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======<font style="visibility:hidden" size="0">5C</font>====== | ======<font style="visibility:hidden" size="0">5C</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. | |image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. Very Good Punish tool | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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|startup=24 |active=3 |recovery=24 |frameAdv= -10 |attribute=B |hitbox=naoto/6A | |startup=24 |active=3 |recovery=24 |frameAdv= -10 |attribute=B |hitbox=naoto/6A | ||
|description= | |description= | ||
*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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*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes stagger on hit | *Causes stagger on hit | ||
*Enters Dash Cancel State on Frame 10 | |||
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. | ||
}} | }} | ||
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*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes Guard Break | *Causes Guard Break | ||
*Enters Dash Cancel State on Frame 10 | |||
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. | ||
}} | }} | ||
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*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 | ||
* | *Enters Dash Cancel State on Frame 10 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes Guard Break | *Causes Guard Break | ||
*Enters Dash Cancel State on Frame 10 | |||
Has an extremely fast start up. | Has an extremely fast start up. | ||
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*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes stagger on hit | *Causes stagger on hit | ||
*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. | ||
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*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 | |||
*Enters Dash Cancel State on Frame 10 | |||
}} | }} | ||
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*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 | ||
* | *Enters Dash Cancel State on Frame 10 | ||
}} | }} | ||
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*Shift Sway cancelable on hit and block | *Shift Sway cancelable on hit and block | ||
*Causes guard break | *Causes guard break | ||
*Enters Dash Cancel State on Frame 10 | |||
}} | }} | ||
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*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 | |||
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. | ||
}} | }} | ||
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*Causes guard break | *Causes guard break | ||
*Jump cancelable on hit and on block | *Jump cancelable on hit and on block | ||
*Enters Dash Cancel State on Frame 10 | |||
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. | ||
}} | }} | ||
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*Jump cancelable on hit and on block | *Jump cancelable on hit and on block | ||
*Dash cancelable before hit and on hit | *Dash cancelable before hit and on hit | ||
*Enters Dash Cancel State on Frame 10 | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
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. | ||
*Uncharged j.D has 5f of Forced Landing Recovery | |||
*Charged j.D has 10f of Forced Landing Recovery | |||
}} | }} | ||
}} | }} | ||
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|header=yes | |header=yes | ||
|damage=1000 |cancel=R(J) |starter=|guard=Mid | |damage=1000 |cancel=R(J) |starter=|guard=Mid | ||
|startup= | |startup=16 |active=8 |recovery=30 |frameAdv= -19 |attribute=B|description= | ||
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 | 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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|header=no | |header=no | ||
|version=Enhanced |damage=0 |cancel= |starter=|guard= | |version=Enhanced |damage=0 |cancel= |starter=|guard= | ||
|startup= |active= |recovery=37 |frameAdv= |attribute=|description= | |startup=15 |active= |recovery=37 |frameAdv= |attribute=|description= | ||
*Head ,Body, and Projectile invulnerability | *Head ,Body, and Projectile invulnerability | ||
*Phantom Pain shortcut removed in 2.0 | *Phantom Pain shortcut removed in 2.0 | ||
*Enters Dash Cancel State on Frame 9 | |||
Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles, but loses to lows and throws. Can dash-cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. 2146A will buffer a forward input allowing easier dash cancel enhanced specials. | 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. | 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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*Whiff on crouching | *Whiff on crouching | ||
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. Followup Time was buffed in 2.0 | 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. Followup Time was buffed in 2.0 | ||
Phantom Pain and Enhanced Phantom Pain are Considered Two different moves | |||
*2C>Pain = Approx 23f | |||
*2C>EnPain = Approx 21f | |||
}} | }} | ||
}} | }} |
Revision as of 19:11, 15 January 2018
Naoto Kurogane |
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Health: 11,500
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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).
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.
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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5AA
5AA |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Universal Mechanics
Throw
Throw |
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Counter Assault
Counter Assault 6A+B during blockstun |
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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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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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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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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
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- Izanami [★]
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- 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 •