BBCF/Naoto Kurogane

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overview
Overview
Lore:Naoto Kurogane is the main protagonist of the BlazBlue: Bloodedge Experience novel series. He is gifted with the Hunter's Eye, an ability that allows him to see the life-force of living beings as a numerical value; his own life-force value hovered around 9,810 until he became Raquel Alucard's servant. He first appears as a playable character in BlazBlue: Central Fiction.
Drive: Bloodedge
Naoto's Drive allows him to transform his blood into melee weapons for longer range attacks. Naoto can charge them to further increase range and imbue them with Guard Break properties. While charging, Naoto can dash cancel to act as a feint.
Naoto's Drive attacks charge much faster, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively.
Unique Ability: Enhancer

If Naoto performs special moves or super moves while dashing, they will be given new properties (e.g. more hits).

Doing ground normals while running/dashing and canceling into a special/super will give it Enhancer properties.

During Overdrive, this effect is extended, and you can do run > 2 normals > Enhanced special/super.


Naoto Kurogane
BBCF Naoto Kurogane Portrait.png


Normal Moves

5A
5A
BBCF Naoto 5A.png
Is that plus???
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  • Hits crouching
  • Gatlings into 6A 6B
  • Jump cancelable on hit and on block

A quick jab to the midsection. Can be jump-canceled on hit and on block. Great for pressure thanks to it being able to gatling into itself from 2A. Difficult to get good damage off of hit confirm mid screen thanks to that combo route requiring the 2C whiff. Dash 5A enhanced Slash Kaid can easily lead to 3k midscreen.

5AA
5AA The King of 5A counters Template:AttackDataHeader-BBCF
  • Hits crouching
  • Gatlings into 6A 6B
  • Moves Naoto slightly forward
  • Causes stagger on counter hit

Naoto performs a quick body-blow on the opponent. Good for pressure and combos off 5A. Does more damage than going straight into 5B off 5A. Counter hit has a very large hit stun and better proration than any other 5A enabling it to combo into 6D for well over 4k with no heat. Can not be jump-canceled.

5B
5B
BBCF Naoto 5B.png
Sol 5K lite. Now can reliably Anti-Air
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  • Jump cancellable on hit and on block
  • Gatlings into 6B
  • Moves Naoto slightly forward.

A kick aimed high. Short horizontal range but good vertical. Can be jump-canceled on hit and on block. Staple for combos and pressure. Good air poke thanks to decent vertical range. Hitbox was buffed in 2.0 so its use of being an AA is far better.

5C
5C
BBCF Naoto 5C.png
Pretty decent neutral tool. Very Good Punish tool
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  • Jump cancelable on hit and on block
  • Gatlings into 6B
  • Moves Naoto slightly forward

Roundhouse kick with some horizontal range. Another staple for combos and pressure. Can be jump-canceled on hit and on block. Delaying 5C works great against fuzzy guard and will turn a mash into 4k+ on counter.

2A
2A
BBCF Naoto 2A.png
Stagger Pressure
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  • Gatlings into 6A 6B

Fast but short ranged kick. Hits low. Good for stagger pressure. Gatlings into itself from 5A. Not as useful as 5A since it has less frame advantage and can't be jump canceled. Not very useful for starting pressure since 5A does everything this does much better.

2B
2B
BBCF Naoto 2B.png
Another Good Low
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  • Gatlings into 6A 6B
  • Can cross under

A low kick with better range than 2A and comes out just as fast. Useful for dashing into specials. Dashing 2B Leads into a fair bit of damage It goes into 6B now for another Pressure Reset.

2C
2C
BBCF Naoto 2C.png
Anti-air into Damage
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  • Head invulnerability
  • Float state on counter
  • Jump cancelable on hit and block

A crouching uppercut with good head invulnerability. A great, solid crouching anti-air with a large hitbox, though it tends to turn Naoto the wrong direction when dealing with IADs and cross ups. Shouldn't be used often in blockstrings, especially against barrier, because of its short horizontal range. Anti air confirm should be followed up with phantom pain on hit, and 6D on counter hit.

6A
6A
BBCF Naoto 6A.png
Use this to dunk on people's heads.
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  • Forces crouching on hit

Naoto hits the opponent with an overhead punch. Decent speed, can be followed up with Cs, Ds and specials. Naoto's only overhead.

6B
6B
BBCF Naoto 6B.png
No Low/Throw Zone. Now the Gatling God
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  • Lower body invulnerability
  • Throw invulnerability

A flying kick with good advantage. Can be rapid-canceled for IAD mixups. This will counter anyone trying to quick recover 2A. Can only be followed up with Inferno Crusader, counter hit, and Rapid Cancel. Can occasionally be used to reset pressure thanks to being -1 on block/0 on Barrier. Has slightly more range and less start up than 5D.

