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As mentioned previously, the main way you’ll be getting out of being on the defensive is using Recoil Guard to punish slow recovering attacks. If you RG an A or 2A, just keep blocking, your counter attack would most likely lose to their A mashing.Īs for other universal defensive mechanics, the game doesn’t have many of them, outside of air teching. As a rule of thumb, counter attack after C normals and specials, and after some B normals. No matter what ridiculous pressure your character is under, RG always offers the potential to turn the tables. This even goes for hitstun, although it’s rare It is actually possible to counter RG no matter what your character is doing, even if he is in hitstun – this is called a Recoil Counter.Īs long as you’re still in the same move you can Recoil Counter
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When you counter attack after a successful RG, your opponent can actually recoil guard that counter attack, no matter what move he’s in the middle of. This creates huge opportunities to reverse the opponent’s momentum, barring one thing… counter RG. If done correctly, you will negate blockstun, chip, pushback, and be able to act almost immediately.
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This is done by switching to block right before a move connects, similarly to an Instant Block or Just Defend. The other mechanic that makes this game so much fun is Recoil Guard (RG).
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RF Ricochet Shot gives Makoto full control over the match while it’s out.Ī player’s Blue RF meter also gets drained when the opponent hits him, adding a layer of risk to holding onto it, as the less Blue RF meter you have, the less damage and juggle bonus you get.Īn entire round spent saving up for a full BIC, all for naught. RF specials in particular can give a massive advantage in neutral, and are generally the only way to get specials with full invulnerability. While a Red Instant Charge behaves similarly to Roman/Rapid Cancels in other games, Blue Instant Charge (BIC) also gives a large boost to damage and juggle, making a player with a fully charged meter a huge threat.Īnd while saving up for a full Blue RF meter makes a player extremely dangerous, this comes at the cost of not using RF moves or Red ICs, which can be quite powerful. This makes Instant Charge useful for making moves safe, extending combos, and creating mixups. The most obvious thing an IC does is to cancel the rest of your move’s animation and return you to neutral, allowing you to follow up with anything. It is done by inputting 22C after a move has hit with either Red or Blue RF meter, consuming it entirely. Through the use of the RF meter (basically your EX meter) you can do a sort of super roman cancel, called an Instant Charge (IC). Two mechanics in particular stand out in giving EFZ a unique flavor: Instant Charge and Recoil Guard. The characters lend themselves to this too, their moves are extremely versatile, to the point where two players can focus on different subsets of specials and still play very effectively. These mechanics allow for a lot of freedom in creating your own combos and setups, and players can easily be recognized according to their personal style. With dash cancellable air normals and Blue Instant Charge increasing juggle meter, almost every character has a reliable corner-to-corner carry, and every character can do 60%+ damage with the right meter and positioning.Ī low damage character with 1 super meter and full BIC The combo system can be as simple or as complicated as you want – on then ground combos are limited by pushback, in the air by a juggle meter. The system mechanics are heavily inspired by Guilty Gear, each character has their own unique strength which is coupled with strong universal defensive mechanics – everyone is scary, but even the player on defense can be a threat. With charming animations and lots of attention to detail, these are just a few of many reasons why people love this game and why it’s still being played to this day.
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From the combos, to pressure, to zoning, everything is free form. The final product is an incredibly solid fighting game with a huge amount of freedom -each character has enough tools that two players may play totally differently.
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Together they helped iron out bugs and balance the game where needed.
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Released in 2001 for Windows PC at Comiket 61, with it’s last version being released towards the end of 2005, the game has been shown love from it’s creators and fans alike. Eternal Fighter Zero (EFZ) is a fan made fighting game by Tasogare Frontier based on some of Key’s older visual novels: Air, Kanon, Moon.