A brand-new limited style is coming to Basketball: Zero, and this time the game is bringing one of the most recognizable characters from Death Note into the court. Kira, also known as Light Yagami, comes with a completely different playstyle built around the Death Note, delayed effects, ball control, and some pretty crazy ways of forcing opponents to lose possession.
Unlike a straightforward dribbling style, Kira’s abilities are designed around predicting what your opponent is going to do. Some moves work while you’re holding the ball, while others allow you to mark an opponent and punish them after they perform certain actions.
In this guide, we’ll go through Kira’s base abilities, the off-ball mechanics, his awakening “I Am Kira”, and the abilities you unlock after entering his awakened state.
Basketball Zero Kira Update Guide – Codes, All Skills
Kira’s kit is split between on-ball and off-ball abilities.
That is important because several of his strongest effects don’t require you to actually have possession.
His abilities include:
- Written Fate
- Heart Attack
- Death Drive
- Cause of Death
- I Am Kira Awakening
- New World
- Final Judgment
The Death Note is the main theme throughout the entire kit, with several moves allowing Light to mark or directly punish opponents.
Written Fate — Base Ability 1
Written Fate is Kira’s first on-ball ability.
When you activate it, Light performs a quick behind-the-back dribble and then dashes backward.
At the same time, he pulls out the Death Note and writes in it.
The defender directly in front of him then suffers an ankle break.
This gives you an opportunity to immediately create separation from the defender.
Second Press
Written Fate also has a second activation.
If you press the ability again within the short activation window, Light performs a fast left-to-right crossover and bursts past the defender.
This makes the move useful for creating space and then immediately attacking the opening.
The basic sequence is essentially:
Behind-the-back → backward dash → ankle break → crossover → burst forward
Heart Attack — Base Ability 1.5
Heart Attack is the off-ball version of Kira’s first ability.
This one works very differently.
Marking an Opponent
When activated, Light writes the name of the player who currently has the ball into the Death Note.
That player becomes marked.
Once they’re marked, they need to be careful about what they do next.
If the marked player performs three dribble moves or attempts to shoot, the effect triggers.
They suffer a heart attack, drop the ball, and become stunned.
The Heartbeat Effect
The game gives you a visual warning as the trigger gets closer.
The marked player’s screen gradually becomes darker while a pulsing heartbeat effect becomes more noticeable.
This makes the ability feel like you’re literally waiting for the Death Note to take effect.
Second Press
There is also a second activation for Heart Attack.
While the target remains marked, Light opens the Death Note and runs toward them, already anticipating where they’ll collapse.
The heartbeat becomes more intense until the marked player finally drops the ball.
This gives Light an immediate chance to recover the loose ball.
Death Drive — Base Ability 2
Death Drive is Kira’s second main on-ball ability.
The provided details identify it as an on-ball ability, making it part of Kira’s offensive kit alongside Written Fate.
It fits into the style’s overall focus on creating opportunities through movement and Death Note-based pressure.
Cause of Death — Base Ability 2.5
Cause of Death is the off-ball counterpart to Death Drive.
This ability focuses on marking a nearby opponent and then letting a random accident determine what happens to them.
How Cause of Death Works
Light automatically marks the player who is closest to him.
After marking them, Light steps back, checks his watch, and casually taps his feet while waiting.
Then, after a short delay, fate catches up with the marked player.
One of the random accidents can occur.
Truck Accident
One of the possible accidents involves a truck flying across the court.
The truck hits the marked player and launches them away.
The target drops the ball, giving you an opportunity to take possession.
This is another example of Kira’s kit allowing him to influence a play even when he isn’t directly controlling the ball.
Kira’s Awakening — “I Am Kira.”
Kira’s awakening is called:
“I Am Kira.”
The awakening starts with a special cutscene.
Light slowly dribbles the basketball while facing the opposing team.
