< BBCF
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{| | {{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Naoto Kurogane|discord=https://discord.gg/014U1pWJ81pGfG6fg|forums=http://www.dustloop.com/forums/index.php?/forums/forum/352-naoto-kurogane/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_NA.html}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | |||
| | {{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | ||
| | {{FP Box|header=Overview | ||
|content= | |||
{{Bio | |||
| | | name = Naoto Kurogane | ||
| game = BBCF | |||
| voice = | |||
| quote = | |||
| 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''. | ||
{{ | }} | ||
< | {{StrengthsAndWeaknesses | ||
== | |intro= | ||
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''. | |pros= | ||
{ | |||
| | |||
| | |||
*Strong and consistent damage output | *Strong and consistent damage output | ||
*Very good corner carry and side-swap opportunities | *Very good corner carry and side-swap opportunities | ||
Line 38: | Line 22: | ||
*Solid defensive options with a great DP, a great reversal super and a decent anti-air | *Solid defensive options with a great DP, a great reversal super and a decent anti-air | ||
*Highest damaging 5A counter in the game | *Highest damaging 5A counter in the game | ||
| | |||
|cons= | |||
*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 | ||
}} | |||
}} | |||
=== | {{FP Box|header=Drive: Bloodedge | ||
| content= | |||
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. | |||
| subheader1=Overdrive: Blood Repulsor | |||
| content2= | |||
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. | |||
}} | |||
{{FP Box|header=Unique Ability: Enhancer | |||
| content= | |||
If Naoto performs special moves or super moves while dashing, they will gain a blue silhouette and new properties (e.g. more hits). | |||
{{#lst: | 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. | |||
}} | |||
{{Closediv}}<!--END TOP SECTION--> | |||
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | |||
{{FP TOC}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=BBCF | |||
| fullname=Naoto Kurogane | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
==Normal Moves== | ==Normal Moves== | ||
======< | ======<span style="visibility:hidden;font-size:0">5A</span>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5A.png |caption= | |image=BBCF_Naoto_5A.png |caption= Is that plus??? | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">5AA</span>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5AA.png |caption= The King of 5A counters | |image=BBCF_Naoto_5AA.png |caption= The King of 5A counters | ||
|name=5AA | |name=5AA | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5AA}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Hits crouching | *Hits crouching | ||
*Gatlings into 6A 6B | *Gatlings into 6A 6B | ||
Line 84: | Line 96: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">5B</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5B.png |caption= Sol 5K lite. Now can reliably Anti-Air | |image=BBCF_Naoto_5B.png |caption= Sol 5K lite. Now can reliably Anti-Air | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Jump cancellable on hit and on block | *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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">5C</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. Very Good Punish tool | |image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. Very Good Punish tool | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|5C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Jump cancelable on hit and on block | *Jump cancelable on hit and on block | ||
*Gatlings into 6B | *Gatlings into 6B | ||
Line 118: | Line 129: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2A</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_2A.png |caption= Stagger Pressure | |image=BBCF_Naoto_2A.png |caption= Stagger Pressure | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2B</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_2B.png |caption= Another Good Low | |image=BBCF_Naoto_2B.png |caption= Another Good Low | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gatlings into 6A 6B | *Gatlings into 6A 6B | ||
*Can cross under | *Can cross under | ||
Line 149: | Line 159: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2C</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_2C.png |caption=Anti-air into Damage | |image=BBCF_Naoto_2C.png |caption=Anti-air into Damage | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|2C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Head invulnerability | *Head invulnerability | ||
*Float state on counter | *Float state on counter | ||
Line 165: | Line 175: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">6A</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_6A.png |caption= Use this to dunk on people's heads. | |image=BBCF_Naoto_6A.png |caption= Use this to dunk on people's heads. | ||
|name=6A | |name=6A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">6B</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_6B.png |caption= No Low/Throw Zone. Now the Gatling God | |image=BBCF_Naoto_6B.png |caption= No Low/Throw Zone. Now the Gatling God | ||
|name=6B | |name=6B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6B}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Lower body invulnerability | *Lower body invulnerability | ||
*Throw invulnerability | *Throw invulnerability | ||
