Dengeki Bunko Fighting Climax/Mikoto Misaka

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(Click here for the original Mikoto Misaka page)

Mikoto Misaka

Introduction

Originally from the light novel Toaru Majutsu no Index.


Gameplay

Mikoto is DFCI's resident zoning character. With multiple moves that hit from half screen away or further, Mikoto excels at punishing players who try to blindly approach, and she has the ability to convert any random hit into hard knockdown with her exceptional EX moves. Since her neutral is already exceptional, she can afford to run punishing setup-based assists to capitalize on these hard knockdowns like Ryuuji, Mao or Boogiepop, and as one of the few characters in DFCI to have an airdash, she has a great ability to turn knockdowns into scary pressure situations. On top of that, if the opponent does ever get in on her, Mikoto has arguably the best reversal in the game with EX Magnetic Move, which can be done during any small gap in pressure to quickly get her high off the ground and put the opponent in a tricky situation.

Mikoto's biggest weakness is the huge dead zones on her zoning normals. 5[C], 2[C] and j.[C] in particular are phenomenal buttons to have, but they only cover a thin part of the screen, and if the opponent can maneuver around them or reads her patterns, she can be easily punished. On top of that, her Impact Skills are basically useless defensively, her fastest normal is 6F, and overall she must generally use EX Magnetic Move or pushblock to escape dangerous situations. Her anti-airs are also somewhat lacking, especially for a character that's so focused on controlling the neutral game.

Pros

  • Strong zoning game
  • Good mobility with Magnetic Move and airdash
  • 214AB is arguably the best reversal in the game
  • Can convert basically any hit into hard knockdown
  • Strong neutral game means she doesn't need her support to play neutral, giving her lots of flexibility in assist choice
  • Railgun Climax Art is one of the best Climax Arts in the game

Cons

  • If she misjudges a zoning option in neutral, she usually is stuck in significant lag and can be punished hard
  • Mediocre anti-airs and abysmal Impact Skills mean she has to spend meter on 214AB or Blast to escape bad situations caused by small mistakes in neutral
  • Difficult (but not insurmountable) matchups against popular top tier characters like Tatsuya and Shana

Recommended Assists

Ryuuji Takasu - One of the best assists to play Mikoto in a more aggressive way: Ryuuji doesn't improve her zoning game, but Mikoto's ability to get knockdowns from almost every move allows her to safely set Ryuuji most of the time. You can also summon Ryuuji in neutral and punish them for trying to hit him with your moveset and mobility. Once he manages to travel safely thanks to Mikoto's cover, Ryuuji is one of the best pressure assists, as he is hard to pushblock and gives Mikoto many opportunities to attempt high/low mixups with IADs and 4AB. He can also be situationally used as a counter-zoning move, as he "triggers" whenever struck by a projectile. By far the most popular assist in Japan for Mikoto, especially after the Accelerator nerf. Mikoto is also uniquely able to protect Ryuuji assist with 236AB or even Railgun to tag people that try to swat him away fullscreen.

Accelerator - Formerly a strong assist, the nerf to Accelerator and to counter assists in general has weakened his stock considerably, especially when the buffs to other assists are considered. Still a solid choice if you really want a counter and the conversion ability of 6S.

Dokuro - A classic choice that goes well with Mikoto. Their synergy is simple but efficient: abuse the various ranges 5D and 6D cover to restrict their movement and use the fast recharge rate of both moves to harass them in any situation. You also get damaging confirms whenever the assist hits thanks to Mikoto's 41236B+C. Hit them and hit them, that's all there is to it. Dokuro 5S in particular can be used as an anti-air for right in front of Mikoto, covering an angle she normally has trouble with.

Mao - With Mao's demon form being easier to trigger in DFCI, Mikoto can pretty quickly stock up a Demon transformation and then use it for powerful okizeme, combos or whiff punishes.

