Dengeki Bunko: Fighting Climax/DFCI/Kuroko Shirai

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

Players to Watch

JP:

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.

Kuroko is a rather unique character who covers multiple niches. Her projectile needles can be used to some extent as zoning tools which activate her Potential by landing 3 needle attacks on the opponent. Once her Potential activates, she becomes an entirely different character as her dash becomes a series of instant teleports and her air dash also has reduced recovery and increased distance, 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. This on top of her multiple AA options, burst-safe 5AB, fullscreen ranbu, insane damage output and above average assist synergy makes her a terrifying character where one momentum swing could cost you the game.

Kuroko Gameplay Sample

Pros

  • Fast normals with deceptively good hitboxes on them, some of which also move her forward
  • Extremely strong offense once Potential is activated, with any hit possibly leading into 40+%
  • Access to many ways to punish fullscreen Blast activations and whiffed moves
  • Has several Blast invulnerable routes
  • Higher than average damage making a single mistake a miserable feeling for the opponent

Cons

  • Reliant on Potential activation to become threatening
  • Even if she's in potential, overcommitment causes her to lose said potential and therefore could be a checkmate. A strong balance of being a threat while staying patient is important.
  • While particularly strong with the right assist, she drops in the tier list tremendously with an assist that has poor synergy
  • Impact Skills are ill-suited for defense
  • Red Trump which is punishable if blocked in corner, unlike almost all other Red Trump attacks. Said Trump also struggles in clash situations as an option etc. Just awful outside of combo enders.

Recommended Assists

Rusian - Easily Kuroko's best assist, Rusian allows her to be a threat anywhere on the screen enabling her to not have to overcommit in neutral. 6S can be installed into a left/right setup or a powerblast combo and she has ways to cover Rusian 6S with her 236x series as well as incredible movement in potential.

Wilhelmina - 5S gives Kuroko some help in neutral and 6S gives Kuroko insanely high damage as a combo extension or starter. While her oki with Wilhelmina isn't the greatest with blue trumps being present, she does gain access to a left/right off of trump install.

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.

Gameplan

This section is dedicated to showing unique elements in a characters' gameplan, not necessarily defining it entirely (ie. explaining how Kuroko might play around her 236x or 5B in neutral but not exactly what spacings to be at).

Neutral
Kuroko's gameplan changes greatly around her assist that she picks, but still centers around her 236x series and strong 5B no matter what assist you pick. Kuroko's kit is fairly well-rounded, however characters with better normals and good movement will feel miserable to fight. Her goal is mainly playing patient until she can exploit a mistake in the opponent's gameplan, allowing her to do high amounts of damage off of most starters. The following tools should be explored when learning Kuroko's neutral: 2B, 5B, jA/jB, 236x.

5B
Kuroko's best button by far. Use this move to steal space, on a dash approach, vs a dash approach, vs jump-ins/up-backing, etc. 5B with 236A buffered behind it easily confirms on AA, hit, and as a way to stay safe from instant pushblocking. A tool that must be established to succeed in most if not all MUs.

2B
A slightly situational AA in which you are looking to space it vs the tip of an aerial attack, likely after moving out of Yuuki jX spacing or after a dash-under vs Shizuo j[C] etc. Its disjointed property being rightmost without much hurt-box attached makes it a nice option to occasionally visit. It can also be done directly under Shana jB/Asuna jC and consistently come out on top. It's spacings will vary depending on char MU a lot more than DFCI AAs normally do.

5C
Likely won't see too much use in neutral but has applications similar to Tatsuya 5C. This move works to pin landings due to it moving you forward, and you can cancel into 236A to stay safe/deal with pushblock/auto confirm on hit.

5AB
A far reaching whiff punish tool which has a "cinematic" state (allows you to invuln through Rusian, Iriya, Tomoka 214 etc). This tool makes for a nice whiff punisher vs very unsafe moves such as whiffed Shana 214, whiff Tatsuya 236, etc. Using this tool as a punish option over 236x/236AB etc. at times is good as it forces burst checkmates.

jA
A slightly disappointing jA but necessary to not be relentlessly bullied in neutral. Best used heads-on against an airborne opponent, while rising, etc.

jB
A wonderful jB that works as an A2A option, especially vs ambitious superjump approaches. Where 9jA could be baited by a double-jump to get above you, doing 7jB vs a superjump per-se would put you in a spacing to where you avoid double-jump opps. and could land 5B, 2AB, late stand guard, etc. Has lots of nice practical use and is easily cancellable into jC for confirms/air-strings.