6C
6C
BBCF Naoto 6C.png
You got this trying to 665C didnt you?
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  • Does not hit crouching

Naoto does a giant leap before kicking at the opponent. Can easily cross-up, is safe on block and should be followed up with dash B for a good combo. Does not cross up in corner. If Naoto does the kick directly above the opponent, they will have cross-up protection. Has a hitbox in front of Naoto. Gatlings after any D normal to catch opponent's trying to jump out of D pressure. Benefits to this move is the ability to normal or special cancel the landing recovery on whiff

3C
3C
BBCF Naoto 3C.png
Sweep. Dont get hit by Dash Sweep
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  • Causes knockdown on hit
  • Causes hard knockdown on counter hit
  • Can cross under

A crouching roundhouse kick.

j.A
j.A
BBCF Naoto jA.png
Air to Air
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Basic air jab. Can cancel into itself or j.B/j.C for easy air confirms. Mainly used in block strings after jump in j5B to get an extra hit in before landing.

j.B
j.B
BBCF Naoto jB.png
The "New" Shoto kick
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Hits the opponent with a diagonally-downward kick. Solid for air combos, and an amazing crossup tool as it has a good hitbox behind Naoto.

j.C
j.C
BBCF Naoto jC.png
Melty Blood Normal
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A horizontal kick. Decent for air-to-air and an overall solid tool. CH Causes a great amount of hitstun.


Drive Moves

5D
5D
BBCF Naoto 5D.png
Blood Sword and Blood Sword that Guard Breaks (Charged)
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5D
  • Gatlings into 6C
  • Dash cancelable before hit
  • Shift Sway cancelable on hit and block
  • Causes stagger on hit
  • Enters Dash Cancel State on Frame 10
  • Causes Guard Break fully charged

Hits the opponent with a blade of blood. Mainly used for corner combos. The long start up makes it ideal against players abusing fuzzy guard. Use cautiously, skilled opponents will use reversals or OD after 5C if it's not used spareingly. The dash cancel should be used on any non A hit confirm to go into 6623C 5A 2C rekka.


Fully charged, it can be used to break the opponent's guard and quickly go into Divine Smasher for damage. Causes a long stagger on hit and a slide on air hit.

5D (Overdrive)
  • Gatlings into 6C
  • Dash cancelable before hit and on hit
  • Shift Sway cancelable on hit and block
  • Enters Dash Cancel State on Frame 10
  • Causes Guard Break fully charged

Has an extremely fast start up.

2D
2D
BBCF Naoto 2D.png
Low Blood Sword with a small hurtbox
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2D
  • Gatlings into 6C
  • Dash cancelable before hit
  • Shift Sway cancelable on hit and block
  • Causes stagger on hit
  • Causes Guard Break fully charged
  • Enters Dash Cancel State on Frame 10

Hits the opponent with a blade of blood. Similiar to 5D, but hits low instead. This move gives Naoto the most options on corner hit. Off 2D in the corner, you can do 214A>dc>en214A for a solid crossup, and even do a crossunder 2B or another en214A crossup into Phantom Pain. Charged version causes wallstick on air hit.

2D (Overdrive)
  • Gatlings into 6C
  • Dash cancelable before hit and on hit
  • Shift Sway cancelable on hit and block
  • Causes Guard Break fully charged
  • Enters Dash Cancel State on Frame 10

6D
6D
BBCF Naoto 6D.png
Oops all damage
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6D
  • Gatlings into 6C
  • Causes float on hit
  • Jump cancelable on hit and on block
  • Enters Dash Cancel State on Frame 10
  • Causes wall bounce fully charged
  • Causes Guard Break fully charged

Naoto makes a blade of blood and aims upward, slashing with high diagonal range. 6D is a staple for combos, usually leading to high damage when used. CH 5C/2C>6D will lead to strong damage anywhere on screen.

Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.

6D (Overdrive)
  • Gatlings into 6C
  • Causes float on hit
  • Jump cancelable on hit and on block
  • Dash cancelable before hit and on hit
  • Enters Dash Cancel State on Frame 10
  • Fatal counter fully charged
  • Causes wall bounce on hit fully charged
  • Causes guard break fully charged

j.D
j.D
BBCF Naoto jD.png
Jumping blood sword and "This is my Area" Sword
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j.D
j.D (Overdrive)
  • Uncharged j.D has 5f of Forced Landing Recovery
  • Charged j.D has 10f of Forced Landing Recovery

Naoto aims downward with a blade of blood. Has decent horizontal and downward range. Good for combos. Charging slows down Naoto's descent so it can be used to bait anti-airs, and when fully charged, the horizontal range is huge. Leads to a good combo if spaced right and is an overall good tool with many purposes. Charged version causes groundbounce on hit.


