Originally from the light novel Accel World.
Pros 1. Her trump card has many variety to suit different kinds of play-style. 2. Instead of her own body, she uses her Avatar instead. and her attacks have a distance. Meaning more time to recover after a failed attempt.
Kino - Kino is everyone's friend. Death By Piercing is good, but 5S is faster and goes full screen. 6S can be used to juggle into Power Up Blast.
Accelerator - Get a knockdown and hit 5S to park Last Order on them. Instant respect. Against characters not packing Kino, long-range 5S shuts down approaches. 6S ground wave can be jumped, but is fast, reaches about as far as a Mode Red 236C, and launches.
Character Potential: Block 10 attacks (in the case of multi-hitting moves only the first hit is counted) to gain 1 bar of Climax Gauge. Can be activated once a round.
Forward slash. Mash for the Quick Combination autocombo.
Crouching slash. Hits low. Chains into itself up to three times, then goes into the Quick Combination autocombo.
Knee attack with Black Lotus. Jump cancelable and air unblockable.
Downward stab with Lotus. Reaches slightly longer than 5B on grounded foes. Not a low or overhead. Air unblockable.
Swinging kick up with Black Lotus. Slow startup, and no aerial hitbox directly in front of KYH. (If opponent jumps in throw range, this will whiff.) Can buffer Starburst Stream and it will only come out on hit.
Low heel drop from Lotus. Air unblockable, though the hitbox makes it impractical for AA. Not an overhead, and doesn't knock down.
Jumping slash. Very short range means it's only occasionally useful to stuff very slow attacks.
Slightly upward slash with Lotus. Not that great horizontally, or downward. Usually combo filler.
Slanting downward slash with Lotus. KYH's furthest-reaching attack horizontally, and downwards. Kind of slow, works as anticipatory air-to-air.
Straight thrust from her position.
In Mode Red, all versions have longer reach and wallbounce. Frame data is identical to the normal versions, however.
Wallbounces. In Mode Red, the move reaches full-screen.
Diagonal upward thrust with Black Lotus. Has follow-ups.
Button used determines angle & position of Lotus for follow-ups.
A is an almost horizontal angle.
About a 45 degree angle. Follow-ups whiff on grounded opponents.
Third hit causes hard knockdown.
An additional slash from Lotus. Can be done on hit or whiff. Pulls opponent toward Kuroyukihime.
In the air, move has identical frame data to the grounded version.
In Mode Blue, does two additional slashes and pushes opponent away.
Two additional slashes from Lotus. Can be done on hit or whiff. Pushes opponent away.
In Mode Blue, does three additional slashes and pulls opponent toward Kuroyukihime.
Frame data note: In Mode Blue, slash one is separate, slashes two and three are counted together.
Can be done on hit or whiff. Lotus slashes like in the Follow-up Attack B, but it doesn't hit. Instead, Kuroyukihime teleports into the air where Lotus ends the slashes.
This is a special air state; you cannot block, air jump, or do specials/supers, but you can use Cancel Support and jumping normals.
Normals in this state can't be cancelled into anything, but j.B will ground-slam aerial opponents.
Frame data note: This follow-up has identical properties in the air and on the ground. Of course, you have more air time with the air version.
In Mode Blue, Lotus's slashes have a hitbox, and will pop the opponent into the air.
Kuroyukihime has enough advantage on hit to link a j.C (or a j.B if spaced properly for the knock down).
Standard throw. Does 4 hits, nice long window for canceling into Supports, etc. Leaves the opponent about a half-screen away if you don't cancel it.
Barrage of straight thrusts from Lotus while walking forward. Armored, but the timing of the armor frames is really hard to use to bulldog through attacks.
In Mode Green, can be special/jump-cancelled on hit (not block).
Counters close range physical attacks. Throws the opponent behind her. May not work against Climax Arts.
Counter window activates very quickly, does not last as long as animation freeze. Slight delay between absorbing the hit and the follow-up attack.
It is very possible to safejump this. Crossups and late-timed jump-ins can make the follow-up hit whiff entirely or give the opponent enough time to block and retaliate.
In Mode Green, recovery decreases, and Kuroyukihime throws the opponent high into the air behind her, allowing for an air combo.
Universal armored overhead. Standard follow-up attack.
Increases Kuroyukihime's attack power by 10%.
Death by Flashing's Follow-up Attack does an extra hit, and the Follow-up Feint gains a hitbox.
Increases Kuroyukihime's defense by 15%.
Soft Act Counter’s recovery is reduced and the counter attack will launch the opponent high for juggles.
Death by Piercing gains a bigger hitbox and wallbounces on hit.
Activates a random Overdrive mode.
A hit grab. Blockable, reaches just a bit short of 5C's max range.
