Dengeki Bunko Fighting Climax/Shizuo Heiwajima

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Shizuo Heiwajima

Introduction

Originally from the light novel Durarara!! Shizuo Heiwajima is the notorious bodyguard for debt collector, Tom Tanaka. Armed with a short fuse, incredible strength, and barbaric fighting skills(namely through the use of unorthodox weapons i.e vending machines, road signs, etc), Shizuo is acclaimed as the strongest fighter in the Ikebukuro district. Shizuo is surprisingly not a fan of violence, but when provoked, his body will instinctively resort to fighting. Underneath his rough exterior, Shizuo worries about his incredible power which stems from childhood experiences where people feared him for it, leading him to be alienated or mistakenly hurting those he cared for. Shizuo is often seen chasing his rival, Izaya Orihara, as they both share an unnaturally strong disdain for one another. This rivalry often ends with Izaya running away while Shizuo chases screaming the infamous “IZAYA!” while pursuing.

Gameplay

While Shizuo is regarded as one of the weakest characters in the game, he is more than capable of turning the tides with his very straightforward approach i.e getting as much damage off of his BnB into his 41236B+C Climax Art. His combos are very simplistic yet very damaging if he has the meter. Shizuo has good normals to poke with, start combos with, or punish an unguarded assist call. He also has good aerials, with j.B being a really strong air to air with good range and j.C being a good crossup attack. Shizuo has a full screen projectile with various trajectories to cover the opposing approach. Unfortunately, Shizuo’s answer to okizeme pressure is very weak. His 2A+B is incredibly risky to use as it can be blocked even if properly countered. If whiffed, Shizuo is open to be attacked, as it cannot be canceled into anything. His command grab is average at best, so it relies on the ingenuity and cleverness of the player. It can be comboed into, however, it tosses the enemy away from Shizuo, forcing him to chase. Overall, he’s a fun character but has his work cut out for him in a lot of the matchups.

Pros

  • Has very simple BnBs that lead to very strong damage.
  • Has many normals with good range.
  • Untechable command grab can catch unsuspecting opponents off guard.

Cons

  • Has a very weak 2A+B as a reversal and is overall weak to okizeme.
  • Is very underwhelming without at least 2 bars of meter.
  • Most matchups are against his favor.

Recommended Assists

Izaya - 5S easily sets up Shizuo for getting easy Climax Art enders. Counter also intimidates players into pushing buttons, which can open command grab pressure.

Enju - Strong combo potential. Can easily be confirmed into his main damaging combo.

Kojou - 5S in neutral can help cover Shizuo's approach. 6S is really strong. The duration of it allows for a Shizuo to fit in many extra attacks before ending with Climax Art. Another assist that easily sets up him.

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 the opponent 2 times with either 214X or 63214BC 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.Shizuo.5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 7 2 16 -5
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

A forward kick, jump cancellable. At close range it not the best at picking up stray hits, but its horizontal reach is good for stopping jumps.

2A
DFC.Shizuo.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 6 2 16 -5 SC, EX, ISC, TCC, CAC LA -

Crouching punch that hits low and is self-chainable. Very fast start up but short range, good for tick throw into 214X

5B
DFC.Shizuo.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 10 3 22 -10
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

Attacks with an iron pipe, jump cancellable and air unblockable. Longer range than 5C, so it’s better it checking the opponent but it has no hitbox above it. Since it’s air unblockable, he can force his opponent to air block j.A > j.C or an assist and then 5B.

2B
DFC.Shizuo.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 17 -5
+10 (JC)
JC, SC, EX, ISC, TCC, CAC L -

Crouching kick that hits low, is air unblockable, and is jump cancellable.

  • Lowers his hurtbox significantly
  • About the same range as 5A
5C
DFC.Shizuo.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 12 3 25 -11 SC, EX, ISC, TCC, CAC HLA -

Swings a big road sign, has a better vertical hitbox than 5B. It is punishable by some Climax Arts on block, but during the super flash he can use 5A+B or 2A+B to beat the super.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1200 26 3 24 -12 SC, EX, ISC, TCC, CAC HLA -

Moves forward slightly, has a bigger hitbox and will wall bound in the corner.

