Difference between revisions of "Dengeki Bunko Fighting Climax/Shana"

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(Potentials: Once a round)
(Special Moves)
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{{DFC-Move
 
{{DFC-Move
 
|name=Hien<br />「飛焔」
 
|name=Hien<br />「飛焔」
|input=236X
+
|input=236X<br />Air O.K.
 
|image=DFC.Shana.236X.png
 
|image=DFC.Shana.236X.png
 
|caption=
 
|caption=
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*Restore 10% of the Blast Gauge
 
*Restore 10% of the Blast Gauge
 
*Wall bounds on hit
 
*Wall bounds on hit
}}
 
}}
 
{{DFC-Move
 
|name=Hien<br/>(Air Version)<br />「飛焔」
 
|input=j.236X
 
|image=DFC.Shana.236X.png
 
|caption=
 
|data=
 
{{DFC-Data
 
|version=A
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
}}
 
{{DFC-Data
 
|version=B
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
}}
 
{{DFC-Data
 
|version=C
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
}}
 
{{DFC-Data
 
|version=EX
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
 
}}
 
}}
 
}}
 
}}
 
{{DFC-Move
 
{{DFC-Move
 
|name=Guren no Oodachi<br/>「紅蓮の大太刀」
 
|name=Guren no Oodachi<br/>「紅蓮の大太刀」
|input=214X
+
|input=214X<br />Air O.K.
 
|image=DFC.Shana.214X.png
 
|image=DFC.Shana.214X.png
 
|caption=
 
|caption=
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  |frameAdv=x
 
  |frameAdv=x
 
  |hitbox=
 
  |hitbox=
  |description=Full spinning slash that hits in a parabolic arc and floats on hit.  
+
  |description=Full spinning slash that hits all around Shana and floats on hit.  
 
*Last hit launches the opponent off the ground if they are hit while standing (short untechable time)
 
*Last hit launches the opponent off the ground if they are hit while standing (short untechable time)
 
*Gigantic hitbox for controlling the air. It can also be used to beat early anti-airs and to go over lows
 
*Gigantic hitbox for controlling the air. It can also be used to beat early anti-airs and to go over lows
Line 413: Line 358:
 
  |hitbox=
 
  |hitbox=
 
  |description=Last hit causes more untechable time and restore 10% of the blast gauge
 
  |description=Last hit causes more untechable time and restore 10% of the blast gauge
}}
 
}}
 
{{DFC-Move
 
|name=Guren no Oodachi<br/>(Air Version)<br/>「紅蓮の大太刀」
 
|input=j.214X
 
|image=DFC.Shana.214X.png
 
|caption=
 
|data=
 
{{DFC-Data
 
|version=A
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
}}
 
{{DFC-Data
 
|version=B
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
}}
 
{{DFC-Data
 
|version=C
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff
 
}}
 
{{DFC-Data
 
|version=EX
 
|damage=x
 
|cancel=x
 
|guard=x
 
|startup=x
 
|active=x
 
|recovery=x
 
|frameAdv=x
 
|hitbox=
 
|description=fluff 
 
 
}}
 
}}
 
}}
 
}}

Revision as of 14:18, 15 November 2014

Shana

Introduction

Originally from the light novel Shakugan no Shana.

Gameplay

A synopsis of this character's play-style, strengths, weaknesses, etc

Pros

  • Example 1
  • Example 2
  • Example 3

Cons

  • Example 1
  • Example 2
  • Example 3

Recommended Assists

Kino - Arguably the best assist in the game. The safe, fast fireball adds a lot to your ability to play neutral safely and smack other assists doing things you don't want.

Leafa - Generically strong assist. Helps in neutral and pressure.

Enju - Good combo and confirm potential, good abilities.

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 with attacks 10 times to increase damage dealt by 10% for 20 seconds. Can be activated once a round.

Move List

Normal Moves

5A
DFC.Shana.5A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • It has a big hitbox, good for converting into random combos
  • Total length is pretty long, so it’s dangerous to wiff
  • Chains into all other normals
2A
DFC.Shana.2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Quick slash forward, hits low
  • Like with 5A, total length is pretty long, so it’s dangerous to whiff
  • Chains into itself 3 times
  • 4th time onward becomes 2B > 5C > Gouka
5B
DFC.Shana.5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Rising slash forward that is air unblockable and jump cancellable
  • Can be used as a predictive anti-air, but its hitbox isn’t the best for it (loses to Asuna’s j.C)
  • Deadly if she uses it after the opponent blocks a jump attack or assist in the air
2B
DFC.Shana.2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Leans forward into a sweeping slash, hits low and is air unblockable
  • Pretty long range, not quite as much as 5C
  • Depending on the opponent, it can punish a whiffed jump in while they are landing
5C
DFC.Shana.5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Horizontal slash at the knees, not a low
  • Longest range normal, but has no upward hitbox
  • 5C > 5A+B can drop at the absolute maximum range of 5C
  • Great normal for checking an opponent on the ground
2C
DFC.Shana.2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Downward slash in a semi-circle
  • Short range, possible to whiff 2B > 2C
  • Faster recovery than 5C
  • Can be used as a situational anti-air against certain moves (Tomoka’s j.C and a deep Asuna j.C for example)
j.A
DFC.Shana.jA.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Quick slash forward, jump cancellable
  • Fast start up with a good hitbox, perfect for air-to-air
  • Short duration overall, but if she whiffs it she can’t do anything until she lands


j.B
DFC.Shana.jB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Downward slash forward, jump cancellable
  • Well rounded air normal, good for both air-to-air and jumping in
  • Good to use for re-jump pressure


j.C
DFC.Shana.jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Upward slash forward, jump cancellable
  • Long startup but lots of damage and untech time
  • Strongest against opponents in front of her, but it does have a hitbox below it as well


j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -
  • Full circular slash around her, jump cancellable
  • Will only hit once, no matter the positioning
  • Will stop her air momentum, allowing for short hop attacks
  • Longest horizontal range among her jump normals
  • Lower hitbox is like Kirino’s j.C. Very difficult to evade
  • Wall bounces and knocks down on hit