Fires multiple blasts of energy. Same name as Kirito’s Climax Art, but it's a rare non-ranbu 63214 move.
Like most 63214 moves, recovers 20% of the blast gauge during superflash.
Punishable when blocked point blank (or mid range, or if the opponent has a quick fireball).
No invincibility during the attack.
Easily confirmable from mid and far range, especially from Death By Piercing.
Note: Damage listed is without Power Up Blast/Trump Card Overdrive unless otherwise specified.
1703 (2138). Equivalent to 5A > 5B > 5C > 214A -> B(2) (> 236A+B).
1573 (1903). Equivalent to 2A > 2A > 2A > 2B > 5C > 214A -> B(2) (> 236A+B).
Less damaging than the 5A combo, so if you're gonna mash, mash 5A after you hit-confirm.
Opponent can tech high in the sky as you land. Meter ender causes hard knockdown. Make sure to input the jump cancel as 8 to get the spacing right for the third hit of EX Flashing.
You may need to omit the second j.B off of some starters, depending on height.
Opponent can tech as you they hit the ground. EX ender adds ~200 damage and forces opponent to tech later (as you land).
Tacks on a little extra damage to opponents lying on the ground near you.
1472. Safest meterless option, since it sends the opponent flying.
1663. Lets the opponent tech near you, so probably not advisable.
1703. Leaves the opponent standing at slight advantage about a 5C's reach away.
1526. Most damage meterless Piercing combo from an A starter. Throw in an extra 2A for lazy low confirms and 100 less damage.
Standard meterless ender does 2420, 1 stock ender does 2668 with knockdown.
2262. You will need to subtract attacks depending on spacing to connect the j.B knockdown at the end, especially if you start with one or more 2As or hit from 2A/5A's max distance.
2286. Good times with wall bound.
2816. Even better times with wall bound.
2235. Knocks down the opponent just outside 5C range.
2230. The "get out of my face" option.
3173. Death by Embracing does more damage than Starburst Stream. Leaves opponent at roughly round-start distance.
2805. Starburst Stream combo, for getting people out of your face and across the stage. Thanks to the magic of Damage Scaling(tm), Barraging has better proration into Starburst than Flashing.
2275. Link the second Piercing as they bounce off the wall.
2335. Don't mash the j.B followup link. Side-switches, causes soft knockdown.
3754. A much easier and more damaging Mode Red activation combo.
3911. Nice damaging option for Mode Blue fans.
For the one-stock ender, at peak height, you may want to omit the 214C and go right into 214A+B.
1262. Piercing won't catch foes at the apex of the jump.
(1493) 1324. Meterless option if you don't want to do an air combo or stuffed something with a C attack.
You may need to omit the first (or second) j.B depending on the height/spacing of the opponent when you catch them with 5C/2C. It's possible to combo into Mode Blue's C warp -> j.B follow up, but because of proration it won't knock down.
1531. Opponent can tech the knockdown.
Basic 1-stock EX Flashing ender does 2380.
2445. Buffer it during the zoom-in on the second hit of the follow-up. Not worth it unless you can burn some Trump Cards to end the match (does ~2900 if you use two).
1507. At close ranges, the third hit of EX Flashing will whiff and the opponent will be able to air-tech above you.
1966. As usual, pick damage or flinging opponent across the stage.
2059. Pick your distance, etc.
2491 or 2727 for one stock. Omit the second j.B and input the jc as 9jc.
Most of these combos can be used for grounded hits and anti-air.
1510 (ground hit). Can be used for anti-air hits, but not at max height.
2347 ground, 2277 air hit. Braindead easy at any height, works on anti-air hits, etc.
1345 air hit. Timing can be tricky on very high anti-airs.
2438 ground hit (with optional ender), 2057 air hit (w/o). Link the 236Cs, cancel quickly into EX Piercing, then link the last C Piercing. Last 236C may not work on high aerial opponents. Easiest at near-max range.
2785 ground hit, 2691 air hit. Easy and fun.
~1528 (damage will vary based on Overdrive Mode used). Not an especially great mode activation setup, but the best you're getting off a raw Flashing.
Two hits or less before a Piercing is an untechable knockdown. Use when you want to create some space and not deal with a forward-teching opponent in your face.
2849. Used to knock 'em back down in the corner. Delay the EX Piercing just enough to give yourself the height needed to link the 5C.
Prototypical combo into launch into Power Up Blast.
Throw into assist launch into Power Up Blast. Time the 6S with the third hit of the throw. Wait until the opponent is done pinballing off the edges of the screen before Blasting.
4637. Hit 5S as soon as the second 236A+B connects, then Power Up Blast as soon as Enju hits. Dash up and time the Barraging so the opponent is low enough they don't fly out of Embracing.