2C
DFC.Shizuo.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 2 27 -12 SC, EX, ISC, TCC, CAC L -

Sweeps with a road sign, hits low, is air unblockable, and knocks down. Has very long range so it’s great for checking an opponent trying to run in however, it moves his upper hurtbox forward, making him susceptible to jump ins.

j.A
DFC.Shizuo.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 8 3 X+2 Varies JC, SC, EX HA -

Downward angled kick, jump cancellable. Good for jump ins, but not as effective as a rising air-to-air.

j.B
DFC.Shizuo.jB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 11 3 X+3 Varies JC, SC, EX HA -

Horizontal swing with an iron pipe, jump cancellable. Horizontal hitbox makes it great for neutral or back jumps to check the opponent. On the other hand, it has a weak vertical hitbox.

j.C
DFC.Shizuo.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 12 4 X+4 Varies JC, SC, EX HA -

Downward angled swing with a road sign, jump cancellable. Good attack for crossing up, but not much forward range. Also good for jump ins.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1000 22 4 X+4 Varies JC, SC, EX HA -

Downward angled swing with a road sign, jump cancellable. Huge hitbox everywhere. Beware.

Special Moves

YOU CAN’T RUN!
「逃げんな!」

236X
DFC.Shizuo.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 800 17 20 (max) 11* (min) +9 to -7 SC, EX, TCC, CAC HLA -
  • Frame data note: Move will always last a total of 47 frames, so recovery frames start as soon as the trash can hits the opponent.
  • Throws a trash can at a low angle
  • One of the few projectile attacks in the game that go full screen
  • However the hitbox is fairly narrow and the move has some long recovery.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 800 24 29 (max) 6* (min) +10 to -11 SC, EX, TCC, CAC HLA -

Throws at a horizontal angle.

  • Frame data note: Move will always last a total of 57 frames, so recovery frames start as soon as the trash can hits the opponent.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 800 27 31* (max) 0* (min) +10 to -7 SC, EX, TCC, CAC HLA -

Throws steeply angled up.

  • Frame data note: Move will always last a total of 57 frames, so recovery frames start as soon as the trash can hits the opponent.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1400 11 29* (max) 2* (min) +16 to -5 SC, TCC, CAC HLA -

Throws a vending machine.

  • Frame data note: Move will always last a total of 41 frames, so recovery frames start as soon as the trash can hits the opponent.
  • Not invincible but its startup is fast and its recovery is short
  • Wall bounds in the corner
  • Projectile durability is the same as the regular versions
WHAT WAS THAT!
「なんだそりゃあああ!」

214X
DFC.Shizuo.214X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 1371 8 2 Whiff: 47
Hit: 120
+55 (hit) SC, EX, TCC, CAC
(hit only)
N/A -

Command grab, does a giant swing then tosses them away.

  • Range is about 2A range
  • Not very high damage overall, but a knockdown and long wall carry gives him the advantage
  • Because of the distance the opponent is thrown, it’s difficult to get okizeme with assist when he is not near the corner
  • Strike throw, is usable mid combo
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1371 8 2 Whiff: 47
Hit: 120
+55 (hit) SC, EX, TCC, CAC
(hit only)
N/A -

Virtually identical to the A version except Shizuo throws the foe behind him.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1205 8 2 Whiff: 47
Hit: 120
+23 (hit) SC, EX, TCC, CAC
(hit only)
N/A -

Only hits airborne opponents, making it a surprise anti-air. Can be used mid combo as a strike throw.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1800 7 2 Whiff: 52
Hit: 144
+64 (hit) SC, TCC, CAC
(hit only)
N/A -

EX version is not invincible and the startup only a frame less, so it’s best used in combos. It has about the same range as the A version.

YOU PEST!
「うぜええええええ!」

j.236X
DFC.Shizuo.j236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 1200 14 10 to 2* 20 -5 to -15 SC, EX HLA -

Divekick.

  • Frame data note: The move is active until it hits either the opponent or the ground.
  • Has the closest distance
  • Not an overhead.
  • Good for rush down but it punishable on block so it’s best used with assists
  • Can be used after an air tech to run away and get down faster
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1200 16 10 to 2* 20 -6 to -15 SC, EX HLA -

Has medium distance

  • Frame data note: The move is active until it hits either the opponent or the ground.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1200 17 10 to 2* 20 -6 to -15 SC, EX HLA -

Has the furthest distance

  • Frame data note: The move is active until it hits either the opponent or the ground.
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1700 8 12 to 4* 20 -7 to -15 SC HLA -

Still punishable but it has armor so it’s good to use to beat out anti-airs and when in close range air-to-air situations. As of DFCI, the armor on this move is projectile invulnerable as well.

