Dengeki Bunko: Fighting Climax/DFCI/Miyuki Shiba

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Miyuki Shiba (司波 深雪)

Introduction

Originally from the light novel Mahouka Koukou no Rettousei.

Gameplay

Tatsuya’s younger sister is a hybrid zoner character whose offense primarily focuses on frustrating and confusing the opponent with her 214X and j214X series in tandem with her momentum shifts on her air dash follow-ups. Her 236X series and large normals keep the opponent in check from approaching too aggressively. Her strongest asset is her Red Trump Card which hits overhead full screen and is air unblockable. Players who enjoy graceful movements in the air while robbing your opponent of their ability to be any close as graceful may enjoy Miyuki’s company.

Pros

  • Superb air mobility with two air dashes and an air dash follow-up that affects her fall trajectory
  • Great ranged ground normals and air to air options to anti-air opponents
  • Amazing Red Trump that hits full screen and can be used as an unblockable set-up on opponents who mistime Reflection Guard in the air
  • Can easily swap between offense and defense: zone and ensnare with 236X snowflakes and j214X traps to build an opening to begin the offensive

Cons

  • 5A and 2A pokes are 6 frame and therefore on the slower side
  • Requires assist to be threatening
  • Difficulty converting into large damage from stray conversions
  • Difficulty facing other zoner type characters

Recommended Assists

Lucian - Lusian has a dual purpose of giving Miyuki control of neutral to either launch an offense or to continue to frustrate with projectiles as Lusian inflicts white health damage. 6S Monster Train can easily overwhelm opponents and completely control the pace of the match while also chipping slowly away at the foe’s health. 5S is a counter move to ward off overly eager opponents.

Celty - Celty is part neutral tool and part setplay staple. 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. For Yukina, it also provides an extra threat behind her 236X -> X string. 6S is a giant anti-air bike that hits twice to afford you two opportunities to run cross-ups or tick throws.

Mashiro - Mashiro serves as both a potent neutral tool and potentially terrifying setplay. 5S unleashes a murder of baumkuchen that fiendishly roll forward, serving as a projectile to front your approach or as a combo extender. 6S sets out four cats that serve as both ample tick throw and high-low set-ups as well as checks against the opponent’s movement and pokes as you close in.

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: Use 3 EX Special Attacks for Support Cast Level 3 for 30 seconds. Can be activated once 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
DFC.Miyuki.5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 6 2 16 -5
+8 (JC)
Jump, Impact, Special, Trump, Climax, Assist HLA -

Quick vertically diagonal hit with ice. Jump cancellable.

2A
DFC.Miyuki.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 6 3 15 -5 Impact, Special, Trump, Climax, Assist LA -

Quick swipe of ice at someone's legs. Miyuki's only low attack.

5B
DFC.Miyuki.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 9 2 20 -7
+10 (JC)
Jump, Impact, Special, Trump, Climax, Assist HL -

An ice attack with deceptive range. Air-unblockable.

2B
DFC.Miyuki.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 10 3 19 -7
+10 (JC)
Impact, Special, Trump, Climax, Assist HL -

Mid-ranged ice attack. Air-Unblockable.

5C
DFC.Miyuki.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 3 22 -8 Impact, Special, Trump, Climax, Assist HLA -

Mid-ranged ice attack. It can be charged for additional damage and to extend its vertical reach.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
800 23 5 31 -7 Impact, Special, Trump, Climax, Assist HLA -

5C's charged version, does more damage and has more vertical reach. If it connects on an opponent on the ground, it will pop them into the air.

2C
DFC.Miyuki.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 4 23 -10 Impact, Special, Trump, Climax, Assist HLA -

Has the longest range out of Miyuki's normals, can also be charged. When charged, its range more than doubles.

2[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
800 22 5 32 -8 Impact, Special, Trump, Climax, Assist HLA -

2C's charged counterpart. Has amazing range and can be helpful to punish or keep people out.

j.A
DFC.Miyuki.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 8 2 X+2 Varies Jump, Special, Assist HA -

A downwards vertical ice attack.


j.B
DFC.Miyuki.jB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 10 3 X+3 Varies Jump, Special, Assist HA -

A near horizontal ice attack, makes for a good air-to-air, and a decent jump-in.


j.C
DFC.Miyuki.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
640 12 4 X+4 Varies Impact, Special, Assist HA -

Miyuki attacks in an X pattern with ice. Can also be charged for more damage and new properties.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
800 19 4 X+4 Varies Jump, Special, Assist HA -

j.C's charged version. If this move hits an opponent, it will pop them into/higher into the air in addition to the extra damage.


