BBTag/Naoto Kurogane

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Overview

Overview

Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent.

Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty the "Enhancer."
Playstyle
Naoto Kurogane
Pros Cons
  • High solo damage potential.
  • Great neutral control via long-range normals and specials.
  • 4P assist is a great anti-air
  • Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.
  • Combos have lots of corner carry
  • Some of his longest reaching attack require him to charge them first.
  • Aside from his longer reaching moves, the rest of his tools are quite stubby.
  • Due to his stubby normals, neutral can be hard sometimes.

Drive: Bloodedge

Naoto's drive allows him to manipulate his own blood and transform it into a variety of different melee weapons, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto can charge the attack by holding down the B button to improve the attack in various ways like damage, range, frame advantage, and stun. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.

Enhancer

Acting as a sort of second drive, Naoto's specials and supers get buffed if they are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto, more so than even Bloodedge, greatly improving nearly every aspect of his kit through massive corner carry, versatile oki, intense pressure, and ludicrous combo damage.


Naoto Kurogane
BBTag Naoto Kurogane Portrait.png
Health:17,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.4A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (10F)
236B+C (7F)
214B+C (13F)

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 12 -3 B
  • Jump cancellable on hit and on block
  • Can cancel to itself 3 times

Standard jab at 6f nothing special here

Level P1 P2
1 100 70


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 5 18 -6 B
5AA 1500 All 12 3 18 -4 B
5AAA 1700 All 15 2 26 -9 B
5AAAA 2500 All 21 4 2+28L -13 B
  • 5A moves Naoto slightly forward
  • Jump cancellable up to 5AA
  • Dash cancels (5B method) are -7 (-4 for 5AAA)

His most commonly used buttons are here. Combined with jump cancels and 5B dash cancel his pressure becomes very freeform. You will commonly see these normals into dash cancel to callout various defensive responses

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1800 [2100] All 8 [35] 5 34 -20 [-15] B
5BB 1800 [2100] All 11 [26] 6 17 -4 [+1] B
  • 5B can be dash cancelled at any time during startup
    • Does not guard break when fully charged
    • Charged version can be dash cancelled during the charge and on whiff
    • Can be treated as a good ranged poke but due to its long recovery it can be greatly punished

This button is what defines Naoto's pressure and combo game. Being able to dash cancel it extremely early during the startup allows for linking into enhanced specials that would not be possible through Shift Sway. It being 8f also means that it can be used as a far ranged neutral poke, in combination with 214A>236A it can bridge from neutral into his pressure


  • 5BB is jump cancellable on hit and on block
  • Can be dash cancelled when charged
    • Does not guard break when fully charged
    • Charged version can be dash cancelled during the charge and on whiff
Version Level P1 P2
5B 4 100 85
5BB 4 100 85

5B:

  • Values in [] are for full charge
  • Chip Damage 90 [420]


5BB:

  • Values in [] are for full charge
  • Chip Damage 90 [420]

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B
  • Universal overhead

Please don't use this.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 14 -2 F

Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's. Also has low profile capabilites

Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 6 22 -11 B 5~16 H
  • Good anti-air with deceptive horizontal and vertical hitbox

Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 11 4 17 -2 F
  • Okay sweep
  • Combo filler

Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. You really don't want to use this though as there are far better options to end combos so it gets outshined

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 11 6 13 H
j.AA 1500 High 9 6 12 H
  • Combo filler

This can be connected into a super jump IAD j.C following 5BB for some nasty combo potential and damage if timed properly.

Version Level P1 P2
j.A 3 100 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 [2100] High 11 [40] 5 18+6L H
  • Does not guard break when fully charged
  • Is now an overhead

One of Naoto's best tools for many situations. Charged version can lead to a combo if low enough. Great hitbox however be mindful of the hurtbox chained to it. Proper use of j.B makes Naoto very threatening in combination with assists

Level P1 P2
4 80 85
  • Values in [] are for full charge
  • Chip Damage 90 [420]

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 13 6 14 H
  • Strong, fast cross-up
  • Deceptive hitbox can hit opponents from the front

Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash. Blockstun is long enough to allow for F-Shiki with falling j.C>land>rising j.B

Level P1 P2
4 100 85


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.

