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{{ | {{#lsth:BBCF/Naoto Kurogane/Data|SystemData}} | ||
;Play-style | ;Play-style | ||
:Offensive, Rushdown | :Offensive, Rushdown, Pressure | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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===Unique Ability: Enhancer=== | ===Unique Ability: Enhancer=== | ||
Naoto also possesses a unique ability: if he performs his special moves or Distortion Drives while he is dashing, these will be given new properties (e.g. more hits). | Naoto also possesses a unique ability: if he performs his special moves or Distortion Drives while he is dashing, these will be given new properties (e.g. more hits). | ||
Naoto's microdashing ground normals can store enhanced specials after the first normal hit but not if you use 2 or more normals. | |||
===Overdrive: Blood Repulsor=== | ===Overdrive: Blood Repulsor=== | ||
Naoto's Drive attacks take less time to charge, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively. | Naoto's Drive attacks take less time to charge, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively. | ||
Naoto's microdashing ground normals can store up enhanced specials for 2 normals instead of 1. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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|-style="text-align:left;" | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | ! Strengths !! Weaknesses | ||
|- style="vertical-align:top;text- | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Strong and consistent damage output | *Strong and consistent damage output | ||
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*Short range outside of Drive attacks and Divine Smasher | *Short range outside of Drive attacks and Divine Smasher | ||
*Neutral game can be challenging, as he lacks a projectile, and thus can be zoned out easily | *Neutral game can be challenging, as he lacks a projectile, and thus can be zoned out easily | ||
|- | |- | ||
|} | |} | ||
===Notes=== | ===Notes=== | ||
*Started updating to 2.0. | *Started updating to 2.0. | ||
*Thanks, whoever uploaded new pics. -DBliss | *Thanks, whoever uploaded new pics. -DBliss | ||
{{#lst:BBCF/Naoto Kurogane/Data|Links}} | |||
{{ | <br style="clear:both;"/> | ||
<br clear | |||
==Normal Moves== | ==Normal Moves== | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hits crouching | *Hits crouching | ||
*Gatlings into 6A 6B | *Gatlings into 6A 6B | ||
*Jump cancelable on hit and on block | *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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=5AA | |name=5AA | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hits crouching | *Hits crouching | ||
*Gatlings into 6A 6B | *Gatlings into 6A 6B | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5B}} | |||
{{!}}- | |||
*Jump | {{Description|7|text= | ||
*Jump cancellable on hit and on block | |||
*Gatlings into 6B | *Gatlings into 6B | ||
*Moves Naoto slightly forward. | *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. | 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. | ||
}} | }} | ||
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|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Jump cancelable on hit and on block | *Jump cancelable on hit and on block | ||
*Gatlings into 6B | *Gatlings into 6B | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Gatlings into 6A 6B | *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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Gatlings into 6A 6B | *Gatlings into 6A 6B | ||
*Can cross under | *Can cross under | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Head invulnerability | *Head invulnerability | ||
*Float state on counter | *Float state on counter | ||
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|name=6A | |name=6A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|6A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Forces crouching on hit | *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. | Naoto hits the opponent with an overhead punch. Decent speed, can be followed up with Cs, Ds and specials. Naoto's only overhead. | ||
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|name=6B | |name=6B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Lower body invulnerability | *Lower body invulnerability | ||
*Throw invulnerability | *Throw invulnerability | ||
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|name=6C | |name=6C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Does not hit crouching | *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 | 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 | ||
}} | }} | ||
}} | }} | ||
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|name=3C | |name=3C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Causes knockdown on hit | *Causes knockdown on hit | ||
*Causes hard knockdown on counter hit | *Causes hard knockdown on counter hit | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
A horizontal kick. Decent for air-to-air and an overall solid tool. CH Causes a great amount of hitstun. | A horizontal kick. Decent for air-to-air and an overall solid tool. CH Causes a great amount of hitstun. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Drive Moves== | ==Drive Moves== | ||
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|image=BBCF_Naoto_5D.png |caption= Blood Sword and Blood Sword that Guard Breaks (Charged) | |image=BBCF_Naoto_5D.png |caption= Blood Sword and Blood Sword that Guard Breaks (Charged) | ||
|name=5D | |name=5D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5D}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Dash cancelable before hit | *Dash cancelable before hit | ||
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*Causes stagger on hit | *Causes stagger on hit | ||
