Dengeki Bunko Fighting Climax/Taiga Aisaka

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(Click here for the original Taiga Aisaka page)

Taiga Aisaka

Introduction

Originally from the light novel Toradora!

Gameplay

A synopsis of this character's play-style, strengths, weaknesses, etc

Pros

  • Normals are longer than they seem
  • Is able to make most blockstrings safe


Cons

  • Lack of Neutral Tools
  • Lackluster Mix-up
  • Low Damage without spending a good amount of resources

Recommended Assists

Kojou Akatsuki - Kojou gives Taiga very good Oki, Combo tools, and gives her the ability to safely mix up the opponent.

Leafa - Leafa is used as a combo extender, Oki and neutral assist.

Kino - Kino gives Taiga combo extensions as well as a strong neutral tool.

Ryuji Takasu - Gives Taiga a decent oki tool as well as something to deal with projectiles. Also a good combo extender.

Dokuro Mitsukai - Easy to use assist with a fast projectile and simple combo extension.

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 with 20 attacks (in the case of multi-hitting moves only the first hit is counted) for Attack Level 1 for 30 seconds. Can be activated once 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.Taiga.5A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
300 5 2 14 -3
+8 (JC)
JC, SC, EX, ISC, TCC, CAC HLA -

Taiga throws her fist out in front of her. A fast mid with good horizontal reach. Jump cancel-able.

2A
DFC.Taiga.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 5 3 14 -4 SC, EX, ISC, TCC, CAC Low -

She crouches and pokes her leg all the way out. A fast low that can be chained three times. Good hitbox, often used off of empty jumps to hit low or to tick throw.

5B
DFC.Taiga.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 8 3 16 -4
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -

A long poke where Taiga pulls out a bat and swings in front of her. A move with very good horizontal reach. Jump cancel-able. Air unblockable which makes it good for guard breaking and confirming off of opponents who are stuck blocking an assist in mid air.

2B
DFC.Taiga.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 9 3 14 -2
+10 (JC)
JC, SC, EX, ISC, TCC, CAC L -

A bag is swung towards the opponents feet. A long low, about the same length as 5B. Air unblockable. Jump cancel-able.

5C
DFC.Taiga.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 11 3 22 -8 SC, EX, ISC, TCC, CAC HLA -

She whips a cord from an amp(?) at the opponent. Mostly combo filler.

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
874 16 32 26 -6 SC, EX, ISC, TCC, CAC HLA -

Taiga swings the cord from the amp above her head. Can be used to preemptively catch jump outs or as a meaty, but is mostly a combo tool. Has the largest reach out of her normals but not exactly meant for footsies.

2C
DFC.Taiga.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 10 4 22 -9 SC, EX, ISC, TCC, CAC HLA -

A school chair is swung upwards, often used to otg but is mostly a combo filler. Not suggested as an anti-air (The chair does not hit as high as it looks), but is air unblockable. A good tool to use in full range footsies as well.

j.A
DFC.Taiga.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 7 6 X+2 Varies JC, SC, EX HA -

A short ranged air to air with Taiga's knee. Doesn't see very much use due to j.B being the superior air to air in range.

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

This time Taiga swings her bag upwards and above her head. Very good hitbox and very good as an air to air.

j.C
DFC.Taiga.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 11 4 X+4 Varies JC, SC, EX HA -

Taiga swings downward on the opponent with a badminton racket. Good jump in move.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 24 14 X+4 Varies SC, EX Strike: HA
Projectile: HLA
-

Taiga charges the swing from j.C but shoots a shuttlecock at the opponent right below her. The shuttlecock will not hit high, but the strike will. Shuttlecock will also not hit if too close. The shuttlecock can be cancelled into air EX or specials on hit or block. Uses are dubious as Taiga must be perfectly above her opponent for the shuttlecock to hit. The move also shifts Taiga's momentum slightly.