Boogiepop - A slightly unorthodox choice, Boogiepop has a fairly run-of-the-mill 5S for extending combos, but her 6S is what really makes her good for Mikoto. During the 6S whistle, Mikoto gains 15% extra damage and gains 2/3 of a bar, and when it comes out does an enormous amount of chip damage which can only be stopped by hitting Mikoto directly as the assist is intangible. If the opponent somehow gets hit by Boogiepop (or jumps, as her attack is air unblockable), they take 2500 damage and Mikoto can follow up with a full combo. The threat of eating nearly 2000 chip damage if Boogiepop's song finishes causes most opponents to try and rush Mikoto down as fast as possible, so as long as you're confident in your ability to control your opponent's movements for a few seconds the payoff can be enormous.

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 Extend Action attacks for Attack Level 1 for 10 seconds. Can be activated twice 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.Mikoto.5A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 6 2 16 -5
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

Slighty downward-angled electric thrust. Decent range and quick startup.

2A
DFC.Mikoto.2A.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 6 3 16 -6 SC, EX, ISC, TCC, CAC LA -

Crouching electric punch. Hits low. Chainable into itself and has very fast start up, so it’s good to use as a poke out.

5B
DFC.Mikoto.5B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 9 3 19 -7
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Angled electric shock that hits the ground. Range is similar to 5A but will also hit grounded opponents. Rather long recovery, so it’s susceptible to armor from Impact Skills. Jump cancellable and will combo into a rising j.C on standing opponents

2B
DFC.Mikoto.2B.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 10 3 18 -6 SC, EX, ISC, TCC, CAC HL -

Slash with iron sand sword. Does not hit low, nor is it jump cancelable. Long reach, but has some blind spots.

5C
DFC.Mikoto.5C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 10 3 21 -7 SC, EX, ISC, TCC, CAC HLA -

Parabolic electric shock starting at her head. Good range and hits above her, so it can be useful to catch jump outs. Very bad on block, can be punished by some Climax Arts.

5[C]
DFC.Mikoto.5C.EX.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
900 18 2 37 -22 SC, EX, ISC, TCC, CAC HLA -

Longer range (2/3 screen) and a higher arc. Big blind spot below the arc.

2C
DFC.Mikoto.2C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
920 11 10 17 -2 SC, EX, ISC, TCC, CAC HL -

Attacks with many iron sand spikes. Does not knock down, but has multiple hits. Good for okizeme as it will beat out the armor from Impact Skills. Air unblockable. Very safe for a 2C move.

2[C]
DFC.Mikoto.2C.EX.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1310 19 12 23 -3 SC, EX, ISC, TCC, CAC HLA -

Longer range (2/3 screen), but has a much longer startup, so the timing must be later for use in okizeme or the opponent can jump out. Higher hitbox and will wall bound in the corner. Does not hit low.

j.A
DFC.Mikoto.jA.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 7 2 X+2 Varies JC, SC, EX HA -

Horizontal electric punch. Decent enough range to be a good air-to-air, but has a weak lower hitbox. Jump cancellable.

j.B
DFC.Mikoto.jB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 10 3 X+3 Varies JC, SC, EX HA -

Slash with iron sand sword. Very long reach and possibly her best jump in. Can cross up and works well from low air dashes. Jump cancellable

j.C
DFC.Mikoto.jC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
715 12 4 X+4 Varies JC, SC, EX HA -

Downward slanting electric attack. Reaches lower than j.B, can be used for okizeme. Jump cancellable.

j.[C]
DFC.Mikoto.jC.EX.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
900 18 3 X+4 -11 to -19
(no cancel)
JC, SC, EX HLA -

Sends a bolt of lightning down about 2/3 of the screen in front of her. Long start up and and quite narrow, but great for controlling space. Stops her air momentum. Knocks down and is cancellable on hit or block.

Special Moves

Electro Shock
「電撃の槍-エレクトロショック-」

236X
DFC.Mikoto.236X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 850 14 2 26 -6 SC, EX, TCC, CAC HLA -

Straight electric attack, reaches about 2 character lengths.