Level P1 P2
0, 4 100 50 (Once)
  • Minimum Damage 2000

Inferno Crusader

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1200×2, [1200,500×4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29] B 1~18 All
j.AD 1200×2, [1200, 400×4] All 10 3,10 [3,3,3,2,2] Until L+16 H 1~18 All
AD > X 1300 All 11 6 Until L+16L H

Enhanced

  • Naoto does a rising uppercut at an angle, making this DP a situational anti-air
  • Can be enhanced during a combo if dash cancelled with 5B or Sway

His main combo ender. Pretty much unburstable due to long invul frames combined with really long active frames. The knockdown lets him get extremely good oki in the corner with assists

Unenhanced

  • Combo filler

If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.


  • Air Inferno Crusader is monstly combo filler

Overhead Kick is mostly a combo ender, but can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.

Version Level P1 P2
AD 4 80 60 (Once)
j.AD 4 80 60 (Once)
AD > X 4 48 100

AD:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 60×2 (120) [60, 25×4 (160)]


j.AD:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 60×2 (120) [60, 20×4 (140)]


AD > X:

  • Minimum Damage 65


Skills

Banishing Fang

236A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1100 [1300] All 12 3 17 -3 B
236AA 1100 [1300] All 9 6 18 -7 B
236AAA 1700 [2000] All 14 7 22 -10 B
236A

Enhanced

  • Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.

Unenhanced

  • Combo filler
  • Enhanced shortcut: 2366A

Can be enhanced if dash cancelled from 5B or Sway.


236AA

Mainly used to go into the third hit of Banishing Fang. Will knock floating opponents down to the ground, giving it practical use in creating safejumps. Can also sideswap if the opponent is directly above Naoto while using this move.


236AAA

Enhanced

  • Dash cancellable on hit

Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.

Unenhanced

  • Combo ender
Version Level P1 P2
236A 3 80 80
236AA 3 64 100
236AAA 4 80 85

236A:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]


236AA:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]


236AAA:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 85 [100]

Banishing Fang

236B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 1100 [1300] All 18 3 17 -3 B
236BB 1100 [1300] All 9 6 18 -7 B
236BBB 1700 [2000] All 14 8 30 -19 B

This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.

Oddly, you can chain this move into itself and other special moves via the jump cancel. (ex. 236BBB > 8236AAA)

Version Level P1 P2
236B 3 80 80
236BB 3 64 100
236BBB 4 80 75

236B:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]


236BB:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]


236BBB:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 85 [100]


Shift Sway

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 50 [37] 5~30 HP
[5~26 HP]
214A > X 0, 1800×2 Throw* 15 [5] 5 28 T 1~19 HP

Enhanced

If used in neutral or dash cancelled, Naoto will move forward and dodge projectiles and overhead hits along the way. If used near his opponent, he will swap sides with them, creating potential sandwich scenarios when used in conjunction with assists.

Unenhanced

If used during a combo or blockstring, Naoto sways back without any forward motion. Can be dash cancelled, and is one of Naoto's most important tools for extending combos. Will auto bait bursts during combos both during the sway and the dash cancel.


  • Phantom Pain is a command grab that catches standing and jumping opponents, but whiffs on crouching opponents
  • Head invulnerable

After shift sway, Naoto will do a high kick. If confirmed, Naoto will do another kick sending the opponent back into the air. This is Naoto's deadliest anti air due to its high initial proration, and his second best combo starter after charged 5B. Despite being a kick, Phantom Pain counts as a throw. Unlike other command throws though the opponent can be hit out of Phantom Pain, however this does not affect them getting hit by both hits

Version Level P1 P2
214A
214A > X 0, 4×2 100 100×2, 75

214A:

  • Values in [] are for Enhancer (aka non-cancel) version


214A > X:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Catches standing and jumping opponents, but whiffs on crouching opponents
  • Minimum Damage 180

Slash Kaid

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 [2300] All 13 [20] 3 23 [16] -8 [+3] B
  • Good range
  • Nonpunishable on block

Though not as fast as its EX counterpart on start up, it is still an important tool for closing the gap between you and your opponent during neutral. Due to its fairly large hitbox it will often win interactions that Banishing Fang would lose. Unlike CF it is not very good for combos

Level P1 P2
3 [4] 80 75
  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 90 [115]


Extra Skills

EX Banishing Fang

236C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1300 All 12 3 17 -3 B
236CC 1100 [1300] All 9 6 18 -7 B
236CCC 2000 [2300] All 14 7 22 -10 B
  • Wallbounce only on Enhanced Version

Unlike the normal version this can be cancelled on block as well as cancelled into normals. Mainly used for going into other specials mid combo for extra corner carry or extending pressure after the 3rd hit

Version Level P1 P2
236C 3 80 80
236CC 3 64 100
236CCC 4 80 85

236C:

  • Minimum Damage 130


236CC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 110 [130]


236CCC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 200 [230]

EX Slash Kaid

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 [2600] All 16 [13] 3 16 +3 B
  • Frame advantage and travel distance do not depend on being enhanced.
  • Launches opponent on hit even if unenhanced.
  • Will always touch the opponent after most pushblocked normals.