236x
An extremely important tool and as such will have quite a bit of words to read.

236x Description
Kuroko's most important tool, in which mastering it is absolutely important for success with this character.

To start, 236x is a multi-hit "darts" or "needles" tool in which the set distance is initially decided by the button strength input. However, inputting movement while doing it will cause the darts themselves to adjust positioning in said direction inputted. This can be partial charged for slight curves in needle positioning, or fully charged for a homing effect that you can still move away if desired.

236A is mainly used as a cancel either on hit or block. 236B is mainly used as your primary neutral 236, with it being around where the opponent will likely be. 236C is mainly used if the opponent is fullscreen, covering Rusian, etc.

From what was just said it's important to note that the applications aren't limited to just uncharged or just charged, but both.

236x Application
Uncharged needles provide a poke to check certain spacings from aggressive opponents or answer tools in certain MUs, ie. vs. Iriya 5S, zoner specials, opponents landing/falling w/ button, etc. Uncharged needles are much harder to hit-confirm into 236AB (especially since you need 236[AB] for an optimal confirm), but with combo blast you can easily turn a random 236x 236AB confirm into a disgusting unburstable high damage combo.

Charged needles can be used in the same situation as uncharged but provide more hit-stun, control, and so on. Some common charged needle spots are with an assist covering you, vs far airteching opps. (ie. post powerblast), etc.

236x Roadblocks/Layers/Answers etc
The most obvious will be people running/jumping at you if you needle too close and superjumping at you if you rely on charged needles too often from afar.

For the former, just being aware that your opponent understands this option is the most basic answer. Swapping in dash 5B vs antsy grounded dash-ups, dashblock to get under 9j, 7j to simply retreat, as well as other various options to get around aggressive movement is key here.

For the latter the answer is simply putting yourself within their superjump arc to where they would superjump over you (or late stand guard if you weren't quick enough to do so). By putting yourself in such a spot you get under and behind them. This forces them to land where you can pin their landing, or to double-jump which could be answered with rising jA, jB, dash-under 5B, late stand guard if you're too late, 2AB, the list goes on.

Another issue for needles will be certain assists like Iriya 6S, or trump state assist calls. For this, it's important to either play at a spacing where you can punish assist call, where 236x will counter-hit them assist calling, or simply waiting it out and relying on needles while assist is on CD.

Another issue for charged needles will be characters like Emi/KYH who have fullscreen ranbus. I don't think this removes the option from the table you just have to be careful about fullscreen 236[x] when they have meter. Similarly, zoners with projectiles may seem scary to 236[x] versus, but know the risk/reward is in your favor as you can release needles early and counter-hit them (ie Tatsuya 236AB).

Potential
Kuroko's unique character potential grants her a farther reaching 2AB and 5AB, homing 5AB and trump card, HKD on some 214/j214, her dash becomes a teleport and her airdash goes further for 20 seconds. She also gains attack level 1 for 20 seconds granting increased damage. To activate her potential, 236x needs to hit or be blocked 3 times. She can activate this potential twice per round. I believe with potential being 20sec, and it being achievable twice a round, the timing to do it doesn't matter too much. It is simply worth shooting for when possible as 236 is an important part of your neutral. As for being in potential, Kuroko will be running the same gameplan but "better". Her now unreactable dashing (at certain distances) allows for lots of movement baits, as well as possible rushdown once respect is established. However, mindlessly flying at the opponent with your now terrifying movement speed can be fatal as being forced to block or getting hit burns time in potential. As such, taking advantage of potential and not over-committing is important.