  • Wall bounds in the corner, letting her combo into 5B > Air Combo
  • Only knocks down midscreen, but launches quite far
  • Good at covering the blind spot of 5C
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 925 15 2 27 -7 SC, EX, TCC, CAC HLA -

Distance reaches the opponent at round start

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1000 16 2 28 -8 SC, EX, TCC, CAC HLA -

Distance reaches around 2/3 of the screen

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX Close: 1163
Far: 1057
13 8 12 -1 SC, TCC, CAC HLA -

Goes roughly fullscreen and does slightly more damage if done point blank.

Magnetic Move
「電磁機動-マグネティックブムーブ-」

214X
Air O.K.
DFC.Mikoto.214X.png
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A N/A
There!: 950
Frontal: 720
~12
There!: 12
Frontal: 15
N/A
There!: 6 to 12* (Varies)
Frontal: 18* (Varies)
X+6
There!: X+6
Frontal: X+20
N/A
There!: -38
(no cancel)
Frontal: +8 to +5
N/A
There!: SC
Frontal: SC
N/A
There!: HLA
Frontal: HLA
-

Mikoto levitates into the air at about 70 degrees behind her. At that point, you can cancel into multiple actions:

  • Air Movement 「空中移動」: Press forward or back to shift from one piece of rubble to another in the direction specified. Can be done a maximum of two times per 214X in any order. You can then follow into "Cancel," "Attack over there," or "Frontal Attack."
  • Cancel 「解除」: Press down to immediately cancel 214X or a preceding follow-up. This option is always available unless you used "Frontal Attack." Roughly 6 frames of landing lag.
  • Attack over there! 「その場で攻撃」: Pressing A/B/C will shoot out a boulder roughly 45 to 60 degrees below and in front of Mikoto. The trajectory depends on what button you pressed. You can then follow into "Air Movement," "Cancel," another "Attack over there," or even "Frontal Attack."
  • Frontal Attack 「前方に攻撃」: Holding forward and pressing A/B/C will lunge Mikoto forward while she throws a pillar at the opponent. The steepness of the pillar's trajectory depends on what button you press. This follow-up will cause you to leave the levitation state.
  • The air versions operate identically to their grounded counterparts.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B Same as 214A Same as 214A Same as 214A Same as 214A Same as 214A Same as 214A Same as 214A -

Identical to 214A except Mikoto goes a little further back.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C Same as 214A Same as 214A Same as 214A Same as 214A Same as 214A Same as 214A Same as 214A -

Identical except Mikoto goes roughly two character lengths back.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX N/A
There!: 1100
Frontal: 950
~12
There!: 11
Frontal: 13
N/A
There!: 5 to 11* (Varies)
Frontal: 21* (Varies)
0
There!: X
Frontal: X+15
N/A
There!: -9
(no cancel)
Frontal: +9 to +3
N/A
There!: SC
Frontal: SC
N/A
There!: HLA
Frontal: HLA
-

A faster, more powerful version of the normal Magnetic Move. The follow-up commands and restrictions are identical, but your "Air Movement" follow-ups are now faster. "Attack over there!" throws larger boulders that go faster and do more damage. Likewise, "Frontal Attack" will cause you to leave the levitation state but with a stronger, larger pillar in hand.

  • It is worth noting that the timer before levitation ends is slightly shorter in the EX version.
  • If you do not prematurely end the levitation with "Cancel" or "Frontal Attack," Mikoto goes into a free air state, where you can air dash, jump, and use jump normals. However, you cannot use any j.214X move.
  • Frame data note: The recovery on all follow-ups and the move itself have been decreased. The move itself essentially has 0 recovery. "Attack over there!" has as much recovery as your air time afterward.