Special Moves

Hell Thrust
「地獄突き」

236X
DFC.Taiga.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 732 10 3*3 hits 45 -7 SC, EX, TCC, CAC HLA -

Taiga does 2 stabs with her bokken ending in one finishing strike. Mainly combo filler.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 965 9 3*4 hits 61 -9 SC, EX, TCC, CAC HLA -

Taiga does 3 stabs with her bokken ending in one finishing strike. Mainly combo filler.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1082 8 3*5 hits 76 -12 SC, EX, TCC, CAC HLA -

Taiga does 4 stabs with her bokken ending in one finishing strike. Mainly combo filler.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX Normal: 1353
Charged: 2500
Normal: 8
Charged: 83
3*7 hits
Charged: 7
Normal: 86
Charged: 22
Normal: -8
Charged: -10
SC, TCC, CAC HLA -

Taiga does 6 stabs with her bokken ending in one finishing strike. Will cause a wallbounce in the corner and ends in a hard knockdown. Can be used in OTG combos. Can be held with either A or B to do one large strike that goes full screen dealing a total of 2500 damage. NOT UNBLOCKABLE IF HELD. Will cause a large pushback on block like Trump if held.

Restores 10% Blast Gauge on hit.


「移動 地獄突き後に」

6 or 4
During Hell Thrust
DFC.Taiga.236X~4,6.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
N/A N/A N/A N/A N/A N/A HLA -

Taiga can move backwards or forwards by holding 4 and 6 during Hell Thrust. May be needed to make the move safer/confirm from a farther distance.

Snow Sled Ram
「雪ソリ特攻」

214X
DFC.Taiga.214X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 964 9 16 37 Normal: -4
Sled only: +12
SC, EX, TCC, CAC LA -

Taiga pulls out her sled and slides on the ground for a low hitting attack. The sled will hit autonomously if initial hit is whiffed. Relatively safe on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1024 11 23 39 Normal: -4
Sled only: +9
SC, EX, TCC, CAC HLA -

Taiga pulls out her sled and jumps in the air. The sled will hit autonomously if initial hit is whiffed. Relatively safe on block.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1024 18 27 33 Normal: +2
Sled only: +18
SC, EX, TCC, CAC HLA -

Taiga pulls out her sled and slide forward a bit before jumping into the air. The sled will hit autonomously if initial hit is whiffed. Relatively safe on block. Will cause a hard knockdown.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1550 7 32 36 Normal: +2 to -3
Sled only: +22
SC, TCC, CAC HLA -

Taiga pulls out her sled and jumps in the air for a multi hitting attack. Causes hard knockdown and relatively safe on block. The sled will hit autonomously if initial hit is whiffed.

Restores 10% Blast on hit.

Jumping Snow Sled Ram
「ジャンピング雪ソリ特攻」

j.214X
DFC.Taiga.j214X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 880/1024 11 25 39 -4 or worse SC, EX HLA -

Taiga pulls out her sled while in the air and does a small low angle jump. Relatively safe on block, but very punishable on whiff. Travels the least distance. The sled will hit autonomously if initial hit is whiffed.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 880/1024 11 26 39 -4 or worse SC, EX HLA -

Taiga pulls out her sled while in the air does a small low angle jump jump. Relatively safe on block, but very punishable on whiff. Travels medium distance (1/2 screen). The sled will hit autonomously if initial hit is whiffed.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1024 11 23 39 -4 or worse SC, EX HLA -

Taiga pulls out her sled while in the air and does a small low angle jump. Relatively safe on block, but very punishable on whiff. Travels the largest distance (3/4 screen). The sled will hit autonomously if initial hit is whiffed.

Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1681 9 31 40 -3 or worse SC Mid -

Taiga pulls out her sled for a multi hitting sled attack. Travels roughly the same distance as the C version. Relatively safe on block, but very punishable on whiff. The sled will hit autonomously if initial hit is whiffed.

Restores 10% blast on hit.