Along with his wide array of strong light attacks, this is one of the reasons Kuro's stagger is so terrific. It's great for coming back in after you expect a pushblock attack after one of your normals, but its being always +3 on block is by far its greatest strength. EX Slash Kraid is functionally the rushdown equivalent of Narukami's EX Zio. If nothing else, you can pop this essentially whenever you want for resets if you get tired of relying on your - on block normals to do the job for you. As with any strong EX move however, you should be dependent on this move but not too dependent. In general, low meter usage is best reserved for an every now and then thing when you don't care about your meter. If you have close to max meter, you can use this move pretty much whenever without any major concerns.

Level P1 P2
4 80 75
  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 230 [260]


Partner Skills

5P

Slash Kaid

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 3 26 -10 B
Level P1 P2
4 70 85
  • Minimum Damage 100

6P

BBCF 6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+36 4 5+15L -5 H
  • Locates the opponent
  • Can cross up

Good assist if your partner can cover Naoto after throwing the 6P so it crosses up. Considerably less stronger than Naoto's other assists, but you can still definitely get good usage out of this.

Level P1 P2
4 70 85
  • Minimum Damage 85

4P

5BB

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 3 29 -13 B
  • One of, if not, the best 4P in the game.
  • Excels at air control.
  • The bane of every Yosuke player's existence.

An insanely strong anti-air assist with very few flaws. 4P is super quick to come out and has massive range, making it a great tool for completely invalidating aerial approaches. This also serves as a go-to for Cross Combos.

In some roundstart scenarios, you can upback with your point character and use this assist to call out any risky approaches the opponent makes.

Level P1 P2
4 70 85
  • Minimum Damage 100



Distortion Skills

Divine Smasher

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 4300 [5200] All 5+(50 Flash)+2 10 23 -14 B 1~14 All
j.236BC 4200 [5200] All 5+7 Until L 25L H 1~(Until L) All
236BC Followup 2700 All 4+(35 Flash)+15 3 ??+27L B 1~(Until L+3) All
Version Level P1 P2
236BC 4 80 85
j.236BC 4 80 85
236BC Followup 4 48 100

236BC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end on hit/block.
  • Minimum damage 1505 [1612]


j.236BC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum damage 1470 [1664]


236BC Followup:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 810
  • Divine Smasher total Minimum Damage 2315 [2422]
  • Air Divine Smasher total Minimum Damage 2280 [2470]

Divine Reaper

214B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 2200, 7200 [3000, 7200] All 4+(40 Flash)+9 1 48 -18 B 1~27 All
214BC Enhanced 2200, 5500×2 [2800, 5500×2] All 4+(40 Flash)+9 1 48 -18 B 1~27 All
214BC Projectile 2300×3 [2600×3] All 4+(40 Flash)+10 3,3,6 P2

Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up. If enhanced Naoto will move forward while performing Divine Reaper

Resonance version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.

Version Level P1 P2
214BC 4, 5 80, 48 85, 100
214BC Enhanced 4, 5 80, 48 85, 100
214BC Projectile 3 80 60

214BC:

  • Values in [] are for Enhancer (aka non-cancel) version


214BC Enhanced:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Projectile only comes out if first hit gets blocked or whiffs
  • Frame Adv listed assumes opponent blocks projectile
  • Minimum damage 550, 1296 (1846) [750, 1296 (2046)]


214BC Projectile:

  • Values in [] are for Enhanced version
  • Minimum Damage 460×3 (1380)


Distortion Skill Duo

Grim of Phantom

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400, 800×2
[400, 350×6]
All 1+(71 Flash)+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63] B 1~4 All

Full animation comes out on hit and block so he doesn't get safe DHC shenanigans

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]



Astral Heat

Edge of Eternity

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(54 Flash)+11 6 28 -13 B 1~20 All
Level P1 P2
5


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