Universal Mechanics

Throw
Throw Forward Back
BBCF Naoto AThrow.png
Air
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Forward Throw
  • 100% minimum damage
  • Causes float
  • Causes wall splat in corner

Grabs the opponent and knees them upward, causing a float midscreen and a wallstick in corner. Can be followed up with dash 2C>Phantom Pain (optimal), 5B/3C midscreen, or 2C>D stabs in corner for good damage. Can also OD into j.[D] in corner.

Back Throw
  • 100% minimum damage
  • Causes side swap
  • Causes stagger

Grabs the opponent and switches positions with them before hitting them with a shoulder, causing a stagger down. Can be followed up with 5B or dash 2B>Enhanced Slash Kaid if you want to switch sides again.

Air Throw
  • 100% minimum damage
  • Causes hard knock down

Grabs the opponent and brings them down to the ground. Can follow up with dash 2B/2C pickup.

Counter Assault
Counter Assault
6A+B during blockstun
BBCF Naoto 5C.png
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  • Must be preformed during Block Stun
  • Full invulnerability
  • Moves Naoto slightly forward

Same animation as 5C. Works as every other Counter Assault does.

Crush Trigger
Crush Trigger
5A+B
BBCF Naoto CT.png
HOL UP! DAB
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Uncharged
Charged
  • Causes stagger on hit
  • Causes wall bounce on air hit
  • Causes guard break

Smashes the opponent with an elbow to the body. Dashes forward when attacking. Causes Guard Break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge and can be charged to take more Barrier or increase damage in combos. Good corner carry potential on air hit. When used from a Dash Cancel, Naoto Slides forwards quite a bit.


Special Moves

Banishing Fang
Banishing Fang
236B
BBCF Naoto BanishingFang.png
Rekka. Pressure Reset
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Naoto hits the opponent with a powered knee. First part of a 3-hit rekka. Has a deceptively large vertical hit box but forward movement makes it impractical as an anti air.

Unenhanced

Not many uses without corner. Mainly used as combo filler and to safely end pressure.

Enhanced

  • Causes crouching on hit
  • Enhanced shortcut: 2366B

Banishing Fang: Roar
Banishing Fang: Roar
236B after Banishing Fang
BBCF Naoto BanishingFangRoar.png
Deceptive Hitbox
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  • Fatal Counter

Naoto follows up Banishing Fang with a swipe of his hand. Main use is to go into the third hit of the Banishing Fang rekka. Can be delayed slightly to punish mashing. Combos into Raid on crouching or air hit. Fatal counter can be followed up with phantom pain if you input 8 214A after hit. Using 5D/2D,236B whiff,236B can also be used to fish for fatal counters.

Banishing Fang: Bash
Banishing Fang: Bash
236B after Banishing Fang: Roar Normal rekka ender, Dont get Fataled By this
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  • Fatal Counter
  • Enhanced version is dash cancelable on hit

Almost never used in combos without enhanced, unless trying to punish mashing. Fatal Bash Starter gets an extreme amount of Damage almost anywhere on screen.

Great corner carry especially with dash cancel follow up. Can be followed up with another rekka mid screen if opponent is high enough during air juggle.

Banishing Fang: Raid
Banishing Fang: Raid
236C after Banishing Fang: Roar
BBCF Naoto BanishingFangRaid.png
Alternate rekka ender
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Follows up Roar with an uppercut. Jump-cancelable on hit. Mainly used to go into an air combo ender with D Inferno Crusader. Enhanced version dashes a bit further making it a bit easier to combo midscreen. As of 2.0, it works on standing opponents

Inferno Crusader
Inferno Crusader
623C/D (Air OK)
BBCF Naoto InfernoCrusader D.png
The DP of gods.
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Ground C
Air C
  • Head invulnerability 4-11

Naoto does a rising uppercut with his fist. C version has 1 hit and doesn't do much damage. Strictly an anti-air. Enhanced C version has 2 hits and more hitstun, allowing Naoto to follow it up anywhere with 5A for a combo.

Ground D
Air D
  • Enhanced version beats almost every attack in the game.

Naoto's DP. D version has 2 hits, tons of invul and is used to end combos. D version has a claw effect on it while C version does not.

Enhanced D version does 5 hits instead of 2, dealing more damage. It is also a situational anti-air in some cases, though should only be used in that sense if you have meter to Rapid Cancel.

Overhead Kick
Overhead Kick
2C after Inferno Crusader
BBCF Naoto OverheadKick.png
I Whiff it, I Knock 'em down.
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Naoto brings the opponent down after Inferno Crusader with a downwards kick. Emergency-techable. His main way of ending combos. Can also be whiffed to in certain combos for additional followup.

