Combo theory with Kuroko is all about recognizing ranges so that you know which route to go into. If midscreen and point blank, 2AB j236AB is a much easier link to do than going for microdashes after 5AB so it should be used when your execution is not on point. Careful management of needles in combos is also important so that you are able to activate your potential right when you want to. Kuroko has multiple routes to get one or two charges, or complete activate it from many hits, so picking and choosing when to do so is key. 236[AB] is a common thing used in every route so meter management is important. Lastly, on heavy scaling combos 214AB will not hardknock down. Switching the ender to j214X(1) j214AB will usually give the hard knockdown so this is another thing to keep in mind.
Bracketed values denotes combo damage
Kuroko jump loop requires you to be point blank and the timing is a little tricky making it overall not normally worth going for, though it does add a decent amount of damage to meterless combos. If the j.C is mistimed it will cause a cross up reset
236[X] combos can be done with a falling/low to the ground j236[X]. Timing and damage is slightly different
236[AB] should be let go immediately in all combos
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A (1462 [1990])
Most basic combo that starts working towards your potential
5A 5B (j.B slight delay j.C 5A 5B) 5C 214C (1634 [2075])
Leaves you at a backdash distance away
5A 5B (j.B slight delay j.C 5A 5B) 5C 2AB (1641 [2081])
Hard knockdown if jump loop is omitted; opponent is right beside you if no jump loop, at 5B distance if jump loop is done
4AB>X j.B j.C dj.B dj.C j214C (2169)
Gains a hard knockdown off of the universal overhead
Won’t cause hard knockdown if j214 is done after j.B j.C
4AB>X j.A j.B j.C dj.B dj.C j236A (2106)
Starts working towards your potential from universal overhead
Opponent techs in the air while you are on the ground allowing for time to set up a mix up or call an assist
4AB>X j.A j.B j.C dj.ABC (1757)
Powerblast combo from universal overhead
236[X] 5B j.B j.C dj.B dj.C j236A (2379)
Requires you to be close to point blank for 5B to connect after 236[X]
236[X] j.B j.C dj.B dj.C land j.B j.C dj.C j236A (2465)
More optimal version of the rejump combo but very tricky to perform
The initial jump combo needs to all be delayed and the rejump needs to be immediate
236[X] 5B j.B j.C dj.B dj.C j214C (2467)
Requires you to be close to point blank for 5B to connect after 236[X]
236[X] j.B j.C dj.B dj.C land j.B j.C dj.B dj.C j214C (2526)
More optimal version of the rejump combo that brings the opponent to the ground but very tricky to perform
The initial jump combo needs to all be delayed and the rejump needs to be immediate
236[X] 5B j.A j.B j.C dj.ABC (1911)
Powerblast combo
5B j.B j.C dj.B dj.C j236A (1710)
Anti-air confirm that charges potential and leaves the opponent airborne allowing Kuroko to call an assist while they are still recovering
2AAA 5B 5C
Otg off a hard knock down
5A 5B 5C 236A 236[AB] microdash 5B j.B j.C dj.B dj.C j236A (2697)
Activates potential for one bar but the microdash 5B is a tight link
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A 214AB (2015 [2340])
Hard knockdown while working towards potential, opponent is closer to you
5A 5B (j.B slight delay j.C 5A 5B) 5C 5AB 236[AB] (2127 [2415])
Hard knockdown and about a super jump distance away
5A 5B 5C 2AB j236[AB] 5B j.B j.C j236A (2713)
Builds up potential and good damage for 1 bar
5A 5B 5C 2AB j236[AB] 5B j.B j.C j214C (2833)
More damage for 1 bar.
5A 5B 5C 5AB(1) j236[AB] dash 5B j.B j.C dj.B dj.C j236A (2491)
Side switch combo that builds potential
5A 5B 2C 2AB j236[AB] 5B j.B j.C dj.ABC (2501)
Solo power blast combo that is a bit tricky
4AB>X j.B j.C j236A j236[AB] land microdash 5B j.B j.C j236A (2601)
Alternative combo that activates potential from universal overhead. Good way to begin your offense.
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land j.B j.C dj.B dj.C j214C (2648)
Charges potential and most damage
4AB>X j.B j.C dj.B dj.C j236A j214AB (2447)
Hard knockdown and builds up potential
4AB>X 236[AB] microdash 5B j.B j.C dj.B dj.C j236A (2622)
Kinda swag combo that builds up potential and does good damage
4AB>X j.B j.C dj.B dj.C j236a j236[AB] land 5ABC (2447)
236[X] j.B j.C land j.B j.C dj.B dj.C j236A j236[AB] (2786)
Requires you to be close to point blank. Activates potential
236[X] 5B j.B j.C dj.B dj.C j236A j214AB (2729)
Requires you to be close to point blank for 5B to connect after 236[X]. Charges potential and gets hard knock down
5B j.B j.C dj.B dj.C j236A j236[AB] land 236A (2239)
Anti-air confirm into potential
j.C j236A j.236[AB] land 5B j.B j.C dj.B dj.C j236A (2814)
Easy jump in or iad confirm into potential
xx 2AAA 5B 5C 236AB
Otg off a hard knock down
5A 5B 5C 236A 236[AB] microdash 5B j.B j.C dj.B dj.C j236A j.214AB (3079)
Gives hard knockdown and activates potential. Tight link for microdash 5B.
