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Samurai Shodown VI/Kuroko

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Introduction

Be on your guard, please. He is really strong.

Kuroko is a hidden character in the console ports who is meant to function as a sub-boss, similar to his appearance in Samurai Shodown II. He is deliberately overpowered in that he borrows a wealth of special moves from other SNK characters which he can easily spam, his Rage balance is extremely good and he is immune to disarms.

Data

  • Dash type: Run
  • Damage taken: 105%
  • Rage retention: 78
  • Rage duration: 15 seconds

Gameplan

Spam high and low fireballs of differing speeds. You can have more than one different fireball on the screen so be creative with your danmaku. Poke with your normals, 6B and 236C. Anti-air with 623S and 21416AC. Mixup with [360]C and try to get the just frame followup. Combo into your WFTs or use them as raw punish tools, they're good either way.

Worth noting is that, if Kuroko is disarmed in any way, then upon recovering he will strike an invincible pose as he regenerates his fans. He can never be unarmed, and as a result he is the only human character with two regular taunts. (On a side note, Poppy is the only animal with two different taunts, while the others only have one.)

V Spirit is good because you have plenty of time to meditate while you're spamming fireballs, and you can cleanly convert from 214A into a juggle in State Of Nothingness. Kuroko takes a while to achieve Rage but his lasts a long time, so II Spirit is good for taking advantage of his versatile WFTs. Kuroko's Hyper Slash is among the best in the game, so I Spirit may be used if you're willing to forgo your WFTs for this move.

Normal Moves

Far Slashes

  • 5A - An elbow attack.
  • 5B - A forward flag swipe.
  • 5C - A massive dual flag swipe.
  • 2A - Similar to Ukyo's 2A, a quick rainbow swipe.
  • 2B - 2A but slower, more damaging and heavier.
  • 2C - 5C but lower.

Near Slashes

  • n5A - Quick palm attack. Special cancellable but will not combo.
  • n5B - Two-hit attack as Kuroko swipes upward with his fan. Only special cancellable on the first hit.
  • n5C - A dual flag swipe downward, covering a very good area.
  • n2A - Same as far version.
  • n2B - Same as far version.
  • n2C - Same as far version.

Kicks

  • 5D - Short upward kick. Situational poke and anti-air.
  • 6D - Forward leaping kick. Hits mid despite appearances, but will high profile and evade throws while active. Special cancellable.
  • 2D - Quick low kick, but not as fast as your n5A.
  • 3D - Low-hitting roundhouse sweep.

Dash Normals

  • 66A - Running elbow then an upward strike for two hits. The first hit is special cancellable. This is how Kuroko continues combos after 236C.
  • 66B - Running 2B with the same decent range.
  • 66C - Two-hit swipe. The first hit is special cancellable, while the second hit causes a soft knockdown on hit.
  • 66D - Running, sliding 2D which causes a soft knockdown on hit.

Air Normals

  • jA - Quick downward swipe
  • jB - Downward swipe covering a decent horizontal area.
  • jC - Dual fan swipe downward. Ideal as a jump-in but has amazing range for an air-to-air as well.
  • jD - A quick air-to-air kick angled slightly downward. Better for hitting that area than jA.

Hyper Slash (I)

  • A+B - Essentially his 5C.

Command Moves

6B

  • A leaping overhead with very good range.

Special Moves

Slick's Genocide - 623S

  • Rugal's Genocide Cutter. Strength determines startup, damage, vertical travel and invincibility, with 623C being an invincible reversal. Worth noting is that 623C may result in an ambiguous crossunder when performed close enough.

Slick's Baji Attack 1 Exorcism - 236A

  • Iori's Dark Thrust. This is a low fireball which travels slowly. This can hit OTG.

Slick's Baji Attack 2 Power Wave - 236B

  • Terry's Power Wave. This travels faster than 236A and can be used interchangeably with it as another low fireball. This will not hit OTG.

Slick's Baji Attack 3 Double Attack - 236C (air OK) (Samurai Drive)

  • Todoh's Ecstacy Crunch. This creates a barrier in front of you. Generally speaking, if all three hits connect (i.e. if you aren't too close or too far from the opponent), you are advantageous enough on hit for you to run in and combo afterwards. When performed in the air, Kuroko descends quite slowly and drains a bit of Weapon Gauge.

Slick's Baji Attack 4 Psycho Ball - 214A

  • Athena's Psycho Ball. This is a high fireball which travels slowly. Curiously, this causes a soft knockdown on hit and can lead to juggles.