Line 197: | Line 207: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">6C</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_6C.png |caption= You got this trying to 665C didnt you? | |image=BBCF_Naoto_6C.png |caption= You got this trying to 665C didnt you? | ||
|name=6C | |name=6C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6C}} | |||
{{!}}- | |||
{{Description|8|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 normal or special cancel the landing recovery on whiff | 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 | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">3C</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_3C.png |caption=Sweep. Dont get hit by Dash Sweep | |image=BBCF_Naoto_3C.png |caption=Sweep. Dont get hit by Dash Sweep | ||
|name=3C | |name=3C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|3C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Causes knockdown on hit | *Causes knockdown on hit | ||
*Causes hard knockdown on counter hit | *Causes hard knockdown on counter hit | ||
Line 228: | Line 237: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.A</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_jA.png |caption= Air to Air | |image=BBCF_Naoto_jA.png |caption= Air to Air | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.A}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.B</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_jB.png |caption= The "New" Shoto kick | |image=BBCF_Naoto_jB.png |caption= The "New" Shoto kick | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.B}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.C</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_jC.png |caption= Melty Blood Normal | |image=BBCF_Naoto_jC.png |caption= Melty Blood Normal | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|j.C}} | |||
{{!}}- | |||
{{Description|8|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== | ||
======< | ======<span style="visibility:hidden;font-size:0">5D</span>====== | ||
{{MoveData | {{MoveData | ||
|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}} | |||
{{#lst:{{PAGENAME}}/Data|5D}} | |||
{{!}}- | |||
{{Description|9|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Dash cancelable before hit | *Dash cancelable before hit | ||
Line 285: | Line 295: | ||
*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)}} | ||
{{#lst:{{PAGENAME}}/Data|5D OD}} | |||
{{!}}- | |||
{{Description|9|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
Line 310: | Line 311: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_2D.png |caption= Low Blood Sword with a small hurtbox | |image=BBCF_Naoto_2D.png |caption= Low Blood Sword with a small hurtbox | ||
|name=2D | |name=2D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=2D}} | |||
{{#lst:{{PAGENAME}}/Data|2D}} | |||
{{!}}- | |||
{{Description|9|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)}} | ||
| | {{#lst:{{PAGENAME}}/Data|2D OD}} | ||
{{!}}- | |||
{{Description|9|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 | *Causes Guard Break fully charged | ||
*Enters Dash Cancel State on Frame 10 | *Enters Dash Cancel State on Frame 10 | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">6D</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_6D.png |caption= Oops all damage | |image=BBCF_Naoto_6D.png |caption= Oops all damage | ||
|name=6D | |name=6D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=6D}} | |||
{{#lst:{{PAGENAME}}/Data|6D}} | |||
{{!}}- | |||
{{Description|9|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)}} | ||
{{#lst:{{PAGENAME}}/Data|6D OD}} | |||
{{!}}- | |||
{{Description|9|text= | |||
*Gatlings into 6C | *Gatlings into 6C | ||
*Causes float on hit | *Causes float on hit | ||
Line 423: | Line 379: | ||
*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}} | |||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.D</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_jD.png |caption= Jumping blood sword and "This is my Area" Sword | |image=BBCF_Naoto_jD.png |caption= Jumping blood sword and "This is my Area" Sword | ||
|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.D}} | |||
{{#lst:{{PAGENAME}}/Data|j.D}} | |||
}} | {{!}}- | ||
{{ | {{AttackVersion|name=j.D (Overdrive)}} | ||
| | {{#lst:{{PAGENAME}}/Data|j.D OD}} | ||
{{!}}- | |||
{{Description|9|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== | ||
======< | ======<span style="visibility:hidden;font-size:0">Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_FThrow.png | |image=BBCF_Naoto_FThrow.png | ||
Line 481: | Line 411: | ||
|name=Throw | |name=Throw | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Forward Throw}} | |||
| | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | |||
{{Description|9|text= | |||
*100% minimum damage | *100% minimum damage | ||
*Causes float | *Causes float | ||
Line 491: | Line 423: | ||
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}} | ||
{{#lst:{{PAGENAME}}/Data|4BC}} | |||
{{!}}- | |||
{{Description|9|text= | |||
| | |||
*100% minimum damage | *100% minimum damage | ||
*Causes side swap | *Causes side swap | ||
Line 502: | Line 433: | ||
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}} | ||
{{#lst:{{PAGENAME}}/Data|j.BC}} | |||
{{!}}- | |||
{{Description|9|text= | |||
| | |||
*100% minimum damage | *100% minimum damage | ||
*Causes hard knock down | *Causes hard knock down | ||
Line 513: | Line 443: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Counter Assault</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5C.png | |image=BBCF_Naoto_5C.png | ||