5A 5B 2C 2AB j236[AB] 5B j.B j.C dj.B dj.C dj214C(1) j.214AB (3118)
Easier combo if point blank starter that gives hard knockdown
5A 5B (j.B slight delay j.C 5A 5B) 5C 214C 41236BC (3116 [3557])
Hard knockdown. Opponent is left a bit over a backdash away.
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A 63214BC (2545 [2914])
Hard knockdown, builds up potential and 20% blast meter. Opponent knocked half screen away
5A 5B (j.B slight delay j.C 5A 5B) 5C 5AB 41236BC (3090 [3547])
Hard knockdown option without building up potential
5A 5B (j.B slight delay j.C 5A 5B) 5C 5AB 63214BC (2565 [2989)
Hard knockdown and 20% blast meter. Good for corner carry. Opponent knocked half screen away
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land 236A 214AB (2933)
Activates potential from universal overhead and hard knockdown. Good way to begin your offense but the timing to link 236A is tight
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land j.B j.C j214C(1) j214AB (2943)
Hard knockdown with potential charge
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land 2AB j.236[AB] (2979)
Activates potential and opponent can tech. Good opportunity for a run under mix up
236[X] j.B j.C j236A j236[AB] land 5B j.B j.C dj.B dj.C j214C 214AB (3626)
Requires you to be close to point blank. Activates potential and gets hard knock down. Same damage if using 236[AB] instead of 214AB but the opponent can tech. Can side switch by dashing under before 5B
236[X] j.B j.C dj.B dj.C j214C 41236BC (3949)
Basic climax combo from a raw 236[X]. Requires you to be point blank.
236[X] j.B j.C dj.B dj.C j214C 63214BC (3391)
Ranbu variant that recovers 20% blast gauge. Requires you to be point blank.
5A 5B 5C 236A 236[AB] microdash 5B j.B j.C dj.B dj.C j214C 41236BC (4210)
Climax combo that builds towards potential. Tight link for microdash 5B.
5A 5B 2C 2AB j236[AB] 5B j.B j.C dj.B dj.C j214C 41236BC (4313)
Easier combo route if point blank that gives hard knockdown
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A 236[AB] 63214BC (2973 [3264])
Hard knockdown, builds up potential and 20% blast meter. Opponent knocked half screen away
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land 236A 41236BC (4146)
Activates potential from universal overhead into climax. Good way to begin your offense but the timing to link 236A is tight
236[X] j.B j.C j236A j236[AB] land 5B j.B j.C dj.B dj.C j214C 41236BC (4871)
Requires you to be close to point blank. Activates potential and goes into climax. Can side switch by dashing under before 5B
236[X] j.B j.C j236A j236[AB] land 5B j.B j.C dj.B dj.C j214C 63214BC (4176)
Requires you to be close to point blank. Activates potential and recovers 30% blast gauge. Leaves opponent almost fullscreen. Can side switch by dashing under before 5B
236AB 63214BC (2799)
Full screen punish that leaves you near the opponent
5A 5B 5C 236A 236[AB] microdash 5B j.B j.C dj.B dj.C j236A j214AB 41236BC (4712)
Climax combo that activates potential. Tight link for microdash 5B.
5A 5B 2C 2AB j236[AB] 5B j.B j.C dj.B dj.C j214C j214AB 41236BC (4663)
Easier combo route if point blank that gives hard knockdown
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land j.B j.C dj.B dj.C 214C 236AB 41236BC (4578)
Activates potential from universal overhead into climax.
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land 2AB j236AB land 41236BC (4609)
Alternate way to activate potential into climax. Timing to land climax is tricky.