*Enters Dash Cancel State on Frame 10 | *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. | 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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5D (Overdrive)}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5D OD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
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*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Enters Dash Cancel State on Frame 10 | *Enters Dash Cancel State on Frame 10 | ||
*Causes Guard Break fully charged | |||
Has an extremely fast start up. | Has an extremely fast start up. | ||
}} | }} | ||
}} | }} | ||
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|name=2D | |name=2D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=2D}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|2D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Dash cancelable before hit | *Dash cancelable before hit | ||
*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes stagger on hit | *Causes stagger on hit | ||
*Causes Guard Break fully charged | |||
*Enters Dash Cancel State on Frame 10 | *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. | 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. | ||
}} | }} | ||
{{ | {{AttackVersion|name=2D (Overdrive)}} | ||
| | {{#lsth:BBCF/Naoto Kurogane/Data|2D OD}} | ||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
{{ | |||
| | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Dash cancelable before hit and on hit | *Dash cancelable before hit and on hit | ||
*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes Guard Break fully charged | |||
*Enters Dash Cancel State on Frame 10 | *Enters Dash Cancel State on Frame 10 | ||
}} | }} | ||
}} | }} | ||
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|name=6D | |name=6D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=6D}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|6D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Causes float on hit | *Causes float on hit | ||
*Jump cancelable on hit and on block | *Jump cancelable on hit and on block | ||
*Enters Dash Cancel State on Frame 10 | *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. | 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. | Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=6D (Overdrive)}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|6D OD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Causes float on hit | *Causes float on hit | ||
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*Dash cancelable before hit and on hit | *Dash cancelable before hit and on hit | ||
*Enters Dash Cancel State on Frame 10 | *Enters Dash Cancel State on Frame 10 | ||
*Fatal counter fully charged | |||
*Causes wall bounce on hit fully charged | |||
*Causes guard break fully charged}} | |||
*Fatal counter | |||
*Causes wall bounce on hit | |||
*Causes guard break | |||
}} | |||
}} | }} | ||
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|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.D}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|j.D}} | |||
}} | {{!}}- | ||
{{ | {{AttackVersion|name=j.D (Overdrive)}} | ||
| | {{#lsth:BBCF/Naoto Kurogane/Data|j.D OD}} | ||
{{!}}- | |||
{{Description|8|text= | |||
}} | |||
{{ | |||
| | |||
}} | |||
{{ | |||
| | |||
| | |||
*Uncharged j.D has 5f of Forced Landing Recovery | *Uncharged j.D has 5f of Forced Landing Recovery | ||
*Charged j.D has 10f 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. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
======<font style="visibility:hidden" size="0">Throw</font>====== | ======<font style="visibility:hidden" size="0">Throw</font>====== | ||
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|name=Throw | |name=Throw | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Forward Throw}} | |||
| | {{#lsth:BBCF/Naoto Kurogane/Data|BC}} | ||
{{!}}- | |||
{{Description|8|text= | |||
*100% minimum damage | *100% minimum damage | ||
*Causes float | *Causes float | ||
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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. | 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. | ||
}} | }} | ||
{{ | {{AttackVersion|name=Back Throw}} | ||
| | {{#lsth:BBCF/Naoto Kurogane/Data|4BC}} | ||
{{!}}- | |||
{{Description|8|text= | |||
| | |||
*100% minimum damage | *100% minimum damage | ||
*Causes side swap | *Causes side swap | ||
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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. | 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. | ||
}} | }} | ||
{{ | {{AttackVersion|name=Air Throw}} | ||
| | {{#lsth:BBCF/Naoto Kurogane/Data|j.BC}} | ||
{{!}}- | |||
{{Description|8|text= | |||
| | |||
*100% minimum damage | *100% minimum damage | ||
*Causes hard knock down | *Causes hard knock down | ||
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|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Must be preformed during Block Stun | *Must be preformed during Block Stun | ||
*Full invulnerability | *Full invulnerability | ||
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|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
| | {{AttackVersion|name=Uncharged}} | ||
{{#lsth:BBCF/Naoto Kurogane/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|5[AB]}} | |||
| | {{!}}- | ||
{{Description|8|text= | |||
*Causes stagger on hit | *Causes stagger on hit | ||
*Causes wall bounce on air hit | *Causes wall bounce on air hit | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
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|name=Banishing Fang | |name=Banishing Fang | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|236B}} | |||
{{!}}- | |||
| | {{Description|7|text= | ||
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. | 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. | ||