Slash Kaid
Slash Kaid
214D
BBCF Naoto SlashKaid.png
S P A C I N G into death
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Normal
through Opponent
  • Causes stagger on hit
  • Causes float on counter hit
  • Causes crumple on hit close range
  • Causes side swap on hit close range

Naoto slashes the opponent with a curved blade of blood. A fast attack with good range. Not punishable on block at max range. Strong use in combos.

Enhanced version staggers and sideswaps on close standing hit and has more damage and much more hitstun, allowing for more options to follow up with. Useful for catching opponent back dashing or spamming projectiles. Side Swap Range and Knockdown was buffed in 2.0 allowing for Restand Setups,

Shift Sway
Shift Sway
214A
BBCF Naoto ShiftSway.png
Is that a Jojo's Reference?
BBCF Naoto ShiftSwayEnhanced.png
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  • Head ,Body, and Projectile invulnerability
  • Phantom Pain shortcut removed in 2.0
  • Enters Dash Cancel State on Frame 9

Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles, but loses to lows and throws. Can dash-cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. 2146A will buffer a forward input allowing easier dash cancel enhanced specials.

Enhanced version makes Naoto move forward. The movement is very fast and, if the opponent is next to him, he will go behind them almost instantly. Very solid crossup tool that can be used to mess with the opponent's head. Will swap sides even if opponent is in the corner. Works well against wake up distortion drives/reversals giving you enough time to counter with 6D or dash 5B/5C enhanced Slash Kaid.

Phantom Pain
Phantom Pain
8A after Shift Sway
BBCF Naoto PhantomPain.png
YEET
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  • Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash)
  • Unblockable and unburstable, as it is technically a throw.
  • Hard-coded to whiff on crouching opponents, including opponents performing crouching moves.
  • Head and Body invulnerable, but strangely loses its projectile invulnerability.
  • Enhanced Phantom Pain Starts up in 5f compared to Regular's 15

After Shift Sway, Naoto will do a rising kick. If it hits, he will follow it up with a second kick. Can be followed up with dash 5B/5C for a solid combo anywhere. Can be used to Reset albeit unreliably, and functions as a powerful antiair, but kind of a quasi-low attack against grounded opponents. Phantom Pain and Enhanced Phantom Pain are Considered Two different moves

  • 2C>Pain = Approx 23f
  • 2C>EnPain = Approx 21f


Distortion Drives

Divine Smasher
Divine Smasher
632146B (air OK)
BBCF Naoto DivineSmasher.png
Rock Howard would be proud
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Ground
  • Normal: 800 minimum damage
  • Enhanced: 960 minimum damage

+ Naoto charges at the opponent with a powerful straight punch. Very fast, has about midscreen range. Ground version goes forward. Projectile invul. On Counter Hit, can be followed up with 2A, 2B or 2c in the corner for a very damaging combo.

Enhanced version does 20% more damage and has more range, going almost full screen. Overdrive version does an additional flip kick with blood, adding more damage. Good against zoners as well as a good way to end air combos if you want to kill.

Air
  • 720 minimum damage

The air version is similar to the ground version, but it aims diagonally downward. Overdrive version does the same flip kick as when used on the ground. Good tool used against air resets.

OD Followup
  • Minimum Damage (including preceeding attacks):
  • Ground Normal: 1080
  • Ground Enhanced: 1188
  • Air: 1050
Divine Reaper
Divine Reaper
632146D
BBCF Naoto DivineReaper.png
Pictured: First part of the move
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Strike
Projectile
  • 1004 minimum damage (full animation only)
  • 1350 minimum damage during OD (full animation only)

Naoto launches a blood wave that looks like a giant Dead Spike. If he's close enough, he will do the full animation, where he launches the opponent up and smashes them with a deadly elbow strike. Mainly used for big damage at the end of Naoto's combos. Enhanced version does a mini-dash before launching the wave, making it easier to catch the opponent in the full animation.

If he's too far, only the Dead Spike will hit, dealing only 1450 damage but allowing him to follow up.

Overdrive version has Naoto create a giant blood scythe after the wave and powerfully slashes the opponent. Can easily be combo'd into from 5C or 3C. Naoto's highest-damaging combos will rely on Overdrive Reaper.


Exceed Accel

Grim of Phantom
ABCD during Overdrive Wanna see me be Minus on Hit?
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  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

It's a fully invulnerable reversal, like 623D. Only it's incredibly telegraphed, has worse range, uses up your overdrive, you don't get oki, and you can't rapid cancel to make it safe on block. Use sparingly, if at all.


Astral Heat

Edge of Eternity
2141236C The Better Black Onslaught
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Naoto's hair and eyes turn white and red, even if he isn't in Overdrive. He then prepares a giant scythe of blood and begins slashing the opponent repeatedly before ending it with his strongest slash. One of the fastest and easiest astrals in the game. Can be done after 5AA.


External References


Navigation

To edit frame data, edit values in BBCF/Naoto Kurogane/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.