Special Moves

Floral Lock
「フローラル・ロック」

236X
DFC.Miyuki.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 588 21 6 33 -2 EX, Climax, Assist HLA -

Miyuki's zoning tool, if you will. She summons a flower shaped piece of ice that hits the opponent. Shortest range of the 4.

  • Has 4 different ranges depending on the button(s) pressed.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 588 21 6 33 -2 EX, Climax, Assist HLA -

Mid-range version of Floral Lock.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 588 21 6 33 -2 EX, Climax, Assist HLA -

Long range version of Floral Lock.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1064 13 12 32 +11 Climax, Assist HLA -

The EX version auto-tracks to your opponent's position, and hits more times. If you're close enough, you can combo off of it with 5B. Also a great way to punish people from a distance.

Freezing Zone
「フリージング・ゾーン」

214X
DFC.Miyuki.214X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 700 35 4 16 +8 Dash, EX, Assist HLA -

Miyuki jumps into the sky and causes a snowy pillar to appear below her. Shortest range of them.

  • The different versions determine range.
  • All versions can be followed up with a j.B, as well as a dash cancel, even if you miss.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 700 35 4 16 +8 Dash, EX, Assist HLA -

The mid-range version of Freezing Zone.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 700 35 4 16 +8 Dash, EX, Assist HLA -

Long-ranged version of Freezing Zone.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1054 29 20 0 +24 (JC)
to
-4 (raw landing)
Jump, Dash, Assist HLA -

The EX version of Freezing Zone. It has the same range as the C version, but does more damage, holds them closer to the ground, and allows for a jump cancel as well.

Gungnir
「グングニル」

j.214X
DFC.Miyuki.j236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 424, 504 (# of hits dependent) 16 3 X+17 -3 to -10 EX, Assist HLA -

A two part move. Miyuki uses snow to knock the enemy down into an ice pillar that skewers them. If the midair hit doesn't connect, it will place a white circle on the ground for a second. This is the ice pillar, and will trigger if stepped on. Has the lowest range.

  • Versions determine range
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 424, 504 (# of hits dependent) 16 3 X+17 -3 to -10 EX, Assist HLA -

Mid-ranged version of Gungnir.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 424, 504 (# of hits dependent) 16 3 X+17 -3 to -10 EX, Assist HLA -

Long-range version of Gungnir.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 798, 840 (# of hits dependent) 13 3 X+14 +4 Assist, Climax HLA -

Has the same range as the C version, but has a wider area of effect thanks to the ice pillar's size. This can be followed up with either of her Climax Arts.


Universal Mechanics

Throw
6C or 4C
DFC.Miyuki.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1099 4 1 90 +49 (hit) Trump, Climax, Assist, EX N/A -

Miyuki grabs the opponent, and follows up by battering them with what looks like her 5C, and then her j.C. After hitting the j.C if you EX cancel you are still grounded. however after a brief delay she goes into the air allowing for air EX cancels. When you have wind install, it will trigger upon throw allowing for higher damage and more followup without any additional bar needed. because of this it will allow some assists that are fast enough to be called without having to meter.

Impact Skill
Fenrir
「フェンリル」

5A+B
DFC.Miyuki.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
284-1100 (Range dependent) 12 20 49 -34 EX, Climax, Assist
(hit only)
HLA -

Miyuki slides along the ground, covering it in ice. This move has good range, making it a pretty good punish. However, despite the way it looks, it is not a low attack.

Impact Skill
Niflheim
「ニブルヘイム」

2A+B
DFC.Miyuki.2AB.jpg
Wind install
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1000 12 4 37 -24 Trump, Climax, Assist
(hit only)
HLA -

Miyuki lets out a burst of magical energy and snow. After she uses it, regardless of whether she hits or not, she will be surrounded by a spiraling pillar of snow for about 4 seconds. While she is like this, if an opponent gets hit by any move and is close to the spiral then they will get knocked into the air which if they are not touched will go into hard KD.

Impact Break
4A+B
DFC.Miyuki.4AB.jpg
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
Launcher: 56
First hit: -2
Launcher: -43
First hit: N/A
Launcher: SC, EX, TCC, CAC
(hit only)
First hit: HA
Launcher: HLA
-

A short hop into Miyuki's j.B. the 2nd hit if followed up will be into the 5C animation

Trump Card
Cocytus
「コキュートス」

5A+C
DFC.Miyuki.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 25 7 33 -20 N/A H -

Miyuki lets out a blast of snow magic that auto-tracks to your opponents position. Overhead and air unblockable as well.