Universal Mechanics

Throw
6C or 4C
DFC.Taiga.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1100 4 1 81 +50 (hit) SC, EX, TCC, CAC N/A -

Taiga grabs her opponent and headbutts them. Causes OTGeable hard knockdown. The headbutt is also EX/Climax cancellable.

Impact Skill
It's a Raid!
「殴り込みじゃあああっ!」

5A+B
DFC.Taiga.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1209 12 11 37 -22 SC, EX, TCC, CAC
(hit only)
HLA -

Taiga does a three hit attack with her bokken. Main component of combos and has armor.

Impact Skill
Tiger Upper
「タイガーアッパー」

2A+B
DFC.Taiga.2AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1223 12 12 39 -34 SC, EX, TCC, CAC
(hit only)
HLA -

Taiga does a DP-esque upper with her bokken. Has armor.

Impact Break
4A+B
DFC.Taiga.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
-

Universal overhead attack. The animation is identical to her j.C. Follow up with any attack button into a launcher.

Trump Card
Don't Ignore Me!
「無視すんなああ!」

5A+C
DFC.Taiga.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 26 62 34 +4 to -5 N/A HA -

Taiga kicks a trash can which goes in a diagonal arc full screen. Hits overhead, but is air blockable.

Climax Arts

You're Pissing Me Off!
「むかつくんじゃぁあああ!」

41236B+C
DFC.Taiga.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3685 10 4 50 -37 N/A HLA -

Taiga stomps her foot which will cause a shockwave in front of her (This hitbox extends vertically up to Taiga's height). The opponent then gets pinned to a telephone pole and Taiga will ferociously kick her opponent.

Ranbu of Tiger and Dragon
「竜虎乱撃」

63214B+C
DFC.Taiga.62314BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2944 5 23 20 -22 N/A HLA -

Taiga runs forward with her bokken. If she makes contact, she will start attacking her opponent in a cartoon cloud. Ryuji will come out and try to stop her but she finishes her assault anyway. Whatever colour assist you choose for Ryuji will be the colour shown, otherwise the colour will match Taiga's.

Has slight invincible startup. Restores 20% Blast Gauge on hit.

Combos

Notation Guide:

Numbers: Indicate direction (2 is down, 6 is forward, etc)
(A): Light Attack
(B): Medium Attack
(C): Heavy Attack
(S): Assist
(>): The next part of the combo
(OTG): On-the-ground. Attacks hitting a knockdowned opponent
([]): Brackets around a move indicate the move should be held down
(X): Any attack button A/B/C
(j.X): Jumping Attack/Move
General Notes:

>In order for j.214AB to hit fully, you must delay it so that Taiga is just below her opponent when she does the move.

Midscreen

2A Starter

2A > 2B > 5C > 5AB
2A > 2B > 5C > 5AB > 41236BC
2A > 2B > 5C > 5AB > 214AB > 41236BC
2A > 2B > 5C > 5AB > 236AB > 63214BC
2A > 2B > 5C > 5AB > 214AB > 2B OTG


5A Starter

5A > 5B > 5C > 236C > 236AB
5A > 5B > 5C > 5AB (2 hit) > 214AB > 5B > 5C > 236C > 41236BC
5A > 5B > 5C > 5AB > 214AB > 5[C] > 236C > 41236BC [Midscreen to Corner]
5A > 5B > 5C > 5AB (2 hit) > 214AB > 5B > 5AB > 41236BC
5A > 5B > j.A > j.C > j.B > micro dash 5A > 5B > j.A > j.C > j.B > 5B > 214A > 41236BC [Standing Opponent] [Trump Active]
5A > 5B > j.C > j.B > micro dash 5A > j.C > j.B > 2A > 2B > 5C > 5AB > 41236BC [Smaller Standing Opponents] [Trump Active]