Special Moves

Hien
「飛焔」

236X
Air O.K.
DFC.Shana.236X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A x x x x x x x -

Jumps back and launches a wave of fire, floats on hit. Has the slowest startup but recovers the fastest

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B x x x x x x x -

A mix of both moderate start up and recovery

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C x x x x x x x -

Fast start up but long recovery

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX x x x x x x x -

Startup is faster (combos from A normals) and she doesn’t jump back, so it’s a grounded move with less recovery

  • Does 5 hits, so it will destroy single hitting projectiles
  • Restore 10% of the Blast Gauge
  • Wall bounds on hit
Guren no Oodachi
「紅蓮の大太刀」

214X
Air O.K.
DFC.Shana.214X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A x x x x x x x -

Full spinning slash that hits all around Shana and floats on hit.

  • Last hit launches the opponent off the ground if they are hit while standing (short untechable time)
  • Gigantic hitbox for controlling the air. It can also be used to beat early anti-airs and to go over lows
  • Recovers surprisingly quickly, but she lands close to the opponent and can always be punished with 5A into a full combo
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX x x x x x x x -

Last hit causes more untechable time and restore 10% of the blast gauge


Universal Mechanics

Throw
6C or 4C
DFC.Shana.64C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Fluff

Impact Skill
Gouka
「劫火」

5A+B
DFC.Shana.5AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

2-hit charging slash, floats on hit

  • Cancellable into EX specials, Climax Arts, Trump Card and Combo Blast
  • Only cancellable into Trump Card and Combo Blast on block
  • The fast startup and charge make in unsuitable as an anti-air against deep jump ins
Impact Skill
Shinku
「真紅」

2A+B
DFC.Shana.2AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Sweeps at the opponent’s feet with fire

  • Follow up is a attack-grab with a flaming hand
  • Same cancel conditions as Gouka, plus the follow-up
  • First hit will vacuum opponent towards Shana
  • Long range but weak up close as a reversal and weak as an anti-air.
Impact Break
4A+B
DFC.Shana.4AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

Short hop into a downward slash

  • Follow-up attack is a low-air charge, so she bounces back and is airborne on block (in recovery until landing)
  • Can cancel the follow up into her trump card on block
  • Has very short range (attack > 4A+B will whiff if the opponent push blocks)
Trump Card
Shinpan
「審判」

5A+C
DFC.Shana.5AC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x -x x x -

A large flaming eye appears behind Shana, cancelling any action and returning her to neutral

  • No hitbox, but it is strike invincible throughout the move (not throw invincible)
  • Will fill half of a Climax Gauge stock on activation
  • In addition to all the universal effects of Trump Cards, Shana’s will also make her Climax gauge increase gradually. Cancels out normal gradual increase and the effect of Power Up Blasts


Climax Arts

Guren no Souyoku
「紅蓮の双翼」

41236B+C
DFC.Shana.41236BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

Wraps herself in fire, rises straight up then charges down forward

  • No invincibility and is air blockable, so it’s not a good anti-air
Kessen Ougi
「決戦奥儀」

63214B+C
DFC.Shana63214BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
x x x x x x x -

Invincible super. Can press the buttons again for two follow up attacks

  • If the second attack is blocked or whiffs, the opponent can freely move during the Shinpan of the third attack. If the second attack hits, the Shinpan will freeze time like normal
  • Restores 20% of the Blast Gauge


Combos

Midscreen

5A Starter

stuff>5A+B>214A+B>(41236B+C)

stuff>5A+B>Shinpan>5B>j.BC dj.BC j.214c j.214A+B

With Enju Assist: stuff>5A+B>5D>j.BC dj.BC j.214c j.214A+B (hit 5D immediately after 5A+B; don't wait for it to hit)

4A+B Starter

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

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

Colors

Color 1 Color 2 Color 3 Color 4
DFCShana-1.png
DFCShana-2.png
DFCShana-3.png
DFCShana-4.png
Color 5 Color 6 Color 7 Color 8
DFCShana-5.png
DFCShana-6.png
DFCShana-7.png
DFCShana-8.png
Color 9 Color 10 Color 11 Color 12
DFCShana-9.png
DFCShana-10.png
DFCShana-11.png
DFCShana-12.png
Color 13 Color 14 {{{Color15}}} {{{Color16}}}
DFCShana-13.png
DFCShana-14.png
DFCShana-15.png
DFCShana-16.png
{{{Color17}}} {{{Color18}}} {{{Color19}}} {{{Color20}}}
DFCShana-17.png
DFCShana-18.png
DFCShana-19.png
DFCShana-20.png
{{{Color21}}} {{{Color22}}} {{{Color23}}} {{{Color24}}}
DFCShana-21.png
DFCShana-22.png
DFCShana-23.png
DFCShana-24.png
Dengeki Bunko Fighting Climax
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