Dengeki Bunko: Fighting Climax/DFCI/Kuroko Shirai
Introduction
Originally from the light novel Toaru Majutsu no Index, but was also featured prominently in Toaru Kagaku no Railgun. She's a lesbian who's in love with Mikoto.
Gameplay
Kuroko has average dash speed, a somewhat slow/noticeable airdash, a few stubby buttons, and some other flaws. However, her pressure (especially in potential) can be scarier than a lot of the cast.
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.
Pros
- Air mobility (air dash, 214X for forward moving, 236X for air stall)
- Potential causes Kuroko to teleport during dashes, allowing for scarier pressure
- Potential also allows 5A+B and A+C to track full screen, allowing for full screen punishes with strong damage
- Needles can be used for zoning while also contributing to potential
- Charged needles are plus on block
- Can solo combo into powerup blast
- j.214X allows you to get them back to the ground after an air combo for a follow-up super/assist/etc
- Full screen snipes (236A+B and 63214B+C)
Cons
- Does far less damage than other characters
- Some stubby normals and/or slow normals
- Whiffing needles (do to missing or getting pushblocked) is very punishable
- Trump punishable if blocked in corner (both facing towards and away)
- Low-to-ground air dashes reactable enough to be punishable without assist cover
Recommended Assists
Zero - 6D launches them really high in the air. When they're at the peak height you can use trump for a really funny looking OTG. Also, she lets you have an alpha counter, which is pretty nice
Mashiro - Easy confirms from 214X 5S into combo blast. 5S also acts as a fast anti air in a spot Kuroko is awkward dealing with. Cat pressure (6S) off most knockdown moves (214A+B, 236A+B, 41236+C, 63214B+C).
Dokuro - Everyone works well with Dokuro.
Potentials
Universal Potential:
Character Potential: Hit the opponent with 236x series three times (on block is OK) to gain a dash teleport. 5AB and trump will also home on the opponent. Attack is increased by 10%. Can be activated twice per round. Effects last for 20 seconds.
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 |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
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j.C |
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Special Moves
Steel Darts 「-スティールダーツ-」 236X Air O.K. |
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Sexy Teleport 「」 214X Air O.K. |
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Universal Mechanics
Throw 6C or 4C |
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Impact Skill Teleport Arts 「」 5A+B |
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Impact Skill Elegant Impact 「」 2A+B |
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Impact Break 4A+B |
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Passionate Kiss 「情熱のベーゼ」 A+C |
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Climax Arts
Justice Enforcer 「」 41236B+C |
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Steel Phalanx 「」 63214B+C |
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Combos
Midscreen
5A Starter
- Notes about this particular combo
- 5A > 5B > 5C > 2AB > 236[A+B] > 5B > j.B > j.C > j.ABC
- Solo powerup combo for one meter.
- If too far away for 5C > 2AB to connect you can remove the 5C or replace the 2AB with 5AB
- If you're having trouble linking the j.ABC then removing the 5C makes it easier
- 5A > 5B > 5C > 2AB > 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 > 2AB > 236[A+B] > 5B > j.B > j.C > j.B > j.C > j.214C > 41236B+C
- Max damage off three meter
- 5A > 5B > 5C > 2AB > 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 > j214C > slight delay > j214A+B
- Requires double ignition.
- j214C can be replaced with j236A 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
4A+B Starter
- 4A+B > B > j.B > j.C > j.236A > j.236[A+B] > 236A
- Potential off one bar
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 > Power Blast
- Hitstun-scaling dependent, but will work most of the time.
Dokuro
- ... > 214X/j.214X > 5S on second hit > 66 > Power Blast
Colors
Color 1 | Color 2 | Color 3 | Color 4 |
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Color 5 | Color 6 | Color 7 | Color 8 |
Color 9 | Color 10 | Color 11 | Color 12 |
Color 13 | Color 14 | ||