User:Wishy/DFCI Kuroko notes
Referencing the character Kuroko from DFCI on this page.
Note on notation: for 236AB specifically, {AB} means we hold input until we reach charge threshold and immediately release.
Solo Combos
Meterless
2A/5A 5B 5C 2AB
- Meterless HKD route off short string
- If you are too far for 2AB to connect, 5AB can be used for slightly less damage in exchange for working at all ranges.
5A 5B jB~jC 2B 5C 2AB
- Meterless HKD standing route
1 Bar
2A 5B 5C 236A(1) 236{AB}** (micro-dash) 5B jBjC djABC
- 1 bar PUB Install route
- Release {AB} when opponent is towards the apex (but not exactly at it, you don't want them to move too far away) of their "launch" from the initial 236A, allowing for dash 5B to link.
- Can be done midscreen but significantly easier in corner
2A 2B/5B 2C/5C 5AB(1) j236{AB} (dash) 5B jBjC djABC
- Another 1 bar PUB Install route
5A/2A 5B 2C 2AB j236{AB} 2B 5C 236A(1) 5AC
- 1 bar trump install
5B/2B (AA hit) jBjC j236A(1) j236{AB} 2B 5C 236A(1) 5AC
- 1 bar trump install AA confirm
4AB~X jBjC(rising) j236A(1) j236{AB} (dash) 2B 5C 236A(1) 5AC
- 1 bar trump install 4AB confirm
5A/2A 5B/2B 2C 5AB(1) j236{AB} (dash) 5B 5C 236A(1) 5AC
- 1 bar trump install
2A/5A 5B 5C 2AB j236{AB} 2B jBjC 214C
- 1 bar route, potential specific
5B/2B (AA hit) 2AB j236{AB} 2B/5B jBjC djBjC j214C
- 1 bar AA route, potential specific
5B/2B (AA hit) 2AB j236{AB} (land, dash) 2B/5B 5C 236A(1) 5AC
- 1 bar AA trump install, potential specific(?)
5B/2B (AA hit) 5AB(1) j236{AB} (land, dash) 2B/5B 5C 236A(1) 5AC
- 1 bar AA trump install, potential specific(?)
2 Bar
2B/2B (AA hit) jBjC j236A(1) j236{AB} (land) 9jBjC djBjC j236A(1) j214AB
- 2 bar AA confirm
5B 236A(1) 236{AB} (dash) 2B 5C 2AB j236{AB} 5C 236A(1) 5AC
- 2 bar trump install, potential specific(?)
5B (AA hit) 236A(1) 236{AB} (dash) 2C 2AB 236{AB} 5C 236A(1) 5AC
- 2 bar AA trump install, potential specific(?)
3 Bar
5B 236A(1) 236{AB} (5ABC // CB) 236{AB} (dash) 2C 2AB j236{AB} 5C 236A(1) 5AC
- 3 bar CB trump install route (R3 stuff)
4C/6C (grab) 236{AB} 2C 5AB 426BC
- 3 bar grab route. Corner specific
4+ Bar
4C/6C (grab) 236{AB} (dash) 5B 2AB j236{AB} 214A (214AB) 426BC
- 4 bar grab route. Corner specific
4C/6C 214AB (5ABC // CB) j236{C} (correct it to hit them before landing) j236{AB} (land) 236A(1) 236{AB} 426BC
- Grab 5 bar CB meter-dump
236AB (5ABC // CB) j236x(1) j236{AB} (land) j236x(1) j236{AB} 426BC
- 5 bar CB meter-dump (for full-screen punishes etc). 236x depends on spacing
4C/6C (grab) 236{AB} (dash) 5B 2AB j236{AB} 214A 214AB 426BC
- 5 bar grab route. Corner specific
j236C(1) j236{AB} (land) 236C(1) 214AB (land, "bounce") 5ABC(CB) j236{B} j236{AB} (land) 236B 214AB 426BC
- 6 bar CB route, potential specific
j236C(1) j236{AB} 236C 214AB (land, "bounce") 5ABC(CB) j236{B} j236{AB} (land) 236B 236AB 426BC
- 6 bar CB route, potential specific
Wil Combos
"Wil" refers to Wilhelmina assist
2A/5A 5B 5C 5AB(1) (6S Cancel) (recover, 6S hits) (dash) 2B 5C 236[A] (aim to where they land) (release) 5ABC
- 1 bar PUB route that uses Wil 6S
2A/5A 2B 5C 5AB(1) (6S Cancel) (recover, 6S hits) 5ABC (PUB) 236[A] (aim to where they land) (release) (dash) 5B jAjC djBjC j214C 41236BC
- 3 bar PUB route that uses Wil 6S
2A/5A 2B 5C 5AB(1) (6S Cancel) (recover, 6S hits) 5ABC (PUB) 236[A] (aim to where they land) (release) (dash) 2C 2AB j236{AB} (land) jBjC djBjC j214C j214AB 41236BC
