Dokuro is popular and extremely beginner friendly due to her fast 5S move. 5S does almost everything: easy combo extensions, combo confirms, anti-air, meterless assist call combos, defensive options, blockstring pressure, etc. You will most likely find yourself using her as an anti-air more than anything next to extending your combos. When you find yourself in a pinch on wakeup, 5[S] can become a useful gimmick move. Despite being a resource intense option, it effectively prevents the opponent’s okizeme and allows you to take back neutral. 6S is a projectile that can close the gap and help you turn the tide of the battle. 6S causes hard knockdown and is a full screen projectile. Like most assists, Dokuro becomes more threatening when the player is in trump mode. Being able to call her while in the air or while there is a gap in a blockstring can surprise the opponent and make them more cautious of their movements. If you are new to the game, give Dokuro a shot and see if she’s the right fit for you.
5S has very fast startup
5S can be used as an anti-air
Easy combo extension
6S can be shut-down by clashing with other projectiles
Dokuro falls from the top of the screen with her mace. Indisputably the strongest anti air assist in DFCI. It covers the entire vertical space she occupies due to it’s quick speed. It's also fast enough to do meterless assist call combos depending on the character.
Dokuro throws her mace and knocks the player into the air and wall bounces into another hard knockdown. This can only be used when the player is knocked down at the cost of 3 meter. The attack inflicts white damage to the player. After the initial attack she spins her mace around, protecting the player. If the opponent blocks the first surprise attack, this follow up lets you recover safely.
Dokuro throws her mace across the screen at an alarming speed. Because of the upward angle of this move it will whiff fullscreen if the opponent is crouching. On hit it causes hard knockdown. This is a great projectile that can keep zoners in check or opponent's trying to call their own assist. As it is a projectile it is still prone to trading with other projectiles.