One of the opponents steps forward and realizes what’s happening:
“IT’S A TRAP! THIS WHOLE THING WAS A SETUP! THIS WAS ALL PART OF HIS PLAN TO LOSE!”
The camera then switches to one of Light’s teammates.
They question whether Light is actually Kira.
The camera returns to Light as he continues slowly dribbling.
He finally reveals:
“That’s right… I am Kira.”
The camera quickly zooms toward his face as Light bursts into laughter.
The arena then fades into darkness, signaling that Kira has entered his awakened state.
New World — Awakening Ability 1
After awakening, Kira gains access to New World.
This ability changes the atmosphere of the entire court.
The arena is consumed by darkness while pages from the Death Note fly throughout the court.
Every opponent also begins hearing an increasingly intense heartbeat.
A red heartbeat effect appears around the edges of their screen whenever they move.
Kira’s Awakening Buffs
While New World is active, Light receives several improvements:
- Faster dribbling
- Increased movement speed
- Faster animations
This makes Kira considerably more dangerous once he enters his awakened state.
But the opponents aren’t completely helpless.
The Heartbeat Mechanic
The major threat during New World is the heartbeat mechanic.
Opponents can still move normally, but continuously sprinting causes their heartbeat to increase rapidly.
If they keep sprinting without slowing down or pacing themselves, the heartbeat eventually reaches its limit.
The result is a heart attack, causing the player to collapse.
This means opponents have to think about how they move around the court instead of simply holding sprint constantly.
Final Judgment — Awakening Ability 2
Kira’s second awakening ability is Final Judgment.
This is another major Death Note-themed attack, but this time it affects the entire opposing team.
Final Judgment Cutscene
The move begins with Light rapidly writing the names of every opponent into the Death Note.
The camera cuts between Light writing and laughing.
Then the attack happens.
Multiple trucks suddenly burst onto the court from different directions.
Each truck targets a different opponent and crashes into them.
Once the cutscene finishes, every opponent is stunned.
It’s essentially a massive team-wide punishment that can completely change the momentum of a play.
Manipulator Zone
Kira also has a special Manipulator Zone effect.
This affects both teams in different ways.
Effects on Your Team
Your entire team’s shooting speed is increased.
There’s also a special passing interaction.
If you give the ball to a teammate while they’re within dunking range, they are forced to dunk.
This can make close-range attacks much more direct.
Effects on the Opposing Team
The opposing team receives the opposite treatment.
Their movement is slowed, making it harder for them to react to your team’s attacks.
Combined with Kira’s other awakening effects, this can create a huge amount of pressure across the entire court.
Codes:
INSTANT : “CHROLLOBDAY” – 10 Lucky Spins, 100,000
INSTANT : “KIRA” – 5 Lucky Spins, 10,000
15MIN : “15KIRA” – 7 Lucky Spins 50,000
Kira’s Playstyle
Kira is clearly built around manipulating what the opponent does rather than relying entirely on raw movement.
Written Fate gives you a way to create separation while holding the ball.
Heart Attack lets you punish a ball handler for repeatedly dribbling or attempting a shot.
Cause of Death can disrupt a nearby opponent through a random accident.
Then, once you awaken, New World changes the entire court and introduces the heartbeat mechanic, while Final Judgment can stun the opposing team.
This makes Kira’s kit especially interesting because several abilities force your opponent to think about their next action.
Kira is shaping up to be a very unusual limited style in Basketball: Zero.
The most interesting part isn’t just the Death Note animations. A lot of the kit revolves around making your opponent change how they play.
If they’re constantly dribbling, Heart Attack can punish them. If they’re constantly sprinting during New World, they risk triggering the heartbeat mechanic. And if the whole opposing team gets caught by Final Judgment, Kira can potentially create a massive opening for his team.
With the combination of Death Note effects, random accidents, movement buffs, team-wide pressure, and the Manipulator Zone, Kira brings a playstyle that is much more focused on controlling the flow of the match than simply beating defenders with normal dribble moves.