Dengeki Bunko: Fighting Climax/DFCI/Kuroko Shirai: Difference between revisions

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Revision as of 15:11, 15 February 2021

Kuroko Shirai (白井 黒子)
I'm with Judgment!

Introduction

A "Level 4" Teleporter. Mikoto's kouhai and roommate. A girl who calls Mikoto "big sis" and has an excessive, near dangerous affection for Mikoto. She has a complete different side to her as a member of "Judgment". She has a strong sense of justice.

Originally from the light novel series Toaru Majutsu no Index, localized as A Certain Magical Index.

Gameplay

Kuroko is a rather peculiar character. While her projectile needles can be used to some extent as zoning tools, her real objective is to activate her Potential by landing 3 needle attacks on the opponent. Once her Potential activates, she becomes an entirely different beast hellbent on chasing her prey to the ends of the earth. Her dash becomes a series of instant teleports and her air dash also has reduced recovery, allowing her to dash in with relative safety and speed to continue her onslaught. Her Red Trump Card and 5AB Impact Skill also track fullscreen in Potential, making her kit particularly deadly.

Kuroko Gameplay Sample

Pros

  • Quick normals with deceptively good hitboxes on them
  • Extremely strong offense once Potential is activated
  • Access to many ways to punish fullscreen Blast activations and whiffed moves
  • Has several Blast invulnerable routes

Cons

  • Reliant on Potential activation to become threatening
  • Specials are quite situational outside of combos or punishes
  • Reliant on Blast and assists to fully flesh out her offense
  • Impact Skills are ill-suited for defense
  • Red Trump is punishable if blocked in corner, unlike almost all other Red Trump attacks

Recommended Assists

Mashiro - Mashiro serves as both a potent neutral tool and potentially terrifying setplay. 5S unleashes a murder of baumkuchen that fiendishly roll forward, serving as a projectile to front your approach or as a combo extender. 6S sets out four cats that serve as both ample tick throw and high-low set-ups as well as checks against the opponent’s movement and pokes as you close in. For Kuroko specifically, 5S acts as a fast anti-air against an angle she normally has trouble dealing with. She can safely set up 6S off most of her knockdown moves (214A+B, 236A+B, 41236+C, 63214B+C).

Wilhelmina - Wilhelmina is a strong setplay assist that also carries the threat of explosive damage behind every 6S. 5S is a quick projectile that can strike away other assists or be used as an anti-air or whiff punish starter. 6S is a timed bandage bind for combo extensions and high-low/tick-throw set-ups.

Erio - Erio augments Kuroko's oppressive close-range game to maximize her advances. 5S removes any opponent hitboxes that touch her while she jumps, netting easy punishes against antsy foes and forcing respect. 6S is a pressure extender and pseudo-projectile that goes off by hitting (pushing) her to help her slide across the screen. You can repeat this one than once per 6S call.

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 3 times with 236X (on block is OK) for Attack Level 1 and to gain a dash teleport (5AB and Trump Card will also track the opponent) for 20 seconds. Can be activated twice per 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.Kuroko.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 -
2A
DFC.Kuroko.2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 5 2 15 -4 SC, EX, ISC, TCC, CAC LA -
5B
DFC.Kuroko.5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
500 7 3 19 -6
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -
2B
DFC.Kuroko.2B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
450 8 3 17 -5
+10 (JC)
JC, SC, EX, ISC, TCC, CAC HL -
5C
DFC.Kuroko.5C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 9 4 21 -8 SC, EX, ISC, TCC, CAC HLA -
2C
DFC.Kuroko.2C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
700 10 4 21 -8 SC, EX, ISC, TCC, CAC L -
j.A
DFC.Kuroko.jA.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
250 7 2 X+2 Varies JC, SC, EX HA -


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


j.C
DFC.Kuroko.jC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
650 10 4 X+4 Varies JC, SC, EX HA -


