5A: Quick horizontal strike (5 frames) that is jump cancellable. Hits about a character length away. Can be used to OS many things on an opponent's wake up or set up timing after knockdowns.
2A: Self chainable low up to three times that hits otg. Same range as 5A and also 5 frames. Can chain 2A 5A into either a jump cancel or 2A which can be used in stagger pressure to keep your opponent guessing
5B: Anti-Air that is air unblockable and jump cancellable. Moves slightly forward and hits about 3 character lengths away. Useful to keep your opponent from upbacking. Because Kuroko’s hitbox extends in front of her, this is her go to anti-air when approaching an airborne opponent.
2B: Situational anti-air that is air unblockable and jump cancellable. Reach is short and its slower than 5B. A filler normal that's not really used outside of rebeat pressure or to attempt to low profile a jump in.
5C: Moves slightly forward so it has the most horizontal reach of all Kuroko’s normals and her best grounded starter. Hits about a backdash length away. Very bad on block so cancel into 236A to make safer. Hits otg.
2C: A low kick that moves slightly forward and hits otg. The length is about the same as 5C. Can low profile under some jump ins as Kuroko is low to the ground.
j.A: Has fast start up making a decent horizontal air-to-air. It has cross up hitbox if used on a deep jump in or after a airdash. This can be used to create ambiguous cross ups from a hard knockdown
j.B: Good horizontal hitbox that makes this Kuroko’s best air-to-air approach when below the opponent. Has a very small hitbox that can cross up.
j.C: Similar use to j.A as an air-to-air but slower. Best starter along with 5C for max damage combos. Go to cross up normal for jump ins as it has the best hitbox of her air normals.
236x (Steel Darts): Kuroko’s main tool and the one that will activate her potential. Each strength launches needles a different length away from Kuroko. Button can be held to charge the needles, adding more damage and hitstun, as well as allowing Kuroko to reposition where the darts launch by moving the dpad/control stick. Good utilization of this move is integral to Kuroko’s gameplan.
A Version: Hits about a backdash away.
B Version: Hits a bit less than two backdashes away
C Version: Hits about two backdashes away
EX: Homes in on the opponent making it a good fullscreen punish. Charged EX is used in almost all her ground to air routes.
j.236X: Works pretty much the same as the grounded version with less range on uncharged. Useful for stalling descent or using charged darts to attempt and steal a turn with the added blockstun.
A Version: Hits right infront of Kuroko. Is plus on block if done low to the ground
B Version: Hits a backdash away
C Version: Hits two backdashes away
EX: Homes in on the opponent making it a good fullscreen punish. Charged EX can be used in certain routes in order to do a rejump combo.
214x: Kuroko’s typical combo ender which leads to a techable knockdown. Each version moves Kuroko farther forward and are roughly the same speed. Properly spaced, this move leaves Kuroko plus on block allowing her to continue pressure. This is useful when your opponent pushblocks to get back in and continue pressure. Note that during her potential, non EX versions gain added untech time allowing for hard knockdown from normal proration starters.
A Version: Hits about a backdash away
B Version: Hits a bit over a backdash away
C Version: Hits about two backdashes away
EX: Fastest version, travelling the same distance as C version and hard knockdowns
j.214X: Functions the same as grounded. The start up is better than grounded versions, but all versions are worse on block. EX version is the most common way to convert air combos into climax.
5AB: Fairly quick but risky way to punish your opponent in neutral for whiffing a button or trying to jump. The range is a bit less than two backdashes away. At max range, Kuroko will only get one hit, instead of the animation making it very hard to convert into a combo without combo blast or assist when not in the corner. Opponent is locked out of escape blast during a successful 5AB.
2AB: Not very useful outside of situational combos as a filler. Not a good reversal.
4AB: Universal overhead. Follow up is universal launcher.
41236BC: Kuroko will teleport dash full screen similarly to other character’s ranbus. Because of travel time, in long combos this can whiff because the opponent can recover in time. Kuroko can also run under the opponent if mistimed.
63214BC: Standing ranbu which launches darts fullscreen. If it connects, Kuroko will teleport and kick the opponent leaving them in 236X range. If the first part is blocked, follow up kick will not occur.
Teleports into the air and travels roughly two backdashes away before slamming a wheelchair into the opponent. The start up is extremely slow making it easy to react to and as such ill-suited as a reversal. In potential, this will track your opponent making it a great punish.
Hit the opponent with 3 instances of 236X (on block is OK) for Attack Level 1 and to gain a dash teleport for 20 seconds. 5AB will home in on opponents and trump will track. This can be activated twice per round.