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*Causes crouching on hit | *Causes crouching on hit | ||
*Enhanced shortcut: 2366B | *Enhanced shortcut: 2366B | ||
}} | }} | ||
}} | }} | ||
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|textonly=yes | |textonly=yes | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|Fang > 236B}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
*Fatal Counter | *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. | 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. | ||
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|name=Banishing Fang: Bash | |name=Banishing Fang: Bash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
| | {{!}}- | ||
{{#lsth:BBCF/Naoto Kurogane/Data|Roar > 236B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal Counter | *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. | 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. | 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. | ||
}} | }} | ||
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|name=Banishing Fang: Raid | |name=Banishing Fang: Raid | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|Roar > 236C}} | |||
{{!}}- | |||
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 | {{Description|7|text= | ||
}} | 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}} | ||
}} | }} | ||
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|name=Inferno Crusader | |name=Inferno Crusader | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
{{AttackVersion|name=Ground C}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|623C}} | |||
{{!}}- | |||
}} | {{AttackVersion|name=Air C}} | ||
{{ | {{#lsth:BBCF/Naoto Kurogane/Data|j.623C}} | ||
| | {{!}}- | ||
{{Description|8|text= | |||
*Head invulnerability 4-11 | *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. | 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. | Enhanced C version has 2 hits and more hitstun, allowing Naoto to follow it up anywhere with 5A for a combo. | ||
}} | }} | ||
{{ | {{!}}- | ||
| | {{AttackVersion|name=Ground D}} | ||
{{#lsth:BBCF/Naoto Kurogane/Data|623D}} | |||
{{!}}- | |||
{{AttackVersion|name=Air D}} | |||
}} | {{#lsth:BBCF/Naoto Kurogane/Data|j.623D}} | ||
{{ | {{!}}- | ||
| | {{Description|8|text= | ||
*Enhanced version beats almost every attack in the game. | *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. | 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. | ||
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|name=Overhead Kick | |name=Overhead Kick | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|623C > 2C}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
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. | 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. | ||
}} | }} | ||
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|name=Slash Kaid | |name=Slash Kaid | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
{{AttackVersion|name=Normal}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|214D}} | |||
| | {{!}}- | ||
{{AttackVersion|name=through Opponent}} | |||
Naoto | {{#lsth:BBCF/Naoto Kurogane/Data|214D through Opponent}} | ||
{{!}}- | |||
}} | {{Description|8|text= | ||
{{ | |||
| | |||
*Causes stagger on hit | *Causes stagger on hit | ||
*Causes float on counter hit | *Causes float on counter hit | ||
*Causes crumple on hit close range | *Causes crumple on hit close range | ||
*Causes side swap 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, | 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, | ||
}} | }} | ||
}} | }} | ||
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|name=Shift Sway | |name=Shift Sway | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|214A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
{{ | |||
| | |||
*Head ,Body, and Projectile invulnerability | *Head ,Body, and Projectile invulnerability | ||
*Phantom Pain shortcut removed in 2.0 | *Phantom Pain shortcut removed in 2.0 | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|name=Phantom Pain | |name=Phantom Pain | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|214A > 8A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash) | |||
*Unblockable | *Unblockable | ||
*Unburstable | *Unburstable | ||
* | *Hard-coded to whiff on crouching opponents, including opponents performing crouching moves. | ||
*Head and Body invulnerable, but strangely loses its projectile invulnerability. | *Head and Body invulnerable, but strangely loses its projectile invulnerability. | ||
*Enhanced Phantom Pain Starts up in 5f compared to Regular's 15 | *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. | 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 | Phantom Pain and Enhanced Phantom Pain are Considered Two different moves | ||
*2C>Pain = Approx 23f | *2C>Pain = Approx 23f | ||
*2C>EnPain = Approx 21f | *2C>EnPain = Approx 21f}} | ||
}} | }} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==Distortion Drives== | ==Distortion Drives== | ||
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|name=Divine Smasher | |name=Divine Smasher | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
| | {{#lsth:BBCF/Naoto Kurogane/Data|632146B}} | ||
{{!}}- | |||
}} | {{Description|8|text= | ||
{{ | |||
| | |||
}} | |||
{{ | |||
| | |||
| | |||
*Normal: 800 minimum damage | *Normal: 800 minimum damage | ||
*Enhanced: | *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. | 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 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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
| | {{AttackVersion|name=Air}} | ||
{{#lsth:BBCF/Naoto Kurogane/Data|j.632146B}} | |||
{{!}}- | |||
| | {{Description|8|text= | ||
*720 minimum damage | *720 minimum damage | ||
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Good tool used against air resets. | Good tool used against air resets. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=OD Followup}} | |||