Special Moves

Steel Darts
「-スティールダーツ-」

236X
Air O.K.
DFC.Kuroko.236X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 758 to 1012 Ground: 15-51
Air: 14-53
15 to 22 Ground: 25 to 8
Air: X+12
Ground: -2 to +13
Air: -6 to -15
Ground: SC, EX, TCC, CAC
Air: SC, EX
HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 758 to 1012 Ground: 17-51
Air: 19-53
15 to 22 Ground: 25 to 8
Air: X+12
Ground: -2 to +13
Air: -6 to -15
Ground: SC, EX, TCC, CAC
Air: SC, EX
HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 758 to 1012 Ground: 19-51
Air: 21-53
15 to 22 Ground: 25 to 8
Air: X+12
Ground: -2 to +13
Air: -6 to -15
Ground: SC, EX, TCC, CAC
Air: SC, EX
HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1136 to 1418 Ground: 20-79
Air: 20-81
36 Ground: 19
Air: X+12
Ground: -7 to +2
Air: -27 to -3
Ground: SC, TCC, CAC
Air: SC
HLA -

While A, B, and C start out at set distances, EX homes onto the opponent regardless of position.

Sexy Teleport
「」

214X
Air O.K.
DFC.Kuroko.214X.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
A 998 Ground: 10
Air: 8
13 Ground: 15
Air: X+15
Ground: -11 to +1
Air: -21 to -11
SC, EX, TCC, CAC HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
B 1048 Ground: 11
Air: 9
13 Ground: 15
Air: X+15
Ground: -11 to +1
Air: -21 to -11
SC, EX, TCC, CAC HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
C 1098 Ground: 12
Air: 10
13 Ground: 15
Air: X+15
Ground: -11 to +1
Air: -21 to -11
SC, EX, TCC, CAC HLA -
Version Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
EX 1355 8 13 Ground: 20
Air: X+15
Ground: -16 to -4
Air: -23 to -11
SC, TCC, CAC HLA -


Universal Mechanics

Throw
6C or 4C
DFC.Kuroko.64C.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1107 4 1 85 +53 (hit) SC, EX, TCC, CAC N/A -
Impact Skill
Teleport Arts
「」

5A+B
DFC.Kuroko.5AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1056 12 10 43 -20 Block: TCC
Hit: SC, EX, CAC
HLA -
Impact Skill
Elegant Impact
「」

2A+B
DFC.Kuroko.2AB.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
1107 12 8 42 -27 Block: TCC
Hit: SC, EX, CAC
HLA -
Impact Break
4A+B
DFC.Kuroko.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
Launcher: 50
First Hit: -2
Launcher: -37
First Hit: N/A
Launcher: SC, EX, TCC, CAC
(on hit)
First Hit: HA
Launcher: HLA
-
Passionate Kiss
「情熱のベーゼ」

A+C
DFC.Kuroko.5AC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3000 34 6 41 -8 N/A H -


Climax Arts

Justice Enforcer
「」

41236B+C
DFC.Kuroko.41236BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
3510 12 29 47 -36 N/A HLA -

Kuroko moves in a straight line like a Ranbu Climax Art.

Steel Phalanx
「」

63214B+C
DFC.Kuroko.63214BC.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard Hitbox
2520 14 ~89 20 -49 N/A HLA -

Hits full screen.