236[X] j.B j.C j236A j236[AB] land 5B j.B j.C dj.B dj.C j214C j214AB 41236BC (5256)
Requires you to be close to point blank. Activates potential and goes into climax. Can side switch by dashing under before 5B
236[X] j.B j.C j236A j236[AB] land 5B j.B j.C dj.B dj.C j214C 63214BC (4642)
Requires you to be close to point blank. Activates potential and recovers 40% blast gauge. Can side switch by dashing under before 5B
j.C j236A j.236[AB] land 5B j.B j.C dj.B dj.C j236A j214AB 41236BC (4829)
Easy jump in or iad confirm into climax. Activates potential
j236[AB] 236[AB] microdash 5B j.B j.C dj.B dj.C j236A j214AB 41236BC (5492)
must be right beside the opp and do a falling j236[AB]
Throw 236[AB] 5B j.B j.C dj.B dj.C j214C 214AB 41236BC (3907)
Corner throw climax combo
Throw 236[AB] 5B j.B j.C j236A j236[AB]
Corner throw combo that activates potential
*Any combo that uses “5AB microdash 5B” no longer needs the dash in the corner making it easy to combo
5A 5B 2C 5C j.B j.C dj.B dj.C j214C
Meterless trump card combo using rebeat
xx 2AA 5B 5C 2AAA
Meterless otg when in trump
Mashiro will normally be used for oki but sometimes you need an extra bit of damage and 5S is a good way to extend. Anytime j.214X is used to go from the air to the ground, 5S can be used to keep the opponent in hitstun, allowing for a continuation.
Uiharu will mostly be used for oki and not really combo extensions. From a stray 5S however all of Kuroko’s anti-air routes will work. Starting a combo with 5AB is also an option for metered routes and will allow you to confirm when far away from the opponent.
Combos listed in this section show what is possible to do from different starters. The only purpose of these combos are to give a better understanding of Kuroko’s combo theory and should be attempted at least once to get a better feel of combo structure. These will help with on the fly combo routing when you get a stray hit.
5B j.B j.C dj.B dj.C j214C (1813)
Anti-air confirm that allows the opponent to tech
5A 5B (j.B slight delay j.C 5A 5B) 5C 5AB (1608 [2065])
Leaves the opponent far from you; roughly half screen away
5A 5B (j.B slight delay j.C 5A 5B) 2C (1077 [1794])
Most basic way to gain a hard knockdown
236[X] j.B j.C land j.B j.C dj.B dj.C j236A (2408)
Rejump combo
236[X] j.B j.C land j.B j.C dj.B dj.C j214C (2469)
Rejump combo to bring the opponent to the ground
236[X] 5ABC (1012)
Powerblast combo
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A 236[AB] (2049 [2340])
Gives hard knockdown and only requires 1 more 236X to get potential
5A 5B (j.B slight delay j.C 5A 5B) 5C 214C 214AB (1992 [2425])
Overall not worth it to do unless it will kill
214C(1) should be done to get a hard knockdown at the lost of some damage
5A 5B (j.B slight delay j.C 5A 5B) 5C 5AB 214AB (2103 [2415])
Hard knockdown
5A 5B 2C 2AB j236[AB] 5ABC (2195)
Solo power blast combo
5A 5B 5C 5AB(1) j236[AB] microdash 5B j.B j.C dj.ABC (2257)
Another solo power blast combo thats easy to do
5A 5B 5C 236A 236[AB] microdash 5B j.B j.C dj.B dj.C j214C 214AB (3078)
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land 236A (2548)
Activates potential from universal overhead. Good way to begin your offense.
4AB>X j.B j.C dj.B dj.C j214C j214AB (2519)
Use j214C(1) to get hard knockdown but damage is lower than using j236A instead
4AB>X 236[AB] microdash 5B j.B j.C dj.B dj.C j236A (2622)
Kinda swag combo that builds up potential and does good damage
236[X] 5B j.B j.C dj.B dj.C j236A j236[AB] (2774)
Requires you to be close to point blank for 5B to connect after 236[X]. Activates potential with opponent able to tech in the air
j.C j236A j.236[AB] land 236A (2270)
Easy jump in or iad confirm into potential
5A 5B 5C 236A 236[AB] microdash 5B j.B j.C dj.B dj.C j236A j.236[AB] (3082)
Activates potential and slightly more damage. Not really worth it unless you think the damage will kill
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A 41236BC (2971 [3472])
Hard knockdown and builds up potential. Opponent is left bit a over a backdash away
5A 5B (j.B slight delay j.C 5A 5B) 5C 214C 63214BC (2558 [2999])
Hard knockdown, and 20% blast meter. Opponent knocked half screen away
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land j.B j.C dj.b dj.C j214C j214AB (2998)
Hard knockdown with potential charge
236[X] j.B j.C dj.B dj.C j236A j236[AB] land j.B j.C dj.B dj.C j214C 214AB (3364)
Requires you to be close to point blank. Activates potential and gets hard knock down.
5A 5B (j.B slight delay j.C 5A 5B) 5C 236A 236[AB] 41236BC (3531 [3822])
Basic climax combo that builds towards potential
4AB>X j.B j.C dj.B dj.C j236A j236[AB] land j.B j.C dj.B dj.C j214C 41236BC (4130)
Hard knockdown with potential charge
5A 5B j.B slight delay j.C 5A 5B 5C 2AB j236[AB] land 236A 236[AB] 41236BC (4558)
Activates potential from jump loop into climax