Climax Arts

Inferno
「インフェルノ」

41236B+C
DFC.Miyuki.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3500 13 10 75 -57 N/A HLA -

Miyuki holds your opponent in place with magic while she lets out an onslaught of magic.

Phantom Dance
「ファントム・ダンス」

63214B+C
DFC.Miyuki.63214BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2800 7 23 17 -23 N/A HLA -

Miyuki slides along the ground similar to her 5A+B. Your opponents gets frozen in place to accept a punishment from Miyuki's snowy rampage.


Combos

Midscreen

if you ever see 2C > 5A+B >214A+B the reason why this is done often over the 5C > 5A+B > 214A+B is because of consistency if you plan to follow up after the 214A+B. 5C will deal more damage but more likely to mess up because certain ranges are better or worse
5A Starter Most of these will work with 2A starter as well

5A > 5B > 2C > dash OTG 2A > 2A > 2A > 2B > 5C
  • 1419 damage; no meter
5A > 5B > 2C > dash OTG 5A > 2A > 2A > 2B > 5C
  • 1423 damage; no meter
5A > 5B > 5C > 5A+B > 214A+B > 2A+B(wiff)
  • 2103 damage; 1 bar; sets up for wind install on oki
5A > 5B > 5C > 5A+B > 214A+B > OTG 2A > 2B > 2C
  • 2271 damage; 1 bar
5A > 5B > 2C > 5A+B > 214A+B > j.C > land > j.C > jc > j.C > j.214A
  • 2521 damage; 1 bar but no oki
5A > 5B > 2C > 5A+B > 214A+B > dl j.C > land > dokuro 5P(meterless) > 2[C] > 214C > 662(will have switched sides) airdash oki
  • 2715 damage; 1 bar and 1 assist call. may be slightly less damage if the timing is messed up and have chance of accidentally spending 2 bars
5A > 5B > 2C > 5A+B > 214A+B > j.C > land > j.C > jc > j.C > j.214A+B > OTG 5[C]
  • 2760 damage no 5[C] 2784 with; 2 bars
5A > 5B > 5C > 5A+B > burst > dl 5[C] > 214C > j.C > land > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2795 damage; burst and 1 bar built from burst
5A > 5B > 5C > 5A+B > 41236B+C
  • 3095 damage; 2 bars

2A Starter

2A > 5B > 2C > dash OTG 2A > 2A > 2A > 2B > 5C
  • 1333 damage; no meter and only use this if you hit a max range 2A. otherwise use 2A > 5A combo
2A > 5A > 5B > 2C > dash OTG 2A > 2A > 2A > 2B > 5C
  • 1454 damage; no meter
2A > 5B > 5C > 214A+B OTG > 2A > 2B > 2C
  • 2206 damage
2A > 5A > 5B > 5C > 214A+B OTG > 2B > 2C
  • 2212 damage

After 2A+B install

4A+B > wind hit > 66 5[C] > 214X > j.C > land > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2620 damage with 5[C]; 1 bar; as well you can do 66[C] because there are no command normals
4A+B > wind hit > 7j.[C] > j.214A > land > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2400 damage with 5[C]; 1 bar
4A+B > wind hit > 66 5[C] > 214X > j.C > land > j.C > jc > j.C > j.214A+B > 41236B+C
  • 4070 damage; 3 bar
4A+B > wind hit > meterless assist call > ????
  • obviously will be vary a lot per assist, but you have plenty of time to call even high startup assists to trigger due to the large amount of hitstun
throw > wind hit > OTG 5B > 5C
  • 1561 damage
throw > wind hit > OTG 5[C] > 5A+B
  • 1640 damage; bad oki
throw > wind hit > j.B > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2069 damage; 1 bar
throw > wind hit > j.B > j.C > 8jc > j.C > j.214A+B > 41236B+C
  • 3515 damage; 3 bar have to jump cancel directly up.
5A > wind hit > 5B > j.B > j.C > jc > j.B > j.C > j.214A > j.214A+B
  • 2485 damage
5A > wind hit > 5B > j.B > j.C > jc > j.B > j.C > j.214A > j.214A+B > 41236B+C
  • 3955 damage; 3 bar
air dash j.A > wind hit > 5[C] > 214A > j.C > land > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2617 damage; 1 bar
air dash j.A > wind hit > j.B > 5B > j.B > j.C > jc > j.B > j.C > j.214A+B OTG 5[C]
  • 2020 damage; 1 bar. when going for double over head. if they get hit by 2nd overhead you can just do the 5[C] route
2A > wind hit > microwalk forward 5[C] > 214A > j.C > land > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2617 damage; 1 bar