Combos

  • For the majority of the following combos, j.236[A+B] should be released as soon as the charge flash appears
  • For any combo that goes j.214X > j.214A+B, often the j.214A+B will need to be done before the teleport from the j.214X in order to get hard knockdown

Midscreen

5A Starter

5A > 5B > 5C > 5A+B > 214A+B
5A > 5B > 2C > 2A+B j.236[A+B] > j.A+B+C
  • Solo powerup combo for one meter
  • 5C can be used instead of 2C, but2C moves you closer to the opponent so is more consistent
  • Completely leaving out the 2C or 5C works too
5A > 5B > 5C > 5A+B (one-hit) > 236[A+B] > 66 > 5B > j.B > j.C > j.A+B+C
  • Solo powerup combo for one meter.
  • More difficult than the 2A+B variant, but 2A+B will not combo at all ranges.
5A > 5B > 5C > 2A+B > 236[A+B] > 5B > j.B > j.C > j.A+B+C
  • Solo powerup combo for one meter.
  • If too far away for 5C > 2A+B to connect you can remove the 5C or replace the 2A+B with 5A+B
  • If you're having trouble linking the j.A+B+C then removing the 5C makes it easier
5A > 5B > 5C > 2A+B > 236[A+B] > 5B > j.B > j.C > j.B > j.C > j.214C > 214A+B
  • Max damage off two meter and ends in hard knockdown.
5A > 5B > 5C > 2A+B > 236[A+B] > 5B > j.B > j.C > j.B > j.C > j.214C > 41236B+C
  • Max damage off three meter
5A > 5B > 5C > 2A+B > 236[A+B] > A+C
  • High damage for one meter and puts you in trump state.
5A > 5B > 2C > 5C > j.B > j.C > j.236A > j.236[A+B] > 236A
  • Requires trump state. Potential off one bar.
5A > 5B > 2C > j.A > j.B > j.C > j.236A > j.236[A+B] > 236A
  • Requires double ignition. Potential off one bar.
5A > 5B > 2C > j.A > j.B > slight delay > j.C > land > j.B > j.C > j.B > j.C > j.214C > slight delay > j.214A+B
  • Requires double ignition.
  • j.214C can be replaced with j.236A if only one A button was used in the starter due to hitstun scaling.
j.C > j.236A > j.236[A+B] > 5B > j.B > j.C > j.236A
  • Potential off one bar. j.C can be from an IAD
5A > 5B > 5C > 5A+B > j.236[A+B] > 66 > 5B > j.B > j.C > j.236A > j.236[A+B] > 63214B+C
  • 3.8k and potential off 4 bar. Not bad I guess?
5B > j.B > j.C > j.236A > j.236[A+B] > 236A
  • Only works on anti-air 5B
  • One bar combo into potential
5B > j.B > j.C > j.236A > j.236[A+B] > j.B > j.C > j.B > j.C > j.236A > j.214A+B
  • Only works on anti-air 5B
  • Two bar potential and hard knockdown
  • Trump or lv2 can be added to the end for more damage

4A+B Starter

4A+B > B > j.B > j.C > j.236A > j.236[A+B] > 236A
  • Potential off one bar
4A+B > j.B > j.C > j.236A > j.236[A+B] > j.B > j.C > j.236A > j.214A+B
  • Two bar potential and hard knockdown
  • Trump or lv2 can be added to the end for more damage
4A+B > j.B > j.C > j.236A > j.236[A+B] > j.B > j.C > j.B > j.C > j.214A > j.214A+B
  • Hard Knockdown
  • Trump or lv2 can be added to the end for more damage

Corner

5A Starter

  • Notes about this particular combo
5A > 5B > 5C > 236A > 236(A+B) > 5B > j.B > j.C > j.B > j.C > j.236A
  • Potential off one bar.

4A+B Starter

4A+B > B > j.A > etc
  • Notes about this particular combo

Assists

Mashiro

... > 214X/j.214X > 5S on second hit > 66 > A+B+C
  • Hitstun-scaling dependent, but will work most of the time.

Dokuro

... > 214X/j.214X > 5S on second hit > 66 > A+B+C

Zero

... > 214X/j.214X > 6S on second hit > A+B+C
... > 214X/j.214X > 6S on second hit > A+C
  • Doing the Trump late enough will OTG. Kuroko and the opponent will both be on screen and you'll just see the wheelchair falling. Pretty funny looking.

Uiharu

5A > 5B > 5C > 5S > 5A+B > A+B+C
5A > 5B > 5S > 5C > 236A > A+B+C
5A > 5B > 5S > 5C > 236A > j.B > j.C > j.236A > j.236[A+B]/j.214A+B
  • Hard knockdown.
  • j.214A+B does slightly less damage, but is easier to time hard knockdown with.
  • It is possible to insert a second 5B before the j.B for slightly more damage. However, in the event that Uiharu does the red followup, this will prevent hard knockdown.
5A > 5B > 5S > 5C > 236A > j.B > j.C > j.236A > j.236[A+B]/j.214A+B > A+B+C
  • It is possible to insert a second 5B before the j.B for slightly more damage. However, in the event that Uiharu does the red followup, you will probably need to jump for powerup to connect.
5A > 5B > 5S > 5C > 236A > j.B > j.C > j.236A > j.236[A+B]/j.214A+B > A+C
  • Hard knockdown.
5A > 5B > 5S > 5C > 236A > j.B > j.C > j.236A > j.236[A+B] > 5A+B > 214AB
  • Hard knockdown.
  • If Uiharu does the red followup let it hit after j.236[A+B] before 5A+B.
5A > 5B > 5S > 5C > 236A > j.B > j.C > j.236A > j.236[A+B] > 5A+B > 214AB > 41236B+C
  • Hard knockdown
  • 5k for 5 bars
  • If Uiharu does the red followup let it hit after 214A+B before 41236B+C
  • If Uiharu does the red followup let it hit after j.236[A+B] before 5A+B. does 5.1k for 5 bars.
5A > 5B > 5C > 5S > 5A+B (one hit) > j.236[A+B]
  • Does hard knockdown
  • Nothing else stands out about this combo. It's pretty bad. But it hurts my eyes and makes me look away from the screen. If it hurts other people's eyes too then it could have something going for it.

Strategy

Kuroko's potential allows her dashes to become teleports. You can grab immediately out of teleport or do a low. Her airdash and ground dash are both teleports, so with trump and air-assist call, you can blind the opponent into which teleport you are using. Her potential also allows you to react to things full screen with 5A+B and trump (they become homing moves). Her teleport dash also moves her farther with a dash with a bit of momentum, so dash 2A might catch people playing footsies walking backwards.

Getting air unblockable moves is useful for Kuroko because her j214 series allows her to bring them back down to get more damage with super without an assist. 5B and 2B are both jump cancellable and can be used to catch opponents chicken-blocking and are only -6 and -5 respectively. Due to the large cancel window on jump-cancellable normals and the fact a blocked 2B/5B push your far enough that a move faster than 5-6 frame startup can't punish you, you may be able to run back in for further pressure.

The uncharged needle specials are good zoning tools, but like other attacks that hit far in this game, they have massive recovery. Doing charged needles is okay, but they can easily be ranbu'd/full-screen punished by characters who can do that.

Kuroko can do double overhead outside of trump using her airdashes, making this another thing to look out for during pressure. Doing a falling low-to-ground j236A is also plus on block, and it leaves a slight gap if you cancel it from an air normal.

Colors

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


General
Controls
Change List
FAQ
Glossary
HUD
System
Characters
Akira
Ako
Asuna
Emi
Kirino
Kirito
Kuroko
Kuroyukihime
Mikoto
Miyuki
Quenser
Rentaro
Selvaria
Shana
Shizuo
Taiga
Tatsuya
Tomoka
Yukina
Yuuki
Assists
Accelerator
Alicia
Boogiepop
Celty
Dokuro
Enju
Erio
Froleytia
Haruyuki
Holo
Innocent Charm
Iriya
Izaya
Kino
Kojou
Kouko
Kuroneko
Leafa
LLENN
Mashiro
Miyuki
Pai
Rusian
Ryuuji
Sadao
Tatsuya
Touma
Tomo
Uiharu
Wilhelmina
Zero