  • Frame data note: The move is active until it hits either the opponent or the ground.

Universal Mechanics

Throw
6C or 4C
DFC.Shizuo.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 87 +52 (hit) SC, EX, TCC, CAC N/A -

Fluff

Impact Skill
I’LL SQUASH YOU!
「ぶっ潰れろ!」

5A+B
DFC.Shizuo.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1190 12 17 32 -20 SC, EX, CAC (hit only)
TCC
HLA -

Rushing attack with a car door.

  • Great for anti-airing, beating pokes and getting out of the corner.
  • Big vertical hitbox, so he can delay after a 5C and still combo into 5A+B.
  • Hits 4 times, and the hitstun/untechable time is very long. Easy to combo into assists.
  • The armor is only on the car door itself. So it has no lower body armor.
Impact Skill
COME ON...!
「来いよ……!」

2A+B
DFC.Shizuo.2AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1156 1
Hit: 7
~35
Hit: 4
Whiff: 56
Hit: 4 (Failure)
59 (Success)
Failure: -46
Hit: +50
SC, EX, CAC, TCC HLA -

Counter. Taunts the opponent and if they hit him with a melee attack, he retaliates with an uppercut.

  • Does not lock the opponent in animation, so it can be safe jumped or activated by fast attacks and be blocked.
  • However, it has fast startup and the uppercut itself is invulnerable.
  • As such, it’s better suited as a way to get out of pressure or to beat impact skills, rather than as an anti air or reversal.
  • Cannot be cancelled in anyway on whiff.
Impact Break
4A+B
DFC.Shizuo.4AB.jpg
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
-

Hop kick in followed by a launching hit with a road sign

  • The kick is safe on block by itself, but the follow up will always make you jump cancel. On block, you won’t be able to do anything until you land.
  • Hit confirming is possible, but hard. However, the armor makes it great for beating out attacks.
Trump Card
FLY AWAY!
「吹き飛べえっ!」

5A+C
DFC.Shizuo.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 25 3 36 -12 N/A H -

Swings a guard rail upward. Overhead and air unblockable.

  • Long horizontal reach, but has not hitbox directly above it.
  • Startup is about 25f, so standard speed for an overhead. It animation can make it hard to see.
  • Safe on block. Virtually unpunishable in DFCI.
  • It can be beaten by invincible attacks like Climax Arts or Trump Cards.
  • Makes his 5C jump cancellable, allowing for 2C > 5C > Air Combo

Climax Arts

PISSING ME OFF!
「うるせええええええ!」

41236B+C
DFC.Shizuo.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3540 13 30 111 -64 N/A HLA -

Throws debris across the screen.

  • High damage makes it great in combos
  • Long recovery makes it hard to pressure the opponent after it hits
  • Unsafe on block, but has fast start up and it will go through normal projectiles
KILL KILL KILL KILL!
「殺す殺す殺す殺す!」

63214B+C
DFC.Shizuo.63214BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2760 7 23 20 -25 N/A HLA -

Rushing Ranbu. Has invincibility instead of armor as of DFCI.

  • However, it has almost no upper hitbox, so it’s easily crossed up.
  • Doesn’t add much damage in combos, but leaves him with significant advantage after it hits.

Combos

Meterless

2A 5B 2C - 1101 dmg
Basic 1-2-3 chain, grants hard knockdown.
2A 5B 214A - 1466 dmg
Short combo into hard knockdown for more damage, but harder to confirm.
2A 5B 5C 5A+B - 1759 dmg
Higher damage confirm, knocks the opponent away and leaves them open to air tech.
2A 5B 5C 5A+B Burst 5[C] - 2069 dmg
Similar to the above combo, knocks them away, using a burst to launch and gain meter.
2A 5B 5C 5A+B Burst dash 5B j.A j.B dj.A j.C j.236A - 2527 dmg
High damage meterless confirm. Leaves opponent in the air above you. Because Shizuo does not have strong ground-to-air options, it may be difficult to deal with an opponent in this position.
4A+B follow-up j.A j.B dj.A j.C j.236A - 2157 dmg
Same combo, only off the universal overhead launcher.

Metered

2A 5B 5C 5A+B 214AB - 1 bar, 2388 dmg
Quick, easy confirm into knockdown anywhere on the screen. Keep in mind you must cancel into the grab before the last hit of 5A+B.

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