- 5 bar PUB route that uses Wil 6S
4C/6C (5S Cancel) (dash) 2AB j236{AB} 5AB 41236BC
- 4 bar grab combo that uses Wil 5S
4C/6C (6S Cancel) 236AB (recover) 5ABC (PUB) (dash) 2AB j236{AB} 214A 214AB 41236BC
- 6 bar PUB grab combo that uses Wil 6S
236AB(1) 5ABC(CB) (6S Cancel) j236{AB} (dash all the way up) 236[A] (aim to where they land) (release) (dash) 2C 2AB j236{AB} 5AB 41236BC
- 6 bar CB combo that uses Wil 6S
4C/6C 236{AB} 2C 5AB(1) (6S Cancel) (micro-walk back) 5ABC (PUB) 236{C} jC djC j214C j236AB 41236BC
- 5 bar PUB grab route that uses Wil 6S. Corner specific
Wil Oki
236(AB) Knockdown
Then do one of the following after:
- Dash 5A2A / 5A2C
- On 2A/2C hit, wait for 6S to finish then 236[A] and aim to where they would land, pick up with 5B jBjC j236A(1) j236{AB}
- On 5A hit (assuming they jumped back) same as above
- If both 5A and 2A/2C hit, change jBjC to jAjC for consistency.
- 4AB
- On 4AB hit, wait for 6S to finish then 236[A] and aim to where they would land, pick up with 5B jBjC j236A(1) j236{AB}
- micro-walk, instant 9jA (catch them trying to tech throw or upbacking, can dodge red trumps)
- On jA hit, wait for 6S to finish then 236[A] and aim to where they would land, pick up with 5B jBjC j236A(1) j236{AB}
- Grab
- We get no combo out of this but important to show the option to try and encourage throw tech/upback/mash.
Grab knockdown from midscreen
6S after a throw, it's that simple. The 6S does not hit meaty from this unless you do a cancel assist call, which costs 1 bar outside of trump state and also has a flash that makes it very obvious to your opponent that they should just block.
- 236C can be done after 6S call to try and catch someone trying to jump out or mash.
- On hit, run up and do 236[A] into 5B jBjC j236A(1) j236{AB}
Some characters have moves that can challenge Kuroko even from the distance that midscreen throw leaves you. For these characters, be wary when using 236C to check them.
- Asuna can wakeup with 5AB which will clash once with 236C before hitting Kuroko.
- If you react fast enough to the clash you can save yourself with 63214BC, Combo Blast, or 5AC (Not Recommended, highly likely to whiff).
- If they instead wake up with ranbu, you're cooked :(
Trump Knockdown
Enter trump install after a combo like this one and do 6S immediately after recovering from 5AC.
Perform a forward jump after calling 6S and do one of the following:
- 8dj~C
- On jC hit, wait for 6S then 236[A] (aim to where they land) (release) 2AB j236{AB} (micro-walk forward) 2C 5B 5C jBjC djC j214C 41236BC
- 8dj (land) (2A)
- On 2A hit, wait for 6S then 236[A] (aim to where they land) (release) 2AB j236{AB} (micro-walk forward) 2C 5B 5C jBjC djC j214C 41236BC
- 8dj (land) (4C/6C)
- Throw cannot combo into 6S hit. Useful in the corner or if you can kill off a throw combo with resources.
- (land) 4AB
- On 4AB hit, wait for 6S then 236[A] (aim to where they land) (release) 2AB j236{AB} (micro-walk forward) 2C 5B 5C jBjC djC j214C 41236BC
- Note you do not have to commit to the follow-up, 6S will confirm for you.
- 8dj~66 (air dash)
- On 6S hit, dash up immediately, wait for 6S to release then 236[A] (aim to where they land) (release) 2AB j236{AB} (micro-walk forward) 2C 5B 5C jBjC djC j214C 41236BC