Dengeki Bunko: Fighting Climax/DFC/Asuna

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This character page is for an outdated version of the game (DFC). To see Asuna's character page for the latest version (DFCI), click here.

Asuna

Introduction

Originally from the light novel Sword Art Online.

Gameplay

Asuna is a character that excels at spacing with her mid-ranged tools and converting stray hits into hard knockdown. Another of her strengths lies with getting hits where other characters wouldn't and converting resources into a good damage. Her weakness lies in the fact that she doesn't have an airdash and has a hard time dealing with characters that can out space her. Since she has no projectiles or full screen attacks Asuna has no real way to get close to her opponent aside jumping, 5AB, or 214X or relying on her assist.

Pros

  • Good pokes/range
  • Plenty of hard knockdown moves
  • Able to spend meter and combo into Power Blast without an assist

Cons

  • Very one-dimensional/basic
  • Doesn't have an airdash

Recommended Assists

Kino - Strong aid in neutral and has good synergy with Asuna's character potential since you'll be using 5S a lot

Accelerator - 6S is a strong combo assist with a relatively fast recharge time and 5S can be a great oki tool as Last Order stays out for a considerable amount of time

Enju - 6S can be used to combo into Power Blast or Trump Card and 5[S] is a good tool to have against certain assists like Kino if your opponent is trying to keep you out

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: Call assists 4 times to increase damage dealt by 10% for 10 seconds. Can be activated twice a round.

Move List

Normal Moves

5A
DFC.Asuna.5A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 5 2 14 -3
JC, SP, SC, EX, ISC, TCC, CAC HLA -

Straight thrust with long range

  • The actual hitbox is only the blade of her sword
  • One of Asuna's main pokes
2A
DFC.Asuna.2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 5 3 14 -4 SE, SP, SC, EX, ISC, TCC, CAC LA -

Stabs towards the ground, fast start up and hits low

  • Has less range than 5A
  • Chains into itself 3 times
5B
DFC.Asuna.5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 7 2 16 -3
JC, SP, SC, EX, ISC, TCC, CAC HL -

Downward diagonal slash, air unblockable and jump cancellable

  • Hitbox covers the area right in front of her from about her shoulder to her feet
  • Not very useful as an anti air
2B
DFC.Asuna.2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 8 3 17 -5
JC, SP, SC, EX, ISC, TCC, CAC HL -

Upward stab, air unblockable and jump cancellable

  • Hits above Asuna’s hurtbox
  • Her best anti-air
5C
DFC.Asuna.5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 10 3 22 -8 SP, SC, EX, ISC, TCC, CAC HLA -

Horizontal slash with very long reach

  • Great poking tool
2C
DFC.Asuna.2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300,360 9 4 30 -4 SP, SC, EX, ISC, TCC, CAC L -

Two hit sweeping slash, both hits are low

  • Very big hitbox, second hit knocks down
  • Both hits are air unblockable
  • Risky to use in blockstrings if not used carefully as the first hit can be push blocked leaving the 2nd hit to be punished
j.A
DFC.Asuna.jA.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 7 2 X+2 - JC, SP, SC, EX HA -

Jumping horizontal slash, jump cancellable

  • Quickest air normal, and a decent air to air attack
  • Very poor as a jump in but can be cancelled into from j.C during Trump state for a double overhead


j.B
DFC.Asuna.jB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 X+3 - JC, SP, SC, EX HA -

Jumping upward slash, jump cancellable

  • Good air to air when the opponent is above you
  • Very small horizontal hitbox
  • Asuna's only air normal that can hit behind her


j.C
DFC.Asuna.jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 10 4 X+4 - JC, SP, SC, EX HA -

Slanted stab, jump cancellable

  • Great as an air to ground move against opponents without a decent anti air


Special Moves

Parallel Splash
「パラレル・スプラッシュ」

236X
DFC.Asuna.236X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 768 7 2*3 hits 34 -9 SC, EX, TCC, CAC HLA -

Stabs multiple times in front of her

  • Big hitbox, great for keeping opponents out
  • Can be confirmed into Mother’s Rosario on either air or ground hit
  • Long recovery on whiff
  • Hits 3 times
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 978 8 2*4 hits 41 -10 SC, EX, TCC, CAC HLA -

Very similar to the A version

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1065 9 2*4 hits 42 -11 SC, EX, TCC, CAC HLA -

Almost identical to the A and B versions, but since it does the most damage it is usually preferred version in combos

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1464 7 2*5 hits 51 -6 SC, TCC, CAC HLA -
  • Has a finishing blow that will knock down, allowing for okizeme
Flashing Penetrator
「フラッシング・ペネトレイター」

214X
DFC.Asuna.214X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 966 19 10 31 -11 SC, EX HLA -

Asuna does a quick backstep then lunges upward into the air

  • Has the smallest angle, slightly parallel to the ground
  • Very punishable on block
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1018 31 10 14 +7 SC, EX HLA -
  • Has a lot of priority
  • Recovers in the air allowing for extended pressure
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1018 33 10 14 +4 SC, EX HLA -
  • Very similar to the B version except it moves at a slightly higher angle
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1474 15 10 14 +3 SC HLA -
  • The fastest version, mainly used to combo from 236X into an air combo or Power Blast
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
Extend - - - 16 - - - -
  • Holding the button will make her do only the backstep as a feint
  • There is no difference between each button
  • Though it looks similar to a backdash, this move has no actual invuln
Shooting Star
(Air Version)
「シューティング・スター」

j.236X
DFC.Asuna.j236X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 900 10 8 23 -12 SC, EX, TCC, CAC HLA -

Downward lunge from the air. It is unique in that you can cancel the landing animation into a grounded EX move, a Trump Card, or even a Climax Art.

  • Mostly used as a combo finisher that is air techable
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1000 12 9 24 -14 SC, EX, TCC, CAC HLA -
  • Not much difference from the A version except and is the preferred version to use overall
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1100 20 7 18 -7 SC, EX, TCC, CAC HLA -
  • Has the slowest start up and can be used to bait anti airs
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1300 11 7 9 +4 SC HLA -
  • Staple air ender that gives hard knockdown in most situations
  • Plus on block, can be used to extend pressure after 214A or j.236X


Universal Mechanics

Throw
6C or 4C
DFC.Asuna.64C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 67 - SC, EX, CAC, TCC - -

A one hit throw that stabs the opponent away

  • Possible to run up for an OTG ender
Impact Skill
Shooting Star
「シューティング・スター」

5A+B
DFC.Asuna.5AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 12 10 33 -27 (SC), (EX), (CAC), TCC HLA -

A single, forward thrust that covers good horizontal space

  • Great as a punish against other Impact Skills and works well in combos
Impact Skill
Aero Penetrator
「エアロ・ペネトレイター」

2A+B
DFC.Asuna.2AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
600, 504 12 7 34 First hit: -49
Second hit: -26
(SC), (EX), (CAC), TCC HLA -

Lunges upward into the air then downward back to the ground

  • Its hitbox is mostly upwards and not very horizontal
Impact Break
4A+B
DFC.Asuna.4AB.png
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: -
Launcher: (SC), (EX), (TCC), (CAC)
First Hit: HA
Launcher: HLA
-

A forward hopping slash

  • Goes over lows and has guard point towards the middle of start up
Trump Card
Wife of Iron Fist
「鉄拳正妻」

5A+C
DFC.Asuna.5AC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 22 5 35 -25 - H -

An uppercut that is an overhead, air unblockable, and has frame 1 invincibility except to throws

  • Very short range horizontal range, but good vertical range
  • Extremely effective as an anti air
  • Does 3000 damage but is not comboable afterwards
  • Because it is only one hit if it trades the opponent takes full damage
  • Can be safe on block because the pushback will send foes too far away to punish usually.


Climax Arts

Mother’s Rosario
「マザーズ・ロザリオ」

41236B+C
DFC.Asuna.41236BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3500 9 54 158 -39 - HLA -

Does 5C then launches into three lunge attacks

  • If blocked it is possible for the 3rd hit to cross up
Stardust Splash
「スターダスト・スプラッシュ」

63214B+C
DFC.Asuna.63214BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2740 7 23 20 -28 - HLA -

Rushes forward into a flurry of attacks

  • Less damage than Rosario, but has invincibility


Combos

Solo

2A Starter

2A > 5B > 5C > 5AB > 236AB
  • Staple one meter combo that leads into oki
  • 41236BC can be added afterwards for extra damage
  • Can be ended with 5B > 2C instead for a meterless knockdown
2A > 5B > 5C > 236C > 214AB > jc > j.C > 236AB > 5B > 5AB > 236AB > 41236BC
  • Solo 5 meter combo
  • While the damage isn't the best, Asuna is one of the few characters who can spend her meter without the use of an assist
  • The air portion of this combo can be applied to stray air confirms to maximize damage, though depending on combo proration the 5AB may be omitted
  • Possible to go into Power Blast immediately after jump cancelling

4AB Starter

4AB~X > j.B > j.C > jc > j.B > j.C > j.236B
  • Staple 4AB combo and meterless air route
  • j.236AB can be added at the end for hard knockdown and 41236BC afterwards for extra damage
  • Possible to go into Power Blast immediately after jump cancelling
4AB > 2A Starter Combos
  • When spaced properly, it is possible to follow up 4AB without the use of the launcher follow up

Assist

Accelerator

2A > 5B > 5C > 5AB > 6D > j.B > j.C > jc > j.B > j.C > j.236B
  • Assist cancel combo into standard air route
  • Can go into either Trump or Burst instead after 6D
5AB or 2AB > 6D > j.B > j.C > jc > j.B > j.C > j.236B
  • Combo that converts a successful 5AB or 2AB into good damage

Colors

Color 1 Color 2 Color 3 Color 4
DFCAsuna-1.png
DFCAsuna-2.png
DFCAsuna-3.png
DFCAsuna-4.png
Color 5 Color 6 Color 7 Color 8
DFCAsuna-5.png
DFCAsuna-6.png
DFCAsuna-7.png
DFCAsuna-8.png
Color 9 Color 10 Color 11 Color 12
DFCAsuna-9.png
DFCAsuna-10.png
DFCAsuna-11.png
DFCAsuna-12.png
Color 13 Color 14
DFCAsuna-13.png
DFCAsuna-14.png
Dengeki Bunko: Fighting Climax
General

ControlsFAQGlossaryHUDSystem

Characters

AkiraAsunaKirinoKiritoMiyukiKuroyukihimeMikotoRentaroSelvariaShanaShizuoTaigaTomokaYukina

Assists

AcceleratorAliciaBoogiepopCeltyDokuroEnjuErioHaruyukiHoloInnocent CharmIzayaKinoKojouKoukoKuronekoLeafaMashiroPaiRyuujiSadaoTatsuyaToumaWilhelmina