Trump
Kuroko's trump isn't anything special but learning when to install will be important. I believe in R1, your first confirm after powerblast to gain momentum is best. Of course, this has cases where its not necessary or possible. For R2, you have a few routes you can go. From losers' side, you can opt to not trump install if the momentum is heavily in your favor and the opponent used a trump in R1/low on resources. If it's looking close, it's best to get a trump installed. From winner's side, you can trump install if the momentum is in your favor as a way to force them to spend up resources/checkmate them even if you trumped in R1. Alternatively, saving for an explosive R3 is an option too. For R3 you have plenty of freedom with two trumps. You can trump install immediately whether it's a meterless confirm or a "nobility" meterdump confirm. You can also choose to trump install immediately into the next confirm you get even if you're already in trump to get the opponent in a next hit kills state. Alternatively, if you have only one trump, it may get a little tricky. It's worth holding it until at least potential or a potential enabling route to put you in a wincon state. Not related to round x, but it's worth noting trump can be installed by a meterless 236x if you're meter starved. Also, despite 236AB being metered, since it is multi-hit if you trump install before the final hit the opponent can burst. However, if you wait until the final hit to trump, you don't get oki. Deciding when to risk burst or to guarantee its hit is up to you.

Defense
Kuroko's defense is by far her weakest area. She struggles from her 2AB going airborne (but not a weak 2AB itself) and trump not even being a considerable option as its needed for her high damage wincon as a combo ender and works terribly as a defensive tool. Some options Kuroko has are things like dash 2A/5B out of pushblock, fuzzy-jump, 5C whiff punishing out of pushblock, fuzzy-superjump, and other universal defensive options. Jumpy opponents like Yuuki with her jB, Shana jA, Asuna jC pose a serious threat as anti-airing them on the ground is super difficult due to the inability to walk-back to reposition and a rising jA could be easily baited. As such, implementing late stand guard to force deeper jump-ins (and as such, possibly cycle in 5B and dash-under) are your best bet. Rising jA has some decent use and if opponents start double-jumping to avoid it (ie. Yuuki does 9j~8[4]dj~B) you can pin their landing, 2AB their falling normal as they've burned their double-jump, possibly dash-under if in potential or they aren't fading back while djing, etc. Picking your fights here will be key as the lack of blue trump removes a lot of immediate implied threat.

Offense
By far Kuroko's scariest area and where the magic happens. The most common offensive option for Kuroko will be the simple string of 5B236A. Let's break it down.
5B236A (no delays on inputs here) will do multiple things.

  • If 5B is pushblocked, 236x is still blocked and Kuroko is put at a spacing where the threat of dash 5B, more 236x, 9j is all there. She alternatively can just wait-and-see to punish you which is just as scary.
  • If 236A is pushblocked, Kuroko is pushed out a decent bit. However, pushblock in DFCI adds blockstun and therefore allows Kuroko to dash back in and continue pressure.
  • On hit, grounded or air it confirms easily into 236AB.
  • On block, it's only -2 and allows for plenty of RPS such as 2A to call out dash-up attempts (dash up grab, 5C, etc), fuzzy-jump, wait-and-see, etc.


Now this is what the threat of 5B236A does alone. She has the option to alternatively stagger into 5C/2C, jump cancel, delay jump cancel, (recover) 5A/2A tickthrow (which she could stagger into 5B236A), (recover) dash 5B (loop), (recover) grab, 4AB cancel, etc. This on top of universal pressure options like A staggers, tickthrows, etc. make her pressure absolutely terrifying and even worse in potential as the fear of dash 2A/grab/4AB, IAD, etc. become a problem too. No matter which option Kuroko picks here successfully opening up the opponent can lead up to 40% easily.

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 -

Standard 5A. Dash 5A has decent use as a way to catch up-backing when 5B is too slow to do the trick.

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 -

Standard 2A. Dash 2A can be used to hold space close to you and as an aggressively fast low in potential.

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 -

5B which moves Kuroko forward, works as an AA or to take space, etc. Her most important normal and what gives her a fighting chance.

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 -

One of two grounded AAs for Kuroko. Best used at a spacing vs the tip of an aerial attack where you can take advantage of its slightly disjointed property or after a dash-under. However, vs moves like Shana jB/Asuna jC, it's best used directly under them.

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 -

Moves Kuroko forward and covers a decent amount of space. Not often used other than to sometimes pinning landings or to end a string.

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 -

Standard sweep that is mainly used as a pressure tool. In certain MUs, Kuroko can low-profile jump-ins with this 2C.

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 -

a jA where its hitbox is slightly in-front of Kuroko's waistline and likely whiffs vs opponents at an angle above her.


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 -

Disjointed air-to-air tool which can swat opponents out of the sky above her. Usually converts into jC easily.


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 -

A decently well rounded jC. Not ridiculous by any means, but can be used both A2A or ATG. Likely the best button to whiff on the way down to control space if needed.


