Dengeki Bunko Fighting Climax/Asuna

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(Click here for the original Asuna page)

Asuna

Introduction

Originally from the light novel Sword Art Online.

Gameplay

Asuna is a straightforward character that excels at controlling the pace of the match with her strong mid-ranged tools and extremely fast run speed. Another strength is that she can convert resources into damage from almost any situation. Her weakness lies in the fact that she does not have an airdash or projectile and has a hard time dealing with characters that can out space her.

Pros

  • Very strong move-set
  • Extremely fast run speed
  • Is not reliant on assists for outputting consistent damage

Cons

  • Overall damage output is not as explosive compared to some other characters

Recommended Assists

Celty - Has incredibly good synergy with Asuna, 5S can catch opponent's movement at neutral or catch him by surprise with it's quick speed while 6S offers strong okizeme leading to great mixup and damage, is a great combo tool, and can make 2AB safe with 1S~AB during Trump State.

Dokuro - One of the strongest assists in the game and for good reason, her synergy works well with almost every character, Asuna being no exception. 6S is an extremely fast projectile while 5S covers the entire vertical space where about 5C reaches and with a fairly fast recharge rate it is easy to activate Asuna's Character Potential.

Mashiro - One of the best neutral assists for Asuna, 5S is quick and let's you focus on the air approach and if the opponent meets you in the air it's possible to bait him into attacking in order to Reflection Guard him into 5S. 6S let's you control the pace of neutral easier while the opponent is busy trying to avoid the cats and if he is forced the block you get tricky mix-up based on where and when the cat will hit the opponent, it's also possible for Asuna to get meterless knockdown off j.236X by comboing into the cats.

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 your assist 2 times for Attack Level 1 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

A Starter

2A > 5B > 5C > 5AB > 236AB
  • Staple one meter combo that leads into oki
  • 41236BC can be added after 5AB for a 2 meter combo or after 236AB for a 3 meter combo
  • Can be ended with 5B > 2C instead for a meterless knockdown
  • Can cancel into Trump Card any time before the last hit of 236AB when in the corner (Asuna's only other Solo Combo into Trump Card is off throw when in the corner)
2A > 5B > 5C > 236C > 214AB > 9jc > j.C > 236AB > 5B > 236C > 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 for a 3 meter combo (for the 2 meter combo see the first 4AB Starter Combo)
  • 236AB can be omitted for a 4 meter combo
  • Add 5AB > 236AB > Combo Blast after 5C and omit 236C for Asuna's most damaging Solo Combo with Blast and 5 meter
  • Possible to go into Power Blast immediately after jump cancelling
2A > 5B > 5C > 5AB > Combo Blast > 5B > j.B > j.C > j.236B
  • Combo Blast route which is important towards the end of the round for spending all remaining resources to defeat the opponent
  • Use 236AB after j.236B when starting with 0 meter
  • Use 41236BC after j.236B when starting with 1 meter
  • Use 236AB > 41236BC after j.236B when starting with 2 meter
  • Omit j.236B and instead use j.236AB > 5C > 5AB > 236AB > 41236BC after j.C when starting with 3 meter
  • When starting with 4 meter add 236AB after 5AB, then use the 3 meter combo listed above

4AB Starter

4AB~X > j.B > j.C > 8jc > j.C > j.236B
  • Staple 4AB combo and meterless air route
  • j.236AB and 41236BC can be added after j.236B for hard knockdown or maximum damage
  • Use only j.C > j.236B after 4AB~X to incorporate 41236BC after j.236B for a 2 meter combo
  • For anti-air or air-to-air confirms, omit the second j.C to incorporate 41236BC after j.236B for a 2 meter combo
  • Possible to go into Power Blast immediately after jump cancelling
4AB~X > 5AC
  • Solo combo into Trump Card
  • Sets up left/right mixup with certain assists

Assist

Celty

5A > 5B > 5C > 5AB > Combo Blast > 6S > 236A > j.B > j.C > dl j.236B > 41236BC (4355/1 Meter)
  • Does not work off prorated starters
5C > 5AB > Combo Blast > 6S > 236B > j.B > j.C > dl j.236B > 236AB > 41236BC (4981/2 Meter)
  • Whiff/normal punish combo
4AB > 6S Hit > 214A > 5B > j.B > j.C > jc > j.C > dl j.236B > j.236AB or 41236BC (2953/1 Meter)
  • Corner oki combo
j.236C > Combo Blast > 214A > j.236AB > 5B > 6S > j.B > j.C > 236C > 5C > 236C > 236AB > 41236BC (5653/3 Meter)
  • Fuzzy 5A punish
Throw > 5S > 5AC
  • Throw starter into Trump Card
j.B > j.C > jc > j.C > j.236B > dl 5S > 5AC
  • Air confirm into Trump Card
Throw > 6S Hit > 5AC
  • Throw after 6S oki into Trump Card
Post Trump 2A 6S Hit dl 214[B] jC 5C jB jC j236B j236AB or 41236BC
5S > 5B > 5C > 5AB > Combo Blast > j.236C > j.236AB
  • OTG combo off 5S
  • Adds an extra 1000 damage to 5S and is extremely useful when the opponent is low on health
CH j.236C > 5B > 6S > j.B > j.C > 236C > 2B > 5C > 236A > Lv2
  • Corner anti-fuzzy 5A/frame trap combo
TK j.236A > j.236AB > 5B > j.B > j.C > jc > j.B > j.C > j.236B > j.236AB
  • Frame trap after safe jump that beats B~C throw tech, 2A mash, and fuzzy jump
  • A preferred method of inputting TK in DFC is 23693

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 Color 15 Color 16
DFCAsuna-13.png
DFCAsuna-14.png
Color 17 Color 18 Color 19 Color 20
Color 21 Color 22 Color 23 Color 24
Dengeki Bunko Fighting Climax
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