{{#lsth:BBCF/Naoto Kurogane/Data|632146B OD Followup}} | |||
{{!}}- | |||
}} | }} | ||
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|name=Divine Reaper | |name=Divine Reaper | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Strike}} | |||
| | {{#lsth:BBCF/Naoto Kurogane/Data|632146D}} | ||
{{!}}- | |||
}} | {{AttackVersion|name=Projectile}} | ||
{{ | {{#lsth:BBCF/Naoto Kurogane/Data|632146D Projectile}} | ||
| | {{!}}- | ||
{{Description|8|text= | |||
*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. | 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. | 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. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
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|name=Grim of Phantom | |name=Grim of Phantom | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|ABCD}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
}} | |||
{{ | |||
| | |||
*Does not cost Heat, but immediately ends Overdrive if used. | *Does not cost Heat, but immediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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|name=Edge of Eternity | |name=Edge of Eternity | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Naoto Kurogane/Data|Astral}} | |||
| | {{!}}- | ||
| | {{Description|7|text= | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==External References== | ==External References== | ||
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*[http://www.dustloop.com/forums/index.php?/forums/topic/9600-cp20-v-13-video-thread/ Character Video Thread] | *[http://www.dustloop.com/forums/index.php?/forums/topic/9600-cp20-v-13-video-thread/ Character Video Thread] | ||
*[https://docs.google.com/spreadsheets/d/1FVRZI8W-NSn4NECd_eQxDpgPI-qrz-wVuHaYG7Dc8CM/edit#gid=1185300506 Frame Data Spreadsheet] | *[https://docs.google.com/spreadsheets/d/1FVRZI8W-NSn4NECd_eQxDpgPI-qrz-wVuHaYG7Dc8CM/edit#gid=1185300506 Frame Data Spreadsheet] | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | {{#lsth:BBCF/Naoto Kurogane/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBCF/Naoto Kurogane/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue: Central Fiction]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category:Naoto Kurogane]] | [[Category:Naoto Kurogane]] |
Revision as of 00:34, 9 December 2019
Naoto Kurogane |
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Overview
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 attack with his own blood. His Drive attacks already possess long range, but Naoto can charge them to further increase said range and imbue them with Guard Break properties. At any point during the charge, Naoto can perform a dash to cancel it.
Unique Ability: Enhancer
Naoto also possesses a unique ability: if he performs his special moves or Distortion Drives while he is dashing, these will be given new properties (e.g. more hits). Naoto's microdashing ground normals can store enhanced specials after the first normal hit but not if you use 2 or more normals.
Overdrive: Blood Repulsor
Naoto's Drive attacks take less time to charge, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively. Naoto's microdashing ground normals can store up enhanced specials for 2 normals instead of 1.
Strengths/Weaknesses
Strengths | Weaknesses |
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Notes
- Started updating to 2.0.
- Thanks, whoever uploaded new pics. -DBliss
Normal Moves
5A
5A |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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A crouching roundhouse kick. |
j.A
j.A |
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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 |
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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 |
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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 | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Throw
Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B during blockstun |
Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
Banishing Fang
Banishing Fang 236B |
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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
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Banishing Fang: Roar
Banishing Fang: Roar 236B after Banishing Fang |
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Banishing Fang: Bash
Banishing Fang: Bash 236B after Banishing Fang: Roar |
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Banishing Fang: Raid
Banishing Fang: Raid 236C after Banishing Fang: Roar |
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Inferno Crusader
Inferno Crusader 623C/D (Air OK) |
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Overhead Kick
Overhead Kick 2C after Inferno Crusader |
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Slash Kaid
Slash Kaid 214D |
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Shift Sway
Shift Sway 214A |
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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 |
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Distortion Drives
Divine Smasher
Divine Smasher 632146B (air OK) |
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Divine Reaper
Divine Reaper 632146D |
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Exceed Accel
Grim of Phantom ABCD during Overdrive |
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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 |
Template:AttackDataHeader-BBCF |
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External References
- Japanese Name: ナオト=クロガネ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Frame Data Spreadsheet
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •