Dengeki Bunko: Fighting Climax/Controls
Standard dash/backdash. Dash type varies per character though all backdashes have frame 1 invulnerability.
Inputting 7, 8, or 9 on the ground will allow you to jump in that direction. Similar to Melty Blood, while in the air after a neutral jump you can slightly alter your position by holding either 4 or 6. After jumping you cannot block for 10 frames.
Inputting 1, 2, or 3 on the ground then quickly up to 8 or 9 will allow you to super jump. You jump at a much higher and wider arc. You can only super jump forward, and not neutral or backwards. Any super jump input will always move you forward.
A - Weak Attack
B - Medium Attack
C - Strong Attack
S - Support Action
Recovery - A, B, or C after leaving hitstun in the air
After being hit into the air, you can recover by pressing A, B, or C. Holding left or right while pressing A, B or C will also affect which direction you recover to. Has full invulnerability until you reach the ground, unless you do any action while in the air (attack, double-jump, etc.). In general, it is a good idea to hold A, B or C while being comboed to immediately recover the moment you leave hitstun (e.g. when the opponent drops their combo, even slightly)
Combination - A > B > C
Every character can perform chain combinations going from Weak to Strong attacks. Generally you cannot use two attacks of the same strength in one string except between 5A/2A.
Quick Combination - A > A > A > A...
Continually tapping A will perform an auto combo that goes from weak attacks into heavy attacks, ending with an EX Special if they have the meter. The Quick Combination is not treated as the same as regular normals, for example during Trump activation, it's possible to use 2A > 5B > 5C > 5AAA.
An attack with frame 1 guard point that is punishable when not cancelled into another move. This is the closest attack to a reversal aside Climax Arts or Trump Cards.
A universal overhead attack with a generous guard point at the peak of the hop (not frame 1) that can be followed up for combos. Pressing either A, B, or C after the first hit will follow up into an air launcher to extend combos. If pressed immediately, the screen zooms in and there is no proration deduction. If delayed there is no zoom in and a heavy combo proration. The follow up is very punishable on block when not confirmed properly.
Trump Card - A+C (consumes one Trump Card icon)
A powerful move to turn the tides of battle in your favor. Every character comes with one of the two types of Trump Cards:
- Red Trump Cards: Unleashes a 30% damage, frame 1 strike-and-projectile-invincible, air-unblockable (except for Kirino), overhead (except for Selvaria) attack on activation. Generally safe on block.
- Blue Trump Cards: Pauses the screen with frame 1 strike-and-projectile-invincibility. It can be used offensively to extend combos like a Roman Cancel from Guilty Gear, or used defensively to analyze the situation and punish an attacking opponent like a Chain Shift from Under Night In-Birth. Also buffs your character in some character-specific way.
After either type of Trump Card is used, the Trump Card icon will turn into a timer that slowly drains. During this time, all normals can be cancelled to any other normal once per blockstring (for example, you can chain from 5C to 2A), all normals become jump cancellable, Support Cancels require no meter and your character has no startup animation when calling supports, which also means you can call supports in the air.
While extremely powerful, all Trump Cards are vulnerable to throws, though you will still gain the Trump Card activation buff. If you use a Power Blast while a Trump Card is active it will increase the length of the Trump Card activation timer. You regain one Trump Card icon when you lose a round, up to a maximum of 2 icons.
Extend Action - Hold A, B or C (during specific attacks)
Changes the property of an attack by holding the button, or pressing it again in some cases (specific to characters and buttons)
EX Special Move - Special Move Input + A+B
Stronger versions of your character's special moves which cost 1 bar of meter.
Climax Arts - Super Move Input + B+C
Powerful super moves that cost 2 bars of meter. You can input A+C once or twice during the super flash for increasingly stronger versions, which will also cost 1 Trump Card icon per extra input in addition to the 2 bars.
Calls your support character and assists you with various abilities. Each command performs a different attack. You can also cancel an attack into your Support which costs 1 meter.
Reflection Action - While guarding, press any two of A, B, or C
A push block to gain space from your opponent that costs half a bar of meter per push block. Push blocking immediately before an air-unblockable attack causes it to become air-blockable.
Blast - A+B+C (consumes Blast Gauge)
The burst mechanic of the game. The lower your health is the faster your Blast Gauge recharges. There are three types of blasts which can be used:
Power Blast - Used in neutral (not in hitstun, blockstun, or attacking). The strongest Blast type of the game, it temporarily increases attack and defensive power, refills health slowly, increases fill rate of the Climax Gauge, and gives you one bar of the Climax Gauge and an additional bar if it hits the opponent. It has full invincibility during activation but not during the recovery.
Combo Blast - Used during your attack, it immediately gives you 1 bar of meter and launches the opponent into an untechable and unburstable state to allow for more diverse combos. Holding forward will send the opponent forward and causes wall bounce in the corner.
Escape Blast - Used while in blockstun or hitstun. An invincible blast that pushes your opponent away, halting their offense. The Blast Gauge recharges much slower after using this type of Blast than the other two types of Blast.