup Recovery Recharge Time Guard
- 4.75 seconds -

Uiharu appears in front of the player standing around absentmindedly

  • This move increases the overall length of both Power Blast, Trump Card state, potential, and also recovers about 4% of the player's health.
    • The first use during any of these increases length by approximately four seconds. The second use increases length by approximately two seconds. Every use after that increases by approximately one second.
      • For example, let's say Kuroko is in potential and uses Uiharu 6S. This increases the length of her potential by four seonds. Let's say she uses 6S again before the potential runs out. The length will then increase by another two seconds, for a total increase of 6 seconds. Let's say potential runs out, and then Kuroko activates potential again. Because this is a separate instance of potential, if the player uses 6S now it will once again extend potential by four second.
    • The amount of time Uiharu is on screen appears to be proportional to the increase. However, no testing has been done to see if it is linear. Also, no testing has been done to see if Uiharu getting hit out of 6S affect subsequent uses.


Colors

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