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 -

Kuroko fires a needle close to her (roughly 2 character spaces or so away) which hits multiple times. Doing a falling low-to-ground j236A is plus on block, and it leaves a slight gap if you cancel it from an air normal. Charging the special increases hitstun, hit-count, and causes the needles to slowly home towards the opponent.

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 -

Kuroko fires a needle a decent spacing away which hits multiple times. Charging the special increases hitstun, hit-count, and causes the needles to slowly home towards the opponent.

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 -

Kuroko fires a needle nearly fullscreen spacing away which hits multiple times. Charging the special increases hitstun, hit-count, and causes the needles to slowly home towards the opponent.

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 -

236AB instantly homes onto the opponent regardless of screen position. Great combo tool and punisher. If cancelled into trump before the final hit hits, the opponent can burst (universal multi-hit EX feature).

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 -

Kuroko leaps a short distance forward, and on hit locks the opponent out of bursting until the animation is complete. Can be EX/CB cancelled before the opponent can burst. If the opponent bursts and Kuroko doesn't cancel into an action, she will invuln through the burst. Does not grant HKD outside of potential even as a single-hit starter. Can grant HKD as a combo ender in potential at times.

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 -

Kuroko leaps a short distance forward, just barely further than the A ver. and on hit locks the opponent out of bursting until the animation is complete. Can be EX/CB cancelled before the opponent can burst. If the opponent bursts and Kuroko doesn't cancel into an action, she will invuln through the burst. Does not grant HKD outside of potential even as a single-hit starter. Can grant HKD as a combo ender in potential at times.

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 -

Kuroko leaps a decent distance forward being very unsafe on block if done close, and on hit locks the opponent out of bursting until the animation is complete. Can be EX/CB cancelled before the opponent can burst. If the opponent bursts and Kuroko doesn't cancel into an action, she will invuln through the burst. Does not grant HKD outside of potential even as a single-hit starter. Can grant HKD as a combo ender in potential at times.

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 -

Kuroko leaps forward a decent spacing very fast and the speed/distance increases in potential. Does not always grant HKD even in potential, and sometimes needs a non EX j214 before it to give HKD.


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 -

Kuroko tosses the opponent at roughly 236C spacing making it a weaker throw for oki without Rusian 6S on the table.

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 -

A 2 hit 5AB which can invuln through bursts. In potential, this 5AB travels nearly fullscreen onto the opponent.

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 -

A single hit 2AB which sends Kuroko airborne, eliminating trump cancels on block (which wouldn't be good for her anyway). 2AB gives Kuroko lots of damage as a combo-tool and as such should be considered in routing optimizations. In potential, the height this 2AB reaches to home onto the opponent is increased a lot allowing her to reach double-jump heights.

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
-

Standard 4AB which mimics her jA visually.

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 -

One of the worst trump cards in the game as it is punishable on block in the corner without reflect guard punishing, often whiffs in clash situations, and doesn't always put her at a correct spacing on hit for her left/right setups. As such it is used almost entirely as a combo-tool. Homes and goes a further distance in potential.


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 covering lots of distance.

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 and as such has increased startup over your standard ranbu.


Combos

NOTES:

  • 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.
  • Stuff > refers to (jX) > 5A/2A > 2B/5B > 5C/2C etc.


Universal Combos

Stuff > 2C > 2A+B j.236[A+B] > j.A+B+C

  • Solo powerblast combo for one meter. 5C can be used instead of 2C, but 2C moves you closer to the opponent and sends them higher which is more consistent.

Stuff > 5A+B (one-hit) > 236[A+B] > 66 > 5B > j.B > j.C > j.A+B+C

  • Solo powerblast combo for one meter. More commonly used than the 2AB routing but slightly more difficult. If jB whiffs after 5B, you aren't getting close enough after dashing.

Stuff > 236A(1) > 236[AB] > (micro-dash) 66 > 5B > jBjC > djA+B+C

  • Solo powerblast combo for one meter. Possible but very difficult midscreen. Timing of 236[AB] determines how far the opponent goes and how possible the dash 5B link is.

2A/5A > 5B > 5C > 2AB

  • Requires close spacing for 2AB to hit. If opponent is airborne (ie. 2C) 2AB will not cause HKD. Meterless confirm.

5A > 5B > jB~jC > 2B > 5C > 2AB

  • Standing meterless confirm.