4A+B Starter

4A+B~X > dl j.B > j.C > jc > j.B > j.C > j.214A > dl j.214A+B OTG 5[C]
  • 2385 damage; 1 bar

Throw

throw > 214A+B > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 1989 damage; 2 bar
throw > burst > 5[C] > 214B > j.C > land > j.C > j.214A+B OTG 5[C]
  • 2504 with OTG; 1 bar and burst
throw > burst > j.214B > 214B > j.C > j.214A+B > 41236B+C
  • 3313 damage; 3 bars and burst
throw > Trump > 2A+B install
  • 2089 damage; trump
throw > OTG dash 5A > 5B > 5C
  • 1299 damage;
throw > OTG dash 5[C] > 5A+B
  • 1370 damage; bad oki
throw > wind hit > OTG 5B > 5C
  • 1561 damage
throw > wind hit > OTG 5[C] > 5A+B
  • 1640 damage; bad oki
throw > wind hit > j.B > j.C > jc > j.C > j.214A+B OTG 5[C]
  • 2069 damage; 1 bar
throw > wind hit > j.B > j.C > 8jc > j.C > j.214A+B > 41236B+C
  • 3515 damage; 3 bar have to jump cancel directly up.

Corner

5A Starter

5A > 5B > 5C > etc
  • Notes about this particular combo

4A+B Starter

4A+B > B > j.A > etc
  • Notes about this particular combo

Assists

Assist Character 1

5A > 5B > 5C > 5D > etc
  • Notes about this particular combo

Assist Character 2

5A > 5B > 5C > 6D > etc
  • Notes about this particular combo

Setups and Mixups

j.214X

you can set this up off various knockdowns and can even TK it. this can be very good in certain situations but have to be sure what frame advantage you are at. some setups can still be minus.

Airdash

This would be the main way you would be opening up your opponent. Miyuki's airdash can be directed downwards as well so you can do 662 to get airdash fall. this is useful because it now gives you access to more options.
for the samples below there will be IAD and dl IAD. dl IAD does not mean you are heavily delaying the IAD but only slightly to give you more options

IAD j.2A(wiff)
  • 2A for empty low
  • throw for empty throw
  • 4A+B if feeling bold
dl IAD j.2A
  • 2A
  • IAD j.A > j.B
  • microwalk throw
IAD
  • j.C > land > dash 2A
  • j.C > land > dash throw
  • j.C > land > dl IAD j.2A
  • j.[C] not too good on block but the delay can mess with people sometimes
dl IAD
  • j.A > j.B
  • j.A > j.C(wiff)

Colors

Color 1 Color 2 Color 3 Color 4
DFCMiyuki-1.png
DFCMiyuki-2.png
DFCMiyuki-3.png
DFCMiyuki-4.png
Color 5 Color 6 Color 7 Color 8
DFCMiyuki-5.png
DFCMiyuki-6.png
DFCMiyuki-7.png
DFCMiyuki-8.png
Color 9 Color 10 Color 11 Color 12
DFCMiyuki-9.png
DFCMiyuki-10.png
DFCMiyuki-11.png
DFCMiyuki-12.png
Color 13 Color 14 Color 15 Color 16
DFCMiyuki-13.png
DFCMiyuki-14.png
Color 17 Color 18 Color 19 Color 20
Color 21 Color 22 Color 23 Color 24
Dengeki Bunko: Fighting Climax Ignition
General

ControlsChangelistFAQGlossaryHUDSystem

Characters

Akira YukiAkoAsunaEmi YusaKirino KosakaKiritoKuroko ShiraiKuroyukihimeMikoto MisakaMiyuki ShibaQuenserRentaro SatomiSelvaria BlesShanaShizuo HeiwajimaTaiga AisakaTatsuya ShibaTomoka MinatoYukina HimeragiYuuki Konno

Assists

AcceleratorAlicia MelchiottBoogiepopCelty SturlusonDokuro MitsukaiEnju AiharaErio TowaFroleytia CapistranoHaruyuki AritaHoloInnocent CharmIriya KanaIzaya OriharaKazari UiharuKinoKojou AkatsukiKoko KagaKuronekoLeafaLlennMashiro ShiinaMiyuki ShibaPai ChanRusianRyuuji TakasuSadao MaoTatsuya ShibaToma KamijoTomo AsamaWilhelmina CarmelZero