Slick's Baji Attack 5 Cross - 4,6B

  • Heidern's Cross Cutter. Another high fireball, this has a taller hitbox than 214A but travels at the same speed and doesn't knock down.

Slick's Baji Attack 6 Folding Fan Fandango - 214C

  • Mai's Kachosen. Has faster startup than the previous two high fireballs.

Slick's Baji Attack 7 Conquering Crunch - 641236C

  • Ryo's Haoh Shokoken. A very fast, tall fireball. Can deal up to ten hits but will always manage a decent amount of damage.

Slick's Baji Attack 8 Power Geyser - 21416AC

  • Terry's Power Geyser. Deals good damage and causes a soft knockdown on hit.

Slick's Baji Attack 0 Triple Geyser - 21416AC, only if all Slick's Baji Attacks 1-7 have hit the opponent during the round

  • Terry's Triple Geyser. The unlock requirements are similar to Yoshitora's Fluttering Butterfly Blossom. Each only does about half the damage of Power Geyser but it's still more powerful overall. If you are in the corner then some of the geysers may go off screen.

Slick's Kick - 236D

  • Krauser's Leg Tomahawk. Kuroko leaps forward with a kick that deals multiple points of damage, but hits mid and doesn't chip. This move doesn't have the best priority either, so it's not very useful.

Slick's Vacuum Slam - [360]C

  • Geese's Vacuum Throw. This is a command grab which must be buffered in some way as it requires an up input. Kuroko tosses the opponent over his head and the opponent will be put in a hard knockdown state as Kuroko poses.
  • Slick's Vacuum Slam (Rasetsu) - Hold AB then release after [360]C
    • Geese's Rashomon. Right as Kuroko throws the opponent, holding AB will make him charge energy, then releasing it will make him slash at the opponent. The opponent will land on their feet a good distance away from Kuroko.
    • There is a sweet spot where this move will deal twice as much damage as usual and cause a wall bounce into a hard knockdown, but landing it requires strict timing just as Kuroko delivers the second blow. Given the nature of how the opponent gets thrown this won't even work in the corner.

Toy Transformation - 123623E (II)

Supers

Slick's Boisterous Dance Introduction - j2141236AB

  • Kim's Hou'ou Kyaku. Kuroko will commence a ranbu, but five hits in and he will start panting. This is when you input the next input.
  • Slick's Boisterous Dance - 236236AB after 2141236AB
    • Four more hits and he will start panting again. This is when you input the next input.
    • Slick's Boisterous Dance Finale - 236236AB after 236236AB
      • Seven more hits with a Genocide Cutter to finish it off. This is where all the damage comes from, as the other moves in the sequence do no damage. Kuroko then blows the flame from his fingers in reference to one of Kyo's win poses.

Slick's Rage Of The 8 Maidens - 236AB

  • Iori's Eight Maidens. Doing this on its own will disarm the opponent but it won't deal much damage. However, if you input the followup...
  • Slick's Bloom Of The Wolf - 236236236236AC after 236AB
    • Iori's Wolf Bloom. This raises the damage by about 50%. Input this right at the explosion part of 236AB, noting the different button combination as listed.

Slick's Repressed Serpent - 2141236BC (II), 236BC (VI) (Samurai Drive)

  • Kyo's Orochinagi. You can delay this move but it will make no difference to its properties.

Slick's Max Version Repressed Serpent - 2141236BC (II), 236BC (VI), only if all Slick's Baji Attacks 1-7 have hit the opponent during the round

  • Kyo's Max Orochinagi. Kuroko is engulfed in flames at the start of this move which will launch the opponent, then he can release to juggle with the Orochinagi itself which will do three hits instead of one.

Combos

Assume that any followups to moves such as WFTs are possible. Kuroko can combo easily into most of his fireballs so for brevity's sake they are usually not listed.

Standard Combos

  • 66C 214A, 623A - The Genocide Cutter followup is only possible in the corner.
  • 6D j2141236AB - Hou'ou Kyaku combo.
  • 214A, 4,6B/214C/j2141236AB/236AB - Sample juggles from Psycho Ball. 236AB requires a dash-in and j2141236AB must be performed low to the ground.
  • 236C (3), 66A 623S/236AB - Combos from Ecstacy Crunch which knock down. The only way you can combo into it most of the time is through a deephit jC.
  • 236C (3), j2141236AB - Tiger knee required.

Continuous Slash (IV)

  • A+B BBC 623B - Standard juggle.

State Of Nothingness (V)

  • 214A ABC - Anywhere juggle.

Colors

External Links

Samurai Shodown VI
General

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Characters

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Console Only

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