Universal Mechanics

Throw
6C or 4C
DFC.Mikoto.64C.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 84 +52 (hit) SC, EX, TCC, CAC N/A -

Grabs and shocks her opponent. Sends opponent flying away, with lots of time to position for okizeme. Cancellable into Blast, Trump Card and anything that uses the Climax Gauge.

Impact Skill
Electro Fencer
「砂鉄剣-エレクトロフェンサー-」

5A+B
DFC.Mikoto.5AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1130 12 9 45 -20 SC, EX, CAC (hit only)
TCC
HLA -

Rushing attack with an iron sand sword.

  • High damage and easy to combo after.
  • Very minus on block
Impact Skill
Biri-Biri Earth
「電震脚打-ビリビリアース-」

2A+B
DFC.Mikoto.2AB.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1000 15 3 36 -22 SC, EX, CAC (hit only)
TCC
HL -

Overhead stomp that then sends a blast of electricity along the ground.

  • The electricity can reach from one end of the screen to the other and hits low.
  • On close hit, will knock down, but will not knock down from far distances.
  • Slow startup but will combo from B or C attacks.
  • Can hit any support that is grounded
Impact Break
4A+B
DFC.Mikoto.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: N/A
Launcher: SC, EX, TCC, CAC
(on hit)
First Hit: HA
Launcher: HLA
-

Overhead launching kick, can go over lows.

Trump Card
Chaser!
「ちぇいさー!」

5A+C
DFC.Mikoto.5AC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 25 4 25 -14 N/A H -

Kicks a Vending Machine and her opponent.

  • Fast startup, hits overhead, is air unblockable, does lots of damage, launches opponent away and is fully invulnerable.
  • Still fairly easy to see coming and will lose to throws, projectile and armored moves.
  • Knocks far back on block, making it hard to punish. Also does lots of chip damage.
  • Makes all her ground normals jump cancellable

Climax Arts

Railgun
「超電磁砲-レールガン-」

41236B+C
DFC.Mikoto.41236BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3500 12 3 65 -37 N/A HLA -

Full screen beam attack.

  • Very fast startup and a big hitbox.
  • High damage in combos as well
  • Has no invincibility and has some post flash startup, so it’s possible to be hit out of
  • Goes through regular projectiles
Mikoto Special
「電装乱舞-ミコトスペシャル-」

63214B+C
DFC.Mikoto.63214BC.png
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2781 7 23 20 -28 N/A HLA -

Rushing Ranbu. Invincible during the dash.

  • Very punishable on block

Combos

Midscreen

5A Starter

5A > 5B > 2C > 5AB/2AB/236C
Meterless combo. Mikoto's meterless combos are pretty pathetic, and meter is easy to come by in DFCI, so please only use these when desperate. 5B and 2C do slightly more damage than 2B and 5C, though you'll often use 2B instead of 5B due to its greatly increased range.
5A > 5B > 2C > 5AB > 214AB, C, 6A
Great 1 bar combo into a long hard knockdown that lets you call a setplay assist with time to spare. This an essential Mikoto BnB that you'll be using frequently. Note that the inputs after 214AB are performed during the EX Magnetic Move (throw C rock, move forward and throw A rock).
5A > 5B > 2C > 5AB > Railgun
Typical 2 bar combo into Railgun super. Though the knockdown doesn't last as long as EX Magnetic Move combos, you put the opponent at full screen and should still have the opportunity to call your assist.

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
DFCMikoto-1.png
DFCMikoto-2.png
DFCMikoto-3.png
DFCMikoto-4.png
Color 5 Color 6 Color 7 Color 8
DFCMikoto-5.png
DFCMikoto-6.png
DFCMikoto-7.png
DFCMikoto-8.png
Color 9 Color 10 Color 11 Color 12
DFCMikoto-9.png
DFCMikoto-10.png
DFCMikoto-11.png
DFCMikoto-12.png
Color 13 Color 14 Color 15 Color 16
DFCMikoto-13.png
DFCMikoto-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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