5C Starter

5[C] > 5AB > 5AC


j.C Starter

j.C > 2A > 2B > 5C > 5AB > 214AB
j.C > 5A > 5B > 5C > AB (2 hit) > 214AB


Throw (6C/4C)Starter

Throw > 2AAA > 2B > 2C
Throw > 41236BC
Throw > 214AB > 2A > 5B > 236C > 41236BC
Throw > 5AC
Throw > 2AAA > 2B > 2C > 214A > 236AB


4AB/2AB Starter

4AB > Follow Up > j.B > j.C > double jump > j.B > j.C > j.214AB > 41236BC
Meaty 4AB > 2A link > 2B > 5C > 5AB
2AB (CH) > 214AB > 5B > 5AB > 41236BC


214X Starter

214C > j.B > j.C > double jump > Power Up Blast

Corner

2A Starter

2AAA > 2B > 5C > 236C > 236AB > 5B > j.A > j.B > j.C > j.214A > ABC > 41236BC
2A > 2B > 5C > 236C > 236AB > 5B > 5C > 236C > 41236BC


j.C Starter

j.C > 2A > 2B > 5C > 236C > 236AB > 5B > j.A > j.B > j.C > j.214AB


AB Starter

4AB > Follow up > j.B > j.C > double jump backwards j.B > j.C > j.214AB > 41236BC

Assists

Ryuji Takasu

6S > 5A > 2AA > 2B > 5C > 236C [Ryuji Hits] > 236[AB]
2A > 5B > 6S > 5C > 5AB > [Ryuji Hits] > 5B > Power Up Blast
2A > 5B > 6S > 5C > 5AB [2 Hits] > 214AB > 5B > 236C > 5B > Wait > Power Up Blast
2A > 5B > 6S > 5C > 5AB > j.214AB > 5B > 236C > 236[AB]
2A > 5B > 6S > 5C > 5AB > 5B > 236C > [Ryuji Hits] > run > 5AC
4AB > Follow Up > 6S > j.B > j.C > double jump > j.B > j.C > 214AB > ABC > [Ryuji Hits] > 236[AB]


Kino

2A > 2B > 5C > 5AB + 6S > jump forward j.C > land 5[C] > 5AB > 214AB > 41236BC
j.C > 2A > 2B > 5C > 5AB (6S) > run up Power Up Blast
4AB > Follow up + 6S > j.B > j.C (Kino hits) > land 5[C] > 5AB > 41236BC


Dokuro Mitsukai

5A > 5B > 5C > 236C > 5S > j.B > j.C > double jump > j.B > j.C > j.214C
j.B > j.C > double jump > j.B > j.C > 5S > land > Power Up Blast OR 236C > 41236BC [Jumping Opponent Air-To-Air Confirm]

Setups (Okizeme/Mixups)

Okizeme Setups:

After 236AB:

1. Run forward 214C The sled is meant to hit as a meaty and will give Taiga some advantage.

Colors

Color 1 Color 2 Color 3 Color 4
DFCTaiga-1.png
DFCTaiga-2.png
DFCTaiga-3.png
DFCTaiga-4.png
Color 5 Color 6 Color 7 Color 8
DFCTaiga-5.png
DFCTaiga-6.png
DFCTaiga-7.png
DFCTaiga-8.png
Color 9 Color 10 Color 11 Color 12
DFCTaiga-9.png
DFCTaiga-10.png
DFCTaiga-11.png
DFCTaiga-12.png
Color 13 Color 14 Color 15 Color 16
DFCTaiga-13.png
DFCTaiga-14.png
Color 17 Color 18 Color 19 Color 20
Color 21 Color 22 Color 23 Color 24


External Resources

Official Character Intro:

https://www.youtube.com/watch?v=Q9HQKcNtXnI

Combo Videos:

https://www.youtube.com/watch?v=wHguRszr6JY
https://www.youtube.com/watch?v=ym_dGDeCuzI
https://www.youtube.com/watch?v=pQYmRUi0YSw
https://www.youtube.com/watch?v=obOZ3xFQryU

Match Videos:

Climax Art Database
https://www.youtube.com/user/TaigaArchive


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