Stuff > 5A+B > 214A+B

  • Easy 1 bar BnB for beginner struggling with Kuroko's charged EX needle timings.

Stuff > 2C > 2AB > j236[AB] > 2B > 5C > 236A(1) > 5AC

  • 1 bar trump install. Can omit the 2B to make the confirm easier.

5B/2B > jBjC > j236A(1) > j236[AB] > (land, dash) > 2B > 5C > 236A(1) > 5AC

  • 1 bar AA trump install. Can omit the 2B to make the confirm easier.

Stuff > 5AB(1) > j236[AB] > (dash) > 5B > 5C > 236A(1) > 5AC

  • 1 bar trump install.

4AB~X > jBjC (while rising) > j236A(1) > j236[AB] > 2B > 5C > 236A(1) > 5AC

  • 1 bar 4AB trump install. Can omit the 2B to make the confirm easier.

Stuff > 2A+B > 236[A+B] > 5B > j.B > j.C > j.B > j.C > j.214C > 214A+B

  • Two bar combo that requires closer spacing for 2AB to hit. Using 2C over 5C may make it easier.

2B/5B > jBjC > j236A(1) > j236[AB] > (land) > 9jBjC > djBjC > j236A(1) > j214AB

  • Two bar AA confirm.

5B > 236A(1) > 236{AB} > (combo-blast) > j236[AB] > (dash) > 2C > 2AB > j236[AB] > 5C > 236A(1) > 5AC

  • Three bar meter dump combo. Great R3 starter as it puts you in potential and installs trump.

Stuff > 2A+B > 236[A+B] > 5B > j.B > j.C > j.B > j.C > j.214C > 41236B+C

  • Three bar combo, j214C > 426BC should be burst safe if cancelled into CA early enough.

4C/6C (grab) > 214AB > (combo-blast) > j236[C](1) > j236[AB] > (land) > 236A(1) > 236[AB] > 426BC

  • Grab 5 bar combo-blast routing which is ENTIRELY burst locked done right, even the meterless bits.

236AB > (combo-blast) > j236x(1) > j236[AB] > (land) > 236x(1) > 236[AB] > 426BC

  • 5 bar combo-blast routing which is entirely burst locked when done right. 236x depends on initial spacing.

j236(1) > j236[AB] > (land) > 236C(1) > 214AB > (combo-blast) > j236{B}(1) > j236[AB] > (land) > 236B(1) > 236[AB] > 426BC

  • 6 bar combo blast route. Should be entirely burst-locked.


Potential Specific Combos

Stuff > 2AB > j236[AB] > 2B/5B > jBjC > j214C

  • 1 bar potential specific route.

5B/2B > 2AB > j236[AB] > 2B/5B > jBjC > djBjC > j214C

  • 1 bar AA potential specific route.

5B/2B > 2AB > j236[AB] > 2B/5B > 5C > 236A(1) > 5AC

  • 1 bar AA potential specific trump install.

5B/2B > 5AB(1) > j236[AB] > 2B/5B > 5C > 236A(1) > 5AC

  • 1 bar AA potential specific trump install.

5B > 236A > 236[AB] > (dash) > 2B > 5C > 2AB > j236[AB] > 5C > 236A(1) > 5AC

  • 2 bar potential specific trump install.

5B (AA) > 236A > 236[AB] > (dash) > 2C > 2AB > j236[AB] > 5C > 236A(1) > 5AC

  • 2 bar AA potential specific trump install.

j236C(1) > j236[AB] > (land) > 236C(1) > 214AB > (combo-blast) > j236{B}(1) > j236[AB] > (land) > 236B(1) > 214AB > 426BC

  • 6 bar combo blast route, potential specific (but also installs potential). Should be entirely burst-locked. If you drop out of potential, 214AB > 426BC will not combo and whiff.


Assists

Wilhelmina

Combos

Stuff > 5AB(1) (6S Cancel) > (recover) > (5A+B+C) OR ((dash) 2B > 5C > 236[A] > (recover) > 5A+B+C)

  • Powerblast install route.

Stuff > 5AB(1) (6S Cancel) > (recover) > (5A+B+C) (whiff) > 236[A] > (dash) > 5B > jAjC > djBjC > j214C > 426BC

  • Powerblast install + CA route. Powerblast is optional.