Line 520: | Line 449: | ||
|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|6AB}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Must be preformed during Block Stun | *Must be preformed during Block Stun | ||
*Full invulnerability | *Full invulnerability | ||
Line 531: | Line 460: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Crush Trigger</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_CT.png | |image=BBCF_Naoto_CT.png | ||
Line 538: | Line 466: | ||
|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
| | {{AttackVersion|name=Uncharged}} | ||
{{#lst:{{PAGENAME}}/Data|5AB}} | |||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lst:{{PAGENAME}}/Data|5[AB]}} | |||
| | {{!}}- | ||
{{Description|9|text= | |||
*Causes stagger on hit | *Causes stagger on hit | ||
*Causes wall bounce on air hit | *Causes wall bounce on air hit | ||
Line 557: | Line 486: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Special Moves== | ==Special Moves== | ||
======< | ======<span style="visibility:hidden;font-size:0">Banishing Fang</span>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_BanishingFang.png | |image=BBCF_Naoto_BanishingFang.png | ||
Line 566: | Line 495: | ||
|name=Banishing Fang | |name=Banishing Fang | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|236B}} | |||
{{!}}- | |||
| | {{Description|8|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. | ||
Line 580: | Line 509: | ||
*Causes crouching on hit | *Causes crouching on hit | ||
*Enhanced shortcut: 2366B | *Enhanced shortcut: 2366B | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Banishing Fang: Roar</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_BanishingFangRoar.png | |image=BBCF_Naoto_BanishingFangRoar.png | ||
Line 591: | Line 518: | ||
|textonly=yes | |textonly=yes | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Fang 236B}} | |||
{{!}}- | |||
}} | {{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Banishing Fang: Bash</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_BanishingFangBash.png | |image=BBCF_Naoto_BanishingFangBash.png | ||
Line 611: | Line 533: | ||
|name=Banishing Fang: Bash | |name=Banishing Fang: Bash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Roar 236B}} | |||
{{!}}- | |||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Banishing Fang: Raid</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_BanishingFangRaid.png | |image=BBCF_Naoto_BanishingFangRaid.png | ||
Line 634: | Line 551: | ||
|name=Banishing Fang: Raid | |name=Banishing Fang: Raid | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
| | {{!}}- | ||
{{#lst:{{PAGENAME}}/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|8|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}} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Inferno Crusader</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_InfernoCrusader_D.png | |image=BBCF_Naoto_InfernoCrusader_D.png | ||
Line 648: | Line 564: | ||
|name=Inferno Crusader | |name=Inferno Crusader | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
{{AttackVersion|name=Ground C}} | |||
{{#lst:{{PAGENAME}}/Data|623C}} | |||
{{!}}- | |||
}} | {{AttackVersion|name=Air C}} | ||
{{ | {{#lst:{{PAGENAME}}/Data|j.623C}} | ||
| | {{!}}- | ||
{{Description|9|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}} | ||
{{#lst:{{PAGENAME}}/Data|623D}} | |||
{{!}}- | |||
{{AttackVersion|name=Air D}} | |||
}} | {{#lst:{{PAGENAME}}/Data|j.623D}} | ||
{{ | {{!}}- | ||
| | {{Description|9|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. | ||
Line 678: | Line 591: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Overhead Kick</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_OverheadKick.png | |image=BBCF_Naoto_OverheadKick.png | ||
Line 685: | Line 597: | ||
|name=Overhead Kick | |name=Overhead Kick | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|623C 2C}} | |||
| | {{!}}- | ||
{{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Slash Kaid</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_SlashKaid.png |caption= S P A C I N G into death | |image=BBCF_Naoto_SlashKaid.png |caption= S P A C I N G into death | ||
Line 699: | Line 611: | ||
|name=Slash Kaid | |name=Slash Kaid | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
| | {{!}}- | ||
{{AttackVersion|name=Normal}} | |||
{{#lst:{{PAGENAME}}/Data|214D}} | |||
{{!}}- | |||
{{AttackVersion|name=through Opponent}} | |||
{{#lst:{{PAGENAME}}/Data|214D through Opponent}} | |||
{{!}}- | |||
}} | {{Description|9|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, | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Shift Sway</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_ShiftSway.png | |image=BBCF_Naoto_ShiftSway.png | ||
Line 728: | Line 636: | ||
|name=Shift Sway | |name=Shift Sway | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214A}} | |||
{{!}}- | |||
{{Description|8|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 | ||
Line 744: | Line 647: | ||
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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Phantom Pain</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_PhantomPain.png | |image=BBCF_Naoto_PhantomPain.png | ||
Line 754: | Line 655: | ||
|name=Phantom Pain | |name=Phantom Pain | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|214A 8A}} | |||
| | {{!}}- | ||
{{Description|8|text= | |||
*Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash) | *Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash) | ||