Stuff > 5AB(1) (6S Cancel) > (recover) > (5A+B+C) (whiff) > 236[A] > (dash) > 2C > 2AB > j236[AB] > (dash) > jBjC > djBjC > j214C > j214AB > 426BC

  • Powerblast install + CA route. Powerblast is optional.

4C/6C (grab) > (5S Cancel) > (dash) > 2AB > j236[AB] > 5AB > 426BC

  • Grab combo route.

4C/6C (grab) > (6S Cancel) > 236AB > (recover) > (5A+B+C) (whiff) > (dash) > 2AB > j236[AB] > 214A > 214AB > 426BC

  • Grab combo route. Powerblast is optional.

236AB(1) > (combo-blast) > (6S Cancel) > j236[AB] > (dash all the way up) > 236[A] > (dash) > 2C > 2AB > j236[AB] > 5AB > 426BC

  • 6 bar combo-blast route that uses Wil 6S.

6S hit > 236[A] (when 6S releases) > 2AB > j236[AB] > (2C 5B 5C if trumped) > jBjC > djC > j214C > 426BC

  • 3 bar 6S starter.


Okizeme

236[AB] Ender > (recover) > (slight dash) 6S Call

  • dash 5A2A / 5A2C
    • On 2A/2C hit, wait for 6S release then: 236[A] > (dash) > 5B > jBjC > j236A(1) > j236{AB}
  • 4AB
    • On 4AB hit, wait for 6S release then: 236[A] > (dash) > 5B > jBjC > j236A(1) > j236{AB}
  • (micro-walk, instant 9jA) (answers throw-tech/upback and avoids most red trumps)
    • On jA hit, wait for 6S release then: 236[A] > (dash) > 5B > jBjC > j236A(1) > j236{AB}

Grab > (recover) > 6S Call

  • 236C
    • Covers disrespect on Wil 6S

Trump Install > (recover) > hold 9 and mash 6S >

  • (8dj~C)
    • Same-side left/right option. On jC hit, wait for 6S release then: 236[A] > 2AB > j236[AB] > micro-walk forward > 2C > 5B > 5C > jBjC > (j236A(1) j236AB) OR (djC j214C 426BC)
  • (8dj (land) 2A)
    • Same-side left/right option. On 2A hit, wait for 6S release then: 236[A] > 2AB > j236[AB] > micro-walk forward > 2C > 5B > 5C > jBjC > (j236A(1) j236AB) OR (djC j214C 426BC)
  • (8dj~66 (airdash))
    • Cross-up left/right option. Loses to blue trump. On 6S hit, dash up and wait for 6S release, then: 236[A] > 2AB > j236[AB] > micro-walk forward > 2C > 5B > 5C > jBjC > (j236A(1) j236AB) OR (djC j214C 426BC)
  • (8dj (land) (4C/6C))
    • Grab option. No follow-up available using Wil 6S.
  • ((land) 4AB)
    • On 4AB hit, wait for 6S release then: 236[A] > 2AB > j236[AB] > micro-walk forward > 2C > 5B > 5C > jBjC > (j236A(1) j236AB) OR (djC j214C 426BC)


Rusian

NOTE: There's a lot more routing currently undocumented via. Oremake footage which will hopefully make its way here soon enough.

Combos Stuff > 5AB(1) (6S Cancel) > (6S Hit) >

  • 5A+B+C
    • Powerblast Install
  • 236A(1) > 5AC
    • Sets up left/right. 9j 8dj~C vs 9j 8dj~66 (airdash).


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 off-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

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

Additional Resources

YouTube Modern Kuroko playlist. Has Dentou, Oremake, etc.
Oremake YT Channel
DFCIDiscord's Kuroko Character Page (Not Recommended, Kuroko is not known in NA)


General
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Characters
Akira
Ako
Asuna
Emi
Kirino
Kirito
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Kuroyukihime
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Miyuki
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Selvaria
Shana
Shizuo
Taiga
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Tomoka
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Yuuki
Assists
Accelerator
Alicia
Boogiepop
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Dokuro
Enju
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Holo
Innocent Charm
Iriya
Izaya
Kino
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Leafa
LLENN
Mashiro
Miyuki
Pai
Rusian
Ryuuji
Sadao
Tatsuya
Touma
Tomo
Uiharu
Wilhelmina
Zero