*Unblockable | *Unblockable and unburstable, as it is technically a throw. | ||
*Hard-coded to whiff on crouching opponents, including opponents performing crouching moves. | *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. | ||
Line 767: | Line 668: | ||
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== | ||
======< | ======<span style="visibility:hidden;font-size:0">Divine Smasher</span>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_DivineSmasher.png | |image=BBCF_Naoto_DivineSmasher.png | ||
Line 780: | Line 680: | ||
|name=Divine Smasher | |name=Divine Smasher | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lst:{{PAGENAME}}/Data|632146B}} | |||
{{!}}- | |||
}} | {{Description|9|text= | ||
{{ | |||
| | |||
| | |||
}} | |||
{{ | |||
| | |||
| | |||
*Normal: 800 minimum damage | *Normal: 800 minimum damage | ||
*Enhanced: 960 minimum damage | *Enhanced: 960 minimum damage | ||
Line 806: | Line 693: | ||
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. | 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}} | ||
{{#lst:{{PAGENAME}}/Data|j.632146B}} | |||
{{!}}- | |||
{{Description|9|text= | |||
}} | |||
{{ | |||
| | |||
| | |||
*720 minimum damage | *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. | 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. | Good tool used against air resets. | ||
}} | |||
{{!}}- | |||
{{AttackVersion|name=OD Followup}} | |||
{{#lst:{{PAGENAME}}/Data|632146B OD Followup}} | |||
{{!}}- | |||
{{Description|9|text= | |||
*Minimum Damage (including preceeding attacks): | |||
*Ground Normal: 1080 | |||
*Ground Enhanced: 1188 | |||
*Air: 1050 | |||
}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">Divine Reaper</span>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_DivineReaper.png | |image=BBCF_Naoto_DivineReaper.png | ||
Line 830: | Line 721: | ||
|name=Divine Reaper | |name=Divine Reaper | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Strike}} | |||
| | {{#lst:{{PAGENAME}}/Data|632146D}} | ||
{{!}}- | |||
}} | {{AttackVersion|name=Projectile}} | ||
{{ | {{#lst:{{PAGENAME}}/Data|632146D Projectile}} | ||
| | {{!}}- | ||
{{Description|9|text= | |||
| | |||
*1004 minimum damage (full animation only) | *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== | ||
Line 871: | Line 748: | ||
|name=Grim of Phantom | |name=Grim of Phantom | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|ABCD}} | |||
| | {{!}}- | ||
{{Description|8|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. | ||
Line 886: | Line 758: | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
Line 894: | Line 766: | ||
|name=Edge of Eternity | |name=Edge of Eternity | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lst:{{PAGENAME}}/Data|Astral}} | |||
| | {{!}}- | ||
| | {{Description|8|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== | ||
Line 911: | Line 783: | ||
*[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== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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}} | ||
Revision as of 19:38, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
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 gain a blue silhouette and 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.Normal Moves
5A | Template:AttackDataHeader-BBCF |
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5AA | Template:AttackDataHeader-BBCF |
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5B | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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Drive Moves
5D | Template:AttackDataHeader-BBCF |
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2D | Template:AttackDataHeader-BBCF |
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6D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Throw | Template:AttackDataHeader-BBCF |
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Counter Assault 6A+B during blockstun |
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Crush Trigger 5A+B |
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Special Moves
Banishing Fang 236B |
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Banishing Fang: Roar 236B after Banishing Fang |
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Banishing Fang: Bash 236B after Banishing Fang: Roar |
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Banishing Fang: Raid 236C after Banishing Fang: Roar |
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Inferno Crusader 623C/D (Air OK) |
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Overhead Kick 2C after Inferno Crusader |
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Slash Kaid 214D |
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Shift Sway 214A |
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Phantom Pain 8A after Shift Sway |
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Distortion Drives
Divine Smasher 632146B (air OK) |
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Divine Reaper 632146D |
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Exceed Accel
Grim of Phantom ABCD during Overdrive |
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Astral Heat
Edge of Eternity 2141236C |
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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
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.- Amane Nishiki [★]
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- Yuuki Terumi [★]
Click [★] for character's full frame data
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